欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页

58 WebGL在平面绘制透视纹理效果

程序员文章站 2023-12-27 09:10:33
...

案例查看地址:点击这里

问题原因

我公司里有一个项目,需要能够一个矩形的四个顶点能够随意移动,而且上面还绘制的纹理。然后,我按照以前的方式书写,问题来了,由于一个矩形是由两个三角形组成的,然后就出现下面喜闻乐见的效果:
58 WebGL在平面绘制透视纹理效果
我们会发现,两个三角形的交汇处,有一道折线,所以比较尴尬了。
而我们需要的是什么呢:
58 WebGL在平面绘制透视纹理效果
我们需要的是上面这种,具有透视效果,而且图形不会有折线的效果。
即使是随意的扭曲,也不会出现折线,这就是所谓的透视纹理绘制。
58 WebGL在平面绘制透视纹理效果

思路

  • 首先,我需要先获取到当前绘制的那一点的坐标x,y两个轴的,然后计算这一个点和四个矩形顶点的位置关系,计算出这个点需要绘制的纹理图片的位置。关系图如下:
    58 WebGL在平面绘制透视纹理效果
    查看图形,其实我们唯一不知道的就是过图形的线和两个点切割获得的比例,通过高中的学的图形知识,将五个点代进去,计算一下,最后出来的就是这个点。
    由于(c1-v1)/(v0-v1) = (c2-v3)/(v2-v3)这个比例保证每一个点在纹理坐标中确定需要绘制的纹理。
    然后通过两个点确定一条直线,根据两点方程(x-c1.x)/(c2.x-c1.x) = (y-c1.y)/(c2.y-c1.y)然后将所有的值代入进入,再通过一元二次方程的解析,最后得出比例。
    以下是js版本的代码:
function  calc(p1,p2,p3,p4,p0) {

        /*
        *   p1-------p3
        *   |         |
        *   |         |
        *   |         |
        *   p2-------p4
        *假设四个点的坐标分别是(x1,y1)、(x2,y2)、(x3,y3)、(x4,y4)
        * 则下式成立平行
        * (x1-x2)/(y1-y2)=(x3-x4)/(y3-y4)
        *
        */


        /*
        * 根据两点式方程
        * (y-y1)/(y2-y1) = (x-x1)/(x2-x1)
        * 得出
        * (y-y1)(x2-x1) = (y2-y1)(x-x1)
        * yx2-yx1-y1x2+y1x1 = y2x-y2x1-y1x+y1x1
        * yx2-yx1-y1x2+y1x1-(y2x-y2x1-y1x+y1x1) = 0;
        * yx2-yx1-y1x2+y1x1-y2x+y2x1+y1x-y1x1 = 0;
        * yx2-yx1-y1x2-y2x+y2x1+y1x = 0;\
        * x2(y-y1)+x1(y2-y)+x(y1-y2)=0
        *
        * //两个点的位置为
        * p12Xlen = p2.x-p1.x;
        * p12Ylen = p2.y-p1.y;
        * p34Xlen = p4.x-p3.x;
        * p34Ylen = p4.y-p3.y;
        * p12.x = x1 = p1.x+p12Xlen*s;
        * p12.y = y1 = p1.y+p12Ylen*s;
        * p34.x = x2 = p3.x+p34Xlen*s;
        * p34.y = y2 = p3.y+p34Ylen*s;
        * x = p0.x;
        * y = p0.y;
        *
        * 由此得出
        * x2(y-y1) = (p3.x+p34Xlen*s)(p0.y-(p1.y+p12Ylen*s));
        * x2(y-y1) = (p3.x + p34Xlen*s)(p0.y - p1.y - p12Ylen*s);
        * x2(y-y1) = p3.x*p0.y-p3.x*p1.y-p3.x*p12Ylen*s+p0.y*p34Xlen*s-p1.y*p34Xlen*s-p12Ylen*p34Xlen*s*s;
        * x2(y-y1) = p3.x*p0.y-p3.x*p1.y+(-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen)*s-p12Ylen*p34Xlen*s*s;
        *
        * x1(y2-y) = (p1.x+p12Xlen*s)*(p3.y+p34Ylen*s-p0.y);
        * x1(y2-y) = (p1.x+p12Xlen*s)*(p3.y-p0.y+p34Ylen*s);
        * x1(y2-y) = p1.x*p3.y-p1.x*p0.y+p1.x*p34Ylen*s+p3.y*p12Xlen*s-p0.y*p12Xlen*s+p12Xlen*p34Ylen*s*s;
        * x1(y2-y) = p1.x*p3.y-p1.x*p0.y+(p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen)*s+p12Xlen*p34Ylen*s*s;
        *
        * x(y1-y2) = p0.x(p1.y+p12Ylen*s-(p3.y+p34Ylen*s));
        * x(y1-y2) = p0.x(p1.y+p12Ylen*s-p3.y-p34Ylen*s);
        * x(y1-y2) = p0.x(p1.y-p3.y+p12Ylen*s-p34Ylen*s);
        * x(y1-y2) = p0.x(p1.y-p3.y)+p0.x(p12Ylen-p34Ylen)*s;
        *
        * 得出
        *
        * A = p12Xlen*p34Ylen-p12Ylen*p34Xlen;
        *
        * B = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x(p12Ylen-p34Ylen);
        *
        * C = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x(p1.y-p3.y)
        *
        * Ass + Bs +C = 0;
        * */

