Dart WebGL中的Billboarding

时间:2013-12-22 14:34:26

标签: 3d rendering webgl dart dart-html

我一直在尝试使用lwjgl为我在飞镖中制作的游戏创建广告牌效果。

我一直在读你应该让每个广告牌顶点都位于世界中心位置,然后用相机矢量取代它们。我不太明白该怎么做。

这是我的渲染类:

class Quad {

  Shader shader;
  int posLocation;
  Texture texture;
  WebGL.UniformLocation objectTransformLocation, viewTransformLocation, textureTransformLocation,
      colorLocation, fogColorLocation, cameraTransformLocation;

  Quad(this.shader) {
    posLocation = gl.getAttribLocation(shader.program, "a_pos");
    objectTransformLocation = gl.getUniformLocation(shader.program, "u_objectTransform");
    textureTransformLocation = gl.getUniformLocation(shader.program, "u_textureTransform");
    viewTransformLocation = gl.getUniformLocation(shader.program, "u_viewTransform");
    cameraTransformLocation = gl.getUniformLocation(shader.program, "u_cameraTransform");
    colorLocation = gl.getUniformLocation(shader.program, "u_color");
    fogColorLocation = gl.getUniformLocation(shader.program, "u_fogColor");

    gl.useProgram(shader.program);

    Float32List vertexArray = new Float32List(4 * 3);
    vertexArray.setAll(0 * 3, [.5, .5, 0.0]);
    vertexArray.setAll(1 * 3, [.5, -.5, 0.0]);
    vertexArray.setAll(2 * 3, [-.5, -.5, 0.0]);
    vertexArray.setAll(3 * 3, [-.5, .5, 0.0]);

    Int16List elementArray = new Int16List(6);
    elementArray.setAll(0, [0, 1, 2, 0, 2, 3]);

    gl.enableVertexAttribArray(posLocation);
    WebGL.Buffer vertexBuffer = gl.createBuffer();
    gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer);
    gl.bufferDataTyped(WebGL.ARRAY_BUFFER, vertexArray, WebGL.STATIC_DRAW);
    gl.vertexAttribPointer(posLocation, 3, WebGL.FLOAT, false, 0, 0);

    WebGL.Buffer elementBuffer = gl.createBuffer();
    gl.bindBuffer(WebGL.ELEMENT_ARRAY_BUFFER, elementBuffer);
    gl.bufferDataTyped(WebGL.ELEMENT_ARRAY_BUFFER, elementArray, WebGL.STATIC_DRAW);
    gl.bindBuffer(WebGL.ELEMENT_ARRAY_BUFFER, elementBuffer);
  }

  void setCamera(Matrix4 camera, Matrix4 viewMatrix) {

    gl.uniformMatrix4fv(viewTransformLocation, false, viewMatrix.storage);
    gl.uniformMatrix4fv(cameraTransformLocation, false, camera.storage);
  }

  void setTexture(Texture texture) {
    this.texture = texture;
    gl.bindTexture(WebGL.TEXTURE_2D, texture.texture);
  }

  void setFogColor(Vector4 fogColor) {
    gl.uniform4fv(fogColorLocation, fogColor.storage); 
  }

  Vector4 defaultColor = new Vector4(1.0, 1.0, 1.0, 1.0);

  Matrix4 objectMatrix = new Matrix4.identity();
  Matrix4 textureMatrix = new Matrix4.identity();

  void render(Vector3 pos, num w, num h, num uo, num vo, {Vector4 color, Vector3 rotation, num tw, num th}) {

    if (!texture.loaded) return;
    if (color == null) color = defaultColor;
    if (rotation == null) rotation = new Vector3(0.0, 0.0, 0.0);
    if (tw == null) tw = w;
    if (th == null) th = h;

    objectMatrix.setIdentity();
    objectMatrix.translate(pos.x, pos.y, pos.z);
    objectMatrix.rotateX(rotation.x);
    objectMatrix.rotateY(rotation.y);
    objectMatrix.rotateZ(rotation.z);
    objectMatrix.scale(w * 1.0, h * 1.0, 0.0);
    gl.uniformMatrix4fv(objectTransformLocation, false, objectMatrix.storage);

    textureMatrix.setIdentity();
    textureMatrix.scale(1.0 / texture.width, -(1.0 / texture.height), 0.0);
    textureMatrix.translate((uo + tw / 2.0), (vo  + th / 2.0), 0.0);
    textureMatrix.scale((tw - 0.5), (th - 0.5), 0.0);
    gl.uniformMatrix4fv(textureTransformLocation, false, textureMatrix.storage);

    gl.uniform4fv(colorLocation, color.storage);
    gl.drawElements(WebGL.TRIANGLES, 6, WebGL.UNSIGNED_SHORT, 0);
  }
}

这是我要呈现为广告牌的树:

class Tree extends Object {

  Tree(var pos): super(pos);

  void render() {

    quad.render(getRenderPos(), 48, 48, 0, 208);
  }

  Vector3 getRenderPos() {

    return new Vector3(pos.x, pos.y + 24, pos.z);
  }
}

1 个答案:

答案 0 :(得分:1)

我知道您想知道如何在WebGL中实现相机,对吗?

您可能知道,WebGL API不提供相机抽象,因此您必须手动构建自己的相机。

我认为最直接的方法是构建一个表示相机的变换矩阵(比例,旋转,平移),然后计算其逆矩阵,最后将其应用于场景的所有对象。

看看Gregg Tavares的精彩介绍:

WebGL 3D Cameras