我有一个简单的动画,它只是一个立方体,可以在不同的方向旋转。
问题是,当我单击“运行”按钮时,每次动画变得越来越快(尝试多次单击运行)。我想gl_draw()函数有问题,但为什么会这样,我怎么能简单地修复它呢?
function gl_draw() {
// set the color to transparent
gl_ctx.clearColor(0.0, 0.0, 0.0, 0.0);
// enable Depth buffer test and set depth buffer comparison function
gl_ctx.enable(gl_ctx.DEPTH_TEST);
gl_ctx.depthFunc(gl_ctx.LEQUAL);
// set the clear value for the depth buffer to 1
gl_ctx.clearDepth(1.0);
var timeOld = 0;
var animate = function (time) {
var dAngle = rotationSpeed * (time - timeOld);
if (X) {
MATRIX.rotateX(_matrixMovement, dAngle);
}
if (Y) {
MATRIX.rotateY(_matrixMovement, dAngle);
}
if (Z) {
MATRIX.rotateZ(_matrixMovement, dAngle);
}
timeOld = time;
// set the drawing area on the canvas and clear it
gl_ctx.viewport(0.0, 0.0, gl_canvas.width, gl_canvas.height);
gl_ctx.clear(gl_ctx.COLOR_BUFFER_BIT | gl_ctx.DEPTH_BUFFER_BIT);
// set projection matrix. _matrixProjection is not set yet.
// It is a javascript array of 1 dimension with 16 floats
gl_ctx.uniformMatrix4fv(_PosMatrix, false, _matrixProjection);
gl_ctx.uniformMatrix4fv(_MovMatrix, false, _matrixMovement);
gl_ctx.uniformMatrix4fv(_ViewMatrix, false, _matrixView);
// drawing is here - use these points for next drawing
// gl_ctx.vertexAttribPointer(variable, dimension, type, normalize, total vertex size in bytes, offset)
gl_ctx.vertexAttribPointer(_position, 3, gl_ctx.FLOAT, false, 4*(3+3), 0);
gl_ctx.vertexAttribPointer(_color, 3, gl_ctx.FLOAT, false, 4*(3+3), 3*4);
gl_ctx.bindBuffer(gl_ctx.ARRAY_BUFFER, _triangleVertexBuffer);
gl_ctx.bindBuffer(gl_ctx.ELEMENT_ARRAY_BUFFER, _triangleFacesBuffer);
// draw the triangle
//gl_ctx.drawElements(gl_ctx.TRIANGLES, 3, gl_ctx.UNSIGNED_SHORT, 0);
// draw cube
gl_ctx.drawElements(gl_ctx.TRIANGLES, 6*2*3, gl_ctx.UNSIGNED_SHORT, 0);
// drawing is finished - show the render
gl_ctx.flush();
// redraws the scene as soon as ready
window.requestAnimationFrame(animate);
};
// launch animate for the first time
animate(0);
}
完整代码在这里:
var gl_canvas;
var gl_ctx;
var _triangleVertexBuffer;
var _triangleFacesBuffer;
var _position;
var _color;
var _PosMatrix;
var _MovMatrix;
var _ViewMatrix;
var _matrixProjection;
var _matrixMovement;
var _matrixView;
var rotationSpeed = 0.001;
var zoomRatio = -6;
var X, Y, Z;
function runWebGL () {
getRotation();
gl_canvas = document.getElementById("glcanvas");
gl_ctx = gl_getContext(gl_canvas);
gl_initShaders();
gl_initBuffers();
gl_setMatrix();
gl_draw();
}
function getRotation() {
X = document.getElementById('rotateX').checked;
Y = document.getElementById('rotateY').checked;
Z = document.getElementById('rotateZ').checked;
}
// ==================================================================== //
function gl_getContext (canvas) {
try {
var ctx = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
ctx.viewportWidth = canvas.width;
ctx.viewportHeight = canvas.height;
} catch (e) {}
if (!ctx) {
document.write('Unable to initialize WebGL. Your browser may not support it.')
