glArrayType = typeof Float32Array !="undefined" ? Float32Array : (typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array);
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for (var i = 0; i < 16; ++ i) matB[i] = matA[i];
for (var i = 0; i < 3; ++ i) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross(a, b) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot(a, b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize(v) {
var len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
return [ v[0]/len, v[1]/len, v[2]/len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 3, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0]/this.vp[1];
var t = 1/Math.tan(Math.PI * this.fov_y/360);
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn/f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near/f_n; m[15] = 0;
return m;
}
Camera.LookAt = function() {
var mz = Normalize([ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ]);
var mx = Normalize(Cross(this.up, mz));
var my = Normalize(Cross(mz, mx));
var tx = Dot(mx, this.pos);
var ty = Dot(my, this.pos);
var tz = Dot([-mz[0], -mz[1], -mz[2]], this.pos);
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
var ShaderProgram = {};
ShaderProgram.Create = function(shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++ i_sh) {
var shderObj = this.CompileShader(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj == 0)
return 0;
shaderObjs.push(shderObj);
}
var progObj = this.LinkProgram(shaderObjs)
if (progObj != 0) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter(progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++ i_n) {
var name = gl.getActiveAttrib(progObj, i_n).name;
progObj.attribIndex[name] = gl.getAttribLocation(progObj, name);
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter(progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++ i_n) {
var name = gl.getActiveUniform(progObj, i_n).name;
progObj.unifomLocation[name] = gl.getUniformLocation(progObj, name);
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function(progObj, name) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function(progObj, name) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function(progObj) { gl.useProgram(progObj); }
ShaderProgram.SetUniformI1 = function(progObj, name, val) { if(progObj.unifomLocation[name]) gl.uniform1i(progObj.unifomLocation[name], val); }
ShaderProgram.SetUniformF1 = function(progObj, name, val) { if(progObj.unifomLocation[name]) gl.uniform1f(progObj.unifomLocation[name], val); }
ShaderProgram.SetUniformM44 = function(progObj, name, mat) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv(progObj.unifomLocation[name], false, mat); }
ShaderProgram.CompileShader = function(source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function(shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if (!status) alert("Could not initialise shaders");
gl.useProgram(null);
return status ? prog : 0;
}
var VertexBuffer = {};
VertexBuffer.Create = function(attributes, indices) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for (var i = 0; i < attributes.length; ++ i) {
buffer.buf.push(gl.createBuffer());
buffer.attr.push({ size : attributes[i].attrSize, loc : attributes[i].attrLoc });
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(attributes[i].data), gl.STATIC_DRAW);
}
buffer.inx = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
buffer.inxLen = indices.length;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return buffer;
}
VertexBuffer.Draw = function(bufObj) {
for (var i = 0; i < bufObj.buf.length; ++ i) {
gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]);
gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(bufObj.attr[i].loc);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx);
gl.drawElements(gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0);
for (var i = 0; i < bufObj.buf.length; ++ i)
gl.disableVertexAttribArray(bufObj.attr[i].loc);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
function drawScene(){
var canvas = document.getElementById("billboard-canvas");
Camera.create();
Camera.vp = [canvas.width, canvas.height];
var currentTime = Date.now();
var deltaMS = currentTime - startTime;
var texUnit = 0;
gl.activeTexture(gl.TEXTURE0 + texUnit);
gl.bindTexture(gl.TEXTURE_2D, textureObj);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var rotMat = IdentityMat44();
rotMat = RotateAxis(rotMat, CalcAng(currentTime, 13.0), 0);
