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panorama.html
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panorama.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>全景图</title>
<script src="../libs/gl-matrix-min.js"></script>
<script src="../libs/dat.gui.min.js"></script>
<script src="../libs/utils.js"></script>
<script src="../libs/helper.js"></script>
<script src="./cube.js"></script>
<style>
#webgl,
body {
padding: 0;
margin: 0;
position: absolute;
height: 100%;
width: 100%;
}
</style>
</head>
<body onload="init()">
<canvas id="webgl"></canvas>
<script id="vertexShader" type="x-shader/x-vertex">
attribute vec2 aPosition;
varying vec4 vPosition;
void main() {
gl_Position = vec4(aPosition,1.0,1.0);
vPosition = vec4(aPosition,0.0,1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube uImage;
uniform mat4 uMatrix;
varying vec4 vPosition;
void main() {
vec4 t = uMatrix* vPosition;
gl_FragColor = textureCube(uImage, normalize(t.xyz / t.w));
}
</script>
<script>
async function init() {
var gl = initGl('webgl');
const vs = document.getElementById('vertexShader').innerText;
const fs = document.getElementById('fragmentShader').innerText;
var program = initShaderProgram(gl, vs, fs);
initArrBuffer(
gl,
'aPosition',
new Float32Array(flatArr([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1])),
2
);
//立方体贴图
const images = {
//前
f: 'images/cube/f.jpg',
//后
b: 'images/cube/b.jpg',
//上
u: 'images/cube/u.jpg',
//下
d: 'images/cube/d.jpg',
//左
l: 'images/cube/l.jpg',
//右
r: 'images/cube/r.jpg'
};
await initCubeTexture(gl, images);
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(gl.getUniformLocation(gl.program, 'uImage'), 0);
//透视投影
const fieldOfView = degToRad(45);
const aspect = gl.canvas.width / gl.canvas.height;
const zNear = 1;
const zFar = 2000.0;
var projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
//画全景图的板面
var settings = {
x: 1,
y: 0,
z: 1
};
var gui = new dat.GUI();
for (let k in settings) {
gui.add(settings, k, -1, 1).onChange(drawScene);
}
function drawScene() {
cleanGl(gl);
//相机位置
var cameraMatrix = mat4.create();
mat4.lookAt(cameraMatrix, [settings.x, settings.y, settings.z], [0, 0, 0], [0, 1, 0]);
var viewMatrix = mat4.create();
mat4.invert(viewMatrix, cameraMatrix);
// 清除移动的部分
viewMatrix[12] = 0;
viewMatrix[13] = 0;
viewMatrix[14] = 0;
var uMatrix = mat4.create();
mat4.invert(uMatrix, mat4.multiply(uMatrix, projectionMatrix, viewMatrix));
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'uMatrix'), false, uMatrix);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
drawScene();
}
</script>
</body>
</html>