WebGL画布背景



我想简单地添加一个"天空;背景,这样它就不会覆盖对象,而只是在对象后面可见。

我试过了,但如果不将其应用于场景中绘制的其他对象,我不知道该怎么做。

不幸的是,我不得不在不使用任何高级库(如three.js等(的情况下完成所有这些

我想使用的背景是/Assets/sky.jpg

这里的js文件:

var program0;
var program1;
var gl;
var shaderDir;
var baseDir;
var lastUpdateTime;
var boatModel;
var rockModel;
var rock2Model;
var oceanModel;


var object = [];
//attributes and uniforms
var positionAttributeLocation = Array();
var uvAttributeLocation = Array();
var matrixLocation = Array();
var textLocation = Array();
var normalAttributeLocation = Array();
var normalMatrixPositionHandle = Array();
var worldViewMatrixLocation = Array();
var worldViewMatrixLocation_transpose = Array();
var materialDiffColorHandle = Array();
var lightDirectionHandle = Array();
var lightColorHandle = Array();
var ambientLightcolorHandle = Array();
var specularColorHandle = Array();
var specShineHandle = Array();

var vaos = new Array();
var textures = new Array();
var modelStr = Array();
var modelTexture = Array();
//matrices
var viewMatrix;
var perspectiveMatrix;
//lights
//define directional light
var dirLightAlpha = -utils.degToRad(180);
var dirLightBeta = -utils.degToRad(100);
var directionalLight;
var directionalLightColor;
var ambientLight = [0.5, 0.5, 0.5];
var specularColor = [0.0, 0.0, 0.0];
var specShine = 0.0;
//camera
var cx = 0;
var cy = 0;
var cz = 1;
var camAngle = 0;
var camElev = 5;
//boat kinematics
var linearDir = 0;
var linearVel = 0;
var velX = 0;
var velZ = 0;
var maxLinearVel = 0.01;
var linearAcc = 0.0001;
var linearDrag = 0.005;
var turningDir = 0;
var angularVel = 0.0;
var maxAngularVel = 0.2;
var angularAcc = 0.01;
var angularDrag = 0.01;
modelStr[0] = 'Assets/Boat/Boat.obj';
modelStr[1] = 'Assets/Rocks/Rock1/rock1.obj';
modelStr[2] = 'Assets/Rocks/Rock2/Rock_1.obj';
modelStr[3] = 'Assets/ocean-obj/ocean.obj';
//modelStr[3] = 'Assets/ocean2/hdri-ca-sky.obj';
modelTexture[0] = 'Assets/Boat/textures/boat_diffuse.bmp';
modelTexture[1] = 'Assets/Rocks/Rock1/textures/rock_low_Base_Color.png';
modelTexture[2] = 'Assets/Rocks/Rock2/Rock_1_Tex/Rock_1_Base_Color.jpg';
modelTexture[3] = 'Assets/ocean-obj/woter.jpg';
//modelTexture[3] = 'Assets/ocean2/CA-Sky-2016-04-15-11-30-am.jpg';
modelTexture[4] = 'Assets/Sea/sea.jpg'
var nFrame = 0;

/***********************************************************************************************/
class Item {
x; y; z;
Rx; Ry; Rz;
S;
vertices;
normals;
indices;
texCoords;
materialColor;

constructor(x, y, z, Rx, Ry, Rz, S) {
this.x = x;
this.y = y;
this.z = z;
this.Rx = Rx;
this.Ry = Ry;
this.Rz = Rz;
this.S = S;

}
buildWorldMatrix() {
return utils.MakeWorld(this.x, this.y, this.z, this.Rx, this.Ry, this.Rz, this.S);
}

setAttr(objectVertices, objectNormals, objectIndices, objectTexCoords) {
this.vertices = objectVertices;
this.normals = objectNormals;
this.indices = objectIndices;
this.texCoords = objectTexCoords;
}
setMaterialColor(materialColorArray) {
this.materialColor = materialColorArray;
}