        var p12Xlen = p2.x-p1.x;
        var p12Ylen = p2.y-p1.y;
        var p34Xlen = p4.x-p3.x;
        var p34Ylen = p4.y-p3.y;

        var a = p12Xlen*p34Ylen-p12Ylen*p34Xlen;
        var b = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x*(p12Ylen-p34Ylen);
        var c = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x*(p1.y-p3.y);

        //在两条线平行的情况下
        if(a === 0){
            return -c/b;
        }

        //在两条线不平行的情况下 获取数组里面再01范围内的

        return [(-b+Math.sqrt(b*b-4.0*a*c))/(2*a),(-b-Math.sqrt(b*b-4.0*a*c))/(2*a)];
    }

案例代码

以下是可以运行的案例代码,把文件放到服务里面,设置好图片,就可以直接查看效果:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Title</title>
    <style>
        body {
            margin: 0;
            text-align: center;
        }

        #canvas {
            display: block;
        }
        #div{
            width:800px;
            height:800px;
            position: relative;
            margin: 0 auto;
        }
    </style>
</head>
<body onload="main()">
<div id="div">
    <canvas id="canvas" height="800" width="800"></canvas>
</div>
</body>
<script src="https://johnson2heng.github.io/webgl-demo/lib/webgl-utils.js"></script>
<script src="https://johnson2heng.github.io/webgl-demo/lib/webgl-debug.js"></script>
<script src="https://johnson2heng.github.io/webgl-demo/lib/cuon-utils.js"></script>
<script src="https://johnson2heng.github.io/webgl-demo/lib/cuon-matrix.js"></script>
<script>
    /*第一部分顶点着色器接收顶点的纹理坐标,传递给片元着色器*/
    var VSHADER_SOURCE = "" +
        "attribute vec4 a_Position;\n" +//
        "varying vec2 v_Position;\n" +
        "void main(){\n" +
        "   gl_Position = a_Position;\n" +
        "   v_Position = vec2(a_Position);\n" +
        "}\n";