}
return ctx;
}
// ==================================================================== //
// Declare the shaders. They are pieces of code compiled by WebGL and
// executed on the graphics device. They are written in GLSL.
function gl_initShaders () {
// position of the point - 0. is Z and 1. is W
// PosMatrix is uniform variable - its value is constant while rendering an object
// MovMatrix is the movement matrix of the triangle
// gl_position -> we move position with MovMatrix before projecting it
var vertexShader = "\n\
attribute vec3 position;\n\
uniform mat4 PosMatrix;\n\
uniform mat4 MovMatrix;\n\
uniform mat4 ViewMatrix; \n\
attribute vec3 color;\n\
varying vec3 vColor;\n\
void main(void) {\n\
gl_Position = PosMatrix * ViewMatrix * MovMatrix * vec4(position, 1.);\n\
vColor = color;\n\
}";
// set black color
var fragmentShader = "\n\
precision mediump float;\n\
varying vec3 vColor;\n\
void main(void) {\n\
gl_FragColor = vec4(vColor, 1.);\n\
}";
// this function is used to compile a shader
var getShader = function(source, type, typeString) {
var shader = gl_ctx.createShader(type);
gl_ctx.shaderSource(shader, source);
gl_ctx.compileShader(shader);
if (!gl_ctx.getShaderParameter(shader, gl_ctx.COMPILE_STATUS)) {
alert('error in' + typeString);
return false;
}
return shader;
};
// Compile the vertex and fragment shaders
var shader_vertex = getShader(vertexShader, gl_ctx.VERTEX_SHADER, "VERTEX");
var shader_fragment = getShader(fragmentShader, gl_ctx.FRAGMENT_SHADER, "FRAGMENT");
// Create the Shader program.
// Shader program is a combination of a vertex and fragment shaders.
var SHADER_PROGRAM = gl_ctx.createProgram();
gl_ctx.attachShader(SHADER_PROGRAM, shader_vertex);
gl_ctx.attachShader(SHADER_PROGRAM, shader_fragment);
// Linking of the shader program to the WebGL context - gl_ctx,
// in order to match the shader variables to javascript variables
gl_ctx.linkProgram(SHADER_PROGRAM);
// Link PosMatrix\MovMatrix\ViewMatrix GLSL variables to
// _PosMatrix\_MovMatrix\_ViewMatrix javascript variables
// Uniforms do not need to be enabled like attributes
_PosMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "PosMatrix");
_MovMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "MovMatrix");
_ViewMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "ViewMatrix");
// position GLSL variable links to _position variable
_position = gl_ctx.getAttribLocation(SHADER_PROGRAM, "position"); // *******
// color GLSL variable links to _color variable
_color = gl_ctx.getAttribLocation(SHADER_PROGRAM, "color");
// enable GLSL attributes variables
gl_ctx.enableVertexAttribArray(_position);
gl_ctx.enableVertexAttribArray(_color);
// linking is over - tells WebGL context to use SHADER_PROGRAM for rendering.
