我是WebGL的新手。我正在尝试使用矩阵运算来尝试各种操作,如旋转,反射,缩放和平移。我正在使用“交互式计算机图形,自上而下的WebGL(第七版)方法”和帮助程序库来加载着色器。
除了翻译外,所有这些都可以正常。我正在绘制一个简单的二维三角形(现在使用剪辑坐标来保持简单)并尝试将三角形从x轴的原点-0.5和y轴的-0.5转换。
这是顶点着色器中的代码:
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
mat4 translationMatrix = mat4(
1, 0, 0, -0.5,
0, 1, 0, -0.5,
0, 0, 1, 0,
0, 0, 0, 1 );
gl_Position = translationMatrix * vPosition;
}
</script>
然而,三角形是倾斜的,没有像我预期的那样翻译。
这是我的js文件中的代码: var gl;
window.onload = function init()
{
var canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) {
alert( "WebGL isn't available" );
}
var vertices = [-0.2, -0.2, 0, 0.2, 0.2, -0.2];
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
// Load shaders and initialize attribute buffers
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
render();
};
function render()
{
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLES, 0, 3 );
}
此方法有效:
顶点着色器:
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform mat4 translationMatrix;
void main()
{
gl_Position = translationMatrix * vPosition;
}
</script>
...和js文件:
var gl;
var translationMatrix;
var translationMatrixLoc;
window.onload = function init()
{
var canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) {
alert( "WebGL isn't available" );
}
var vertices = [-0.2, -0.2, 0, 0.2, 0.2, -0.2];
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
// Load shaders and initialize attribute buffers
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
// Works for translation
translationMatrix = mat4();
var d = vec3(-0.5, -0.5, 0.0);
translationMatrix = mult(translationMatrix, translate(d));
// Debug print the matrix contents
matToStr(translationMatrix);
/*
// It prints out as
1, 0, 0, -0.5
0, 1, 0, -0.5
0, 0, 1, 0
0, 0, 0, 1
*/
translationMatrixLoc = gl.getUniformLocation(program, "translationMatrix");
gl.uniformMatrix4fv(translationMatrixLoc, false, flatten(translationMatrix));
render();
};
function render()
{
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays( gl.TRIANGLES, 0, 3 );
}
function matToStr(matrix) {
var output = "";
for (var i = 0; i<4; i++) {
output = output + matrix[i] + "\r\n";
}
console.log(output);
}
为什么会这样?当我在.js文件中创建转换矩阵并将其作为统一变量发送到顶点着色器时,它可以工作。
答案 0 :(得分:1)
GLSL mat4()
参数是column-major,所以你可能想写
mat4 translationMatrix = mat4(
1, 0, 0, 0, // first column
0, 1, 0, 0, // second column
0, 0, 1, 0, // third column
-0.5, -0.5, 0, 1 ); // translation goes here :-)