如何在 gl-matrix 中使用 fromRotationTranslationScaleOrigin 插入立方体?
How to interpolate a cube using fromRotationTranslationScaleOrigin in gl-matrix?
代码:https://plnkr.co/edit/QNA31hMYnIJwotwbaDhT?p=preview
问题:如何在这个立方体的绘制函数中插入 fromRotationTranslationScaleOrigin from gl-matrix 的所有属性?
让我们插值超过 3 秒:
来自:
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0]
至:
q = quat.create(),
translate =[0, 0, -8],
scale = [3,3,3],
pivot = [1,1,1]
程序:[=35=]
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw() {
mat4.fromRotationTranslationScaleOrigin(
matrix,
q,
translate,
scale,
pivot
);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
requestAnimationFrame(draw);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
向requestAnimationFrame
的回调函数传递一个参数,即时间值。
该时间可用于通过时间函数计算矩阵。
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000; // 3000 ms are 3 seconds
let t = interval - Math.floor(interval);
// [...]
}
使用vec3.lerp
根据时间间隔t
对平移、枢轴和缩放进行插值:
function draw(timeMs) {
// [...]
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
// [...]
}
查看示例,其中我将建议应用于问题的代码:
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
translate2 = [0, 0, -8],
scale2 = [3,3,3],
pivot2 = [1,1,1]
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000
let t = interval - Math.floor(interval);
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
代码:https://plnkr.co/edit/QNA31hMYnIJwotwbaDhT?p=preview
问题:如何在这个立方体的绘制函数中插入 fromRotationTranslationScaleOrigin from gl-matrix 的所有属性?
让我们插值超过 3 秒: 来自:
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0]
至:
q = quat.create(),
translate =[0, 0, -8],
scale = [3,3,3],
pivot = [1,1,1]
程序:[=35=]
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw() {
mat4.fromRotationTranslationScaleOrigin(
matrix,
q,
translate,
scale,
pivot
);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
requestAnimationFrame(draw);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
向requestAnimationFrame
的回调函数传递一个参数,即时间值。
该时间可用于通过时间函数计算矩阵。
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000; // 3000 ms are 3 seconds
let t = interval - Math.floor(interval);
// [...]
}
使用vec3.lerp
根据时间间隔t
对平移、枢轴和缩放进行插值:
function draw(timeMs) {
// [...]
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
// [...]
}
查看示例,其中我将建议应用于问题的代码:
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
translate2 = [0, 0, -8],
scale2 = [3,3,3],
pivot2 = [1,1,1]
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000
let t = interval - Math.floor(interval);
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>