gl_ctx.useProgram(SHADER_PROGRAM);
}
// ==================================================================== //
function gl_initBuffers () {
// Point coordinates array of the triangle
// var triangleVertices = [
// -1, -1, 0, // bottom left
// 0, 0, 1, // submit color: blue
// 1, -1, 0, // bottom right
// 1, 1, 1, // submit color: white
// 1, 1, 0, // top right
// 1, 0, 0 // submit color: red
// ];
var triangleVertices = [
-1,-1,-1,
0,0,0,
1,-1,-1,
1,0,0,
1,1,-1,
1,1,0,
-1,1,-1,
0,1,0,
-1,-1,1,
0,0,1,
1,-1,1,
1,0,1,
1,1,1,
1,1,1,
-1,1,1,
0,1,1
];
// Building Vertex Buffer Object - WebGL vertex array
_triangleVertexBuffer = gl_ctx.createBuffer(); // *******
gl_ctx.bindBuffer(gl_ctx.ARRAY_BUFFER, _triangleVertexBuffer);
gl_ctx.bufferData(gl_ctx.ARRAY_BUFFER, new Float32Array(triangleVertices), gl_ctx.STATIC_DRAW);
// Triangle faces array
// var triangleFaces = [0, 1, 2];
var triangleFaces = [
0,1,2,
0,2,3,
4,5,6,
4,6,7,
0,3,7,
0,4,7,
1,2,6,
1,5,6,
2,3,6,
3,7,6,
0,1,5,
0,4,5
];
_triangleFacesBuffer = gl_ctx.createBuffer(); // *******
gl_ctx.bindBuffer(gl_ctx.ELEMENT_ARRAY_BUFFER, _triangleFacesBuffer);
gl_ctx.bufferData(gl_ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(triangleFaces), gl_ctx.STATIC_DRAW);
}
// ==================================================================== //
function gl_setMatrix () {
_matrixProjection = MATRIX.getProjection(40, gl_canvas.width/gl_canvas.height, 1, 100);
_matrixMovement = MATRIX.getIdentityMatrix();
_matrixView = MATRIX.getIdentityMatrix();
MATRIX.translateZ(_matrixView, zoomRatio);
}
// ==================================================================== //
function gl_draw() {
// set the color to transparent
gl_ctx.clearColor(0.0, 0.0, 0.0, 0.0);
// enable Depth buffer test and set depth buffer comparison function
gl_ctx.enable(gl_ctx.DEPTH_TEST);
gl_ctx.depthFunc(gl_ctx.LEQUAL);
// set the clear value for the depth buffer to 1
gl_ctx.clearDepth(1.0);
var timeOld = 0;
var animate = function (time) {
var dAngle = rotationSpeed * (time - timeOld);
if (X) {
MATRIX.rotateX(_matrixMovement, dAngle);
}
if (Y) {
MATRIX.rotateY(_matrixMovement, dAngle);
}
if (Z) {
MATRIX.rotateZ(_matrixMovement, dAngle);
}
timeOld = time;
// set the drawing area on the canvas and clear it
gl_ctx.viewport(0.0, 0.0, gl_canvas.width, gl_canvas.height);
gl_ctx.clear(gl_ctx.COLOR_BUFFER_BIT | gl_ctx.DEPTH_BUFFER_BIT);
// set projection matrix. _matrixProjection is not set yet.
// It is a javascript array of 1 dimension with 16 floats
gl_ctx.uniformMatrix4fv(_PosMatrix, false, _matrixProjection);
gl_ctx.uniformMatrix4fv(_MovMatrix, false, _matrixMovement);
gl_ctx.uniformMatrix4fv(_ViewMatrix, false, _matrixView);
// drawing is here - use these points for next drawing
// gl_ctx.vertexAttribPointer(variable, dimension, type, normalize, total vertex size in bytes, offset)
gl_ctx.vertexAttribPointer(_position, 3, gl_ctx.FLOAT, false, 4*(3+3), 0);
gl_ctx.vertexAttribPointer(_color, 3, gl_ctx.FLOAT, false, 4*(3+3), 3*4);
gl_ctx.bindBuffer(gl_ctx.ARRAY_BUFFER, _triangleVertexBuffer);
gl_ctx.bindBuffer(gl_ctx.ELEMENT_ARRAY_BUFFER, _triangleFacesBuffer);
// draw the triangle
//gl_ctx.drawElements(gl_ctx.TRIANGLES, 3, gl_ctx.UNSIGNED_SHORT, 0);
// draw cube
gl_ctx.drawElements(gl_ctx.TRIANGLES, 6*2*3, gl_ctx.UNSIGNED_SHORT, 0);
// drawing is finished - show the render
gl_ctx.flush();
// redraws the scene as soon as ready
window.requestAnimationFrame(animate);
};
// launch animate for the first time
animate(0);
}
var MATRIX = {
