纯WebGL虚线 [英] Pure WebGL Dashed Line

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本文介绍了纯WebGL虚线的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试使用纯webgl创建虚线.我知道对此已经存在一个问题,也许我很傻,但是我不知道如何使它起作用.我了解这个概念,但是我不知道如何在着色器中沿路径获取距离.先前的答案包含以下内容:

I'm trying to create a dashed line using pure webgl. I know there is already a question on this, and maybe I'm dumb, but I cannot figure out how to make it work. I understand the concept, but I do not know how to get the distance along the path in the shader. A previous answer had the following line:

varying float LengthSoFar; // <-- passed in from the vertex shader

那我怎么得到 LengthSoFar ?如何在顶点着色器中计算它?

So how would I get LengthSoFar? How can I calculate it in the vertex shader?

我完全想念什么吗?有人可以给我一个有效的例子吗?还是至少有一些好的线索?几天来,我一直把头撞在墙上.

Am I totally missing something? Can someone give me a working example? Or at least some good leads? I've been banging my head against the wall on this for days.

推荐答案

我假设它的工作原理是这样的.您有职位空缺.您创建了一个 lengthSoFar 的相应缓冲区,因此,

I'm assuming it works like this. You have a buffer of positions. You make a corresponding buffer of lengthSoFar so,

function distance(array, ndx1, ndx2) 
{
  ndx1 *= 3;
  ndx2 *= 3;

  var dx = array[ndx1 + 0] - array[ndx2 + 0];
  var dy = array[ndx1 + 1] - array[ndx2 + 1];
  var dz = array[ndx1 + 2] - array[ndx2 + 2];

  return Math.sqrt(dx * dx + dy * dy + dz * dz);
}

var positions = 
[
  0.123, 0.010, 0.233,
  0.423, 0.312, 0.344,
  0.933, 1.332, 0.101,
];

var lengthSoFar = [0];  // the length so far starts at 0
for (var ii = 1; ii < positions.length / 3; ++ii) 
{
  lengthSoFar.push(lengthSoFar[ii - 1] + distance(positions, ii - 1, ii));
}

现在,您可以为 positions lengthSoFar 都创建缓冲区,并将 lengthSoFar 作为属性传递到顶点着色器中,然后将其作为不同于片段着色器.

Now you can make buffers for both positions and lengthSoFar and pass lengthSoFar as an attribute into your vertex shader and from there pass it as a varying to to your fragment shader.

不幸的是,它不适用于索引几何(最常见的类型?).换句话说,它不适用于 gl.drawElements ,仅适用于 gl.drawArrays .同样,虚线将以3D而非2D的方式虚线,因此进入屏幕(远离查看器)的线看起来与穿过屏幕的线不同.当然,如果您要绘制2D,则没有问题.

Unfortunately it won't work with indexed geometry (the most common type?). In other words it won't work with gl.drawElements, only with gl.drawArrays. Also the dashed line would be dashed in 3D not 2D so a line going into the screen (away from the viewer) would look different than a line going across the screen. Of course if you're drawing 2D then there's no problem.

如果这些限制对您有利,那么您是否会回答这个问题?

If those limitations are good for you does this answer you question?

const gl = document.querySelector("#c").getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_lengthSoFar"]);
gl.useProgram(program);

function distance(array, ndx1, ndx2) 
{
  ndx1 *= 3;
  ndx2 *= 3;

  var dx = array[ndx1 + 0] - array[ndx2 + 0];
  var dy = array[ndx1 + 1] - array[ndx2 + 1];
  var dz = array[ndx1 + 2] - array[ndx2 + 2];

  return Math.sqrt(dx * dx + dy * dy + dz * dz);
}

// Used this line in the console to generate the positions
// var sub = 10; for (var ii = 0; ii <= sub; ++ii) { r = (ii & 1) ? 0.5 : 0.9; a = ii * Math.PI * 2 / sub; console.log((Math.cos(a) * r).toFixed(3) + ", " + (Math.sin(a) * r).toFixed(3) + ", "); }

var positions = [
  0.900, 0.000, 0,
  0.405, 0.294, 0,
  0.278, 0.856, 0,
  -0.155, 0.476, 0,
  -0.728, 0.529, 0,
  -0.500, 0.000, 0,
  -0.728, -0.529, 0,
  -0.155, -0.476, 0,
  0.278, -0.856, 0,
  0.405, -0.294, 0,
  0.900, -0.000, 0,
];
    
var lengthSoFar = [0];  // the length so far starts at 0
for (var ii = 1; ii < positions.length / 3; ++ii) 
{
  lengthSoFar.push(lengthSoFar[ii - 1] + distance(positions, ii - 1, ii));
}

var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(lengthSoFar), gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);

// Since uniforms default to '0' and since 
// the default active texture is '0' we don't
// have to setup the texture uniform. 
var pixels = [
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
    255, 0, 0, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
    255, 0, 0, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
];

var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
    gl.TEXTURE_2D, 0, gl.RGBA, pixels.length / 4, 1, 0,
    gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(pixels));
gl.texParameteri(
    gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(
    gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  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);

gl.drawArrays(gl.LINE_STRIP, 0, positions.length / 3);

canvas { border: 1px solid black; }

<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    attribute float a_lengthSoFar;
    varying float v_lengthSoFar;
    void main() {
      gl_Position = a_position;
      v_lengthSoFar = a_lengthSoFar;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying float v_lengthSoFar;
uniform sampler2D u_pattern;
#define NumDashes 6.0
void main() {
    gl_FragColor = texture2D(
      u_pattern, 
      vec2(fract(v_lengthSoFar * NumDashes)), 0.5);
}
</script>
<canvas id="c" width="300" height="300"></canvas>

注意:这里的文章可能有助于解释变化的工作原理

还请注意,您不能更改线条的粗细.为此,您需要从三角形绘制线条

Also note you can't change the thickness of the lines. To do that you need to draw lines from triangles

这篇关于纯WebGL虚线的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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