WebGL的颜色渲染-渲染一张DEM(数字高程模型)
1. 具体实例
通过webgl,可以渲染生成dem(数字高程模型)。dem(数字高程模型)是网格点组成的模型,每个点都有x,y,z值;x,y根据一定的间距组成网格状,同时根据z值的高低来选定每个点的颜色rgb。通过这个例子可以熟悉webgl颜色渲染的过程。
2. 解决方案
1) dem数据.xyz文件
这里使用的dem文件的数据组织如下,如下图所示。
其中每一行表示一个点,前三个数值表示位置xyz,后三个数值表示颜色rgb。
2) showdem.html
<!doctype html> <html> <head> <meta charset="utf-8"> <title> 显示地形 </title> <script src="lib/webgl-utils.js"></script> <script src="lib/webgl-debug.js"></script> <script src="lib/cuon-utils.js"></script> <script src="lib/cuon-matrix.js"></script> <script src="showdem.js"></script> </head> <body> <div><input type = 'file' id = 'demfile' ></div> <!-- <div><textarea id="output" rows="300" cols="200"></textarea></div> --> <div> <canvas id ="demcanvas" width="600" height="600"> 请使用支持webgl的浏览器 </canvas> </div> </body> </html>
3) showdem.js
// vertex shader program var vshader_source = //'precision highp float;\n' + 'attribute vec4 a_position;\n' + 'attribute vec4 a_color;\n' + 'uniform mat4 u_mvpmatrix;\n' + 'varying vec4 v_color;\n' + 'void main() {\n' + ' gl_position = u_mvpmatrix * a_position;\n' + ' v_color = a_color;\n' + '}\n'; // fragment shader program var fshader_source = '#ifdef gl_es\n' + 'precision mediump float;\n' + '#endif\n' + 'varying vec4 v_color;\n' + 'void main() {\n' + ' gl_fragcolor = v_color;\n' + '}\n'; // var col = 89; //dem宽 var row = 245; //dem高 // current rotation angle ([x-axis, y-axis] degrees) var currentangle = [0.0, 0.0]; //当前lookat()函数初始视点的高度 var eyehight = 2000.0; //setperspective()远截面 var far = 3000; // window.onload = function () { var demfile = document.getelementbyid('demfile'); if (!demfile) { console.log("error!"); return; } //demfile.onchange = openfile(event); demfile.addeventlistener("change", function (event) { //判断浏览器是否支持filereader接口 if (typeof filereader == 'undefined') { console.log("你的浏览器不支持filereader接口!"); return; } // var reader = new filereader(); reader.onload = function () { if (reader.result) { // var stringlines = reader.result.split("\n"); verticescolors = new float32array(stringlines.length * 6); // var pn = 0; var ci = 0; for (var i = 0; i < stringlines.length; i++) { if (!stringlines[i]) { continue; } var subline = stringlines[i].split(','); if (subline.length != 6) { console.log("错误的文件格式!"); return; } for (var j = 0; j < subline.length; j++) { verticescolors[ci] = parsefloat(subline[j]); ci++; } pn++; } if (ci < 3) { console.log("错误的文件格式!"); } // var minx = verticescolors[0]; var maxx = verticescolors[0]; var miny = verticescolors[1]; var maxy = verticescolors[1]; var minz = verticescolors[2]; var maxz = verticescolors[2]; for (var i = 0; i < pn; i++) { minx = math.min(minx, verticescolors[i * 6]); maxx = math.max(maxx, verticescolors[i * 6]); miny = math.min(miny, verticescolors[i * 6 + 1]); maxy = math.max(maxy, verticescolors[i * 6 + 1]); minz = math.min(minz, verticescolors[i * 6 + 2]); maxz = math.max(maxz, verticescolors[i * 6 + 2]); } //包围盒中心 var cx = (minx + maxx) / 2.0; var cy = (miny + maxy) / 2.0; var cz = (minz + maxz) / 2.0; //根据视点高度算出setperspective()函数的合理角度 var fovy = (maxy - miny) / 2.0 / eyehight; fovy = 180.0 / math.pi * math.atan(fovy) * 2; startdraw(verticescolors, cx, cy, cz, fovy); } }; // var