<div class="page-header"><h3>8、深度缓冲,透明度与混合</h3></div>
<canvas id = "test08-canvas" width = "800" height = "600"></canvas>
<br/>
<input type="checkbox" id="blending" checked /> 使用混合
<br/>
不透明度(Alpha)级别 <input type="text" id="alpha" value="0.5" /><br/>
<br/>
<input type="checkbox" id="lighting" checked /> 使用光照
<br/>
(逗号/句号 控制 靠近/远离,WSAD键控制四个方向旋转速度)
<br/>
<h4>方向光:</h4>
<table>
<tr>
<td><b>方向:</b></td>
<td>X: <input type="text" id="lightDirectionX" value="-0.25" /></td>
<td>Y: <input type="text" id="lightDirectionY" value="-0.25" /></td>
<td>Z: <input type="text" id="lightDirectionZ" value="-1.0" /></td>
</tr>
<tr>
<td><b>颜色:</b></td>
<td>R: <input type="text" id="directionalR" value="0.8" /></td>
<td>G: <input type="text" id="directionalG" value="0.8" /></td>
<td>B: <input type="text" id="directionalB" value="0.8" /></td>
</tr>
</table>
<h4>环境光:</h4>
<table style="border: 0; padding: 10px;">
<tr>
<td><b>颜色:</b></td>
<td>R: <input type="text" id="ambientR" value="0.2" /></td>
<td>G: <input type="text" id="ambientG" value="0.2" /></td>
<td>B: <input type="text" id="ambientB" value="0.2" /></td>
</tr>
</table>
<script id = "shader-vs" type = "x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
uniform bool uUseLighting;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void)
{
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
if(!uUseLighting)
{
vLightWeighting = vec3(1.0, 1.0, 1.0);
}
else
{
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting =
max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting =
uAmbientColor + uDirectionalColor * directionalLightWeighting;
}
}
</script>
<script id = "shader-fs" type = "x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform float uAlpha;
uniform sampler2D uSampler;
void main(void)
{
vec4 textureColor =
texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor =
vec4(textureColor.rgb * vLightWeighting, textureColor.a * uAlpha);
}
</script>
<script type="text/javascript">
requestAnimFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
function(callback) { setTimeout(callback, 1000 / 60); };
</script>
<script type="text/javascript">
$(document).ready(function ()
{
webGLStart();
});
function webGLStart()
{
var canvas = $("#test08-canvas")[0];
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// gl.depthFunc(gl.LESS);
// setTimeout("tick()", 100);
$(document).keydown(handleKeyDown);
$(document).keyup(handleKeyUp);
}
function tick()
{
requestAnimFrame(tick);
handleKeys();
drawScene();
animate();
}
var gl;
function initGL(canvas)
{
try
{
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}catch(e){}
if(!gl)
{
alert("无法初始化“WebGL”。");
}
}
var crateTexture;
function initTexture()
{
crateTexture = gl.createTexture();
crateTexture.image = new Image();
crateTexture.image.onload = function()
{
handleLoadedTexture(crateTexture);
tick();
}
crateTexture.image.src = "/Public/image/glass.gif";
}
function handleLoadedTexture(texture)
{
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function getShader(gl, id)
{
var shaderScript = $("#" + id);
if(!shaderScript.length)
{
return null;
}
var str = shaderScript.text();
var shader;
if(shaderScript[0].type == "x-shader/x-fragment")
{
shader = gl.createShader(gl.FRAGMENT_SHADER);
}
else if(shaderScript[0].type == "x-shader/x-vertex")
{
shader = gl.createShader(gl.VERTEX_SHADER);
}
else
{
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders()
{
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
alert("无法初始化“Shader”。");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute =
gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexNormalAttribute =
gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.textureCoordAttribute =
gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform =
gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform =
gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform =
gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform =
gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.useLightingUniform =
gl.getUniformLocation(shaderProgram, "uUseLighting");
shaderProgram.ambientColorUniform =
gl.getUniformLocation(shaderProgram, "uAmbientColor");
shaderProgram.lightingDirectionUniform =
gl.getUniformLocation(shaderProgram, "uLightingDirection");
shaderProgram.directionalColorUniform =
gl.getUniformLocation(shaderProgram, "uDirectionalColor");
shaderProgram.alphaUniform =
gl.getUniformLocation(shaderProgram, "uAlpha");
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix()
{
var copy = mat4.clone(mvMatrix);
mvMatrixStack.push(copy);
}
function mvPopMatrix()
{
if(mvMatrixStack.length == 0)
{
throw "不合法的矩阵出栈操作!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms()
{
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
var normalMatrix = mat3.create();
