whi*_*ok6 2 gradient colors glsl webgl linear-interpolation
我正在学习 WebGL,并且为每个顶点绘制了一个带有颜色的全屏四边形。没有照明或法线或透视矩阵或深度缓冲区;我只是在绘制渐变背景。这就是我得到的:
它看起来不错,但我不禁注意到从右下角到左上角的对角线涂抹。我觉得这是线性插值远相反顶点的人工制品。我正在画两个三角形:左下角和右上角。我想我会使用 OpenGL 而不是 WebGL 得到类似的结果。
给定相同的四种颜色和相同大小的矩形,有没有办法渲染它,使两个三角形之间的边缘不那么明显?也许更多的顶点,或不同的混合功能?我不确定每个像素的颜色应该是什么;我只是想知道如何摆脱对角线涂抹。
问题是右上角的三角形不知道左下角,所以右上角的三角形不包括左下角的任何蓝色(反之亦然)
有几种方法可以解决这个问题。
一种是使用带有线性采样的 2x2 纹理。您必须做一些额外的数学运算才能使插值正确,因为纹理仅在像素之间进行插值
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+---|---+---|---+
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| +-------+ |
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+-------+-------+
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上面是一个 4 像素的纹理,拉伸到 14 x 6。采样发生在像素之间,所以只有这个中心区域会得到渐变。在该区域之外将使用纹理外部的像素进行采样,因此使用CLAMP_TO_EDGE或使用 REPEAT 在纹理的另一侧进行采样。
+-------+-------+
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| +-------+ |
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+---|---+---|---+
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| +-------+ |
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+-------+-------+
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const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
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.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
const vec2 texSize = vec2(2, 2); // could pass this in
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex,
(v_texcoord * (texSize - 1.0) + 0.5) / texSize);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
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canvas { border: 1px solid black; }
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注意:要了解我对纹理坐标所需的额外数学的含义,这里是相同的示例,没有额外的数学
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
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const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
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.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
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canvas { border: 1px solid black; }
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当然,我们可以在 JavaScript 中修复纹理坐标,而不是在片段着色器中进行数学运算
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
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const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
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.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0.25, 0.25,
0.75, 0.25,
0.25, 0.75,
0.25, 0.75,
0.75, 0.25,
0.75, 0.75,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
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canvas { border: 1px solid black; }
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另一种方法是根据这些角自己进行插值(这实际上是在执行前面示例中纹理采样器所做的工作,即 4 种颜色的双线性插值)。
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
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const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254/255, 217/255, 138/255];
const tr = [252/255, 252/255, 252/255];
const bl = [ 18/255, 139/255, 184/255];
const br = [203/255, 79/255, 121/255];
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform vec3 tl;
uniform vec3 tr;
uniform vec3 bl;
uniform vec3 br;
void main() {
vec3 l = mix(bl, tl, v_texcoord.t);
vec3 r = mix(br, tr, v_texcoord.t);
vec3 c = mix(l, r, v_texcoord.s);
gl_FragColor = vec4(c, 1);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
const tlLoc = gl.getUniformLocation(program, 'tl');
const trLoc = gl.getUniformLocation(program, 'tr');
const blLoc = gl.getUniformLocation(program, 'bl');
const brLoc = gl.getUniformLocation(program, 'br');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
gl.uniform3fv(tlLoc, tl);
gl.uniform3fv(trLoc, tr);
gl.uniform3fv(blLoc, bl);
gl.uniform3fv(brLoc, br);
gl.drawArrays(gl.TRIANGLES, 0, 6);
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canvas { border: 1px solid black; }
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