纯WebGL虚线

Rob*_*xyz 2 javascript glsl webgl

我正在尝试使用纯webgl创建一个虚线.我知道这已经有了一个问题,也许我很愚蠢,但我无法弄清楚如何让它发挥作用.我理解这个概念,但我不知道如何在着色器中获得沿路径的距离.之前的回答有以下几行:

varying float LengthSoFar; // <-- passed in from the vertex shader
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那我该怎么LengthSoFar办?如何在顶点着色器中计算它?

我完全错过了什么吗?有人可以给我一个有效的例子吗?或者至少有一些好的线索?这几天我一直在撞墙.

gma*_*man 6

我假设它像这样工作.你有一个仓位缓冲区.你做了一个相应的缓冲区lengthSoFar,

function distance(array, ndx1, ndx2) 
{
  ndx1 *= 3;
  ndx2 *= 3;

  var dx = array[ndx1 + 0] - array[ndx2 + 0];
  var dy = array[ndx1 + 1] - array[ndx2 + 1];
  var dz = array[ndx1 + 2] - array[ndx2 + 2];

  return Math.sqrt(dx * dx + dy * dy + dz * dz);
}

var positions = 
[
  0.123, 0.010, 0.233,
  0.423, 0.312, 0.344,
  0.933, 1.332, 0.101,
];

var lengthSoFar = [0];  // the length so far starts at 0
for (var ii = 1; ii < positions.length / 3; ++ii) 
{
  lengthSoFar.push(lengthSoFar[ii - 1] + distance(positions, ii - 1, ii));
}
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现在,你可以为两个缓冲器positionslengthSoFar,并通过lengthSoFar作为一个属性到你的顶点着色器,并从那里将它作为不同的对您的片段着色器.

不幸的是,它不适用于索引几何(最常见的类型?).换句话说,它不适用于gl.drawElements,只有gl.drawArrays.此外,虚线将以3D划线而不是2D,因此进入屏幕(远离观察者)的线看起来与穿过屏幕的线看起来不同.当然,如果您正在绘制2D,那么没有问题.

如果这些限制对你有好处,你会回答这个问题吗?

const gl = document.querySelector("#c").getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_lengthSoFar"]);
gl.useProgram(program);

function distance(array, ndx1, ndx2) 
{
  ndx1 *= 3;
  ndx2 *= 3;

  var dx = array[ndx1 + 0] - array[ndx2 + 0];
  var dy = array[ndx1 + 1] - array[ndx2 + 1];
  var dz = array[ndx1 + 2] - array[ndx2 + 2];

  return Math.sqrt(dx * dx + dy * dy + dz * dz);
}

// Used this line in the console to generate the positions
// var sub = 10; for (var ii = 0; ii <= sub; ++ii) { r = (ii & 1) ? 0.5 : 0.9; a = ii * Math.PI * 2 / sub; console.log((Math.cos(a) * r).toFixed(3) + ", " + (Math.sin(a) * r).toFixed(3) + ", "); }

var positions = [
  0.900, 0.000, 0,
  0.405, 0.294, 0,
  0.278, 0.856, 0,
  -0.155, 0.476, 0,
  -0.728, 0.529, 0,
  -0.500, 0.000, 0,
  -0.728, -0.529, 0,
  -0.155, -0.476, 0,
  0.278, -0.856, 0,
  0.405, -0.294, 0,
  0.900, -0.000, 0,
];
    
var lengthSoFar = [0];  // the length so far starts at 0
for (var ii = 1; ii < positions.length / 3; ++ii) 
{
  lengthSoFar.push(lengthSoFar[ii - 1] + distance(positions, ii - 1, ii));
}

var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(lengthSoFar), gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);

// Since uniforms default to '0' and since 
// the default active texture is '0' we don't
// have to setup the texture uniform. 
var pixels = [
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 255, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
    255, 0, 0, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
    255, 0, 0, 255,
    0, 0, 0, 0,
    0, 0, 0, 0,
];

var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
    gl.TEXTURE_2D, 0, gl.RGBA, pixels.length / 4, 1, 0,
    gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(pixels));
gl.texParameteri(
    gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(
    gl.TEXTURE_2D, gl.TEXTURE_MAG_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);

gl.drawArrays(gl.LINE_STRIP, 0, positions.length / 3);
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canvas { border: 1px solid black; }
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<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    attribute float a_lengthSoFar;
    varying float v_lengthSoFar;
    void main() {
      gl_Position = a_position;
      v_lengthSoFar = a_lengthSoFar;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying float v_lengthSoFar;
uniform sampler2D u_pattern;
#define NumDashes 6.0
void main() {
    gl_FragColor = texture2D(
      u_pattern, 
      vec2(fract(v_lengthSoFar * NumDashes)), 0.5);
}
</script>
<canvas id="c" width="300" height="300"></canvas>
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注意:这篇文章可能有助于解释变化的工作原理

另请注意,您无法更改线条的粗细.要做到这一点,你需要从三角形绘制线条

  • 制作1xN纹理,使用lengthSoFar作为纹理坐标,如gl_FragColor = texture2D(oneByNTexture,vec2(fract(v_lengthSoFar*fudge),0.5)); http://jsfiddle.net/greggman/gUqmm/ (2认同)