有很多关于如何使用TWGL https://github.com/greggman/twgl.js/tree/master/examples绘制3d内容的示例。但是如何用它绘制2D图像呢?特别是我对如何不使用着色器感兴趣?
答案 0 :(得分:6)
TWGL唯一的观点是让WebGL不那么冗长,但WebGL基本上只做了一件事,那就是draw stuff with shaders you provide。因此,如果没有着色器,您实际上无法在TWGL中执行任何操作,就像您在没有着色器的情况下无法在WebGL中执行任何操作一样。
如果您不想编写任何着色器,那么您需要使用更高级别的3D库,例如three.js或pixi.js或p5.js,或者甚至像{{3因为它们为你提供了着色器。
否则这里有一些基本上使用TWGL在WebGL中实现canvas 2d drawImage
函数的代码
var m4 = twgl.m4;
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// a unit quad
var bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
// we're only using 1 texture so just make and bind it now
var tex = twgl.createTexture(gl, {
src: 'https://farm6.staticflickr.com/5695/21506311038_9557089086_m_d.jpg',
crossOrigin: '', // not needed if image on same origin
}, function(err, tex, img) {
// wait for the image to load because we need to know it's size
startRendering(img);
});
function startRendering(img) {
requestAnimationFrame(render);
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
drawImage(
gl.canvas.width, gl.canvas.height,
tex, img.width, img.height,
Math.sin(time) * 50, Math.sin(time * 1.1) * 50);
requestAnimationFrame(render);
}
}
// we pass in texWidth and texHeight because unlike images
// we can't look up the width and height of a texture
// we pass in targetWidth and targetHeight to tell it
// the size of the thing we're drawing too. We could look
// up the size of the canvas with gl.canvas.width and
// gl.canvas.height but maybe we want to draw to a framebuffer
// etc.. so might as well pass those in.
// srcX, srcY, srcWidth, srcHeight are in pixels
// computed from texWidth and texHeight
// dstX, dstY, dstWidth, dstHeight are in pixels
// computed from targetWidth and targetHeight
function drawImage(
targetWidth, targetHeight,
tex, texWidth, texHeight,
srcX, srcY, srcWidth, srcHeight,
dstX, dstY, dstWidth, dstHeight) {
if (srcWidth === undefined) {
srcWidth = texWidth;
srcHeight = texHeight;
}
if (dstX === undefined) {
dstX = srcX;
dstY = srcY;
srcX = 0;
srcY = 0;
}
if (dstWidth === undefined) {
dstWidth = srcWidth;
dstHeight = srcHeight;
}
var mat = m4.identity();
var tmat = m4.identity();
var uniforms = {
matrix: mat,
textureMatrix: tmat,
texture: tex,
};
// these adjust the unit quad to generate texture coordinates
// to select part of the src texture
// NOTE: no check is done that srcX + srcWidth go outside of the
// texture or are in range in any way. Same for srcY + srcHeight
m4.translate(tmat, [srcX / texWidth, srcY / texHeight, 0], tmat);
m4.scale(tmat, [srcWidth / texWidth, srcHeight / texHeight, 1], tmat);
// these convert from pixels to clip space
m4.ortho(0, targetWidth, targetHeight, 0, -1, 1, mat)
// these move and scale the unit quad into the size we want
// in the target as pixels
m4.translate(mat, [dstX, dstY, 0], mat);
m4.scale(mat, [dstWidth, dstHeight, 1], mat);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, gl.TRIANGLES, bufferInfo);
}

body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }

<script src="https://twgljs.org/dist/twgl-full.min.js"></script>
<script id="vs" type="not-js">
// we will always pass a 0 to 1 unit quad
// and then use matrices to manipulate it
attribute vec4 position;
uniform mat4 matrix;
uniform mat4 textureMatrix;
varying vec2 texcoord;
void main () {
gl_Position = matrix * position;
texcoord = (textureMatrix * position).xy;
}
</script>
<script id="fs" type="not-js">
precision mediump float;
varying vec2 texcoord;
uniform sampler2D texture;
void main() {
if (texcoord.x < 0.0 || texcoord.x > 1.0 ||
texcoord.y < 0.0 || texcoord.y > 1.0) {
discard;
}
gl_FragColor = texture2D(texture, texcoord);
}
</script>
<canvas id="c"></canvas>
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有关更详细的说明,请参阅Unity3D和this article on making a WebGL clone of drawImage
from 2D canvas。