在Webgl中剪切图像

时间:2015-04-28 11:54:15

标签: html5-canvas webgl image-clipping

2-D画布提供了一个叫做绘图的api: context.drawImage(IMG,SX,SY,swidth,sheight,X,Y,宽度,高度); 其中 sx 图片剪辑开始的位置。

http://www.w3schools.com/tags/canvas_drawimage.asp

我正在尝试使用webgl使用 texImage2D 渲染2D图像。我想检查是否有办法使用webgl实现剪辑

我使用以下教程用webgl渲染2d图像。 http://webglfundamentals.org/webgl/lessons/webgl-image-processing.html

原始图片:

Original Image

使用drawImage(2D)剪切:

enter image description here

使用webgl剪切:

enter image description here



var gl,program,positionLocation,originalImageTexture,canvas;
var x = 10;
var y = 20;
function setupWebGL(){

	var canvas = document.getElementById("canvas");
	gl = canvas.getContext("webgl");
  	if (!gl) {
    	return;
  	}
  	// setup GLSL program
  	var program = createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
  	gl.useProgram(program);
  	// look up where the vertex data needs to go.
  	positionLocation = gl.getAttribLocation(program, "a_position");
 	texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
  	var texture = gl.createTexture();
  	gl.bindTexture(gl.TEXTURE_2D, texture);
  
  	// lookup uniforms
  	var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
  	textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");
  	colorLocation = gl.getUniformLocation(program, "u_color");
   	// set the resolution
  	gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
  
  	// Set the parameters so we can render any size image.
  	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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);


  	gl.enable(gl.BLEND);
  	gl.blendEquation( gl.FUNC_ADD );
  	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  	gl.disable(gl.DEPTH_TEST);
}

    function draw() {
    // use canvas to simulate an image
  	var image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
  	setupWebGL();
      
    var srcX = 12;
    var srcY = 35;
    var srcWidth = 75;
    var srcHeight = 50;
      
    var dstX = 100;
    var dstY = 110;
    var dstWidth  = srcWidth;
    var dstHeight = srcHeight;
  		
    var u0 = 50 / image.width;
    var v0 = 0 / image.height;
    var u1 = (50 + image.width) / image.width;
    var v1 = (0 + image.height) / image.height;
      
  	// provide texture coordinates for the rectangle.
  	var texCoordBuffer = gl.createBuffer();
  	gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([u0, v0, u1,v0, u0,v1, u0,v1, u1,v0, u1,v1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

  
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // set the size of the image
    gl.uniform2f(textureSizeLocation, image.width, image.height);
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

    setRectangle( gl, x, y, image.width, image.height);
    
 
    gl.drawArrays(gl.TRIANGLES, 0, 6);
  
}

    function setRectangle(gl, x, y, width, height) {
	var x1 = x;
	var x2 = x + width;
	var y1 = y;
	var y2 = y + height;
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([x1, y1,x2, y1,x1, y2,x1, y2,x2, y1,x2, y2]), gl.STATIC_DRAW);
}

draw();
&#13;
canvas { border: 1px solid black; }
&#13;
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_resolution;

varying vec2 v_texCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = a_position / u_resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = a_texCoord;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>
&#13;
&#13;
&#13;

1 个答案:

答案 0 :(得分:2)

You need to adjust the texture coordinates to select the part of the texture you're interested in

纹理坐标从0到1,所以如果你想从drawImage转换然后给出

drawImage(image, srcX, srcY, srcWidth, srcHeight, 
          dstX, dstY, dstWidth, dstHeight);

在WebGL中,您必须使用src值以及使用dst值绘制的位置的顶点坐标来调整texcoord。

u0 = srcX / image.width;
v0 = srcY / image.height;

u1 = (srcX + srcWidth) / image.width;
v1 = (srcY + srcHeight) / image.height;

现在更新你的texcoords。在您链接到

的示例中
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  u0,  v0,
  u1,  v0,
  u0,  v1,
  u0,  v1,
  u1,  v0,
  u1,  v1]), gl.STATIC_DRAW);

您还可以为着色器添加一些数学运算。使用the same techniques as the articles starting here,您可以使用数学来调整着色器中的texcoordinates,就像这些文章正在调整位置一样。

