如何在 WebGL 中实现键盘输入?
How to implement keyboard input in WebGL?
我正在寻求实现允许用户更改生成形状颜色的键盘输入。下面是我已经实现的生成红色三角形的当前代码。我怎样才能改变代码,以便如果用户在键盘上按下 'B',三角形的颜色将变为蓝色,如果按下 'G' 则变为绿色,等等。
更新的实施:
// Regular Polygon - Generates Triangle (or 3-Sided Shape)
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
'}\n';
// Fragment shader program (assigns a color to fill in the polygon)
var FSHADER_SOURCE =
'void main() {\n' +
' uniform vec3 uColor;' +
' gl_FragColor = vec4(uColor, 1.0);\n' +
'}\n';
//Cyan vec4(0.0, 1.0, 1.0, 1.0)
//Brown vec(0.6, 0.5, 0.4, 1.0)
//Yellow vec4(1.0, 1.0, 0.0, 1.0)
function onKeyUp(event)
{
if (event.key == 'c')
{
gl.uniform3fv(u_Color, [0.0, 1.0, 1.0])
}
else if (event.key == 'y')
{
gl.uniform3fv(u_Color, [1.0, 1.0, 0.0])
}
else if (event.key == 'b')
{
gl.uniform3fv(u_Color, [0.6, 0.5, 0.4])
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
function main() {
// Retrieves canvas element
var canvas = document.getElementById('webgl');
// Acquires rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of each vertex to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
u_Color = gl.getUniformLocation(gl.program, 'uColor')
if (u_Color === null)
{
console.log('Failed to get color uniform location');
return;
}
// Default value: brown color
gl.uniform3fv(u_Color, [0.6, 0.5, 0.4])
document.addEventListener('keyup', onKeyUp, false);
// Specify the color for clearing the canvas (in this case, white)
gl.clearColor(0, 0, 0, 0);
// Clears the canvas
gl.clear(gl.COLOR_BUFFER_BIT);
// Draws the triangle (or 3-sided shape)
gl.drawArrays(gl.TRIANGLES, 0, n);
function initVertexBuffers(gl) {
var vertices = new Float32Array([
0, 0.5, -0.5, -0.5, 0.5, -0.5
]);
var n = 3; // The number of vertices of the polygon
// Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Buffer object binded to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Data is written to buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
// Position variable is assigned a buffer object
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Allows position variable to be assigned a buffer object
gl.enableVertexAttribArray(a_Position);
return n;
}
您可以通过将颜色作为统一值传递给着色器来轻松完成这项工作
var FSHADER_SOURCE =
'precision mediump float;\n' +
'uniform vec3 uColor;\n' +
'void main() {\n' +
' gl_FragColor = vec4(uColor, 1.0);\n' +
'}\n';
写下一个 keyup 事件处理程序并根据 event.key 值设置统一值
要设置默认颜色,请在程序准备就绪并使用后将其添加到您的 init 方法中
u_Color = gl.getUniformLocation(gl.program, 'uColor')
if (u_Color === null)
{
console.log('Failed to get color uniform location');
return;
}
// Default value: white color
gl.uniform3fv(u_Color, [1.0, 1.0, 1.0])
要处理键盘事件,请将其添加到您的初始化方法中
document.addEventListener('keyup', onKeyUp, false);
并将此函数添加到您的代码中(我让您设置变量和作用域)
function onKeyUp(event)
{
if (event.key == 'g')
{
gl.uniform3fv(u_Color, [0.0, 1.0, 0.0])
}
else if (event.key == 'b')
{
gl.uniform3fv(u_Color, [0.0, 0.0, 1.0])
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
我正在寻求实现允许用户更改生成形状颜色的键盘输入。下面是我已经实现的生成红色三角形的当前代码。我怎样才能改变代码,以便如果用户在键盘上按下 'B',三角形的颜色将变为蓝色,如果按下 'G' 则变为绿色,等等。
更新的实施:
// Regular Polygon - Generates Triangle (or 3-Sided Shape)
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
'}\n';
// Fragment shader program (assigns a color to fill in the polygon)
var FSHADER_SOURCE =
'void main() {\n' +
' uniform vec3 uColor;' +
' gl_FragColor = vec4(uColor, 1.0);\n' +
'}\n';
//Cyan vec4(0.0, 1.0, 1.0, 1.0)
//Brown vec(0.6, 0.5, 0.4, 1.0)
//Yellow vec4(1.0, 1.0, 0.0, 1.0)
function onKeyUp(event)
{
if (event.key == 'c')
{
gl.uniform3fv(u_Color, [0.0, 1.0, 1.0])
}
else if (event.key == 'y')
{
gl.uniform3fv(u_Color, [1.0, 1.0, 0.0])
}
else if (event.key == 'b')
{
gl.uniform3fv(u_Color, [0.6, 0.5, 0.4])
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
function main() {
// Retrieves canvas element
var canvas = document.getElementById('webgl');
// Acquires rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of each vertex to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
u_Color = gl.getUniformLocation(gl.program, 'uColor')
if (u_Color === null)
{
console.log('Failed to get color uniform location');
return;
}
// Default value: brown color
gl.uniform3fv(u_Color, [0.6, 0.5, 0.4])
document.addEventListener('keyup', onKeyUp, false);
// Specify the color for clearing the canvas (in this case, white)
gl.clearColor(0, 0, 0, 0);
// Clears the canvas
gl.clear(gl.COLOR_BUFFER_BIT);
// Draws the triangle (or 3-sided shape)
gl.drawArrays(gl.TRIANGLES, 0, n);
function initVertexBuffers(gl) {
var vertices = new Float32Array([
0, 0.5, -0.5, -0.5, 0.5, -0.5
]);
var n = 3; // The number of vertices of the polygon
// Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Buffer object binded to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Data is written to buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
// Position variable is assigned a buffer object
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Allows position variable to be assigned a buffer object
gl.enableVertexAttribArray(a_Position);
return n;
}
您可以通过将颜色作为统一值传递给着色器来轻松完成这项工作
var FSHADER_SOURCE =
'precision mediump float;\n' +
'uniform vec3 uColor;\n' +
'void main() {\n' +
' gl_FragColor = vec4(uColor, 1.0);\n' +
'}\n';
写下一个 keyup 事件处理程序并根据 event.key 值设置统一值
要设置默认颜色,请在程序准备就绪并使用后将其添加到您的 init 方法中
u_Color = gl.getUniformLocation(gl.program, 'uColor')
if (u_Color === null)
{
console.log('Failed to get color uniform location');
return;
}
// Default value: white color
gl.uniform3fv(u_Color, [1.0, 1.0, 1.0])
要处理键盘事件,请将其添加到您的初始化方法中
document.addEventListener('keyup', onKeyUp, false);
并将此函数添加到您的代码中(我让您设置变量和作用域)
function onKeyUp(event)
{
if (event.key == 'g')
{
gl.uniform3fv(u_Color, [0.0, 1.0, 0.0])
}
else if (event.key == 'b')
{
gl.uniform3fv(u_Color, [0.0, 0.0, 1.0])
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}