如何正确混合两个三角形的颜色并去除对角线涂抹

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:

全屏渐变

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。

gma*_*man 5

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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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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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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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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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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