多个着色器程序,以提供不同的纹理

时间:2014-10-16 20:50:49

标签: webgl

这里很少丢失。试图在不同的顶点上设置不同的纹理。 WebGL使这非常困难。基本上我有一个文本文件,其中包含我想要的顶点矩阵,这是有效的。 (例如:http://jdmdev.net/Foundation/index.html

但是现在要设置不同的纹理我需要做一些叫做'纹理atlassing'的东西,这里绝对没有关于如何在线实现任何地方的文档。

我是WebGL的新手,但是有广泛的编程背景,所以我能够理解给我的任何概念..如果我能看到一些有用的东西,或者至少有一些文档。

所以我觉得纹理的分类是不合适的。但是,如果我正在低估WebGL管道,我想我也是。我不能只创建多个着色器/顶点程序吗?如果是这样,我该怎么办呢?我不需要直接的例子,但只是一些代码会创造奇迹。我只需要看到这一次,我会得到它,但是由于这是如此新颖,所以在网上找不到任何有用的东西是不可能的。我感谢任何帮助。

不确定任何代码如何帮助回答这个问题,但这是我基本上使用的代码来自learnwebgltutorials.com

<script id="shader-fs" type="x-shader/x-fragment">
    precision mediump float;

    varying vec2 vTextureCoord;

    uniform sampler2D uSampler;
    uniform sampler2D uSampler2;

    void main(void) {
        gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
    }
</script>

<script id="shader-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;

    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;

    varying vec2 vTextureCoord;

    void main(void) {
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        vTextureCoord = aTextureCoord;
    }
</script>

<script id="shader2-fs" type="x-shader/x-fragment">
    precision mediump float;

    varying vec2 vTextureCoord;

    uniform sampler2D uSampler;
    uniform sampler2D uSampler2;

    void main(void) {
        gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
    }
</script>

<script id="shader2-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;

    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;

    varying vec2 vTextureCoord;

    void main(void) {
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        vTextureCoord = aTextureCoord;
    }
</script>

<script type="text/javascript">

    var gl;

    function initGL(canvas) {
        try {
            gl = canvas.getContext("experimental-webgl");
            gl.viewportWidth = canvas.width;
            gl.viewportHeight = canvas.height;
        } catch (e) {
        }
        if (!gl) {
            alert("Could not initialise WebGL, sorry :-(");
        }
    }


    function getShader(gl, id) {
        var shaderScript = document.getElementById(id);
        if (!shaderScript) {
            return null;
        }

        var str = "";
        var k = shaderScript.firstChild;
        while (k) {
            if (k.nodeType == 3) {
                str += k.textContent;
            }
            k = k.nextSibling;
        }

        var shader;
        if (shaderScript.type == "x-shader/x-fragment") {
            shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
            shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
            return null;
        }

        gl.shaderSource(shader, str);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert(gl.getShaderInfoLog(shader));
            return null;
        }

        return shader;
    }


    var shaderProgram;

    function initShaders() {
        var fragmentShader = getShader(gl, "shader-fs");
        var vertexShader = getShader(gl, "shader-vs");

        shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert("Could not initialise shaders");
        }

        gl.useProgram(shaderProgram);

        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);

        shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
        gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);

        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
        shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
    }


    function handleLoadedTexture(texture) {
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

        gl.bindTexture(gl.TEXTURE_2D, null);
    }


    var mudTexture;
    var rockTexture;

    function initTexture() {
        mudTexture = gl.createTexture();
        mudTexture.image = new Image();
        mudTexture.image.onload = function () {
            handleLoadedTexture(mudTexture)
        }

        mudTexture.image.src = "mud.gif";

        rockTexture = gl.createTexture();
        rockTexture.image = new Image();
        rockTexture.image.onload = function () {
            handleLoadedTexture(rockTexture)
        }

        rockTexture.image.src = "rockstar.gif";
    }


    var mvMatrix = mat4.create();
    var mvMatrixStack = [];
    var pMatrix = mat4.create();

    function mvPushMatrix() {
        var copy = mat4.create();
        mat4.set(mvMatrix, copy);
        mvMatrixStack.push(copy);
    }

