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react-native-svg

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<!doctype html> <html> <head> <style> * { padding: 0; margin: 0; } html, body { position: relative; height: 100%; overflow: hidden; } #my_Canvas{ height: 100%; width: 100%; } #scale { position: absolute; top: 10px; left: 10px; width: 10px; height: 105px; background-color: #fff; } #scale_handler { position: absolute; height: 5px; top: 50px; left: -5px; right: -5px; background-color: red; } </style> </head> <body> <canvas id="my_Canvas"></canvas> <div id="scale"> <div id="scale_handler"></div> </div> <script> /*============= Creating a canvas =================*/ var canvas = document.getElementById('my_Canvas'); canvas.width = canvas.offsetWidth; canvas.height = canvas.offsetHeight; gl = canvas.getContext('experimental-webgl'); /*============ Defining and storing the geometry =========*/ var vertices = [ -1,-1,-1, 1,-1,-1, 1, 1,-1, -1, 1,-1, -1,-1, 1, 1,-1, 1, 1, 1, 1, -1, 1, 1, -1,-1,-1, -1, 1,-1, -1, 1, 1, -1,-1, 1, 1,-1,-1, 1, 1,-1, 1, 1, 1, 1,-1, 1, -1,-1,-1, -1,-1, 1, 1,-1, 1, 1,-1,-1, -1, 1,-1, -1, 1, 1, 1, 1, 1, 1, 1,-1, ]; var colors = [ 5,3,7, 5,3,7, 5,3,7, 5,3,7, 1,1,3, 1,1,3, 1,1,3, 1,1,3, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 1,0,0, 1,0,0, 1,0,0, 1,0,0, 1,1,0, 1,1,0, 1,1,0, 1,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0 ]; var indices = [ 0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23 ]; // Create and store data into vertex buffer var vertex_buffer = gl.createBuffer (); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create and store data into color buffer var color_buffer = gl.createBuffer (); gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); // Create and store data into index buffer var index_buffer = gl.createBuffer (); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); /*=================== Shaders =========================*/ var vertCode = 'attribute vec3 position;'+ 'uniform mat4 Pmatrix;'+ 'uniform mat4 Vmatrix;'+ 'uniform mat4 Mmatrix;'+ 'attribute vec3 color;'+//the color of the point 'varying vec3 vColor;'+ 'void main(void) { '+//pre-built function 'gl_Position = Pmatrix*Vmatrix*Mmatrix*vec4(position, 1.);'+ 'vColor = color;'+ '}'; var fragCode = 'precision mediump float;'+ 'varying vec3 vColor;'+ 'void main(void) {'+ 'gl_FragColor = vec4(vColor, 1.);'+ '}'; var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, vertCode); gl.compileShader(vertShader); var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, fragCode); gl.compileShader(fragShader); var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); /* ====== Associating attributes to vertex shader =====*/ var Pmatrix = gl.getUniformLocation(shaderProgram, "Pmatrix"); var Vmatrix = gl.getUniformLocation(shaderProgram, "Vmatrix"); var Mmatrix = gl.getUniformLocation(shaderProgram, "Mmatrix"); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); var position = gl.getAttribLocation(shaderProgram, "position"); gl.vertexAttribPointer(position, 3, gl.FLOAT, false,0,0) ; // Position gl.enableVertexAttribArray(position); gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer); var color = gl.getAttribLocation(shaderProgram, "color"); gl.vertexAttribPointer(color, 3, gl.FLOAT, false,0,0) ; // Color gl.enableVertexAttribArray(color); gl.useProgram(shaderProgram); /*==================== MATRIX =====================*/ function get_matrix(angle, a, zMin, zMax, scale) { var ang = Math.tan((angle*.5)*Math.PI/180);//angle*.5 return [ 0.5/ang * scale , 0 , 0, 0, 0, 0.5*a/ang * scale, 0, 0, 0, 0, -(zMax+zMin)/(zMax-zMin), -1, 0, 0, (-2*zMax*zMin)/(zMax-zMin), 0 ]; } var mov_matrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]; var view_matrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]; // translating z view_matrix[14] = view_matrix[14]-6;//zoom /*==================== Rotation ====================*/ function rotateZ(m, angle) { var c = Math.cos(angle); var s = Math.sin(angle); var mv0 = m[0], mv4 = m[4], mv8 = m[8]; m[0] = c*m[0]-s*m[1]; m[4] = c*m[4]-s*m[5]; m[8] = c*m[8]-s*m[9]; m[1]=c*m[1]+s*mv0; m[5]=c*m[5]+s*mv4; m[9]=c*m[9]+s*mv8; } function rotateX(m, angle) { var c = Math.cos(angle); var s = Math.sin(angle); var mv1 = m[1], mv5 = m[5], mv9 = m[9]; m[1] = m[1]*c-m[2]*s; m[5] = m[5]*c-m[6]*s; m[9] = m[9]*c-m[10]*s; m[2] = m[2]*c+mv1*s; m[6] = m[6]*c+mv5*s; m[10] = m[10]*c+mv9*s; } function rotateY(m, angle) { var c = Math.cos(angle); var s = Math.sin(angle); var mv0 = m[0], mv4 = m[4], mv8 = m[8]; m[0] = c*m[0]+s*m[2]; m[4] = c*m[4]+s*m[6]; m[8] = c*m[8]+s*m[10]; m[2] = c*m[2]-s*mv0; m[6] = c*m[6]-s*mv4; m[10] = c*m[10]-s*mv8; } // 旋转速度 var speed = 0.005; // 图形绘制 function render(y, x, scale) { rotateZ(mov_matrix, 0); rotateY(mov_matrix, y*speed); rotateX(mov_matrix, x*speed); gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.clearColor(0.5, 0.5, 0.5, 0.9); gl.clearDepth(1.0); gl.viewport(0.0, 0.0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.uniformMatrix4fv(Pmatrix, false, get_matrix(40, canvas.width/canvas.height, 1, 100, scale)); gl.uniformMatrix4fv(Vmatrix, false, view_matrix); gl.uniformMatrix4fv(Mmatrix, false, mov_matrix); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); } // 事件监听 var lastX, lastY, scale = 1, dragging = false; render(100, 100, 1); // 鼠标按下是开始监听 canvas.addEventListener('mousedown', function (e) { lastX = e.x; lastY = e.y; dragging = true; }); // 鼠标抬起时停止监听 canvas.addEventListener('mouseup', function () { dragging = false; }); // 移动鼠标渲染图形 canvas.addEventListener('mousemove', function (e) { if (dragging) { render(e.x - lastX, e.y - lastY, scale); lastX = e.x; lastY = e.y; } }); function renderScale(e) { var position = e.y - 10; if (position < 0) { position = 0; } else if (position > 100) { position = 100; } scaleHandler.style.top = position + 'px'; scale = ((position - 50) / 50)+ 1; render(0, 0, scale); } var scaleEle = document.getElementById('scale'), scaleHandler = document.getElementById('scale_handler'); scaleEle.addEventListener('mousedown', function (e) { document.body.addEventListener('mousemove', renderScale); document.body.addEventListener('mouseup', function self() { document.body.removeEventListener('mouseup', self); document.body.removeEventListener('mousemove', renderScale); }); renderScale(e); }); </script> </body> </html>