WebGL制作动画

绘制流程

  1. 计算变换后的位置坐标。
  2. 清空画板。
  3. 绘制
  4. 循环 1-3 操作。

代码实现

使用库函数简化数学计算

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
`

const main = () => {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

gl.clearColor(0, 0, 0, 1)

rotating(gl, n, 360)
}

const rotating = (gl, n, ANGLE_STEP = 30) => {
let currentAngle = 0
let modelMatrix = new Matrix4()
let u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix")

let tick = function () {
currentAngle = animate(currentAngle, ANGLE_STEP)
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
requestAnimationFrame(tick)
}
tick()
}

const draw = (gl, n, currentAngle, modelMatrix, u_ModelMatrix) => {
modelMatrix.setRotate(currentAngle, 0, 0, 1) // Set rotation matrix.
// modelMatrix.translate(0.5, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements)
gl.clear(gl.COLOR_BUFFER_BIT) // Clear canvas.
gl.drawArrays(gl.TRIANGLES, 0, n) // Draw triangle.
}

let g_last = Date.now()

/**
* Get the new angle.
* @param currentAngle {number}
* @param ANGLE_STEP {number}
* @returns {number}
*/
const animate = (currentAngle, ANGLE_STEP) => {
let now = Date.now()
let temp = now - g_last
g_last = now
return (currentAngle + (ANGLE_STEP * temp) / 1000) % 360
}