    function mvPopMatrix() {
        if (mvMatrixStack.length == 0) {
            throw "Invalid popMatrix!";
        }
        mvMatrix = mvMatrixStack.pop();
    }


    function setMatrixUniforms() {
        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
    }


    function degToRad(degrees) {
        return degrees * Math.PI / 180;
    }



    var currentlyPressedKeys = {};

    function handleKeyDown(event) {
        currentlyPressedKeys[event.keyCode] = true;
    }


    function handleKeyUp(event) {
        currentlyPressedKeys[event.keyCode] = false;
    }


    var pitch = 0;
    var pitchRate = 0;

    var yaw = 0;
    var yawRate = 0;

    var xPos = 10;
    var yPos = 0.4;
    var zPos = 10;

    var speed = 0;

    function handleKeys() {
        if (currentlyPressedKeys[33]) {
            // Page Up
            pitchRate = 0.1;
        } else if (currentlyPressedKeys[34]) {
            // Page Down
            pitchRate = -0.1;
        } else {
            pitchRate = 0;
        }

        if (currentlyPressedKeys[37] || currentlyPressedKeys[65]) {
            // Left cursor key or A
            yawRate = 0.1;
        } else if (currentlyPressedKeys[39] || currentlyPressedKeys[68]) {
            // Right cursor key or D
            yawRate = -0.1;
        } else {
            yawRate = 0;
        }

        if (currentlyPressedKeys[38] || currentlyPressedKeys[87]) {
            // Up cursor key or W
            speed = 0.01;
        } else if (currentlyPressedKeys[40] || currentlyPressedKeys[83]) {
            // Down cursor key
            speed = -0.01;
        } else {
            speed = 0;
        }

    }


    var worldVertexPositionBuffer = null;
    var worldVertexTextureCoordBuffer = null;

    function handleLoadedWorld(data) {
        var lines = data.split("\n");
        var vertexCount = 0;
        var vertexPositions = [];
        var vertexTextureCoords = [];
        for (var i in lines) {
            var vals = lines[i].replace(/^\s+/, "").split(/\s+/);
            if (vals.length == 6 && vals[0] != "//") {
                // It is a line describing a vertex; get X, Y and Z first
                vertexPositions.push(parseFloat(vals[0]));
                vertexPositions.push(parseFloat(vals[1]));
                vertexPositions.push(parseFloat(vals[2]));
                //document.write(vertexPositions[0]);
                // And then the texture coords
                vertexTextureCoords.push(parseFloat(vals[3]));
                vertexTextureCoords.push(parseFloat(vals[4]));
                //document.write(vals[4]) + "<br/>");
                vertexCount += 1;
            }
        }

        worldVertexPositionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, worldVertexPositionBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositions), gl.STATIC_DRAW);
        worldVertexPositionBuffer.itemSize = 3;
        worldVertexPositionBuffer.numItems = vertexCount;

        worldVertexTextureCoordBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, worldVertexTextureCoordBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexTextureCoords), gl.STATIC_DRAW);
        worldVertexTextureCoordBuffer.itemSize = 2;
        worldVertexTextureCoordBuffer.numItems = vertexCount;

        document.getElementById("loadingtext").textContent = "";
    }


    function loadWorld() {
        var request = new XMLHttpRequest();
        request.open("GET", "world.txt");
        request.onreadystatechange = function () {
            if (request.readyState == 4) {
                handleLoadedWorld(request.responseText);
            }
        }
        request.send();
    }

    function loadTextureValues() {
        var request = new XMLHttpRequest();
        request.open("GET", "world.txt");
        request.onreadystatechange = function () {
            if (request.readyState == 4) {
               getCorrectTexture(request.responseText);
            }
        }
        request.send();
    }

    var matchWithTexture = {};

    function getCorrectTexture(data)
    {
        var lines = data.split("\n");
        var vertexCount = 0;
        var vertexTextureValueCoords = [];

        for (var i in lines) {
            var vals = lines[i].replace(/^\s+/, "").split(/\s+/);
            if (vals.length == 6 && vals[0] != "//") 
            {
                //document.write(vertexTextureValueCoords.push(parseFloat(vals[1])) + "</br>");
                vertexTextureValueCoords.push(parseFloat(vals[5]));
                matchWithTexture[vertexCount] = vertexTextureValueCoords[vertexCount];
                vertexCount++;
            }
        }
    }



