Live Note

Remain optimistic

防抖

浏览器中有的事件触发非常频繁,如果在事件触发的时候就调用,这时就会不断地产生新的调用,导致变‘卡’。
防抖就是在某段时间间隔内,不调用函数,直到一段时间后不在再新的事件触发,再调用函数;或者是先调用函数,在一段时间间隔内继续触发不再重复调用函数。

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Factory

缺点:对象无法区分,所有的实例指向一个原型

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function Person(name) {
let o = new Object()
o.name = name
o.getName = function () {
return this.name
}

return o
}

let person = new Person("Edward")
console.log(person instanceof Person) // false
console.log(person instanceof Object) // true
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JavaScript 采用的是词法作用域(lexical scoping)

JavaScript 函数的作用域在函数定义的时候就确定了,所以实际使用的值与函数定义位置有关系。

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let value = 1

function foo() {
console.log(value)
}

function bar() {
let value = 2
foo()
}

bar() // 1

上面这个例子中,foo函数中的value向上寻找为在全局定义的1,所以会打印出1

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value=1

function foo(){
echo $value
}

function bar() {
local value=2
foo
}
bar #2

而在bash中,由于是动态作用域,所以会打印出2

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先行断言

  • lookahead assertionxy之前才匹配,格式为/x(?=y)/
  • negative lookahead assertion:只有x不在y之前才匹配,格式为/x(?!y)/
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let str = 'now is 02:11:44'

/\d+(?=:)/.exec(str) // ['02']
/\d+(?!\.)/.exec(str) // ['0']
Read more »

ES2017 新增

padStart(), padEnd()

字符串补全功能,接受两个参数,如果第二个参数为空,则默认使用空格补全。

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// fill with the template
"12".padStart(3, "000") // '012'
"12".padEnd(3, "000") // '120'

// fill with space
"12".padStart(4) // ' 12'

ES2019 新增

trimStart(), trimEnd()

String.trim()的行为一致,不会修改原字符串。

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let str = "    string    "

// str.trimLeft()
str.trimStart() // 'string '

// str.trimRight()
str.trimEnd() // ' string'

绘制过程

  1. 执行 Vertex Shader,配置顶点。
  2. 调用gl.drawArrays(),装配图形。
  3. 光栅化,将图形转换为 Fragment。
  4. 执行 Fragment Shader。

代码实现

使用varying标识符

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const vShaderSource = `
attribute vec4 a_Position;
attribute vec4 a_Color;
varying vec4 v_Color;
void main() {
gl_Position = a_Position;
gl_PointSize = 10.0;
v_Color = a_Color;
}
`

const fShaderSource = `
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`

const main = () => {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) return

let n = initVertexBuffers(gl)
if (n < 0) return

gl.clearColor(0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)

// gl.drawArrays(gl.LINE_LOOP, 0, n);
gl.drawArrays(gl.TRIANGLES, 0, n)
}

const initVertexBuffers = (gl) => {
let verticesColor = new Float32Array([
// [x, y, r, g, b]
0, 0.5, 1, 0, 0, -0.5, -0.5, 0, 1, 0, 0.5, -0.5, 0, 0, 1,
])
let n = 3

let vertexColorBuffer = gl.createBuffer()
if (!vertexColorBuffer) return -1
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer)
gl.bufferData(gl.ARRAY_BUFFER, verticesColor, gl.STATIC_DRAW)

const SIZE = verticesColor.BYTES_PER_ELEMENT
let a_Position = gl.getAttribLocation(gl.program, "a_Position")
let a_Color = gl.getAttribLocation(gl.program, "a_Color")

gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, SIZE * 5, 0)
gl.enableVertexAttribArray(a_Position)

gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, SIZE * 5, SIZE * 2)
gl.enableVertexAttribArray(a_Color)

return n
}

绘制流程

  1. 计算变换后的位置坐标。
  2. 清空画板。
  3. 绘制
  4. 循环 1-3 操作。

代码实现

使用库函数简化数学计算

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
`

const main = () => {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

gl.clearColor(0, 0, 0, 1)

rotating(gl, n, 360)
}

const rotating = (gl, n, ANGLE_STEP = 30) => {
let currentAngle = 0
let modelMatrix = new Matrix4()
let u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix")

let tick = function () {
currentAngle = animate(currentAngle, ANGLE_STEP)
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
requestAnimationFrame(tick)
}
tick()
}

const draw = (gl, n, currentAngle, modelMatrix, u_ModelMatrix) => {
modelMatrix.setRotate(currentAngle, 0, 0, 1) // Set rotation matrix.
// modelMatrix.translate(0.5, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements)
gl.clear(gl.COLOR_BUFFER_BIT) // Clear canvas.
gl.drawArrays(gl.TRIANGLES, 0, n) // Draw triangle.
}

let g_last = Date.now()

