本系列教程主要讲解利用WebGL开发网页版的三维图形程序。这里主要用到的OpenGL和FlyMath内容。本系列内容较难。要求学生对几何和编程有一定的了解。建议初三以上同学学习。
颜色混合是指在WebGL里,我们可以对两个物品的渲染效果进行处理,处理效果就像Photoshop里那样的图像混合处理。混合计算可分为Alpha混合和Color混合。前者是带Alpha属性。
WebGL里的混合计算主要分两步:
1.开启混合功能
gl_context.enable(gl_context.BLEND);
2.指定混合函数
gl_context.blendFunc(src_factor,dst_factor);
#混合后的颜色 = 源颜色 * src_factor + 目标颜色 * dst_factor
#源颜色指将要画上去的物体颜色。目标颜色指屏幕上已经有了的颜色。
WebGL支持的src_factor和dst_factor主要有以下几种参数:
GL_ZERO: 表示使用0.0作为因子。
GL_ONE: 表示使用1.0作为因子。
GL_SRC_ALPHA:表示使用源颜色的alpha值来作为因子。
GL_DST_ALPHA:表示使用目标颜色的alpha值来作为因子。
GL_ONE_MINUS_SRC_ALPHA:表示用1.0减去源颜色的alpha值来作为因子。
GL_ONE_MINUS_DST_ALPHA:表示用1.0减去目标颜色的alpha值来作为因子。
GL_SRC_COLOR:把源颜色的四个分量分别作为因子的四个分量。
GL_DST_COLOR:把目标颜色的四个分量分别作为因子的四个分量。
GL_ONE_MINUS_SRC_COLOR、 GL_ONE_MINUS_DST_COLOR:分别指(1-源颜色的alpha 和 1-目标颜色的alpha)
利用这样运算我们可以生成各种好看的效果。这节我们演示一个很简单的例子。一前一后两个正方形。两个正方形都是用同一张纹理(带alpha)。第一张纹理不作任何混合计算;第二张纹理用GL_DST_COLOR。大家想想会有什么效果?
javascript部分源码
//定义全局GL上下文
var gl_context;
//循环控制参数
var curTime;
var isStop=1;
//偏移步长
var cur_x = 0;
var x_step = 0.01;
//定义Camera位置
var camera = [0,0,1];
var camera_to = [0,0,0];
var camera_up = [0,1,0];
//定义颜色数组
var color = [1,0,0];
//定义camera矩阵和工程矩阵
var matView = new Array;
var matProject = new Array;
//定义纹理图片
var curImg;
var imgSrc = "webgl.png";
//时间函数
function onTime()
{
cur_x += x_step;
if(cur_x>0.5 || cur_x<-0.5)
x_step *=-1;
draw_quad();
curTime = setTimeout("onTime()",100);
}
//处理点击事件
function click(ev)
{
if(isStop==1)
isStop=0;
else
isStop=1;
if(isStop==0)
onTime();
else
clearTimeout(curTime);
}
//加载纹理图片
function pre_loadImg()
{
curImg = new Image();
curImg.src = imgSrc;
curImg.onload = function()
{
draw_quad();
return;
}
curImg.onerror = function()
{
alert("加载纹理图片失败!");
return;
}
}
//初始化WebGL
function init_webgl()
{
var canvas = document.getElementById("webGL");
if(!canvas){
alert("获取<Canvas>标签失败!");
return;
}
//获取webGL统计图上下文
gl_context = canvas.getContext('webgl',
{ antialias:true,
depth:true,
stencil:true});
if(!gl_context){
alert("获取WebGL上下文失败!");
return;
}
canvas.width = $("#area").width();
canvas.height = $("#area").width()*3/5;
canvas.onmousedown = function(ev){ click(ev);}
//设置视口大小
gl_context.viewport(0,0,canvas.width,canvas.height);
//设置matView和matProject矩阵
FlyMath.Matrix.LookAtRH(matView,camera,camera_to,camera_up);
FlyMath.Matrix.PerspectiveRH(matProject,FlyMath_PI/3,1,1,100);
pre_loadImg();
}
//绘制正方形
function draw_quad()
{
//清空canvas的背景颜色
gl_context.clearColor(0,0,0.5,1);
//清空webgl颜色缓冲区和深度缓冲区里的内容
gl_context.clear(gl_context.COLOR_BUFFER_BIT | gl_context.DEPTH_BUFFER_BIT);
//开启深度缓冲检测
gl_context.enable(gl_context.DEPTH_TEST);
//定义顶点shader和片断shader
var vs_src = "attribute vec4 a_Position;\n" +
"attribute vec2 a_UV;\n" +
"uniform mat4 projectionMatrix;\n" +
"uniform mat4 modelViewMatrix;\n" +
"uniform mat4 offsetMatrix;\n" +
"varying vec2 A_UV;\n" +
"void main() {\n" +
"gl_Position = projectionMatrix * modelViewMatrix * offsetMatrix * a_Position;\n"+
"A_UV = a_UV;\n" +
"}\n";
var fs_src = "precision highp float;\n" +
"varying vec2 A_UV;\n" +
"uniform sampler2D A_Texture;\n" +
"void main() {\n" +
" vec4 imgColor = texture2D(A_Texture,A_UV);\n" +
" gl_FragColor = imgColor;\n" +
"}\n";
var vs = gl_context.createShader(gl_context.VERTEX_SHADER);
gl_context.shaderSource(vs,vs_src);
gl_context.compileShader(vs);
if(!gl_context.getShaderParameter(vs,gl_context.COMPILE_STATUS)){
alert(gl_context.getShaderInfoLog(vs));
return;
}
var fs = gl_context.createShader(gl_context.FRAGMENT_SHADER);
gl_context.shaderSource(fs,fs_src);
gl_context.compileShader(fs);
if(!gl_context.getShaderParameter(vs,gl_context.COMPILE_STATUS)){