因此,例如,您可以将UV坐标保持为0到1,就像它们最初一样,但是更新着色器,这样您就可以传入一个偏移量和一个比例,将它们相乘以得到它们所需的位置。或者,如果您继续阅读这些文章,您可以使用矩阵更灵活地操作它们。

与目标尺寸类似,不是更新顶点,而是可以在着色器中使用各种数学运算来移动一个简单的单位正方形,并将尺寸和大小调整为您想要的任何尺寸。

至于您发布此行的代码

var u1 = (50 + image.width) / image.width;

基本上是说你想要从右边缘经过50个像素的纹理中读取像素。这就是你变黑的原因。

第二个问题是这一行

setRectangle( gl, x, y, image.width, image.height);

除非您打算拉伸图像,要求裁剪的图像(比如image.width - 50)要绘制image.width像素,所以如果您的图像是75像素,那么您将获得25像素的源图像至75像素的目的地

不确定你想要的是什么。这是固定版本

注意我使用画布制作图像因为dataURL使编辑非常痛苦。

var gl,program,positionLocation,originalImageTexture,canvas;
var x = 10;
var y = 20;
function setupWebGL(){

	var canvas = document.getElementById("canvas");
	gl = canvas.getContext("webgl");
  	if (!gl) {
    	return;
  	}
  	// setup GLSL program
  	var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
  	gl.useProgram(program);
  	// look up where the vertex data needs to go.
  	positionLocation = gl.getAttribLocation(program, "a_position");
 	texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
  	var texture = gl.createTexture();
  	gl.bindTexture(gl.TEXTURE_2D, texture);
  
  	// lookup uniforms
  	var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
  	textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");
  	colorLocation = gl.getUniformLocation(program, "u_color");
   	// set the resolution
  	gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
  
  	// Set the parameters so we can render any size image.
  	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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);


  	gl.enable(gl.BLEND);
  	gl.blendEquation( gl.FUNC_ADD );
  	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  	gl.disable(gl.DEPTH_TEST);
}

    function draw() {
    // use canvas to simulate an image
  	var image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
  	setupWebGL();
      
    var srcX = 50;
    var srcY = 0;
    var srcWidth = image.width - 50;
    var srcHeight = image.height;
      
    var dstX = x;
    var dstY = y;
    var dstWidth  = srcWidth;
    var dstHeight = srcHeight;
  		
	var u0 = srcX / image.width;
 	var v0 = srcY / image.height;
	var u1 = (srcX + srcWidth)  / image.width;
 	var v1 = (srcY + srcHeight) / image.height;
	
  	// provide texture coordinates for the rectangle.
  	var texCoordBuffer = gl.createBuffer();
  	gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([u0, v0, u1,v0, u0,v1, u0,v1, u1,v0, u1,v1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

  
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // set the size of the image
    gl.uniform2f(textureSizeLocation, image.width, image.height);
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

    setRectangle( gl, dstX, dstY, dstWidth, dstHeight);
   
 
    gl.drawArrays(gl.TRIANGLES, 0, 6);
  
}

    function setRectangle(gl, x, y, width, height) {
	var x1 = x;
	var x2 = x + width;
	var y1 = y;
	var y2 = y + height;
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([x1, y1,x2, y1,x1, y2,x1, y2,x2, y1,x2, y2]), gl.STATIC_DRAW);
}

draw();
canvas { border: 1px solid red; }
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_resolution;

varying vec2 v_texCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = a_position / u_resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = a_texCoord;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>

我还想再强调一下,这通常不是我做的方式。就像我之前说过的这个特殊情况一样,我会使用单位平方位置和单位平方用于texcoords。然后我会使用矩阵来翻译和偏移两者。这将让我做2D画布API可以做的所有事情。缩放图像,剪切图像,旋转图像,翻转图像。它甚至可以让我做画布API无法做的事情,就像在矩形内旋转纹理一样。

var gl,program,positionLocation,originalImageTexture,canvas;
function setupWebGL(){

	var canvas = document.getElementById("canvas");
	gl = canvas.getContext("webgl");
  	if (!gl) {
    	return;
  	}
  	// setup GLSL program
  	var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
  	gl.useProgram(program);
  	// look up where the vertex data needs to go.
  	positionLocation = gl.getAttribLocation(program, "a_position");
 	texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
  	var texture = gl.createTexture();
  	gl.bindTexture(gl.TEXTURE_2D, texture);
  
