集中式渲染:WebGL可以从屏幕中心到螺旋向外渲染顶点/片段着色器吗?

时间:2019-06-18 18:37:27

标签: webgl

如何告诉WebGL从屏幕中心进行渲染,然后以顺时针方向的块向外扩展,如果时间过长则取消/删除渲染?

还是我需要自己手动平铺多个画布,并在所有画布上进行投影?

1 个答案:

答案 0 :(得分:1)

作为我对您的问题的评论的一个示例,这是一个过于简单的偏心渲染的示例。我以从this page渲染到纹理的示例开始。

那个

  1. 将纹理立方体渲染为纹理
  2. 将立方体的纹理渲染到画布上的立方体

这个

  1. 将纹理立方体渲染为低分辨率纹理
  2. 将纹理立方体渲染为高分辨率纹理
  3. 赋予低分辨率纹理填充画布
  4. 在中心呈现高分辨率纹理

有很多伪像,低分辨率纹理太低分辨率,您需要更好的算法在它们之间进行融合,但是可以显示效果。

唯一与众不同的事情

更改视口以仅渲染到中心。也可以通过缩放平面来做到这一点

        // Tell WebGL how to convert from clip space to pixels
        gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
        drawRenderTarget(lowResRT);
        // Tell WebGL how to convert from clip space to pixels
        gl.viewport(
            gl.canvas.width  / 4, 
            gl.canvas.height / 4,
            gl.canvas.width  / 2, 
            gl.canvas.height / 2);
        drawRenderTarget(highResRT);    

使用frustum函数来计算平截头体,而不是更传统的perspective函数。 frustum函数采用左,右,下,上,近,远参数,并计算投影矩阵,使眼睛在0、0处,左,右,上,下描述眼前的矩形。它比perspective函数更灵活,因为它允许消失点位于任何地方而不仅仅是中心。

在这种情况下,此代码计算视锥的正确值,视锥的中心在中间和近平面中,高度为2个单位,宽为2 *纵横比。相反,它计算一个子矩形。这就是我们使高分辨率纹理与低分辨率纹理匹配的方式

        // Compute the projection matrix
        var near = 1;

        // compute a near plane 2 units tall, 2 * aspect high
        var vTop = near * Math.tan(fieldOfViewRadians * 0.5);
        var vHeight = 2 * vTop;
        var vWidth = aspect * vHeight;
        var vLeft = -0.5 * vWidth;

        // how compute a subrect of that near plane where
        // left, bottom are offsets into the computed near plane 
        // and width, height are the dimensions of the sub rect
        vLeft += left * vWidth / 2;
        vTop -= bottom * vHeight / 2;
        vWidth *= width / 2;
        vHeight *= height / 2;

        var projectionMatrix =
            m4.frustum(vLeft, vLeft + vWidth, vTop - vHeight, vTop, near, 2000);

"use strict";

function main() {
  // Get A WebGL context
  /** @type {HTMLCanvasElement} */
  var canvas = document.getElementById("canvas");
  var gl = canvas.getContext("webgl");
  if (!gl) {
    return;
  }

  // setup GLSL program
  var program = webglUtils.createProgramFromScripts(gl, ["3d-vertex-shader", "3d-fragment-shader"]);

  // look up where the vertex data needs to go.
  var positionLocation = gl.getAttribLocation(program, "a_position");
  var texcoordLocation = gl.getAttribLocation(program, "a_texcoord");

  // lookup uniforms
  var matrixLocation = gl.getUniformLocation(program, "u_matrix");
  var textureLocation = gl.getUniformLocation(program, "u_texture");

  // Create a buffer for positions
  var positionBuffer = gl.createBuffer();
  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  // Put the positions in the buffer
  setGeometry(gl);

  // provide texture coordinates for the rectangle.
  var texcoordBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
  // Set Texcoords.
  setTexcoords(gl);
  