    function drawScene() {
        gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        if (worldVertexTextureCoordBuffer == null || worldVertexPositionBuffer == null) {
            return;
        }

        mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);

        mat4.identity(mvMatrix);

        mat4.rotate(mvMatrix, degToRad(-pitch), [1, 0, 0]);
        mat4.rotate(mvMatrix, degToRad(-yaw), [0, 1, 0]);
        mat4.translate(mvMatrix, [-xPos, -yPos, -zPos]);

        gl.activeTexture(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, mudTexture);
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, rockTexture);

        loadTextureValues();
        for(var key in matchWithTexture)
        {
            //document.write(matchWithTexture[key] + "<br/>");
            if(matchWithTexture[key] == 1)
            {
                gl.uniform1i(shaderProgram.samplerUniform, 0);
            }
            else {
                gl.uniform1i(shaderProgram.samplerUniform, 1);
            }
        }



        gl.bindBuffer(gl.ARRAY_BUFFER, worldVertexTextureCoordBuffer);
        gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, worldVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);

        gl.bindBuffer(gl.ARRAY_BUFFER, worldVertexPositionBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, worldVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

        setMatrixUniforms();
        gl.drawArrays(gl.TRIANGLES, 0, worldVertexPositionBuffer.numItems);
    }


    var lastTime = 0;
    // Used to make us "jog" up and down as we move forward.
    var joggingAngle = 0;

    function animate() {
        var timeNow = new Date().getTime();
        if (lastTime != 0) {
            var elapsed = timeNow - lastTime;

            if (speed != 0) {
                xPos -= Math.sin(degToRad(yaw)) * speed * elapsed;
                zPos -= Math.cos(degToRad(yaw)) * speed * elapsed;

                joggingAngle += elapsed * 0.6; // 0.6 "fiddle factor" - makes it feel more realistic :-)
                yPos = Math.sin(degToRad(joggingAngle)) / 20 + 0.4
            }

            yaw += yawRate * elapsed;
            pitch += pitchRate * elapsed;

        }
        lastTime = timeNow;
    }


    function tick() {
        requestAnimFrame(tick);
        handleKeys();
        drawScene();
        animate();
    }



    function webGLStart() {
        var canvas = document.getElementById("lesson10-canvas");
        initGL(canvas);
        initShaders();
        initTexture();
        loadWorld();

        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);

        document.onkeydown = handleKeyDown;
        document.onkeyup = handleKeyUp;

        tick();
    }

</script>

所以我所做的就是创建第二个着色器/顶点程序,它仍然有效。那么我怎么能用第一个着色器/顶点程序中的不同信息来实现它们呢?

最后一个问题是:使用库而不是尝试在webgl中做所有事情是否值得更多?我的意思是,通过我在webgl上完成的所有谷歌搜索,大多数示例/教程都是使用three.js或babylon.js..etc完成的。我只是想知道尝试做我正在做的事情是否值得。我想问题是,专业设置是否要我直接进行webgl,还是我(最有可能)使用库?我甚至没有计划编程webgl,只是想知道它是否会在面试中出现。

通过无纹理方式解决方案

https://github.com/jordmax12/WebGL/blob/master/Foundation%205/foundation_2.js

由于我已经从文本文件中解析顶点和纹理坐标的信息,因此必须有一种方法可以为纹理本身做这个(没有纹理锯齿)。

1 个答案:

答案 0 :(得分:0)

如果逐个绘制它们,可以在不同的顶点上使用不同的纹理和着色器。问题是这是非常低效的。因此,为了获得良好的表现,我不认为有一种解决方法 - 这就是为什么每个人都这样做。

我不知道有任何three.js util来简化图集(但我对three.js不是很熟悉)。

应该直接实现一个实用程序,它将纹理绘制到一个大画布上,在运行时动态创建地图集并跟踪坐标。设置后,该工具基本上将坐标和纹理名称或ID转换为纯坐标数组(包括纹理坐标)。

您是否应该使用库真的取决于您打算做什么。如果保留模式API适用于您的用例,那么使用three.js可能是个好主意并且更方便。