input = event.target; reader.readastext(input.files[0]); }); } function startdraw(verticescolors, cx, cy, cz, fovy) { // retrieve <canvas> element var canvas = document.getelementbyid('demcanvas'); // get the 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; } // set the vertex coordinates and color (the blue triangle is in the front) n = initvertexbuffers(gl, verticescolors); //, verticescolors, n if (n < 0) { console.log('failed to set the vertex information'); return; } // get the storage location of u_mvpmatrix var u_mvpmatrix = gl.getuniformlocation(gl.program, 'u_mvpmatrix'); if (!u_mvpmatrix) { console.log('failed to get the storage location of u_mvpmatrix'); return; } // register the event handler initeventhandlers(canvas); // specify the color for clearing <canvas> gl.clearcolor(0, 0, 0, 1); gl.enable(gl.depth_test); // start drawing var tick = function () { //setperspective()宽高比 var aspect = canvas.width / canvas.height; // draw(gl, n, aspect, cx, cy, cz, fovy, u_mvpmatrix); requestanimationframe(tick, canvas); }; tick(); } // function initeventhandlers(canvas) { var dragging = false; // dragging or not var lastx = -1, lasty = -1; // last position of the mouse // mouse is pressed canvas.onmousedown = function (ev) { var x = ev.clientx; var y = ev.clienty; // start dragging if a moue is in <canvas> var rect = ev.target.getboundingclientrect(); if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) { lastx = x; lasty = y; dragging = true; } }; //鼠标离开时 canvas.onmouseleave = function (ev) { dragging = false; }; // mouse is released canvas.onmouseup = function (ev) { dragging = false; }; // mouse is moved canvas.onmousemove = function (ev) { var x = ev.clientx; var y = ev.clienty; if (dragging) { var factor = 100 / canvas.height; // the rotation ratio var dx = factor * (x - lastx); var dy = factor * (y - lasty); // limit x-axis rotation angle to -90 to 90 degrees //currentangle[0] = math.max(math.min(currentangle[0] + dy, 90.0), -90.0); currentangle[0] = currentangle[0] + dy; currentangle[1] = currentangle[1] + dx; } lastx = x, lasty = y; }; //鼠标缩放 canvas.onmousewheel = function (event) { var lastheight = eyehight; if (event.wheeldelta > 0) { eyehight = math.max(1, eyehight - 80); } else { eyehight = eyehight + 80; } far = far + eyehight - lastheight; }; } function draw(gl, n, aspect, cx, cy, cz, fovy, u_mvpmatrix) { //模型矩阵 var modelmatrix = new matrix4(); modelmatrix.rotate(currentangle[0], 1.0, 0.0, 0.0); // rotation around x-axis modelmatrix.rotate(currentangle[1], 0.0, 1.0, 0.0); // rotation around y-axis modelmatrix.translate(-cx, -cy, -cz); //视图矩阵 var viewmatrix = new matrix4(); viewmatrix.lookat(0, 0, eyehight, 0, 0, 0, 0, 1, 0); //投影矩阵 var projmatrix = new matrix4(); projmatrix.setperspective(fovy, aspect, 10, far); //模型视图投影矩阵 var mvpmatrix = new matrix4(); mvpmatrix.set(projmatrix).multiply(viewmatrix).multiply(modelmatrix); // pass the model view projection matrix to u_mvpmatrix gl.uniformmatrix4fv(u_mvpmatrix, false, mvpmatrix.elements); // clear color and depth buffer gl.clear(gl.color_buffer_bit | gl.depth_buffer_bit); // draw the cube gl.drawelements(gl.triangles, n, gl.unsigned_short, 0); } function