degToRad: function(angle) {
return (angle*Math.PI/180);
},
getProjection: function(angle, a, zMin, zMax) {
var tan = Math.tan(MATRIX.degToRad(0.5*angle)),
A=-(zMax+zMin)/(zMax-zMin),
B=(-2*zMax*zMin)/(zMax-zMin);
return [
.5/tan, 0, 0, 0,
0, .5*a/tan, 0, 0,
0, 0, A, -1,
0, 0, B, 0
]
},
getIdentityMatrix: function () {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
},
// rotate movement matrix with angle around X axis
rotateX: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem1 = movMat[1],
matElem5 = movMat[5],
matElem9 = movMat[9];
movMat[1] = movMat[1]*cos - movMat[2]*sin;
movMat[5] = movMat[5]*cos - movMat[6]*sin;
movMat[9] = movMat[9]*cos - movMat[10]*sin;
movMat[2] = movMat[2]*cos + matElem1*sin;
movMat[6] = movMat[6]*cos + matElem5*sin;
movMat[10] = movMat[10]*cos + matElem9*sin;
},
// rotate movement matrix with angle around Y axis
rotateY: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem0 = movMat[0],
matElem4 = movMat[4],
matElem8 = movMat[8];
movMat[0] = movMat[0]*cos + movMat[2]*sin;
movMat[4] = movMat[4]*cos + movMat[6]*sin;
movMat[8] = movMat[8]*cos + movMat[10]*sin;
movMat[2] = movMat[2]*cos - matElem0*sin;
movMat[6] = movMat[6]*cos - matElem4*sin;
movMat[10] = movMat[10]*cos - matElem8*sin;
},
// rotate movement matrix with angle around Z axis
rotateZ: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem0 = movMat[0],
matElem4 = movMat[4],
matElem8 = movMat[8];
movMat[0] = movMat[0]*cos - movMat[1]*sin;
movMat[4] = movMat[4]*cos - movMat[5]*sin;
movMat[8] = movMat[8]*cos - movMat[9]*sin;
movMat[1] = movMat[1]*cos + matElem0*sin;
movMat[5] = movMat[5]*cos + matElem4*sin;
movMat[9] = movMat[9]*cos + matElem8*sin;
},
// translate movement matrix by trans along Z axis
translateZ: function (movMat, trans) {
movMat[14] += trans;
}
};
canvas#glcanvas {
border: 1px solid #66666D;
background-color: #545469;
}
<div>
<form class="rotationCheckboxes">
<input type="checkbox" id="rotateX"> X Rotation
<input type="checkbox" id="rotateY"> Y Rotation
<input type="checkbox" id="rotateZ"> Z Rotation
<input type="button" value="Run" onclick="runWebGL()"/>
</form>
<canvas id="glcanvas" width="500" height="300">HTML5 canvas is not supported</canvas>
<br />
</div>
提前致谢。
答案 0 :(得分:4)
这里的问题是,每次单击“运行”时,您都会堆叠animate
的递归。解决此问题的一种方法是每次拨打gl_draw
时清除上一个动画(如果有)。
为此,您需要更改3行代码:
var animation;
在gl_draw
的顶部添加以下代码:
if (animation) {
window.cancelAnimationFrame(animation)
}
创建递归循环时,将其设置为animation
变量
animation = window.requestAnimationFrame(animate)
我还更新了您的代码段以反映这些更改 - 请查看:
var gl_canvas;
var gl_ctx;
var animation;
var _triangleVertexBuffer;
var _triangleFacesBuffer;
var _position;
var _color;
var _PosMatrix;
var _MovMatrix;
var _ViewMatrix;
var _matrixProjection;
var _matrixMovement;
var _matrixView;
var rotationSpeed = 0.001;
var zoomRatio = -6;
var X, Y, Z;
function runWebGL () {
getRotation();
gl_canvas = document.getElementById("glcanvas");
gl_ctx = gl_getContext(gl_canvas);
gl_initShaders();
gl_initBuffers();
gl_setMatrix();
gl_draw();
}
function getRotation() {
X = document.getElementById('rotateX').checked;
Y = document.getElementById('rotateY').checked;
Z = document.getElementById('rotateZ').checked;
}
// ==================================================================== //
function gl_getContext (canvas) {
try {
var ctx = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
ctx.viewportWidth = canvas.width;
ctx.viewportHeight = canvas.height;
} catch (e) {}
if (!ctx) {
document.write('Unable to initialize WebGL. Your browser may not support it.')