  	// lookup uniforms
  	matrixLocation = gl.getUniformLocation(program, "u_matrix");
  	texMatrixLocation = gl.getUniformLocation(program, "u_texMatrix");
  
  	// Set the parameters so we can render any size image.
  	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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

  	// provide texture coordinates for the rectangle.
  	var texCoordBuffer = gl.createBuffer();
  	gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0 , 1, 1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

  	gl.enable(gl.BLEND);
  	gl.blendEquation( gl.FUNC_ADD );
  	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  	gl.disable(gl.DEPTH_TEST);
}

var originX, originY, srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, angleInRadians,texAngle;

function draw(time) {
    time *= 0.001; // make time in seconds
  
  
    switch (((time / 4) | 0) % 5) {
      case 0:
        originX = 0;
        originY = 0;
        srcX = 50;
        srcY = 0;
        srcWidth = image.width - 50;
        srcHeight = image.height;
      
        dstX = 10;
        dstY = 20;
        dstWidth  = srcWidth;
        dstHeight = srcHeight;
            
        angleInRadians = 0;
        texAngle = 0;
        break;
      case 1:
         // clip it more
         srcX = 50 + Math.sin(time      ) * 20;
         srcY = 50 + Math.sin(time * 1.3) * 20;
         srcWidth  = image.width  - (50 + Math.sin(time      ) * 20) - srcX;
         srcHeight = image.height - (50 + Math.sin(time * 1.3) * 20) - srcY;
         dstWidth  = srcWidth;
         dstHeight = srcHeight;
         break;
      case 2:
        // spin image around top left
        angleInRadians = time;
        break;
      case 3:
        // spin image around center
        angleInRadians = time;
        dstX = 100;
        dstY = 100;
        originX = -srcWidth / 2;
        originY = -srcHeight / 2;
        break;
      case 4:
        // spin texture around center
        texAngle = -time;
        break;
    }
  
      
    var x = dstX;
    var y = dstY;
    // We have a 1 unit square. If will scale by destWidth and destHeight we'll stretch
    // it to the size we want
    var xScale = dstWidth;
    var yScale = dstHeight;
    
    // We also have a 1 unit square for the texcoords. We can scale that to clip
    var texXOff   = srcX      / image.width;
    var texYOff   = srcY      / image.height;
    var texXScale = srcWidth  / image.width;
    var texYScale = srcHeight / image.height;

    // Compute the matrices
    var projectionMatrix = make2DProjection(gl.canvas.clientWidth, gl.canvas.clientHeight);
    var translationMatrix = makeTranslation(x, y);
    var rotationMatrix = makeRotation(angleInRadians);
    var originMatrix = makeTranslation(originX, originY);
    var scaleMatrix = makeScale(xScale, yScale);
  
    // Multiply the matrices.
    var matrix = matrixMultiply(scaleMatrix, originMatrix);
    matrix = matrixMultiply(matrix, rotationMatrix);
    matrix = matrixMultiply(matrix, translationMatrix);
    matrix = matrixMultiply(matrix, projectionMatrix);
      
    // compute matrixes for texture
    var texPreRot = makeTranslation(-0.5, -0.5);
    var texRot    = makeRotation(texAngle);
    var texPostRot= makeTranslation(0.5, 0.5);
    var texOffMat = makeTranslation(texXOff, texYOff);
    var texScaleMat = makeScale(texXScale, texYScale);
  
    var texMatrix = matrixMultiply(texScaleMat, texOffMat);
    texMatrix = matrixMultiply(texMatrix, texPreRot);
    texMatrix = matrixMultiply(texMatrix, texRot);
    texMatrix = matrixMultiply(texMatrix, texPostRot);
    

    // Set the matrices
    gl.uniformMatrix3fv(matrixLocation, false, matrix);      
    gl.uniformMatrix3fv(texMatrixLocation, false, texMatrix);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
 
    requestAnimationFrame(draw);
}

    // use canvas to simulate an image
  	image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
setupWebGL();
requestAnimationFrame(draw);
canvas { border: 1px solid red; }
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="//webglfundamentals.org/webgl/resources/webgl-2d-math.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform mat3 u_matrix;    // manipulates position
uniform mat3 u_texMatrix; // manipulates texcoords

varying vec2 v_texCoord;

void main() {
     gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = (u_texMatrix * vec3(a_texCoord, 1)).xy;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>