}
//objects
var rock = new Item(1.0, -0.5, -3.0, 0.0, 0.0, 0.0, 1.0 / 20.0);
var boat = new Item(0.0, -0.15, 0.0, 90.0, 0.0, 0.0, 1.0 / 1000.0);
var rock2 = new Item(-1.0, -0.4, -3, -30.0, 0.0, 0.0, 1.0 / 10.0);
var ocean = new Item(0.0, -0.02, 0.0, 90.0, 0.0, 0.0, 100.0);
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
function main() {
utils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
setFloorCoord();
/* Load corresponding information from the models */
object[0] = boat;
object[1] = rock;
object[2] = rock2;
object[3] = ocean;
boat.setAttr(boatModel.vertices, boatModel.vertexNormals, boatModel.indices, boatModel.textures);
boat.setMaterialColor([1.0, 1.0, 1.0]); // set material color for boat
rock.setAttr(rockModel.vertices, rockModel.vertexNormals, rockModel.indices, rockModel.textures);
rock.setMaterialColor([1.0, 1.0, 1.0]); // set material color for rock
rock2.setAttr(rock2Model.vertices, rock2Model.vertexNormals, rock2Model.indices, rock2Model.textures);
rock2.setMaterialColor([1.0, 1.0, 1.0]);
ocean.setAttr(oceanModel.vertices, oceanModel.vertexNormals, oceanModel.indices, oceanModel.textures);
ocean.setMaterialColor([1.0, 1.0, 1.0]);

directionalLight = [Math.cos(dirLightAlpha) * Math.cos(dirLightBeta),
Math.sin(dirLightAlpha),
Math.cos(dirLightAlpha) * Math.sin(dirLightBeta)
];
directionalLightColor = [1.0, 1.0, 1.0];
/* Retrieve the position of the attributes and uniforms */
getShadersPos()
objectWorldMatrix = Array();
objectWorldMatrix[0] = boat.buildWorldMatrix(); //boat WorldMatrix
objectWorldMatrix[1] = rock.buildWorldMatrix(); //rock WorlMatrix
objectWorldMatrix[2] = rock2.buildWorldMatrix();
objectWorldMatrix[3] = ocean.buildWorldMatrix();

perspectiveMatrix = utils.MakePerspective(90, gl.canvas.width / gl.canvas.height, 0.1, 100.0);
viewMatrix = utils.MakeView(0.0, 1.0, 1.0, 15.0, 0.0);
setBuffers();
drawScene();
}
async function init() {
var path = window.location.pathname;
var page = path.split("/").pop();
baseDir = window.location.href.replace(page, '');
shaderDir = baseDir + "shaders/";
var canvas = document.getElementById("c");

lastUpdateTime = (new Date).getTime();
gl = canvas.getContext("webgl2");
if (!gl) {
document.write("GL context not opened");
return;
}

await utils.loadFiles([shaderDir + 'vs.glsl', shaderDir + 'fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program0 = utils.createProgram(gl, vertexShader, fragmentShader);
});
await utils.loadFiles([shaderDir + 'vs_unlit.glsl', shaderDir + 'fs_unlit.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program1 = utils.createProgram(gl, vertexShader, fragmentShader);
});

//###################################################################################
//This loads the obj model in the boatModel variable
var boatObjStr = await utils.get_objstr(baseDir + modelStr[0]);
boatModel = new OBJ.Mesh(boatObjStr);
//###################################################################################
//###################################################################################
//This loads the obj model in the rockModel variable
var rockObjStr = await utils.get_objstr(baseDir + modelStr[1]);
rockModel = new OBJ.Mesh(rockObjStr);
//###################################################################################
//###################################################################################
//This loads the obj model in the rockModel variable
var rock2ObjStr = await utils.get_objstr(baseDir + modelStr[2]);
rock2Model = new OBJ.Mesh(rock2ObjStr);
//###################################################################################
var oceanObjStr = await utils.get_objstr(baseDir + modelStr[3]);
oceanModel = new OBJ.Mesh(oceanObjStr);
initControls(canvas);
main();
}

function getShadersPos() {
positionAttributeLocation[0] = gl.getAttribLocation(program0, "a_position");
uvAttributeLocation[0] = gl.getAttribLocation(program0, "a_uv");
matrixLocation[0] = gl.getUniformLocation(program0, "matrix");
worldViewMatrixLocation[0] = gl.getUniformLocation(program0, "worldviewmatrix");
worldViewMatrixLocation_transpose[0] = gl.getUniformLocation(program0, "worldviewmatrix_t");
textLocation[0] = gl.getUniformLocation(program0, "u_texture");
normalAttributeLocation[0] = gl.getAttribLocation(program0, "inNormal");
normalMatrixPositionHandle[0] = gl.getUniformLocation(program0, 'nMatrix');
materialDiffColorHandle[0] = gl.getUniformLocation(program0, 'mDiffColor');
lightDirectionHandle[0] = gl.getUniformLocation(program0, 'lightDirection');
lightColorHandle[0] = gl.getUniformLocation(program0, 'lightColor');
ambientLightcolorHandle[0] = gl.getUniformLocation(program0, 'ambientLightcolor');
specularColorHandle[0] = gl.getUniformLocation(program0, 'specularColor');
specShineHandle[0] = gl.getUniformLocation(program0, 'SpecShine');

