我正在尝试为背景矩形(由两个三角形组成)设置纹理。 取决于我设置为textCoord的坐标我有绘图,旋转,缩放等随机选项,但不是我实际需要的。对这个。我需要用这张图片填充形状,我用作背景。
这是我的着色器:
const vsBSource = `
attribute vec2 aposition;
attribute vec2 atexCoord;
varying vec2 vtextCoord;
void main() {
gl_Position = vec4(aposition,0,1);
vtextCoord = atexCoord;
}
`;
const fsBSource = `
precision mediump float;
varying vec2 vtextCoord;
uniform sampler2D uimage;
void main() {
gl_FragColor = texture2D(uimage, vtextCoord);
}
`;
问题是如何为纹理设置正确的坐标? webGL中的clipspace coord是[x,y] | -1&lt; x&lt; 1,-1&lt; y&lt; 1,但在纹理坐标是[x,y] | 0&lt; x&lt; 1,0 <&lt; y&lt; 1。 也许它应该是一些明确的对话?
我创建了一个数据结构#Shape,我在其中存储着色器的位置和缓冲区。 这是我的js代码:
var background = new Shape(-1, -1, 2.0)
background.positionBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, background.positionBuffer)
setBackgroundVerticies(background.origin.x,background.origin.y, 2.0)
let url = "./res/background.jpg"
background.texture = loadImageAndCreateTextureInfo(url)
background.texture.positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, background.texture.positionBuffer)
setBackgroundVerticies(background.origin.x,background.origin.y, 2.0)
glManager.background = background
我上面使用的功能:
function setBackgroundVerticies(_x, _y, _step) {
var gl = glManager.gl
var step = _step
var x = _x
var y = _y
var positions = []
positions = unitBlock(x ,y, step)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW)
}
function unitBlock(x, y, step) {
var x1 = x;
var x2 = x1 + step;
let y1 = y;
let y2 = y1 + step;
return [
x1, y1,
x1, y2,
x2, y1,
x1, y2,
x2, y2,
x2, y1,
]
}
function loadImageAndCreateTextureInfo(url) {
var gl = glManager.gl
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
// Fill the texture with a 1x1 blue pixel.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255]));
// Because in webgl by design texture loads upside down i need to flip it.
// For flipping im usingg this func gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// https://www.khronos.org/webgl/public-mailing-list/public_webgl/1212/msg00009.php
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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);
var textureInfo = {
width: 1, // we don't know the size until it loads
height: 1,
texture: tex,
};
var img = new Image();
img.addEventListener('load', function() {
textureInfo.width = img.width;
textureInfo.height = img.height;
gl.bindTexture(gl.TEXTURE_2D, textureInfo.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
});
img.crossOrigin = "null";
img.src = url;
return textureInfo;
}
答案 0 :(得分:1)
问题是如何为纹理设置正确的坐标? webGL中的clipspace coord是[x,y] | -1&lt; x&lt; 1,-1&lt; y&lt; 1,但在纹理坐标是[x,y] | 0&lt; x&lt; 1,0 <&lt; y&lt;也许它应该是一些明确的对话?
范围[-1.0,1.0]中的顶点坐标可以通过以下公式转换为[0.0,1.0]范围内的纹理坐标:
u = x*0.5 + 0.5
v = y*0.5 + 0.5