alert(gl_context.getShaderInfoLog(fs));
return;
}
//加载选择的顶点和片断
var shaderProgram = gl_context.createProgram();
gl_context.attachShader(shaderProgram, vs);
gl_context.attachShader(shaderProgram, fs);
gl_context.linkProgram(shaderProgram);
if (!gl_context.getProgramParameter(shaderProgram, gl_context.LINK_STATUS)) {
alert("Could not initialise shaders");
return;
}
//绑定shader中的参数变量
var shader_pos = gl_context.getAttribLocation(shaderProgram, "a_Position");
var shader_uv = gl_context.getAttribLocation(shaderProgram, "a_UV");
var shaderModelViewMatrixUniform = gl_context.getUniformLocation(shaderProgram,"modelViewMatrix");
var shaderProjectionMatrixUniform = gl_context.getUniformLocation(shaderProgram,"projectionMatrix");
var shaderOffsetMatrixUniform = gl_context.getUniformLocation(shaderProgram,"offsetMatrix");
var SamplerUniform = gl_context.getUniformLocation(shaderProgram,"A_Texture");
/* 正方形顶点位置
0 , 1
2 , 3
*/
var vertices = new Float32Array([-0.3,0.3,-1,0.3,0.3,-1,-0.3,-0.3,-1,0.3,-0.3,-1]);
var indices = [0,1,2,1,2,3];
var uvs = [0,0,1,0,0,1,1,1];
var matOffset = [];
FlyMath.Matrix.Identity(matOffset);
var quad_buf = gl_context.createBuffer();
var indexBuffer = gl_context.createBuffer();
var uvBuffer = gl_context.createBuffer();
//使用选择的程序,激活缓冲区,渲染
gl_context.useProgram(shaderProgram);
gl_context.enableVertexAttribArray(shader_pos);
gl_context.enableVertexAttribArray(shader_uv);
gl_context.bindBuffer(gl_context.ARRAY_BUFFER, quad_buf);
gl_context.bufferData(gl_context.ARRAY_BUFFER, new Float32Array(vertices), gl_context.STATIC_DRAW);
gl_context.vertexAttribPointer(shader_pos, 3, gl_context.FLOAT, false, 0, 0);
gl_context.bindBuffer(gl_context.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl_context.bufferData(gl_context.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl_context.STATIC_DRAW);
gl_context.bindBuffer(gl_context.ARRAY_BUFFER,uvBuffer);
gl_context.bufferData(gl_context.ARRAY_BUFFER,new Float32Array(uvs),gl_context.STATIC_DRAW);
gl_context.vertexAttribPointer(shader_uv, 2, gl_context.FLOAT, false, 0, 0);
//绑定矩阵
gl_context.uniformMatrix4fv(shaderModelViewMatrixUniform,false,matView);
gl_context.uniformMatrix4fv(shaderProjectionMatrixUniform,false,matProject);
gl_context.uniformMatrix4fv(shaderOffsetMatrixUniform,false,matOffset);
//绑定纹理图片,设置纹理坐标方式
var img_texture = gl_context.createTexture();
gl_context.bindTexture(gl_context.TEXTURE_2D, img_texture);
gl_context.texImage2D(gl_context.TEXTURE_2D, 0, gl_context.RGBA, gl_context.RGBA, gl_context.UNSIGNED_BYTE, curImg);
gl_context.texParameteri(gl_context.TEXTURE_2D, gl_context.TEXTURE_MIN_FILTER, gl_context.NEAREST);
gl_context.texParameteri(gl_context.TEXTURE_2D, gl_context.TEXTURE_MAG_FILTER, gl_context.NEAREST);
gl_context.texParameteri(gl_context.TEXTURE_2D, gl_context.TEXTURE_WRAP_S, gl_context.CLAMP_TO_EDGE);
gl_context.texParameteri(gl_context.TEXTURE_2D, gl_context.TEXTURE_WRAP_T, gl_context.CLAMP_TO_EDGE);
gl_context.activeTexture(gl_context.TEXTURE0);
gl_context.bindTexture(gl_context.TEXTURE_2D, img_texture);
gl_context.uniform1i(SamplerUniform, 0);
//关闭混合功能
gl_context.disable(gl_context.BLEND);
gl_context.drawElements(gl_context.TRIANGLES,indices.length,gl_context.UNSIGNED_BYTE, 0);
//设置第二个正方形的偏移矩阵
FlyMath.Matrix.Identity(matOffset);
FlyMath.Matrix.Translation(matOffset,cur_x,0.0,0.1);
gl_context.uniformMatrix4fv(shaderOffsetMatrixUniform,false,matOffset);
//开启混合功能
gl_context.enable(gl_context.BLEND);
//混合函数设置
gl_context.blendFunc(gl_context.DST_COLOR,gl_context.ONE);
gl_context.drawElements(gl_context.TRIANGLES,indices.length,gl_context.UNSIGNED_BYTE, 0);
}