}
function setBuffers() {
for (let i = 0; i < object.length; i++) {
vaos[i] = gl.createVertexArray();
gl.bindVertexArray(vaos[i])
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].vertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionAttributeLocation[0]);
gl.vertexAttribPointer(positionAttributeLocation[0], 3, gl.FLOAT, false, 0, 0);
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].texCoords), gl.STATIC_DRAW);
gl.enableVertexAttribArray(uvAttributeLocation[0]);
gl.vertexAttribPointer(uvAttributeLocation[0], 2, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(object[i].indices), gl.STATIC_DRAW);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(object[i].normals), gl.STATIC_DRAW);
gl.enableVertexAttribArray(normalAttributeLocation[0]);
gl.vertexAttribPointer(normalAttributeLocation[0], 3, gl.FLOAT, false, 0, 0);
textures[i] = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[i]);
image = new Image();
image.crossOrigin = "anonymous";
image.src = baseDir + modelTexture[i];
image.onload = function (texture, image) {
return function () {
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
// Check if the image is a power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn off mips and set wrapping to clamp to edge
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);
}
};
}(textures[i], image);
}
}

function drawObjects() {
for (let i = 0; i < object.length; ++i) {
gl.useProgram(program0);
var viewWorldMatrix = utils.multiplyMatrices(viewMatrix, objectWorldMatrix[i]);
var projectionMatrix = utils.multiplyMatrices(perspectiveMatrix, viewWorldMatrix);
gl.uniformMatrix4fv(matrixLocation[0], gl.FALSE, utils.transposeMatrix(projectionMatrix));
gl.uniformMatrix4fv(worldViewMatrixLocation_transpose[0], gl.FALSE, utils.transposeMatrix(utils.invertMatrix(utils.transposeMatrix(viewWorldMatrix))));
gl.uniformMatrix4fv(worldViewMatrixLocation[0], gl.FALSE, utils.transposeMatrix(viewWorldMatrix));
gl.uniformMatrix4fv(normalMatrixPositionHandle[0], gl.FALSE, utils.transposeMatrix(utils.invertMatrix(utils.transposeMatrix(objectWorldMatrix[i]))));
gl.uniform3fv(materialDiffColorHandle[0], object[i].materialColor);
gl.uniform3fv(lightColorHandle[0], directionalLightColor);
gl.uniform3fv(lightDirectionHandle[0], directionalLight);
gl.uniform3fv(ambientLightcolorHandle[0], ambientLight);
gl.uniform3fv(specularColorHandle[0], specularColor);
gl.uniform1f(specShineHandle[0], specShine);

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[i]);
gl.uniform1i(textLocation[0], textures[i]);

gl.bindVertexArray(vaos[i]);
gl.drawElements(gl.TRIANGLES, object[i].indices.length, gl.UNSIGNED_SHORT, 0);
}

}
var counter = 0;
function animate(item) {
var currentTime = (new Date).getTime();
if (lastUpdateTime != null) {
boatDynamic(currentTime);
var deltaC = (30 * (currentTime - lastUpdateTime)) / 1000.0;
//item.z += deltaC/100;

//item.Rz += deltaC;
}
/* depending on which object we want to animate we change the worldmatrix of the object */
//objectWorldMatrix[0] = utils.MakeWorld(0.0, item.y, item.z, item.Rx, item.Ry, item.Rz, item.S);
counter += 0.005;
//item.z = counter % 2;
//item.y = counter;
//(0, -1, 2, 45, 0)
//item.z -= 0.002;
viewMatrix = utils.MakeView(cx + item.x, cy + 1, 2 + item.z, camElev, 0);
//<---- la barca si muove verso la z negativa
//item.y += 0.002;
objectWorldMatrix[0] = item.buildWorldMatrix();

//objectWorldMatrix[1] = rock.buildWorldMatrix();
//objectWorldMatrix[2] = rock2.buildWorldMatrix();
lastUpdateTime = currentTime;
}
function drawScene() {
animate(boat);
gl.clearColor(0.85, 0.85, 0.85, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);