    var FSHADER_SOURCE = "" +
        "precision mediump float;\n" +//
        "uniform sampler2D u_Sampler;\n" +//
        "varying vec2 v_Position;\n" +
        "uniform vec2 u_point0;\n" +
        "uniform vec2 u_point1;\n" +
        "uniform vec2 u_point2;\n" +
        "uniform vec2 u_point3;\n"  +
        "float calc(vec2 p1,vec2 p2,vec2 p3,vec2 p4,vec2 p0){\n" +
            //如果不是平行的两条直线
        "   float p12Xlen = p2.x-p1.x;\n" +
        "   float p12Ylen = p2.y-p1.y;\n" +
        "   float p34Xlen = p4.x-p3.x;\n" +
        "   float p34Ylen = p4.y-p3.y;\n" +
        "   float a = p12Xlen*p34Ylen-p12Ylen*p34Xlen;\n" +
        "   float b = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x*(p12Ylen-p34Ylen);\n" +
        "   float c = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x*(p1.y-p3.y);\n" +
            //两条线都垂直于x轴或者y轴的情况下
        "   if(a == 0.0){\n" +
        "       return -c/b;\n" +
        "   }\n" +
            //两条线不平行的情况下
        "   float endA = (-b+sqrt(b*b-4.0*a*c))/(2.0*a);\n" +
        "   float endB = (-b-sqrt(b*b-4.0*a*c))/(2.0*a);\n" +
        "   if(endA > 0.0 && endA < 1.0){\n" +
        "       return endA;\n" +
        "   }\n" +
        "   if(endB > 0.0 && endB < 1.0){\n" +
        "       return endB;\n" +
        "   }\n" +
        "   else {\n" +
        "       return -c/b;\n" +
        "   }\n" +
        "}\n" +
        ""+
        //两个点的位置,第一个calc(v0,v2,v1,v3,p0) 第二个calc(v1,v0,v3,v2,p0)
        "void main(){\n" +
        "   gl_FragColor = texture2D(u_Sampler,vec2(calc(u_point0,u_point2,u_point1,u_point3,v_Position),calc(u_point1,u_point0,u_point3,u_point2,v_Position)));\n" +//
        "}\n";

    //四个顶点的位置
    var v0 = {x:-0.5,y:0.5};
    var v1 = {x:-0.5,y:-0.5};
    var v2 = {x:0.5,y:0.5};
    var v3 = {x:0.5,y:-0.5};
    //图片的地址设置
    var imgSrc = "../image/door/001.png";
    var gl;

    /*第二部分 main()方法 初始化着色器,设置顶点信息,调用配置纹理方法*/
    function main() {
        var canvas = document.getElementById("canvas");
        gl = getWebGLContext(canvas);
        if(!gl){
            console.log("你的电脑不支持WebGL!");
            return;
        }
        if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){
            console.log("初始化着色器失败!");
            return;
        }

        //设置顶点的相关信息
        var n = initVertexBuffers(gl);

        if(n < 0){
            console.log("无法获取到点的数据");
            return;
        }

        //配置纹理
        if(!initTextures(gl,n)){
            console.log("无法配置纹理");
            return;
        }

    }

    /*第三部分 initVertexBuffers() 设置顶点坐标和纹理坐标 调用initTextures()进行下一步处理*/
    function initVertexBuffers(gl) {
        /*
            *   v0-------v2
            *   |         |
            *   |         |
            *   |         |
            *   v1-------v3
            *
            *   [v0.x,v0.y,v1.x,v1.y,v2.x,v2.y,v3.x,v3.y]
            *   config.Positions[0].Config 数组由八个数据组成,代表四个点的位置,距离中心点的偏移量
            * */
        var verticesSizes = new Float32Array([
            //四个顶点的位置
            v0.x,v0.y,
            v1.x,v1.y,
            v2.x,v2.y,
            v3.x,v3.y
        ]);

        initArrayBuffer(gl, verticesSizes, 2, gl.FLOAT, "a_Position");

        //将四个顶点位置传入
        var point0 = gl.getUniformLocation(gl.program, "u_point0");
        var point1 = gl.getUniformLocation(gl.program, "u_point1");
        var point2 = gl.getUniformLocation(gl.program, "u_point2");
        var point3 = gl.getUniformLocation(gl.program, "u_point3");
        if(point0 < 0){
            alert("无法获取到存储的位置");
        }
        gl.uniform2f(point0,v0.x,v0.y);
        gl.uniform2f(point1,v1.x,v1.y);
        gl.uniform2f(point2,v2.x,v2.y);
        gl.uniform2f(point3,v3.x,v3.y);

        var indexSize = new Uint8Array([0,1,3,0,2,3]);

