基于《WebGL简易教程(九):综合实例:地形的绘制》中的JS代码进行改进: // 顶点着色器程序507383170 var VSHADER_SOURCE = ‘attribute vec4 a_Position;\n‘ + //位置 ‘attribute vec4 a_Color;\n‘ + //颜色
基于《WebGL简易教程(九):综合实例:地形的绘制》中的JS代码进行改进:
// 顶点着色器程序507383170 var VSHADER_SOURCE = ‘attribute vec4 a_Position;\n‘ + //位置 ‘attribute vec4 a_Color;\n‘ + //颜色 ‘uniform mat4 u_MvpMatrix;\n‘ + ‘varying vec4 v_Color;\n‘ + ‘varying vec4 v_position;\n‘ + ‘void main() {\n‘ + ‘ v_position = a_Position;\n‘ + ‘ gl_Position = u_MvpMatrix * a_Position;\n‘ + // 设置顶点坐标 ‘ v_Color = a_Color;\n‘ + ‘}\n‘; // 片元着色器程序 var FSHADER_SOURCE = ‘precision mediump float;\n‘ + ‘uniform vec2 u_RangeX;\n‘ + //X方向范围 ‘uniform vec2 u_RangeY;\n‘ + //Y方向范围 ‘uniform sampler2D u_Sampler;\n‘ + ‘varying vec4 v_Color;\n‘ + ‘varying vec4 v_position;\n‘ + ‘void main() {\n‘ + ‘ vec2 v_TexCoord = vec2((v_position.x-u_RangeX[0]) / (u_RangeX[1]-u_RangeX[0]), 1.0-(v_position.y-u_RangeY[0]) / (u_RangeY[1]-u_RangeY[0]));\n‘ + ‘ gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n‘ + ‘}\n‘; //定义一个矩形体:混合构造函数原型模式 function Cuboid(minX, maxX, minY, maxY, minZ, maxZ) { this.minX = minX; this.maxX = maxX; this.minY = minY; this.maxY = maxY; this.minZ = minZ; this.maxZ = maxZ; } Cuboid.prototype = { constructor: Cuboid, CenterX: function () { return (this.minX + this.maxX) / 2.0; }, CenterY: function () { return (this.minY + this.maxY) / 2.0; }, CenterZ: function () { return (this.minZ + this.maxZ) / 2.0; }, LengthX: function () { return (this.maxX - this.minX); }, LengthY: function () { return (this.maxY - this.minY); } } //定义DEM function Terrain() { } Terrain.prototype = { constructor: Terrain, setWH: function (col, row) { this.col = col; this.row = row; } } var currentAngle = [0.0, 0.0]; // 绕X轴Y轴的旋转角度 ([x-axis, y-axis]) var curScale = 1.0; //当前的缩放比例 var initTexSuccess = false; //纹理图像是否加载完成 function main() { var demFile = document.getElementById(‘demFile‘); if (!demFile) { console.log("Failed to get demFile element!"); return; } //加载文件后的事件 demFile.addEventListener("change", function (event) { //判断浏览器是否支持FileReader接口 if (typeof FileReader == ‘undefined‘) { console.log("你的浏览器不支持FileReader接口!"); return; } //读取文件后的事件 var reader = new FileReader(); reader.onload = function () { if (reader.result) { var terrain = new Terrain(); if (!readDEMFile(reader.result, terrain)) { console.log("文件格式有误,不能读取该文件!"); } //绘制函数 onDraw(gl, canvas, terrain); } } var input = event.target; reader.readAsText(input.files[0]); }); // 获取 <canvas> 元素 var canvas = document.getElementById(‘webgl‘); // 获取WebGL渲染上下文 var gl = getWebGLContext(canvas); if (!gl) { console.log(‘Failed to get the rendering context for WebGL‘); return; } // 初始化着色器 if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) { console.log(‘Failed to intialize shaders.‘); return; } // 指定清空<canvas>的颜色 gl.clearColor(0.0, 0.0, 0.0, 1.0); // 开启深度测试 gl.enable(gl.DEPTH_TEST); //清空颜色和深度缓冲区 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } //绘制函数 function onDraw(gl, canvas, terrain) { // 设置顶点位置 //var cuboid = new Cuboid(399589.072, 400469.072, 3995118.062, 3997558.062, 732, 1268); var n = initVertexBuffers(gl, terrain); if (n < 0) { console.log(‘Failed to set the positions of the vertices‘); return; } //设置纹理 if (!initTextures(gl, terrain)) { console.log(‘Failed to intialize the texture.‘); return; } //注册鼠标事件 initEventHandlers(canvas); //绘制函数 var tick = function () { if (initTexSuccess) { //设置MVP矩阵 setMVPMatrix(gl, canvas, terrain.cuboid); //清空颜色和深度缓冲区 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); //绘制矩形体 gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_SHORT, 0); //gl.drawArrays(gl.Points, 0, n); } //请求浏览器调用tick requestAnimationFrame(tick); }; //开始绘制 tick(); } function initTextures(gl, terrain) { // 传递X方向和Y方向上的范围到着色器 var u_RangeX = gl.getUniformLocation(gl.program, ‘u_RangeX‘); var u_RangeY = gl.getUniformLocation(gl.program, ‘u_RangeY‘); if (!u_RangeX || !u_RangeY) { console.log(‘Failed to get the storage location of u_RangeX or u_RangeY‘); return; } gl.uniform2f(u_RangeX, terrain.cuboid.minX, terrain.cuboid.maxX); gl.uniform2f(u_RangeY, terrain.cuboid.minY, terrain.cuboid.maxY); //创建一个image对象 var image = new Image(); if (!image) { console.log(‘Failed to create the image object‘); return false; } //图像加载的响应函数 image.onload = function () { if (loadTexture(gl, image)) { initTexSuccess = true; } }; //浏览器开始加载图像 image.src = ‘tex.jpg‘; return true; } function loadTexture(gl, image) { // 创建纹理对象 var texture = gl.createTexture(); if (!texture) { console.log(‘Failed to create the texture object‘); return false; } // 开启0号纹理单元 gl.activeTexture(gl.TEXTURE0); // 绑定纹理对象 gl.bindTexture(gl.TEXTURE_2D, texture); // 设置纹理参数 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // 配置纹理图像 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); // 将0号单元纹理传递给着色器中的取样器变量 var u_Sampler = gl.getUniformLocation(gl.program, ‘u_Sampler‘); if (!u_Sampler) { console.log(‘Failed to get the storage location of u_Sampler‘); return false; } gl.uniform1i(u_Sampler, 0);