}
return ctx;
}
// ==================================================================== //
// Declare the shaders. They are pieces of code compiled by WebGL and
// executed on the graphics device. They are written in GLSL.
function gl_initShaders () {
// position of the point - 0. is Z and 1. is W
// PosMatrix is uniform variable - its value is constant while rendering an object
// MovMatrix is the movement matrix of the triangle
// gl_position -> we move position with MovMatrix before projecting it
var vertexShader = "\n\
attribute vec3 position;\n\
uniform mat4 PosMatrix;\n\
uniform mat4 MovMatrix;\n\
uniform mat4 ViewMatrix; \n\
attribute vec3 color;\n\
varying vec3 vColor;\n\
void main(void) {\n\
gl_Position = PosMatrix * ViewMatrix * MovMatrix * vec4(position, 1.);\n\
vColor = color;\n\
}";
// set black color
var fragmentShader = "\n\
precision mediump float;\n\
varying vec3 vColor;\n\
void main(void) {\n\
gl_FragColor = vec4(vColor, 1.);\n\
}";
// this function is used to compile a shader
var getShader = function(source, type, typeString) {
var shader = gl_ctx.createShader(type);
gl_ctx.shaderSource(shader, source);
gl_ctx.compileShader(shader);
if (!gl_ctx.getShaderParameter(shader, gl_ctx.COMPILE_STATUS)) {
alert('error in' + typeString);
return false;
}
return shader;
};
// Compile the vertex and fragment shaders
var shader_vertex = getShader(vertexShader, gl_ctx.VERTEX_SHADER, "VERTEX");
var shader_fragment = getShader(fragmentShader, gl_ctx.FRAGMENT_SHADER, "FRAGMENT");
// Create the Shader program.
// Shader program is a combination of a vertex and fragment shaders.
var SHADER_PROGRAM = gl_ctx.createProgram();
gl_ctx.attachShader(SHADER_PROGRAM, shader_vertex);
gl_ctx.attachShader(SHADER_PROGRAM, shader_fragment);
// Linking of the shader program to the WebGL context - gl_ctx,
// in order to match the shader variables to javascript variables
gl_ctx.linkProgram(SHADER_PROGRAM);
// Link PosMatrix\MovMatrix\ViewMatrix GLSL variables to
// _PosMatrix\_MovMatrix\_ViewMatrix javascript variables
// Uniforms do not need to be enabled like attributes
_PosMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "PosMatrix");
_MovMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "MovMatrix");
_ViewMatrix = gl_ctx.getUniformLocation(SHADER_PROGRAM, "ViewMatrix");
// position GLSL variable links to _position variable
_position = gl_ctx.getAttribLocation(SHADER_PROGRAM, "position"); // *******
// color GLSL variable links to _color variable
_color = gl_ctx.getAttribLocation(SHADER_PROGRAM, "color");
// enable GLSL attributes variables
gl_ctx.enableVertexAttribArray(_position);
gl_ctx.enableVertexAttribArray(_color);
// linking is over - tells WebGL context to use SHADER_PROGRAM for rendering.
