WebGL绘制图像 [英] WebGL Drawing an image

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本文介绍了WebGL绘制图像的处理方法,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

我是WebGL的新手,之前我曾在Java中使用OpenGL。我一直在尝试编写一个简单的函数,在特定的位置绘制具有特定大小和旋转的图像。但是在网上搜索了一段时间之后,我的代码仍无效。

I'm new to WebGL, I've worked with OpenGL in Java before. I've been trying to code a simple function that draws an image on a specific location with a specific size and rotation. But after searching on the internet for a while, my code still isn't working.

目前,我已成功绘制图像,但图像并未关闭在正确的位置,具有正确的尺寸和旋转。我已经失去了对代码的作用和需求的概述,因为我使用了许多不同教程的代码,因为我没有找到一个具有我所有规范的教程。

Currently, I've succeeded in drawing an image, but that image is not close to being in the correct location, having the correct size and rotation. I've lost my overview over what code does and needs what because I've used code from a number of different tutorials since I didn't found one tutorial that had all my specifications.

我知道图像加载部分可以正常工作。我只需要帮助制作一个

I know that the image loading part works for sure. I just need help with making a function that


  • 的函数设置顶点和片段着色器(用于绘制宽度纹理)

  • 翻译,调整大小并将其旋转到正确的位置,大小和旋转

  • 并绘制它

有人可以帮我吗?

推荐答案

你应该阅读WebGL ,尤其是关于矩阵

在任何情况下,来自canvas 2d API的drawImage在WebGL中用完整的转换堆栈重写。

In any case here's "drawImage" from the canvas 2d API re-written in WebGL with the full transform stack.

换句话说,在Canvas2D中你可以这样做

In other words in Canvas2D you could do this

ctx.save();
ctx.translate(x, y);
ctx.rotate(angle);
ctx.scale(w, h);
ctx.drawImage(img, x, y);
ctx.restore();

下面你可以这样做

save();
translate(x, y);
rotate(angle);
scale(w, h);
drawImage(targetWidth, targetHeight, tex, texWidth, texHeight, x, y);
restore();

var m4 = twgl.m4;
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);

// a unit quad
var arrays = {
  position: { 
    numComponents: 2, 
    data: [
      0, 0,  
      1, 0, 
      0, 1, 
      0, 1, 
      1, 0,  
      1, 1,
    ],
  },
};
var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
  
// Let's use a 2d canvas for a texture just so we don't have to download anything
var ctx = document.createElement("canvas").getContext("2d");
var w = 128;
var h = 64;
ctx.canvas.width = w;
ctx.canvas.height = h;
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, w, h);
ctx.fillStyle = "green";
ctx.fillRect(w / 8, h / 8, w / 8 * 6, h / 8 * 6);
ctx.fillStyle = "red";
ctx.fillRect(w / 4, h / 4, w / 2, h / 2);
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = "20px sans-serif";
ctx.fillStyle = "yellow";
ctx.fillText("texture", w / 2, h / 2);
      
var tex = twgl.createTexture(gl, { src: ctx.canvas });

// Implement a matrix stack like Canvas2d
var matrixStack = [ m4.identity() ];      
      
function render(time) {      
  var t = time * 0.001;

  var texWidth     = w;
  var texHeight    = h;
  var targetWidth  = gl.canvas.width;
  var targetHeight = gl.canvas.height;
      
  save();
  translate(
    (Math.sin(t * 0.9) * 0.5 + 0.5) * targetWidth,
    (Math.sin(t * 0.8) * 0.5 + 0.5) * targetHeight);
  rotate(t * 0.7);
  scale(
    Math.sin(t * 0.7) * 0.5 + 1,
    Math.sin(t * 0.6) * 0.5 + 1);
  
  // scale and rotate from center of image
  translate(texWidth * -0.5, texHeight * -0.5);
    
  drawImage(
    targetWidth, targetHeight,
    tex, texWidth, texHeight,  
    0, 0);
    
  restore();
    
  requestAnimationFrame(render);
}
requestAnimationFrame(render);

function getCurrentMatrix() {
  return matrixStack[matrixStack.length - 1];
}

function save() {
  matrixStack.push(m4.copy(getCurrentMatrix()));
}

function restore() {
  matrixStack.pop();
  if (!matrixStack.length) {
    matrixStack.push(m4.identity());
  }
}

function translate(x, y) {
  var m = getCurrentMatrix();
  m4.translate(m, [x, y, 0], m);
}

function scale(x, y) {
  var m = getCurrentMatrix();
  m4.scale(m, [x, y, 1], m);
}

function rotate(radians) {
  var m = getCurrentMatrix();
  m4.rotateZ(m, radians, m);
}
      

// we pass in texWidth and texHeight because unlike images
// we can't look up the width and height of a texture

// we pass in targetWidth and targetHeight to tell it
// the size of the thing we're drawing too. We could look 
// up the size of the canvas with gl.canvas.width and
// gl.canvas.height but maybe we want to draw to a framebuffer
// etc.. so might as well pass those in.

// srcX, srcY, srcWidth, srcHeight are in pixels 
// computed from texWidth and texHeight

// dstX, dstY, dstWidth, dstHeight are in pixels
// computed from targetWidth and targetHeight
function drawImage(
    targetWidth, targetHeight,
    tex, texWidth, texHeight,
    srcX, srcY, srcWidth, srcHeight,
    dstX, dstY, dstWidth, dstHeight
) {
  // handle case where only x, y are passed in
  // as in ctx.drawIimage(img, x, y);
  if (srcWidth === undefined) {
    srcWidth  = texWidth;
    srcHeight = texHeight;
  }
  
  // handle case where only x, y, width, height are passed in
  // as in ctx.drawIimage(img, x, y, width, height);
  if (dstX === undefined) {
    dstX = srcX;
    dstY = srcY;
    dstWidth = srcWidth;
    dstHeight = srcHeight;
  }
      
  var mat  = m4.identity();
  var tmat = m4.identity();
  
  var uniforms = {
    matrix: mat,
    textureMatrix: tmat,
    texture: tex,
  };

  // these adjust the unit quad to generate texture coordinates
  // to select part of the src texture

  // NOTE: no check is done that srcX + srcWidth go outside of the
  // texture or are in range in any way. Same for srcY + srcHeight

  m4.translate(tmat, [srcX / texWidth, srcY / texHeight, 0], tmat);
  m4.scale(tmat, [srcWidth / texWidth, srcHeight / texHeight, 1], tmat);

  // these convert from pixels to clip space
  m4.ortho(0, targetWidth, targetHeight, 0, -1, 1, mat);

  // Add in global matrix
  m4.multiply(getCurrentMatrix(), mat, mat);

  // these move and scale the unit quad into the size we want
  // in the target as pixels
  m4.translate(mat, [dstX, dstY, 0], mat);
  m4.scale(mat, [dstWidth, dstHeight, 1], mat);

  gl.useProgram(programInfo.program);
  twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
  twgl.setUniforms(programInfo, uniforms);
  twgl.drawBufferInfo(gl, gl.TRIANGLES, bufferInfo);
  
}

canvas { border: 1px solid black; }

<script src="https://twgljs.org/dist/twgl-full.js"></script>
<script id="vs" type="not-js">
// we will always pass a 0 to 1 unit quad
// and then use matrices to manipulate it
attribute vec4 position;   

uniform mat4 matrix;
uniform mat4 textureMatrix;

varying vec2 texcoord;

void main () {
  gl_Position = matrix * position;
  
  texcoord = (textureMatrix * position).xy;
}
</script>
<script id="fs" type="not-js">
precision mediump float;

varying vec2 texcoord;
uniform sampler2D texture;

void main() {
  gl_FragColor = texture2D(texture, texcoord);
}
</script>
<canvas id="c" width="640" height="480"></canvas>

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