New*_*iao 3 javascript textures webgl
我想知道是否有 webgl 纹理水平翻转的功能。
我用谷歌搜索了这个问题。不过,我通过使用gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);得到了垂直翻转纹理的答案。如你所知。
我还尝试编写一个简单的函数来切换像素值以获得我想要的翻转纹理。但我还是想知道有没有什么方法可以直接用来水平翻转webgl纹理?
小智 6
实际上,更常见的方法是用 1 减去要翻转的轴:
TexCoord.y = 1.0 - TexCoord.y;
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更好的问题是你想做什么。你说你想翻转纹理。为什么?你想达到什么目的?
有很多方法可以绘制翻转的纹理。绘制某个方向不需要翻转纹理的数据。假设您正在绘制一个带有纹理的矩形。你可以
所有这些都可以说比尝试实际翻转纹理数据更快、更有用。今天你问如何x-翻转数据。明天您将询问如何旋转数据。您通常不会进行 x 翻转或旋转纹理,而是操作顶点和/或纹理坐标。
再说一次,您认为 x 翻转纹理数据可以解决什么问题?
旧的固定函数 OpenGL 有一个纹理矩阵,对应于上面的最后一个想法。你可能有一个像这样的顶点着色器
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
// pass through to fragment shader
v_texcoord = texcoord;
}
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你可以像这样添加一个纹理矩阵
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
uniform mat4 textureMatrix; // ADDED!!
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
// pass through to fragment shader after
// multiplying by texture matrix
v_texcoord = (textureMatrix * vec4(texcoord, 0, 1)).xy; // CHANGED !!
}
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这是使用纹理矩阵以多种方式绘制相同纹理的示例
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
// pass through to fragment shader
v_texcoord = texcoord;
}
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attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
uniform mat4 textureMatrix; // ADDED!!
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
// pass through to fragment shader after
// multiplying by texture matrix
v_texcoord = (textureMatrix * vec4(texcoord, 0, 1)).xy; // CHANGED !!
}
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var m4 = twgl.m4;
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
var arrays = {
position: {
numComponents: 2,
data: [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
],
},
texcoord: [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
],
};
var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
// make a texture from a 2d canvas. We'll make an F so we can see it's orientation
var ctx = document.createElement("canvas").getContext("2d");
ctx.width = 64;
ctx.height = 64;
ctx.fillStyle = "red";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height / 2);
ctx.fillStyle = "blue";
ctx.fillRect(0, ctx.canvas.height / 2, ctx.canvas.width, ctx.canvas.height / 2);
ctx.fillStyle = "yellow";
ctx.font = "100px sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("F", ctx.canvas.width / 2, ctx.canvas.height / 2);
var tex = twgl.createTexture(gl, { src: ctx.canvas });
var uniforms = {
matrix: m4.identity(),
textureMatrix: m4.identity(),
texture: tex,
};
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
for (var ii = 0; ii < 10; ++ii) {
var flipX = ii & 0x1;
var flipY = ii & 0x2;
var swap = ii & 0x4;
var rot = ii & 0x8;
var x = ii % 5;
var y = ii / 5 | 0;
var m = uniforms.matrix;
m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1, m);
m4.translate(m, [x * 59 + 2, y * 59 + 2, 0], m);
m4.scale(m, [58, 58, 1], m);
var tm = uniforms.textureMatrix;
m4.identity(tm);
if (flipX) {
m4.translate(tm, [1, 0, 0], tm);
m4.scale(tm, [-1, 1, 1], tm);
}
if (flipY) {
m4.translate(tm, [0, 1, 0], tm);
m4.scale(tm, [1, -1, 1], tm);
}
if (swap) {
m4.multiply(tm, [
0, 1, 0, 0,
1, 0, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
], tm);
}
if (rot) {
m4.translate(tm, [0.5, 0.5, 0], tm);
m4.rotateZ(tm, Math.PI * 0.25, tm);
m4.translate(tm, [-0.5, -0.5, 0], tm);
}
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, gl.TRIANGLES, bufferInfo);
}
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