initvertexbuffers(gl, verticescolors) { //dem的一个网格是由两个三角形组成的 // 0------1 1 // | | // | | // col col------col+1 var indices = new uint16array((row - 1) * (col - 1) * 6); var ci = 0; for (var yi = 0; yi < row - 1; yi++) { for (var xi = 0; xi < col - 1; xi++) { indices[ci * 6] = yi * col + xi; indices[ci * 6 + 1] = (yi + 1) * col + xi; indices[ci * 6 + 2] = yi * col + xi + 1; indices[ci * 6 + 3] = (yi + 1) * col + xi; indices[ci * 6 + 4] = (yi + 1) * col + xi + 1; indices[ci * 6 + 5] = yi * col + xi + 1; ci++; } } //创建缓冲区对象 var vertexcolorbuffer = gl.createbuffer(); var indexbuffer = gl.createbuffer(); if (!vertexcolorbuffer || !indexbuffer) { return -1; } // 将缓冲区对象绑定到目标 gl.bindbuffer(gl.array_buffer, vertexcolorbuffer); // 向缓冲区对象中写入数据 gl.bufferdata(gl.array_buffer, verticescolors, gl.static_draw); // var fsize = verticescolors.bytes_per_element; // 向缓冲区对象分配a_position变量 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; } gl.vertexattribpointer(a_position, 3, gl.float, false, fsize * 6, 0); //开启a_position变量 gl.enablevertexattribarray(a_position); // 向缓冲区对象分配a_color变量 var a_color = gl.getattriblocation(gl.program, 'a_color'); if (a_color < 0) { console.log('failed to get the storage location of a_color'); return -1; } gl.vertexattribpointer(a_color, 3, gl.float, false, fsize * 6, fsize * 3); //开启a_color变量 gl.enablevertexattribarray(a_color); // 写入并绑定顶点数组的索引值 gl.bindbuffer(gl.element_array_buffer, indexbuffer); gl.bufferdata(gl.element_array_buffer, indices, gl.static_draw); return indices.length; }
4) 运行结果
用chrome打开showdem.html,选择dem文件,界面就会显示dem的渲染效果:
3. 详细讲解
1) 读取文件
程序的第一步是通过js的filereader()函数读取dem文件,在其回调函数中读取到数组verticescolors中,它包含了位置和颜色信息。读取完成后调用绘制函数startdraw()。
// var reader = new filereader(); reader.onload = function () { if (reader.result) { // var stringlines = reader.result.split("\n"); verticescolors = new float32array(stringlines.length * 6); // var pn = 0; var ci = 0; for (var i = 0; i < stringlines.length; i++) { if (!stringlines[i]) { continue; } var subline = stringlines[i].split(','); if (subline.length != 6) { console.log("错误的文件格式!"); return; } for (var j = 0; j < subline.length; j++) { verticescolors[ci] = parsefloat(subline[j]); ci++; } pn++; } if (ci < 3) { console.log("错误的文件格式!"); } // var minx = verticescolors[0]; var maxx = verticescolors[0]; var miny = verticescolors[1]; var maxy = verticescolors[1]; var minz = verticescolors[2]; var maxz = verticescolors[2]; for (var i = 0; i < pn; i++) { minx = math.min(minx, verticescolors[i * 6]); maxx = math.max(maxx, verticescolors[i * 6]); miny = math.min(miny, verticescolors[i * 6 + 1]); maxy = math.max(maxy, verticescolors[i * 6 + 1]); minz = math.min(minz, verticescolors[i * 6 + 2]); maxz = math.max(maxz, verticescolors[i * 6 + 2]); } //包围盒中心 var cx = (minx + maxx) / 2.0; var cy = (miny + maxy) / 2.0; var cz = (minz + maxz) / 2.0; //根据视点高度算出setperspective()函数的合理角度 var fovy = (maxy - miny) / 2.0 / eyehight; fovy = 180.0 / math.pi * math.atan(fovy) * 2; startdraw(verticescolors, cx, cy, cz, fovy); } }; // var input = event.target; reader.readastext(input.files[0]);
2) 绘制函数
绘制dem跟绘制一个简单三角形的步骤是差不多的:
- 获取webgl环境。
- 初始化shaders,构建着色器。
- 初始化顶点数组,分配到缓冲对象。
