WebGL - 示例 點擊物體改變背景色

three.js中是通過射線檢測THREE.Raycaster()這個方法,來獲取點擊位置與射線相交的對象,這個webgl示例走了個捷徑,通過對比物體的顏色和點擊處的像素值,來檢測是否點擊了物體,下面是示例效果

示例:點擊物體改變背景色,並實時檢測旋轉角度

主要示例代碼

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>webgl-example</title>
</head>

<body>
    <canvas id="webgl" width="512" height="512" style="position: absolute; z-index: 0;margin: 0 auto;"></canvas>
    <canvas id="hud" width="512" height="512" style="position: absolute;z-index: 1;"></canvas>
</body>
<script src="../lib/webgl-utils.js"></script>
<script src="../lib/webgl-debug.js"></script>
<script src="../lib/cuon-utils.js"></script>
<script src="../lib/cuon-matrix.js"></script>

<script>

    // 頂點着色器
    var v_shader_source = '' +
        'attribute vec4 a_Position;' +
        'attribute vec4 a_Color;' +
        'uniform mat4 u_MvpMatrix;' +
        'uniform bool u_Clicked;' +
        'varying vec4 v_Color;' +
        'void main(){' +
        '   gl_Position = u_MvpMatrix * a_Position;' +
        '   if(u_Clicked){' + // 如果鼠標點擊到就把顏色繪製爲紅色
        '       v_Color = vec4(1.0, 0.0, 0.0, 1.0);' +
        '   }else{' +
        '       v_Color = a_Color;' +
        '   }' +
        '}';
    // 片元着色器
    var f_shader_source = '' +
        'precision mediump float;' +
        'varying vec4 v_Color;' +
        'void main(){' +
        '   gl_FragColor = v_Color;' +
        '}';

    // 獲取當前角度
    var ANGLE_STEP = 30.0; // 旋轉角度
    var g_last = Date.now(); // 方法最後被調用的時間

    function getCurrentAngle(angle) {

        var now = Date.now();
        var elapsed = now - g_last;
        g_last = now;

        var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;

        return newAngle %= 360;

    }

    (function () {

        var canvas = document.getElementById('webgl');
        var hud = document.getElementById('hud');

        var gl = getWebGLContext(canvas);
        var ctx = hud.getContext('2d');

        if (!gl || !ctx) {

            console.log('不能獲取上下文對象');
            return false;

        }



        // 初始化渲染器
        if (!initShaders(gl, v_shader_source, f_shader_source)) {

            console.log('初始化着色器失敗');
            return false;

        }

        // 設置頂點位置
        var n = initVertexBuffers(gl);
        if (n < 0) {

            console.log('初始化頂點信息失敗');
            return false;

        }

        // 設置清楚顏色
        gl.clearColor(0.0, 0.5, 0.5, 1.0);
        // 開啓深度檢測
        gl.enable(gl.DEPTH_TEST);

        var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
        var u_Clicked = gl.getUniformLocation(gl.program, 'u_Clicked');

        if (!u_MvpMatrix || !u_Clicked) {

            console.log('獲取 uniform 變量存儲位置失敗');
            return false;

        }

        // 投影視圖矩陣設置
        var viewProjMatrix = new Matrix4();
        viewProjMatrix.setPerspective(30.0, canvas.width / canvas.height, 1.0, 100);
        // 視點觀察點和上方向
        viewProjMatrix.lookAt(0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

        gl.uniform1i(u_Clicked, 0);


        // 模型視圖投影矩陣
        var g_MvpMatrix = new Matrix4();
        var currentAngle = 0.0;

        // 循環渲染
        function animate() {
            requestAnimationFrame(animate);

            currentAngle = getCurrentAngle(currentAngle);

            draw(gl, n, currentAngle, viewProjMatrix, u_MvpMatrix);
            draw2D(ctx, currentAngle);

        }

        animate();

        function draw2D(ctx, currentAngle) {
            ctx.clearRect(0, 0, 512, 512); // Clear <hud>
            // Draw triangle with white lines
            ctx.beginPath();                      // Start drawing
            ctx.moveTo(60, 5);
            ctx.lineTo(100, 75);
            ctx.lineTo(20, 75);
            ctx.closePath();
            
            ctx.strokeStyle = 'rgba(100, 255, 255, 1)'; // Set white to color of lines
            ctx.stroke();                           // Draw Triangle with white lines
            // Draw white letters
            ctx.font = '15px "Times New Roman"';
            ctx.fillStyle = 'rgba(100, 255, 255, 1)'; // Set white to the color of letters
            ctx.fillText('HUD: Head Up Display', 15, 100);
            ctx.fillText('Current Angle: ' + Math.floor(currentAngle), 15, 120);
        }

        // 鼠標點擊事件
        hud.onmousedown = function (event) {

            var x = event.clientX;
            var y = event.clientY;

            var rect = event.target.getBoundingClientRect();

            var x_in_canvas = x - rect.left;
            var y_in_canvas = rect.bottom - y;

            var picked = check(gl, n, x_in_canvas, y_in_canvas, currentAngle, u_Clicked, viewProjMatrix);

            if (picked) {

                console.log('選中模型');
                // 設置清楚顏色
                gl.clearColor(Math.random(), Math.random(), Math.random(), Math.random());