rotMat = RotateAxis(rotMat, CalcAng(currentTime, 17.0), 1);
var d = 1.0 + 0.7*Math.sin(CalcAng(currentTime, 25.0))
Camera.pos = [d*rotMat[0], d*rotMat[1], d*rotMat[2]];
var viewMat = Camera.LookAt();
// set up draw shader
ShaderProgram.Use(progDraw);
ShaderProgram.SetUniformM44(progDraw, "u_projectionMat44", Camera.Perspective());
ShaderProgram.SetUniformM44(progDraw, "u_viewMat44", viewMat);
ShaderProgram.SetUniformI1(progDraw, "u_texture", texUnit);
var modelMat = IdentityMat44();
modelMat[0] = 0.5; modelMat[5] = 0.5;
modelMat[12] = -0.55;
ShaderProgram.SetUniformM44(progDraw, "u_modelMat44", modelMat);
ShaderProgram.SetUniformF1(progDraw, "u_billboard", 0.0);
VertexBuffer.Draw(bufPlane);
modelMat[12] = 0.55
ShaderProgram.SetUniformM44(progDraw, "u_modelMat44", modelMat);
ShaderProgram.SetUniformF1(progDraw, "u_billboard", 1.0);
VertexBuffer.Draw(bufPlane);
}
var Texture = {};
Texture.HandleLoadedTexture2D = function(image, texture, flipY) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
if (flipY != undefined && flipY == true)
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
\t gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
Texture.LoadTexture2D = function(name) {
var texture = gl.createTexture();
texture.image = new Image();
texture.image.setAttribute('crossorigin', 'anonymous');
texture.image.onload = function() {
Texture.HandleLoadedTexture2D(texture.image, texture, true)
}
texture.image.src = name;
return texture;
}
var startTime;
function Fract(val) {
return val - Math.trunc(val);
}
function CalcAng(currentTime, intervall) {
return Fract((currentTime - startTime)/(1000*intervall)) * 2.0 * Math.PI;
}
function CalcMove(currentTime, intervall, range) {
var pos = self.Fract((currentTime - startTime)/(1000*intervall)) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition(a, b, angRag) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt(a_b);
var eb = (a_b >= 0) ? 0 : Math.sqrt(-a_b);
return [ a * Math.sin(angRag) - ea, b * Math.cos(angRag) - eb, 0 ];
}
var sliderScale = 100.0
var gl;
var progDraw;
var bufCube = {};
function sceneStart() {
var canvas = document.getElementById("billboard-canvas");
var vp = [canvas.width, canvas.height];
gl = canvas.getContext("experimental-webgl");
if (!gl)
return;
progDraw = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
]);
progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
progDraw.inTex = gl.getAttribLocation(progDraw, "inTex");
if (progDraw == 0)
return;
var planPosData = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
var planTexData = [ 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0 ];
var planInxData = [0,1,2,0,2,3];
bufPlane = VertexBuffer.Create(
[ { data : planPosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : planTexData, attrSize : 2, attrLoc : progDraw.inTex } ],
planInxData);
textureObj = Texture.LoadTexture2D("https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/tree.jpg");
startTime = Date.now();
setInterval(drawScene, 50);
}
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec2 inTex;
varying vec2 vertTex;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
uniform float u_billboard;
void main()
{
vertTex = inTex;
float scale = u_billboard > 0.5 ? length(u_viewMat44[3].xyz) : 1.0;
mat4 scaleMat = mat4(
vec4(scale,0.0,0.0,0.0),
vec4(0.0,scale,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
vec4(0.0,0.0,0.0,1.0));
mat4 bbView = mat4(
vec4(1.0,0.0,0.0,0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
u_viewMat44[3]);
mat4 view = u_billboard > 0.5 ? bbView : u_viewMat44;
gl_Position = u_projectionMat44 * view * scaleMat * u_modelMat44 * vec4(inPos, 1.0);
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertTex;
uniform sampler2D u_texture;
uniform sampler2D u_normalMap;
void main()
{
vec3 texColor = texture2D(u_texture, vertTex.st).rgb;
gl_FragColor = vec4(texColor.rgb, 1.0);
}
</script>
<body onload="sceneStart();">
<canvas id="billboard-canvas" style="border: none;" width="512" height="512"></canvas>
</body>
하드 대답하지만 난의 설정 원점 단위 행렬로보기 *의 model''의 사용을 변경하려고 할 것이다 'view * model' 결과가 갖는 ame 값. 만약 스케일링이 존재한다면 취소하거나 회전시켜야합니다. 그러면 각 단위 벡터 크기를 결과의 크기와 일치하도록 설정해야합니다. 자세한 정보는 [4x4 동질 변환 매트릭스 이해하기] (https://stackoverflow.com/a/)를 참조하십시오. 28084380/2521214) – Spektre
MVCE를 추가했습니다. – kevzettler
아직 문제를 이해하지 못합니다. 'mat4 bbView = mat4 (vec4 (1.0,0.0,0.0,0.0)), vec4 (0.0,1.0,0.0,0.0), vec4 (0.0,0.0,1.0,0.0), view [3])의 잘못된 점은 무엇입니까? 'gl_Position = projection * bbView * model * vec4 (position, 1); ' – Rabbid76