  // Create a buffer for positions
  var planePositionBuffer = gl.createBuffer();
  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, planePositionBuffer);
  // Put the positions in the buffer
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    -1, -1,
     1, -1,
    -1,  1,
    -1,  1,
     1, -1,
     1,  1,    
  ]), gl.STATIC_DRAW);

  // provide texture coordinates for the rectangle.
  var planeTexcoordBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, planeTexcoordBuffer);
  // Set Texcoords.
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
     0,  0,
     1,  0,
     0,  1,
     0,  1,
     1,  0,
     1,  1,    
  ]), gl.STATIC_DRAW);
  
  // Create a texture just for the cube.
  var texture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture);
  {
    // fill texture with 3x2 pixels
    const level = 0;
    const internalFormat = gl.LUMINANCE;
    const width = 3;
    const height = 2;
    const border = 0;
    const format = gl.LUMINANCE;
    const type = gl.UNSIGNED_BYTE;
    const data = new Uint8Array([
      128,  64, 128,
        0, 192,   0,
    ]);
    const alignment = 1;
    gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);
    gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border,
                  format, type, data);

    // set the filtering so we don't need mips and it's not filtered
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    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);
  }    
    

  // Create a texture to render to
  function createRenderTarget(targetTextureWidth, targetTextureHeight) {
    const targetTexture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, targetTexture);

    {
      // define size and format of level 0
      const level = 0;
      const internalFormat = gl.RGBA;
      const border = 0;
      const format = gl.RGBA;
      const type = gl.UNSIGNED_BYTE;
      const data = null;
      gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
                    targetTextureWidth, targetTextureHeight, border,
                    format, type, data);

      // set the filtering so we don't need mips
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      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);
    }

    // Create and bind the framebuffer
    const fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);

    // attach the texture as the first color attachment
    const attachmentPoint = gl.COLOR_ATTACHMENT0;
    const level = 0;
    gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, targetTexture, level);
    
    return {
      framebuffer: fb,
      texture: targetTexture,
      width: targetTextureWidth, 
      height: targetTextureHeight,
    };
  }
  
  const lowResRT = createRenderTarget(32, 32);
  const highResRT = createRenderTarget(256, 256);

  function degToRad(d) {
    return d * Math.PI / 180;
  }

  var fieldOfViewRadians = degToRad(60);
  var modelXRotationRadians = degToRad(0);
  var modelYRotationRadians = degToRad(0);

  // Get the starting time.
  var then = 0;

  requestAnimationFrame(drawScene);

  function drawCube(aspect, left, bottom, width, height) {
    // Tell it to use our program (pair of shaders)
    gl.useProgram(program);

    // Turn on the position attribute
    gl.enableVertexAttribArray(positionLocation);

    // Bind the position buffer.
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
    var size = 3;          // 3 components per iteration
    var type = gl.FLOAT;   // the data is 32bit floats
    var normalize = false; // don't normalize the data
    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
    var offset = 0;        // start at the beginning of the buffer
    gl.vertexAttribPointer(
        positionLocation, size, type, normalize, stride, offset);

    // Turn on the teccord attribute
    gl.enableVertexAttribArray(texcoordLocation);

    // Bind the position buffer.
    gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);

    // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
    var size = 2;          // 2 components per iteration
    var type = gl.FLOAT;   // the data is 32bit floats
    var normalize = false; // don't normalize the data
    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
    var offset = 0;        // start at the beginning of the buffer
    gl.vertexAttribPointer(
        texcoordLocation, size, type, normalize, stride, offset);

    // Compute the projection matrix
    var near = 1;

    // compute a near plane 2 units tall, 2 * aspect high
    var	vTop = near * Math.tan(fieldOfViewRadians * 0.5);
    var	vHeight = 2 * vTop;
    var	vWidth = aspect * vHeight;
    var	vLeft = -0.5 * vWidth;
		
