WebGL 翻译问题
WebGL translation issue
我是 WebGL 新手。我正在试验矩阵运算以尝试旋转、反射、缩放和平移等各种操作。我正在使用 "Interactive Computer Graphics, A top-down approach with WebGL (Seventh Edition)" 这本书和辅助库来加载着色器。
所有这些工作正常除了翻译。我正在绘制一个简单的 2D 三角形(现在使用剪辑坐标使事情简单化)并尝试将三角形从 x 轴的原点 -0.5 和 y 轴的 -0.5 移开。
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平移。
这是我的 js 文件中的代码:
变量 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 );
}
这是翻译后的:
这种方法有效:
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 文件中创建平移矩阵并将其作为统一变量发送到顶点着色器时,它会起作用。
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 :-)
我是 WebGL 新手。我正在试验矩阵运算以尝试旋转、反射、缩放和平移等各种操作。我正在使用 "Interactive Computer Graphics, A top-down approach with WebGL (Seventh Edition)" 这本书和辅助库来加载着色器。
所有这些工作正常除了翻译。我正在绘制一个简单的 2D 三角形(现在使用剪辑坐标使事情简单化)并尝试将三角形从 x 轴的原点 -0.5 和 y 轴的 -0.5 移开。
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平移。
这是我的 js 文件中的代码: 变量 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 );
}
这是翻译后的:
这种方法有效:
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 文件中创建平移矩阵并将其作为统一变量发送到顶点着色器时,它会起作用。
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 :-)