/**
* Get the new angle.
* @param currentAngle {number}
* @param ANGLE_STEP {number}
* @returns {number}
*/
const animate = (currentAngle, ANGLE_STEP) => {
let now = Date.now()
let temp = now - g_last
g_last = now
return (currentAngle + (ANGLE_STEP * temp) / 1000) % 360
}

WebGL 中的矩阵是列主序的。

平移变换

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_xFormMatrix;
void main() {
gl_Position = u_xFormMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

const Tx = 0.5,
Ty = 0.2,
Tz = 0

function main() {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

let xFormMatrix = new Float32Array([
1.0,
0,
0,
0,
0,
1.0,
0,
0,
0,
0,
1.0,
0,
Tx,
Ty,
Tz,
1.0,
])
let u_xFormMatrix = gl.getUniformLocation(gl.program, "u_xFormMatrix")
gl.uniformMatrix4fv(u_xFormMatrix, false, xFormMatrix)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}
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旋转原理

将 WebGL 坐标系转为极坐标,然后通过角度计算得出旋转后的左标位置。
旋转矩阵:

$$
\begin{bmatrix}
x’ \
y’ \
z’ \
1 \
\end{bmatrix} =
\begin{bmatrix}
\cos \beta & -\sin \beta & 0 & 0 \
\sin \beta & \cos \beta & 0 & 0 \
0 & 0 & 1 & 0 \
0 & 0 & 0 & 1 \
\end{bmatrix} ×
\begin{bmatrix}
x \
y \
z \
1 \
\end{bmatrix}
$$

代码实现

使用u_SinBCosB存放SinBCosB

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/**
* 2d rotate
* x' = x * cosB - y * sinB
* y' = x * sinB + y * cosB
* z' = z
*/
const vShaderSource = `
attribute vec4 a_Position;
uniform vec2 u_SinBCosB;
void main() {
gl_Position.x = a_Position.x * u_SinBCosB.y - a_Position.y * u_SinBCosB.x;
gl_Position.y = a_Position.x * u_SinBCosB.x + a_Position.y * u_SinBCosB.y;
gl_Position.z = a_Position.z;
gl_Position.w = 1.0;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

let ANGLE = 30.0

function main() {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) return

let n = initVertexBuffers(gl)
if (n < 0) return

let radian = (Math.PI * ANGLE) / 180.0 // Transform to radian.
let SinB = Math.sin(radian)
let CosB = Math.cos(radian)

let u_SinBCosB = gl.getUniformLocation(gl.program, "u_SinBCosB")

gl.uniform2f(u_SinBCosB, SinB, CosB)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}

位移原理

与在普通的坐标系中一样,只需在需要位移的坐标位置加入相应的矢量即可。
(x1, y1, z1, w1) + (x2, y2, z2, w2) -> (x1 + x2, y1 + y2, z1 + z2, w1 + w2)
平移矩阵:

$$
\begin{bmatrix}
x’ \
y’ \
z’ \
1
\end{bmatrix} =
\begin{bmatrix}
1 & 0 & 0 & Tx \
0 & 1 & 0 & Ty \
0 & 0 & 1 & Tz \
0 & 0 & 0 & 1 \
\end{bmatrix} ×
\begin{bmatrix}
x \
y \
z \
1 \
\end{bmatrix}
$$

代码实现

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// position = P + ▲P
const vShaderSource = `
attribute vec4 a_Position;
uniform vec4 u_Translation;
void main() {
gl_Position = a_Position + u_Translation;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

// Displacement
const Tx = 0.4,
Ty = -0.2,
Tz = 0.3
Tw = 0.0

function main() {
const gl = document.querySelector('#canvas').getContext('webgl')

if (!initShaders(gl, vShaderSource, fShaderSource)) return

let n = initVertexBuffers(gl)
if (n < 0) return

let u_Translation = gl.getUniformLocation(gl.program, 'u_Translation')
gl.uniform4f(u_Translation, Tx, Ty, Tz, Tw)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}

function initVertexBuffers(gl) {
let vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5])
let n = vertices.length / 2

let vertexBuffer = gl.createBuffer()
if (!vertexBuffer) {
console.log('failed to create buffer')
return -1
}

gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

let a_Position = gl.getAttribLocation(gl.program, 'a_Position')

gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0)
gl.enableVertexAttribArray(a_Position)

return n
}