gl_ctx.useProgram(SHADER_PROGRAM);
}
// ==================================================================== //
function gl_initBuffers () {
// Point coordinates array of the triangle
// var triangleVertices = [
// -1, -1, 0, // bottom left
// 0, 0, 1, // submit color: blue
// 1, -1, 0, // bottom right
// 1, 1, 1, // submit color: white
// 1, 1, 0, // top right
// 1, 0, 0 // submit color: red
// ];
var triangleVertices = [
-1,-1,-1,
0,0,0,
1,-1,-1,
1,0,0,
1,1,-1,
1,1,0,
-1,1,-1,
0,1,0,
-1,-1,1,
0,0,1,
1,-1,1,
1,0,1,
1,1,1,
1,1,1,
-1,1,1,
0,1,1
];
// Building Vertex Buffer Object - WebGL vertex array
_triangleVertexBuffer = gl_ctx.createBuffer(); // *******
gl_ctx.bindBuffer(gl_ctx.ARRAY_BUFFER, _triangleVertexBuffer);
gl_ctx.bufferData(gl_ctx.ARRAY_BUFFER, new Float32Array(triangleVertices), gl_ctx.STATIC_DRAW);
// Triangle faces array
// var triangleFaces = [0, 1, 2];
var triangleFaces = [
0,1,2,
0,2,3,
4,5,6,
4,6,7,
0,3,7,
0,4,7,
1,2,6,
1,5,6,
2,3,6,
3,7,6,
0,1,5,
0,4,5
];
_triangleFacesBuffer = gl_ctx.createBuffer(); // *******
gl_ctx.bindBuffer(gl_ctx.ELEMENT_ARRAY_BUFFER, _triangleFacesBuffer);
gl_ctx.bufferData(gl_ctx.ELEMENT_ARRAY_BUFFER, new Uint16Array(triangleFaces), gl_ctx.STATIC_DRAW);
}
// ==================================================================== //
function gl_setMatrix () {
_matrixProjection = MATRIX.getProjection(40, gl_canvas.width/gl_canvas.height, 1, 100);
_matrixMovement = MATRIX.getIdentityMatrix();
_matrixView = MATRIX.getIdentityMatrix();
MATRIX.translateZ(_matrixView, zoomRatio);
}
// ==================================================================== //
function gl_draw() {
if (animation) {
window.cancelAnimationFrame(animation)
}
// set the color to transparent
gl_ctx.clearColor(0.0, 0.0, 0.0, 0.0);
// enable Depth buffer test and set depth buffer comparison function
gl_ctx.enable(gl_ctx.DEPTH_TEST);
gl_ctx.depthFunc(gl_ctx.LEQUAL);
// set the clear value for the depth buffer to 1
gl_ctx.clearDepth(1.0);
var timeOld = 0;
var animate = function (time) {
var dAngle = rotationSpeed * (time - timeOld);
if (X) {
MATRIX.rotateX(_matrixMovement, dAngle);
}
if (Y) {
MATRIX.rotateY(_matrixMovement, dAngle);
}
if (Z) {
MATRIX.rotateZ(_matrixMovement, dAngle);
}
timeOld = time;
// set the drawing area on the canvas and clear it
gl_ctx.viewport(0.0, 0.0, gl_canvas.width, gl_canvas.height);
gl_ctx.clear(gl_ctx.COLOR_BUFFER_BIT | gl_ctx.DEPTH_BUFFER_BIT);
// set projection matrix. _matrixProjection is not set yet.