mat3.fromMat4(normalMatrix, mvMatrix);
mat3.invert(normalMatrix, normalMatrix);
mat3.transpose(normalMatrix, normalMatrix);
gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
}
var cubeVertexPositionBUffer;
var cubeVertexTextureCoordBuffer;
var cubeVertexIndexBuffer;
var cubeVertexNormalBuffer;
function initBuffers()
{
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
vertices = [
// 正面
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// 背面
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// 顶部
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// 底部
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// 右侧面
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// 左侧面
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices),
gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
var vertexNormals = [
// 正面
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// 背面
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// 顶部
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// 底部
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// 右侧面
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// 左侧面
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
cubeVertexNormalBuffer.itemSize = 3;
cubeVertexNormalBuffer.numItems = 24;
cubeVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
textureCoords = [
// 正面
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// 背面
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// 顶部
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// 底部
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// 右侧面
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// 左侧面
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords),
gl.STATIC_DRAW);
cubeVertexTextureCoordBuffer.itemSize = 2;
cubeVertexTextureCoordBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices =
[
0, 1, 2, 0, 2, 3, // 正面
4, 5, 6, 4, 6, 7, // 背面
8, 9, 10, 8, 10, 11, // 顶部
12, 13, 14, 12, 14, 15, // 底部
16, 17, 18, 16, 18, 19, // 右侧面
20, 21, 22, 20, 22, 23 // 左侧面
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
}
var xRot = 0;
var xSpeed = 3;
var yRot = 0;
var ySpeed = -3;
var z = -5.0;
var filter = 0;
var currentlyPressedKeys = {};
function handleKeyDown(event)
{
currentlyPressedKeys[event.keyCode] = true;
if(String.fromCharCode(event.keyCode) == "F")
{
filter += 1;
if(filter == 3)
{
filter = 0;
}
}
}
function handleKeyUp(event)
{
currentlyPressedKeys[event.keyCode] = false;
}
function handleKeys()
{
if(currentlyPressedKeys[190])
{
//"."/">"句号键
z -= 0.05;
}
if(currentlyPressedKeys[188])
{
//","/"<"逗号键
z += 0.05;
}
if(currentlyPressedKeys[65])
{
//A
ySpeed -= 1;
}
if(currentlyPressedKeys[68])
{
//D
ySpeed += 1;
}
if(currentlyPressedKeys[87])
{
//W
xSpeed -= 1;
}
if(currentlyPressedKeys[83])
{
//S
xSpeed += 1;
}
}
function drawScene()
{
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(pMatrix, 45,
gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, z]);
mat4.rotate(mvMatrix, mvMatrix, degToRad(xRot), [1, 0, 0]);
mat4.rotate(mvMatrix, mvMatrix, degToRad(yRot), [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute,
cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute,
cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, crateTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
var blending = $("#blending").is(":checked");
if(blending)
{
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.uniform1f(shaderProgram.alphaUniform, parseFloat($("#alpha").val()));
}
else
{
gl.disable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
gl.uniform1f(shaderProgram.alphaUniform, 1);
}
var lighting = $("#lighting").is(":checked");
gl.uniform1i(shaderProgram.useLightingUniform, lighting);
if(lighting)
{
gl.uniform3f(
shaderProgram.ambientColorUniform,
parseFloat($("#ambientR").val()),
parseFloat($("#ambientG").val()),
parseFloat($("#ambientB").val())
);
var lightingDirection = [
parseFloat($("#lightDirectionX").val()),
parseFloat($("#lightDirectionY").val()),
parseFloat($("#lightDirectionZ").val())
];
var adjustedLD = vec3.create();
vec3.normalize(adjustedLD, lightingDirection);
vec3.scale(adjustedLD, adjustedLD, -1);
gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD);
gl.uniform3f(
shaderProgram.directionalColorUniform,
parseFloat($("#directionalR").val()),
parseFloat($("#directionalG").val()),
parseFloat($("#directionalB").val())
);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES,
cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
function degToRad(degrees)
{
return degrees * Math.PI / 180;
}
var lastTime = 0;
function animate()
{
var timeNow = new Date().getTime();
if(lastTime != 0)
{
var elapsed = timeNow - lastTime;
xRot += (xSpeed * elapsed) / 1000.0;
yRot += (ySpeed * elapsed) / 1000.0;
}
lastTime = timeNow;
}
</script>