            }

        }

        function check(gl, n, x, y, currentAngle, u_Clicked, viewProjMatrix, u_MvpMatrix) {

            var picked = false;
            gl.uniform1i(u_Clicked, 1);

            draw(gl, n, currentAngle, viewProjMatrix, u_MvpMatrix);

            // 獲取點擊位置的像素
            var pixels = new Uint8Array(4);
            // 獨區點擊位置的像素值
            gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

            if (pixels[0] == 255) {
                picked = true;
            }

            gl.uniform1i(u_Clicked, 0);

            draw(gl, n, currentAngle, viewProjMatrix, u_MvpMatrix);

            return picked;

        }

        function draw(gl, n, currentAngle, viewProjMatrix, u_MvpMatrix) {

            // 將viewProjMatrix設置爲g_MvpMatrix
            g_MvpMatrix.set(viewProjMatrix);

            g_MvpMatrix.rotate(currentAngle, 1.0, 0.0, 0.0);
            g_MvpMatrix.rotate(currentAngle, 0.0, 1.0, 0.0);
            g_MvpMatrix.rotate(currentAngle, 0.0, 0.0, 1.0);

            gl.uniformMatrix4fv(u_MvpMatrix, false, g_MvpMatrix.elements);

            // 清空緩存重新繪製
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);

        }


        function initVertexBuffers(gl) {

            // Create a cube
            //    v6----- v5
            //   /|      /|
            //  v1------v0|
            //  | |     | |
            //  | |v7---|-|v4
            //  |/      |/
            //  v2------v3
            // 頂點座標
            var vertices = new Float32Array([   // Vertex coordinates
                1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0,  // v0-v1-v2-v3 front
                1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0,  // v0-v3-v4-v5 right
                1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0,  // v0-v5-v6-v1 up
                -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0,  // v1-v6-v7-v2 left
                -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,  // v7-v4-v3-v2 down
                1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0   // v4-v7-v6-v5 back
            ]);

            // 頂點顏色
            var colors = new Float32Array([     // Colors
                0.2, 0.58, 0.82, 0.2, 0.58, 0.82, 0.2, 0.58, 0.82, 0.2, 0.58, 0.82, // v0-v1-v2-v3 front
                0.5, 0.41, 0.69, 0.5, 0.41, 0.69, 0.5, 0.41, 0.69, 0.5, 0.41, 0.69,  // v0-v3-v4-v5 right
                0.0, 0.32, 0.61, 0.0, 0.32, 0.61, 0.0, 0.32, 0.61, 0.0, 0.32, 0.61,  // v0-v5-v6-v1 up
                0.78, 0.69, 0.84, 0.78, 0.69, 0.84, 0.78, 0.69, 0.84, 0.78, 0.69, 0.84, // v1-v6-v7-v2 left
                0.32, 0.18, 0.56, 0.32, 0.18, 0.56, 0.32, 0.18, 0.56, 0.32, 0.18, 0.56, // v7-v4-v3-v2 down
                0.73, 0.82, 0.93, 0.73, 0.82, 0.93, 0.73, 0.82, 0.93, 0.73, 0.82, 0.93, // v4-v7-v6-v5 back
            ]);

            // 法向量
            var normals = new Float32Array([    // Normal
                0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
                1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
                0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
                -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
                0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,  // v7-v4-v3-v2 down
                0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0   // v4-v7-v6-v5 back
            ]);

            // 頂點索引
            var indices = new Uint8Array([       // Indices of the vertices
                0, 1, 2, 0, 2, 3,    // front
                4, 5, 6, 4, 6, 7,    // right
                8, 9, 10, 8, 10, 11,    // up
                12, 13, 14, 12, 14, 15,    // left
                16, 17, 18, 16, 18, 19,    // down
                20, 21, 22, 20, 22, 23     // back
            ]);

            // 創建緩衝區
            var indexBuffer = gl.createBuffer();
            if (!indexBuffer) return -1;

            // 將頂點和顏色數據寫入緩衝區對象
            var v_num = initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position');
            var c_num = initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color');

            if (!v_num || !c_num) {

                console.log('初始化緩衝區失敗!');
                return -1;

            }

            // Unbind the buffer object
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

            return indices.length;

        }


        // 初始化緩衝區對象
        function initArrayBuffer(gl, data, num, type, attribute) {

            // 創建緩衝區
            var buffer = gl.createBuffer();

            if (!buffer) {

                console.log('創建緩衝區失敗!');
                return false;

            }

            // 寫入數據到緩衝區
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

            // 將緩衝區對象分配給屬性變量
            var a_attribute = gl.getAttribLocation(gl.program, attribute);

            if (a_attribute < 0) {

                console.log('獲取變量存儲地址失敗' + attribute);
                return false;

            }

            gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);

            // 啓用緩衝區屬性變量
            gl.enableVertexAttribArray(a_attribute);

            return true;

        }

    }())


</script>

</html>
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章