平移
每个点都加一个变量
x' = x + Tx;
y' = y + Ty;
let v_shader = `
attribute vec4 a_position;
uniform vec4 u_translation;
void main(){
gl_Position = a_position + u_translation;
}
`;
......
initShaders(webgl, v_shader, f_shader);
let n = initBuffer();
let u_fragColor = webgl.getUniformLocation(webgl.program, "u_fragColor")
webgl.uniform4f(u_fragColor, 1, 0, 1, 1);
let tx = .2,ty = .5,tz = 0;
let u_translation = webgl.getUniformLocation(webgl.program,"u_translation");
webgl.uniform4f(u_translation,tx,ty,tz,0.0);
webgl.clearColor(0, 0, 0, 1.0);
webgl.clear(webgl.COLOR_BUFFER_BIT);
webgl.drawArrays(webgl.TRIANGLE_FAN, 0, n);
旋转
let v_shader = `
attribute vec4 a_position;
uniform float u_cosb,u_sinb;
void main(){
gl_Position.x = (a_position).x * u_cosb -(a_position).y*u_sinb;
gl_Position.y = (a_position).x * u_sinb +(a_position).y*u_cosb;
gl_Position.z = a_position.z;
gl_Position.w = a_position.w;
}
`;
........
var angle = 90.0;
var radian = Math.PI * angle / 180.0;//弧度
var cosb = Math.cos(radian);
var sinb = Math.sin(radian);
var u_cosb = webgl.getUniformLocation(webgl.program,'u_cosb');
var u_sinb = webgl.getUniformLocation(webgl.program,'u_sinb');
webgl.uniform1f(u_cosb,cosb);
webgl.uniform1f(u_sinb,sinb);
webgl.clearColor(0, 0, 0, 1.0);