    // how compute a subrect of that near plane where
    // left, bottom are offsets into the computed near plane 
    // and width, height are the dimensions of the sub rect
    vLeft += left * vWidth / 2;
    vTop -= bottom * vHeight / 2;
    vWidth *= width / 2;
    vHeight *= height / 2;

    var projectionMatrix =
        m4.frustum(vLeft, vLeft + vWidth, vTop - vHeight, vTop, near, 2000);

    var cameraPosition = [0, 0, 2];
    var up = [0, 1, 0];
    var target = [0, 0, 0];

    // Compute the camera's matrix using look at.
    var cameraMatrix = m4.lookAt(cameraPosition, target, up);

    // Make a view matrix from the camera matrix.
    var viewMatrix = m4.inverse(cameraMatrix);

    var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);

    var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
    matrix = m4.yRotate(matrix, modelYRotationRadians);

    // Set the matrix.
    gl.uniformMatrix4fv(matrixLocation, false, matrix);

    // Tell the shader to use texture unit 0 for u_texture
    gl.uniform1i(textureLocation, 0);

    // Draw the geometry.
    gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
  }
  
  function drawPlane(aspect) {
    // Tell it to use our program (pair of shaders)
    gl.useProgram(program);

    // Turn on the position attribute
    gl.enableVertexAttribArray(positionLocation);

    // Bind the position buffer.
    gl.bindBuffer(gl.ARRAY_BUFFER, planePositionBuffer);

    // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
    var size = 2;          // 2 components per iteration
    var type = gl.FLOAT;   // the data is 32bit floats
    var normalize = false; // don't normalize the data
    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
    var offset = 0;        // start at the beginning of the buffer
    gl.vertexAttribPointer(
        positionLocation, size, type, normalize, stride, offset);

    // Turn on the teccord attribute
    gl.enableVertexAttribArray(texcoordLocation);

    // Bind the position buffer.
    gl.bindBuffer(gl.ARRAY_BUFFER, planeTexcoordBuffer);

    // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
    var size = 2;          // 2 components per iteration
    var type = gl.FLOAT;   // the data is 32bit floats
    var normalize = false; // don't normalize the data
    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
    var offset = 0;        // start at the beginning of the buffer
    gl.vertexAttribPointer(
        texcoordLocation, size, type, normalize, stride, offset);

    // Compute the projection matrix
    var matrix = m4.identity();

    // Set the matrix.
    gl.uniformMatrix4fv(matrixLocation, false, matrix);

    // Tell the shader to use texture unit 0 for u_texture
    gl.uniform1i(textureLocation, 0);

    // Draw the geometry.
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    
  }
  

  // Draw the scene.
  function drawScene(time) {
    // convert to seconds
    time *= 0.001;
    // Subtract the previous time from the current time
    var deltaTime = time - then;
    // Remember the current time for the next frame.
    then = time;

    // Animate the rotation
    modelYRotationRadians += -0.7 * deltaTime;
    modelXRotationRadians += -0.4 * deltaTime;

    webglUtils.resizeCanvasToDisplaySize(gl.canvas);

    gl.enable(gl.CULL_FACE);
    gl.enable(gl.DEPTH_TEST);

    function drawToRenderTarget(rt, left, bottom, width, height) {
      // render to our targetTexture by binding the framebuffer
      gl.bindFramebuffer(gl.FRAMEBUFFER, rt.framebuffer);

      // render cube with our color texture
      gl.bindTexture(gl.TEXTURE_2D, texture);

      // Tell WebGL how to convert from clip space to pixels
      gl.viewport(0, 0, rt.width, rt.height);

      // Clear the attachment(s).
      gl.clearColor(0, 0, 1, 1);   // clear to blue
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

      const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
      drawCube(aspect, left, bottom, width, height);
    }
    
    drawToRenderTarget(lowResRT, 0, 0, 2, 2);
    drawToRenderTarget(highResRT, 0.5, 0.5, 1, 1);

    function drawRenderTarget(rt) {
      // render to the canvas
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);

