WebGL Tessellate - 每个三角形的特定颜色模式

时间:2016-03-06 15:21:59

标签: webgl

我目前正在尝试自学WebGL并专门创建Tessellate应用程序。

我玩过这种颜色,现在整个三角形都有彩虹效果,这不会随着曲面细分而改变:

<script id="vertex-shader" type="x-shader/x-vertex">
    attribute vec4 vPosition;  
    uniform vec4 u_offset;
    varying vec4 v_positionWithOffset;       
    void main() {
        gl_Position = vPosition + u_offset;
        v_positionWithOffset = vPosition + u_offset; 
    }
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
    precision mediump float;
    varying vec4 v_positionWithOffset;
    void main() {
        vec4 color = v_positionWithOffset * 0.99 + 0.75;
        gl_FragColor = color;      
    }
</script>

我真正想做的是在分割时为每个三角形单独着色。由于使用块颜色,效果不可见,我想使用一些任意颜色方案为每个三角形着色,因此每个三角形的中心是一个阴影,而外部是另一个(可能更暗)阴影。

我将如何实施此目标?

提前致谢!

1 个答案:

答案 0 :(得分:0)

首先,最明显的方法是在WebGL中为任何颜色着色,但是我确定你知道这一点。

否则,如果你想为中心着色一种颜色,边缘不同,这是一个基于this article的想法。

我们可以在每个三角形的每个顶点添加他所谓的重心。

triangle vertex 0:   1, 0, 0
triangle vertex 1:   0, 1, 0
triangle vertex 2:   0, 0, 1

我们现在具有跨每个三角形插值的值,每个点对应一个边缘。我们可以在着色器中使用它。这是一个想法。这个使中心变白。

precision mediump float;

#define PI radians(180.0)

varying vec4 v_color;
varying vec3 v_barycentric;

uniform float u_fudge;
uniform float u_sharpness;

void main() {
  vec3 t = sin(v_barycentric * PI);
  float center = pow(t.x * t.y * t.z * u_fudge, u_sharpness);
  gl_FragColor = mix(v_color, vec4(1,1,1,1), center);
}

示例:

var positions = [];
var colors = [];
var barycentrics = [];

var subDivisions = 3;
for (var yy = 0; yy < subDivisions; ++yy) {

  // making the positions in clip space so no extra
  // math needed in shader

  var y0 = (yy + 0) / subDivisions * 2 - 1;
  var y1 = (yy + 1) / subDivisions * 2 - 1;

  for (var xx = 0; xx < subDivisions; ++xx) {

    var x0 = (xx + 0) / subDivisions * 2 - 1;
    var x1 = (xx + 1) / subDivisions * 2 - 1;

    // pick a random color
    var r = Math.random();
    var g = Math.random();
    var b = Math.random();

    // make a triangle
    positions.push(x0, y0);
    positions.push(x1, y0);
    positions.push(x0, y1);

    // and it's colors, one for each triangle vertex
    colors.push(r, g, b);
    colors.push(r, g, b);
    colors.push(r, g, b);
    
    barycentrics.push(1, 0, 0);
    barycentrics.push(0, 1, 0);
    barycentrics.push(0, 0, 1);

    // pick a random color
    r = Math.random();
    g = Math.random();
    b = Math.random();

    // make a triangle
    positions.push(x0, y1);
    positions.push(x1, y0);
    positions.push(x1, y1);

    // and it's colors, one for each triangle vertex
    colors.push(r, g, b);
    colors.push(r, g, b);
    colors.push(r, g, b);
    
    barycentrics.push(1, 0, 0);
    barycentrics.push(0, 1, 0);
    barycentrics.push(0, 0, 1);
  }
}


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

var arrays = {
  position:    { numComponents: 2, data: positions },
  color:       { numComponents: 3, data: colors },
  barycentric: { numComponents: 3, data: barycentrics },
};
var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);

var uniforms = {
  u_fudge: 1,
  u_sharpness: 1,
};

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

document.querySelectorAll("input[type=range]").forEach(function(elem) {
  elem.addEventListener('input', function(event) {
    var id = event.target.id;
    uniforms["u_" + id] = event.target.value / 100;
    render();
  });
});
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vs" type="notjs">
attribute vec4 position;
attribute vec4 color;
attribute vec3 barycentric;

varying vec4 v_color;
varying vec3 v_barycentric;

void main() {
  gl_Position = position;
  
  v_color = color;
  v_barycentric = barycentric;
}
</script>
<script id="fs" type="notjs">
precision mediump float;

#define PI radians(180.0)

varying vec4 v_color;
varying vec3 v_barycentric;

uniform float u_fudge;
uniform float u_sharpness;

void main() {
  vec3 t = sin(v_barycentric * PI);
  float center = pow(t.x * t.y * t.z * u_fudge, u_sharpness);
  gl_FragColor = mix(v_color, vec4(1,1,1,1), center);
}
  </script>
<canvas id="c"></canvas>
<div id="ui">
  <label for="fudge">fudge</label>
  <input id="fudge"     type="range" min="0" max="500" value="100" />
  <label for="sharpness">sharpness</label>
  <input id="sharpness" type="range" min="0" max="500" value="100" />
</div>

我们可以为2种颜色传递2个制服,或者使用两组顶点颜色或从2个纹理中采样。