// It is a javascript array of 1 dimension with 16 floats
gl_ctx.uniformMatrix4fv(_PosMatrix, false, _matrixProjection);
gl_ctx.uniformMatrix4fv(_MovMatrix, false, _matrixMovement);
gl_ctx.uniformMatrix4fv(_ViewMatrix, false, _matrixView);
// drawing is here - use these points for next drawing
// gl_ctx.vertexAttribPointer(variable, dimension, type, normalize, total vertex size in bytes, offset)
gl_ctx.vertexAttribPointer(_position, 3, gl_ctx.FLOAT, false, 4*(3+3), 0);
gl_ctx.vertexAttribPointer(_color, 3, gl_ctx.FLOAT, false, 4*(3+3), 3*4);
gl_ctx.bindBuffer(gl_ctx.ARRAY_BUFFER, _triangleVertexBuffer);
gl_ctx.bindBuffer(gl_ctx.ELEMENT_ARRAY_BUFFER, _triangleFacesBuffer);
// draw the triangle
//gl_ctx.drawElements(gl_ctx.TRIANGLES, 3, gl_ctx.UNSIGNED_SHORT, 0);
// draw cube
gl_ctx.drawElements(gl_ctx.TRIANGLES, 6*2*3, gl_ctx.UNSIGNED_SHORT, 0);
// drawing is finished - show the render
gl_ctx.flush();
// redraws the scene as soon as ready
animation = window.requestAnimationFrame(animate);
};
// launch animate for the first time
animate(0);
}
var MATRIX = {
degToRad: function(angle) {
return (angle*Math.PI/180);
},
getProjection: function(angle, a, zMin, zMax) {
var tan = Math.tan(MATRIX.degToRad(0.5*angle)),
A=-(zMax+zMin)/(zMax-zMin),
B=(-2*zMax*zMin)/(zMax-zMin);
return [
.5/tan, 0, 0, 0,
0, .5*a/tan, 0, 0,
0, 0, A, -1,
0, 0, B, 0
]
},
getIdentityMatrix: function () {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
},
// rotate movement matrix with angle around X axis
rotateX: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem1 = movMat[1],
matElem5 = movMat[5],
matElem9 = movMat[9];
movMat[1] = movMat[1]*cos - movMat[2]*sin;
movMat[5] = movMat[5]*cos - movMat[6]*sin;
movMat[9] = movMat[9]*cos - movMat[10]*sin;
movMat[2] = movMat[2]*cos + matElem1*sin;
movMat[6] = movMat[6]*cos + matElem5*sin;
movMat[10] = movMat[10]*cos + matElem9*sin;
},
// rotate movement matrix with angle around Y axis
rotateY: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem0 = movMat[0],
matElem4 = movMat[4],
matElem8 = movMat[8];
movMat[0] = movMat[0]*cos + movMat[2]*sin;
movMat[4] = movMat[4]*cos + movMat[6]*sin;
movMat[8] = movMat[8]*cos + movMat[10]*sin;
movMat[2] = movMat[2]*cos - matElem0*sin;
movMat[6] = movMat[6]*cos - matElem4*sin;
movMat[10] = movMat[10]*cos - matElem8*sin;
},
// rotate movement matrix with angle around Z axis
rotateZ: function(movMat, angle) {
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matElem0 = movMat[0],
matElem4 = movMat[4],
matElem8 = movMat[8];
movMat[0] = movMat[0]*cos - movMat[1]*sin;
movMat[4] = movMat[4]*cos - movMat[5]*sin;
movMat[8] = movMat[8]*cos - movMat[9]*sin;
movMat[1] = movMat[1]*cos + matElem0*sin;
movMat[5] = movMat[5]*cos + matElem4*sin;
movMat[9] = movMat[9]*cos + matElem8*sin;
},
// translate movement matrix by trans along Z axis
translateZ: function (movMat, trans) {
movMat[14] += trans;
}
};
canvas#glcanvas {
border: 1px solid #66666D;
background-color: #545469;
}
<div>
<form class="rotationCheckboxes">
<input type="checkbox" id="rotateX"> X Rotation
<input type="checkbox" id="rotateY"> Y Rotation
<input type="checkbox" id="rotateZ"> Z Rotation
<input type="button" value="Run" onclick="runWebGL()"/>
</form>
<canvas id="glcanvas" width="500" height="300">HTML5 canvas is not supported</canvas>
<br />
</div>