      // render the cube with the texture we just rendered to
      gl.bindTexture(gl.TEXTURE_2D, rt.texture);

      const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
      drawPlane(aspect);
    }
    
    gl.disable(gl.DEPTH_TEST);
    // Tell WebGL how to convert from clip space to pixels
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    drawRenderTarget(lowResRT);
    // Tell WebGL how to convert from clip space to pixels
    gl.viewport(
        gl.canvas.width  / 4, 
        gl.canvas.height / 4,
        gl.canvas.width  / 2, 
        gl.canvas.height / 2);
    drawRenderTarget(highResRT);    

    requestAnimationFrame(drawScene);
  }
}

// Fill the buffer with the values that define a cube.
function setGeometry(gl) {
  var positions = new Float32Array(
    [
    -0.5, -0.5,  -0.5,
    -0.5,  0.5,  -0.5,
     0.5, -0.5,  -0.5,
    -0.5,  0.5,  -0.5,
     0.5,  0.5,  -0.5,
     0.5, -0.5,  -0.5,

    -0.5, -0.5,   0.5,
     0.5, -0.5,   0.5,
    -0.5,  0.5,   0.5,
    -0.5,  0.5,   0.5,
     0.5, -0.5,   0.5,
     0.5,  0.5,   0.5,

    -0.5,   0.5, -0.5,
    -0.5,   0.5,  0.5,
     0.5,   0.5, -0.5,
    -0.5,   0.5,  0.5,
     0.5,   0.5,  0.5,
     0.5,   0.5, -0.5,

    -0.5,  -0.5, -0.5,
     0.5,  -0.5, -0.5,
    -0.5,  -0.5,  0.5,
    -0.5,  -0.5,  0.5,
     0.5,  -0.5, -0.5,
     0.5,  -0.5,  0.5,

    -0.5,  -0.5, -0.5,
    -0.5,  -0.5,  0.5,
    -0.5,   0.5, -0.5,
    -0.5,  -0.5,  0.5,
    -0.5,   0.5,  0.5,
    -0.5,   0.5, -0.5,

     0.5,  -0.5, -0.5,
     0.5,   0.5, -0.5,
     0.5,  -0.5,  0.5,
     0.5,  -0.5,  0.5,
     0.5,   0.5, -0.5,
     0.5,   0.5,  0.5,

    ]);
  gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
}

// Fill the buffer with texture coordinates the cube.
function setTexcoords(gl) {
  gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array(
        [
          0, 0,
          0, 1,
          1, 0,
          0, 1,
          1, 1,
          1, 0,

          0, 0,
          0, 1,
          1, 0,
          1, 0,
          0, 1,
          1, 1,

          0, 0,
          0, 1,
          1, 0,
          0, 1,
          1, 1,
          1, 0,

          0, 0,
          0, 1,
          1, 0,
          1, 0,
          0, 1,
          1, 1,

          0, 0,
          0, 1,
          1, 0,
          0, 1,
          1, 1,
          1, 0,

          0, 0,
          0, 1,
          1, 0,
          1, 0,
          0, 1,
          1, 1,

      ]),
      gl.STATIC_DRAW);
}

main();
body {
  margin: 0;
}
canvas {
  width: 100vw;
  height: 100vh;
  display: block;
}
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="3d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;

uniform mat4 u_matrix;

varying vec2 v_texcoord;

void main() {
  // Multiply the position by the matrix.
  gl_Position = u_matrix * a_position;

  // Pass the texcoord to the fragment shader.
  v_texcoord = a_texcoord;
}
</script>
<!-- fragment shader -->
<script id="3d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// Passed in from the vertex shader.
varying vec2 v_texcoord;

// The texture.
uniform sampler2D u_texture;

void main() {
   gl_FragColor = texture2D(u_texture, v_texcoord);
}
</script><!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See http://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and http://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/m4.js"></script>