- 绑定鼠标键盘事件,设置模型视图投影变换矩阵。
- 在重绘函数中调用webgl函数绘制。
其中最关键的步骤是第三步,初始化顶点数组initvertexbuffers()。
function startdraw(verticescolors, cx, cy, cz, fovy) { // retrieve <canvas> element var canvas = document.getelementbyid('demcanvas'); // get the 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; } // set the vertex coordinates and color (the blue triangle is in the front) n = initvertexbuffers(gl, verticescolors); //, verticescolors, n if (n < 0) { console.log('failed to set the vertex information'); return; } // get the storage location of u_mvpmatrix var u_mvpmatrix = gl.getuniformlocation(gl.program, 'u_mvpmatrix'); if (!u_mvpmatrix) { console.log('failed to get the storage location of u_mvpmatrix'); return; } // register the event handler initeventhandlers(canvas); // specify the color for clearing <canvas> gl.clearcolor(0, 0, 0, 1); gl.enable(gl.depth_test); // start drawing var tick = function () { //setperspective()宽高比 var aspect = canvas.width / canvas.height; // draw(gl, n, aspect, cx, cy, cz, fovy, u_mvpmatrix); requestanimationframe(tick, canvas); }; tick(); }
3) 使用缓冲区对象
在函数initvertexbuffers()中包含了使用缓冲区对象向顶点着色器传入多个顶点数据的过程:
- 创建缓冲区对象(gl.createbuffer());
- 绑定缓冲区对象(gl.bindbuffer());
- 将数据写入缓冲区对象(gl.bufferdata);
- 将缓冲区对象分配给一个attribute变量(gl.vertexattribpointer)
- 开启attribute变量(gl.enablevertexattribarray);
在本例中,在js中申请的数组verticescolors分成位置和颜色两部分分配给缓冲区对象,并传入顶点着色器;vertexattribpointer()是其关键的函数,需要详细了解其参数的用法。最后,把顶点数据的索引值绑定到缓冲区对象,webgl可以访问索引来间接访问顶点数据进行绘制。
function initvertexbuffers(gl, verticescolors) { //dem的一个网格是由两个三角形组成的 // 0------1 1 // | | // | | // col col------col+1 var indices = new uint16array((row - 1) * (col - 1) * 6); var ci = 0; for (var yi = 0; yi < row - 1; yi++) { for (var xi = 0; xi < col - 1; xi++) { indices[ci * 6] = yi * col + xi; indices[ci * 6 + 1] = (yi + 1) * col + xi; indices[ci * 6 + 2] = yi * col + xi + 1; indices[ci * 6 + 3] = (yi + 1) * col + xi; indices[ci * 6 + 4] = (yi + 1) * col + xi + 1; indices[ci * 6 + 5] = yi * col + xi + 1; ci++; } } //创建缓冲区对象 var vertexcolorbuffer = gl.createbuffer(); var indexbuffer = gl.createbuffer(); if (!vertexcolorbuffer || !indexbuffer) { return -1; } // 将缓冲区对象绑定到目标 gl.bindbuffer(gl.array_buffer, vertexcolorbuffer); // 向缓冲区对象中写入数据 gl.bufferdata(gl.array_buffer, verticescolors, gl.static_draw); // var fsize = verticescolors.bytes_per_element; // 向缓冲区对象分配a_position变量 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; } gl.vertexattribpointer(a_position, 3, gl.float, false, fsize * 6, 0); //开启a_position变量 gl.enablevertexattribarray(a_position); // 向缓冲区对象分配a_color变量 var a_color = gl.getattriblocation(gl.program, 'a_color'); if (a_color < 0) { console.log('failed to get the storage location of a_color'); return -1; } gl.vertexattribpointer(a_color, 3, gl.float, false, fsize * 6, fsize * 3); //开启a_color变量 gl.enablevertexattribarray(a_color); // 写入并绑定顶点数组的索引值 gl.bindbuffer(gl.element_array_buffer, indexbuffer); gl.bufferdata(gl.element_array_buffer, indices, gl.static_draw); return indices.length; }
4. 其他
1.这里用到了几个《webgl编程指南》书中提供的js组件。全部源代码(包含dem数据)地址链接:https://share.weiyun.com/5cvt8pj ,密码:4aqs8e。
2.如果关心如何设置模型视图投影变换矩阵,以及绑定鼠标键盘事件,可参看这篇文章:webgl或opengl关于模型视图投影变换的设置技巧。
3.渲染的结果如果加入光照,效果会更好。