        //将索引写入缓冲区对象
        var indexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,indexSize, gl.STATIC_DRAW);

        return indexSize.length;
    }

    //创建变量缓冲区
    function initArrayBuffer(gl, data, num, type, attribute) {
        //创建缓冲区对象
        var buffer = gl.createBuffer();
        if (!buffer) {
            console.log("无法创建缓冲区对象");
            return -1;
        }

        //绑定缓冲区对象并写入数据
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

        //获取顶点位置变量位置
        var a_attribue = gl.getAttribLocation(gl.program, attribute);
        if (a_attribue < 0) {
            console.log("无法获取顶点位置的存储变量");
            return -1;
        }

        //对位置的顶点数据进行分配,并开启
        gl.vertexAttribPointer(a_attribue, num, type, false, 0, 0);
        gl.enableVertexAttribArray(a_attribue);
    }

    /*第四部分 initTextures() 创建纹理对象 并调用纹理绘制方法*/
    function initTextures(gl,n) {
        var texture = gl.createTexture();//创建纹理对象
        if(!texture){
            console.log("无法创建纹理对象");
            return;
        }

        //获取u_Sampler的存储位置
        var u_Sampler = gl.getUniformLocation(gl.program,"u_Sampler");
        if(u_Sampler < 0){
            console.log("无法获取变量的存储位置");
            return;
        }

        //创建Image对象,并绑定加载完成事件
        var image = new Image();
        image.onload = function () {
            loadTexture(gl,n,texture,u_Sampler,image);
            //初始化交互事件
            initMoveBtn();
        };

        image.src = imgSrc;
        return true;
    }

    function initMoveBtn() {
        var canvas = document.querySelector("#canvas");
        var div = document.querySelector("#div");
        var canvasWidth = canvas.width;
        var canvasHeight = canvas.height;

        addBtn(v0);
        addBtn(v1);
        addBtn(v2);
        addBtn(v3);

        function addBtn(obj) {
            var x = (obj.x+1)/2;
            var y = 1-(obj.y+1)/2;

            var btn = document.createElement("div");
            btn.style.cssText = "height:10px; width:10px; transform:translate(-50%,-50%); position:absolute; background:green; cursor:pointer;";
            btn.style.left = x *canvasWidth+"px";
            btn.style.top = y * canvasHeight +"px";
            div.appendChild(btn);

            var downX,downY,btnX,btnY;

            btn.addEventListener("mousedown",function (event) {
                //鼠标按下时的位置
                downX = event.clientX;
                downY = event.clientY;

                //按下时btn的位置
                btnX = parseFloat(btn.style.left);
                btnY = parseFloat(btn.style.top);

                document.addEventListener("mousemove",move,true);
                document.addEventListener("mouseup",up,true);
            },true);

            function move(event) {
                event.preventDefault();
                var moveX = event.clientX;
                var moveY = event.clientY;

                var x = moveX-downX + btnX;
                var y = moveY - downY + btnY;

                btn.style.left = x+"px";
                btn.style.top = y + "px";

                obj.x = x/canvasWidth*2-1;
                obj.y = (1-y/canvasHeight)*2-1;

                //重新绘制
                reload();
            }

            function up() {
                document.removeEventListener("mousemove",move,true);
                document.removeEventListener("mouseup",up,true);
            }
        }
    }

    /*第五部分 设置纹理相关信息供WebGL使用,并进行绘制*/
    function loadTexture(gl,n,texture,u_Sampler,image) {
        //对纹理图像进行y轴反转
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,1);
        //开启0号纹理单元
        gl.activeTexture(gl.TEXTURE0);
        //向target绑定纹理对象
        gl.bindTexture(gl.TEXTURE_2D,texture);
        //配置纹理参数
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        //配置纹理图像
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
        //将0号纹理传递给着色器
        gl.uniform1i(u_Sampler,0);

        draw(n);

    }

    //重新绘制的方法
    function reload(){

        var n = initVertexBuffers(gl);

        //绘制
        draw(n);
    }

    function draw(n) {
        //绘制
        gl.clearColor(0.0,0.0,0.0,1.0);

        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
    }

</script>
</html>

上一篇:

下一篇: