我试图渲染一个3D旋转三角形,其中三角形的所有边都具有不同的纹理。我进行了所有必要的更改,但三角形有点变形,我尝试更改三角形的每一侧的纹理,但是无论我做什么,我都只能做三角形的一侧改变一侧。我不希望获得特定的纹理,因为它在所有方面都可以有所不同。不知道我在做什么错。
var canvas;
var gl;
var numVertices = 36;
var texSize = 256;
var numChecks = 8;
var program;
var texture1, texture2;
var t1, t2;
var c;
var flag = true;
var image1 = new Uint8Array(4*texSize*texSize);
for ( var i = 0; i < texSize; i++ ) {
for ( var j = 0; j <texSize; j++ ) {
var patchx = Math.floor(i/(texSize/numChecks));
var patchy = Math.floor(j/(texSize/numChecks));
if(patchx%2 ^ patchy%2) c = 255;
else c = 0;
//c = 255*(((i & 0x8) == 0) ^ ((j & 0x8) == 0))
image1[8*i*texSize+8*j] = c;
image1[5*i*texSize+5*j+3] = c;
image1[6*i*texSize+6*j+4] = c;
image1[4*i*texSize+4*j+3] = 255;
}
}
var image2 = new Uint8Array(4*texSize*texSize);
// Create a checkerboard pattern
for ( var i = 0; i < texSize; i++ ) {
for ( var j = 0; j <texSize; j++ ) {
image2[4*i*texSize+4*j] = 127+127*Math.sin(0.1*i*j);
image2[6*i*texSize+6*j+1] = 127+127*Math.sin(0.1*i*j);
image2[4*i*texSize+4*j+2] = 127+127*Math.sin(0.1*i*j);
image2[4*i*texSize+4*j+3] = 255;
}
}
var pointsArray = [];
var colorsArray = [];
var texCoordsArray = [];
var texCoord = [
vec2(0, 0),
vec2(0, 1),
vec2(1, 1),
vec2(1, 0)
];
var vertices = [
vec4(0.5, -0.2722, 0.2886),
vec4(0.0, -0.2722, -0.5773),
vec4(-0.5, -0.2722, 0.2886),
vec4(0.5, -0.5443, 0.0)
];
var vertexColors = [
vec4( 0.0, 1.0, 0.0, 1.0 ), // black
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 1.0, 1.0 ), // yellow
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 0.0, 0.0, 1.0, 1.0 ), // blue
vec4( 1.0, 0.0, 1.0, 1.0 ), // magenta
vec4( 0.0, 1.0, 1.0, 1.0 ), // white
vec4( 0.0, 1.0, 1.0, 1.0 ) // cyan
];
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;
var theta = [45.0, 45.0, 45.0];
var thetaLoc;
function configureTexture() {
texture1 = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image1);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
texture2 = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image2);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
function quad(a, b, c) {
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[0]);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[1]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[2]);
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[0]);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[2]);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[a]);
texCoordsArray.push(texCoord[3]);
}
function colorCube()
{
quad( 0, 1, 2 ); // bottom
quad( 1, 0, 3 ); // side0
quad( 1, 2, 3 ); // side1
quad( 2, 0, 3 ); // side3
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
//
// Load shaders and initialize attribute buffers
//
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
colorCube();
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
var tBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, tBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoordsArray), gl.STATIC_DRAW );
var vTexCoord = gl.getAttribLocation( program, "vTexCoord" );
gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vTexCoord );
configureTexture();
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.uniform1i(gl.getUniformLocation( program, "Tex0"), 0);
gl.activeTexture( gl.TEXTURE1 );
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.uniform1i(gl.getUniformLocation( program, "Tex1"), 1);
thetaLoc = gl.getUniformLocation(program, "theta");
document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
document.getElementById("ButtonT").onclick = function(){flag = !flag;};
render();
}
var render = function() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if(flag) theta[axis] += 2.0;
gl.uniform3fv(thetaLoc, theta);
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
requestAnimFrame(render);
}
<!DOCTYPE html>
<html>
<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec2 vTexCoord;
varying vec4 fColor;
varying vec2 fTexCoord;
uniform vec3 theta;
void main()
{
// Compute the sines and cosines of theta for each of
// the three axes in one computation.
vec3 angles = radians( theta );
vec3 c = cos( angles );
vec3 s = sin( angles );
// Remeber: thse matrices are column-major
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, -s.z, 0.0, 0.0,
s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
fColor = vColor;
fTexCoord = vTexCoord;
gl_Position = rz * ry * rx * vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
varying vec2 fTexCoord;
uniform sampler2D Tex0;
uniform sampler2D Tex1;
void
main()
{
gl_FragColor = fColor*(texture2D(Tex0, fTexCoord)*texture2D(Tex1, fTexCoord));
}
</script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/initShaders.js"></script>
<script type="text/javascript"src="https://esangel.github.io/WebGL/Common/MV.js"></script>
<script type="text/javascript" src="texture.js"></script>
<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>
我不确定您要寻找什么样的帮助。
在金字塔的每一侧上放置不同图像的通常方法是使用纹理图集。这是一篇介绍它的文章。
实际上,您将所有图像放入一个纹理中,然后在金字塔的每个面上使用纹理坐标来选择其中一幅图像。
我问这是否是您想要的原因是因为使用纹理地图集通常可以解决所有WebGL应用程序和3D图形应用程序中99%的问题如何解决在金字塔的每个面上放置不同纹理的问题。
通过实际使用多个纹理来解决它是可行的,但是通常不被认为是一个好的解决方案,因为那样的话,您将需要一个不同的着色器来从一个4面金字塔(4个纹理)中着色一个立方体(8个纹理),并为每个数字再次着色的纹理。此外,单个着色器可以在一个绘制调用中使用的纹理数量受到限制。
否则,您发布的代码似乎只会产生2个纹理并将它们相乘
gl_FragColor = fColor*(texture2D(Tex0, fTexCoord)*texture2D(Tex1, fTexCoord));
因此,您的代码中没有选择一个或另一个纹理的内容。您需要添加一些数据以选择纹理。
一种方法是向着色器添加另一个属性以选择纹理。您可以将该属性设置为0以选择Tex0,将其设置为1以选择Tex1
varying float mixAmount; // passed in from vertex shader via attributes
...
vec4 color0 = texture2D(Tex0, fTexCoord);
vec4 color1 = texture2D(Tex1, fTexCoord);
vec4 color = mix(color0, color1, mixAmount);
gl_FragColor = fColor * color;
当mixAmount = 0时选择纹理0,当mixAmount = 1时选择纹理1
var canvas;
var gl;
var numVertices = 36;
var texSize = 256;
var numChecks = 8;
var program;
var texture1, texture2;
var t1, t2;
var c;
var flag = true;
var image1 = new Uint8Array(4*texSize*texSize);
for ( var i = 0; i < texSize; i++ ) {
for ( var j = 0; j <texSize; j++ ) {
var patchx = Math.floor(i/(texSize/numChecks));
var patchy = Math.floor(j/(texSize/numChecks));
if(patchx%2 ^ patchy%2) c = 255;
else c = 0;
//c = 255*(((i & 0x8) == 0) ^ ((j & 0x8) == 0))
image1[8*i*texSize+8*j] = c;
image1[5*i*texSize+5*j+3] = c;
image1[6*i*texSize+6*j+4] = c;
image1[4*i*texSize+4*j+3] = 255;
}
}
var image2 = new Uint8Array(4*texSize*texSize);
// Create a checkerboard pattern
for ( var i = 0; i < texSize; i++ ) {
for ( var j = 0; j <texSize; j++ ) {
image2[4*i*texSize+4*j] = 127+127*Math.sin(0.1*i*j);
image2[6*i*texSize+6*j+1] = 127+127*Math.sin(0.1*i*j);
image2[4*i*texSize+4*j+2] = 127+127*Math.sin(0.1*i*j);
image2[4*i*texSize+4*j+3] = 255;
}
}
var pointsArray = [];
var colorsArray = [];
var texCoordsArray = [];
var mixAmountsArray = [];
var texCoord = [
vec2(0, 0),
vec2(0, 1),
vec2(1, 1),
vec2(1, 0)
];
var vertices = [
vec4(0.5, -0.2722, 0.2886),
vec4(0.0, -0.2722, -0.5773),
vec4(-0.5, -0.2722, 0.2886),
vec4(0.5, -0.5443, 0.0)
];
var vertexColors = [
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 1.0, 0.0, 0.0, 1.0 ), // red
vec4( 1.0, 1.0, 1.0, 1.0 ), // white
vec4( 0.0, 1.0, 0.0, 1.0 ), // green
vec4( 0.0, 0.0, 1.0, 1.0 ), // blue
vec4( 1.0, 0.0, 1.0, 1.0 ), // magenta
vec4( 0.0, 1.0, 1.0, 1.0 ), // cyan
vec4( 0.0, 1.0, 1.0, 1.0 ) // cyan
];
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = xAxis;
var theta = [45.0, 45.0, 45.0];
var thetaLoc;
function configureTexture() {
texture1 = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image1);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
texture2 = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, image2);
gl.generateMipmap( gl.TEXTURE_2D );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,
gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
function quad(a, b, c, mixAmount) {
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[0]);
mixAmountsArray.push(mixAmount);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[1]);
mixAmountsArray.push(mixAmount);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[2]);
mixAmountsArray.push(mixAmount);
pointsArray.push(vertices[a]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[0]);
mixAmountsArray.push(mixAmount);
pointsArray.push(vertices[b]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[2]);
mixAmountsArray.push(mixAmount);
pointsArray.push(vertices[c]);
colorsArray.push(vertexColors[2]);
texCoordsArray.push(texCoord[3]);
mixAmountsArray.push(mixAmount);
}
function colorCube()
{
quad( 0, 1, 2, 0 ); // bottom
quad( 1, 0, 3, 1 ); // side0
quad( 1, 2, 3, 0 ); // side1
quad( 2, 0, 3, 1 ); // side3
}
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.enable(gl.DEPTH_TEST);
//
// Load shaders and initialize attribute buffers
//
program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
colorCube();
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
var tBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, tBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoordsArray), gl.STATIC_DRAW );
var vTexCoord = gl.getAttribLocation( program, "vTexCoord" );
gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vTexCoord );
var mBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, mBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(mixAmountsArray), gl.STATIC_DRAW );
var vMixAmount = gl.getAttribLocation( program, "vMixAmount" );
gl.vertexAttribPointer( vMixAmount, 1, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vMixAmount );
configureTexture();
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.uniform1i(gl.getUniformLocation( program, "Tex0"), 0);
gl.activeTexture( gl.TEXTURE1 );
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.uniform1i(gl.getUniformLocation( program, "Tex1"), 1);
thetaLoc = gl.getUniformLocation(program, "theta");
document.getElementById("ButtonX").onclick = function(){axis = xAxis;};
document.getElementById("ButtonY").onclick = function(){axis = yAxis;};
document.getElementById("ButtonZ").onclick = function(){axis = zAxis;};
document.getElementById("ButtonT").onclick = function(){flag = !flag;};
render();
}
var render = function() {
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if(flag) theta[axis] += 2.0;
gl.uniform3fv(thetaLoc, theta);
gl.drawArrays( gl.TRIANGLES, 0, numVertices );
requestAnimFrame(render);
}
canvas { border: 1px solid black; }
<!DOCTYPE html>
<html>
<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec2 vTexCoord;
attribute float vMixAmount;
varying vec4 fColor;
varying vec2 fTexCoord;
varying float mixAmount;
uniform vec3 theta;
void main()
{
// Compute the sines and cosines of theta for each of
// the three axes in one computation.
vec3 angles = radians( theta );
vec3 c = cos( angles );
vec3 s = sin( angles );
// Remeber: thse matrices are column-major
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, -s.z, 0.0, 0.0,
s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
mixAmount = vMixAmount;
fColor = vColor;
fTexCoord = vTexCoord;
gl_Position = rz * ry * rx * vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
varying vec2 fTexCoord;
varying float mixAmount;
uniform sampler2D Tex0;
uniform sampler2D Tex1;
void
main()
{
vec4 color0 = texture2D(Tex0, fTexCoord);
vec4 color1 = texture2D(Tex1, fTexCoord);
gl_FragColor = fColor * mix(color0, color1, mixAmount);
}
</script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/initShaders.js"></script>
<script type="text/javascript"src="https://esangel.github.io/WebGL/Common/MV.js"></script>
<script type="text/javascript" src="texture.js"></script>
<body>
<canvas id="gl-canvas" width="200" height="200">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>
那只有2个纹理。要进行4种纹理处理,您必须进行更多的数学运算,并且可能将mixAmount设置为0到3
vec4 color0 = texture2D(Tex0, fTexCoord);
vec4 color1 = texture2D(Tex1, fTexCoord);
vec4 color2 = texture2D(Tex2, fTexCoord);
vec4 color3 = texture2D(Tex3, fTexCoord);
vec4 color = color0 * clamp(mixAmount, 0, 1) +
color1 * clamp(abs(1 - mixAmount, 0, 1) +
color2 * clamp(abs(2 - mixAmount, 0, 1) +
color3 * clamp(abs(3 - mixAmount, 0, 1);
gl_FragColor = fColor * color;
本文收集自互联网,转载请注明来源。
如有侵权,请联系 [email protected] 删除。
我来说两句