// DRAW THE OBJECTS IN THE SCENE
drawObjects();
window.requestAnimationFrame(drawScene);
}
//controls
var keys = [];
var vz = 0.0;
var rvy = 0.0;
var keyFunctionDown = function (e) {
if (!keys[e.keyCode]) {
keys[e.keyCode] = true;
switch (e.keyCode) {
case 37: //LEFT ARROW KEY DOWN
turningDir = - 1;
break;
case 39: //RIGHT ARROW KEY DOWN
turningDir = + 1;
break;
case 38: //UP ARROW KEY DOWN
linearDir = + 1;
break;
case 40: //DOWN ARROW KEY DOWN
linearDir = - 1;
break;
//camera controls
case 87:
camElev += 5;
console.log(camElev)
break;
case 83:
camElev -= 5;
console.log(camElev)
break;
}
}
}
var keyFunctionUp = function (e) {
if (keys[e.keyCode]) {
keys[e.keyCode] = false;
switch (e.keyCode) {
case 37: //LEFT ARROW KEY UP
turningDir = 0;
break;
case 39: //RIGHT ARROW KEY UP
turningDir = 0;
break;
case 38: //UP ARROW KEY UP
linearDir = 0;
break;
case 40: //DOWN ARROW KEY DOWN
linearDir = 0;
break;
}
}
}
function initControls(canvas) {
window.addEventListener("keyup", keyFunctionUp, false);
window.addEventListener("keydown", keyFunctionDown, false);

}

function boatDynamic(currentTime) {
//console.log(linearVel);
//boat turning
angularVel += turningDir * angularAcc;
if (Math.abs(angularVel) >= maxAngularVel)
angularVel = Math.sign(angularVel) * maxAngularVel;
//angular velocity degradation
angularVel = angularVel * (1 - angularDrag);
boat.Rx += angularVel;
//boat speed
linearVel += linearDir * linearAcc;
if (Math.abs(linearVel) >= maxLinearVel)
linearVel = Math.sign(linearVel) * maxLinearVel;
//linear vel degradation
linearVel = linearVel * (1 - linearDrag)
//linear velocity axis decomposition
velX = - linearVel * Math.cos(utils.degToRad(boat.Rx));
velZ = - linearVel * Math.sin(utils.degToRad(boat.Rx));

boat.x += velX;
boat.z += velZ;

//simple boat "wobbling" around its y axis, must be implemented better
if (Math.random() > 0.8) {
boat.Ry += Math.sin(utils.degToRad(currentTime)) / 8;
}
}

function dirLightChange(value, type) {
if (type == 'alpha')
dirLightAlpha = -utils.degToRad(value);
else
dirLightBeta = -utils.degToRad(value);
directionalLight = [Math.cos(dirLightAlpha) * Math.cos(dirLightBeta),
Math.sin(dirLightAlpha),
Math.cos(dirLightAlpha) * Math.sin(dirLightBeta)
];
drawObjects();

}
function onColorChange(value, type) {
let result = HEX2RGB(value);
var r = result[0] / 255.0;
var g = result[1] / 255.0;
var b = result[2] / 255.0;
if (type == 'ambient')
ambientLight = [r, g, b];
else if (type == 'directional')
directionalLightColor = [r, g, b];
else if (type == 'material')
boat.setMaterialColor([r, g, b]);
else
specularColor = [r, g, b];
drawObjects();
}
function onSpecShineChange(value) {
specShine = value;
drawObjects();
}

window.onload = init;

这里的回购与整个项目:回购

  • 方法1最简单的

    1. 清除深度缓冲区
    2. 关闭深度测试
    3. 用你的天空纹理画一个平面
    4. 开启深度测试
    5. 绘制对象
  • 方法2(效率略高(

    1. 清除深度缓冲区
    2. 将深度函数设置为LESS
    3. 开启深度测试
    4. 绘制不透明对象
    5. 将深度函数设置为LEQUAL
    6. 绘制一个天空纹理为Z=1的平面
    7. 绘制透明对象

注意:使用自定义着色器在Z=1处绘制平面最简单。

示例:https://stackoverflow.com/a/52508687/128511

许多过时的3D引擎试图使用绘制其他一切的系统。换句话说,他们只实现了一件事,一个用单个投影矩阵和视图矩阵绘制所有对象的循环,所以他们必须计算一个模型矩阵来定位平面,使其恰好显示在当前视图和当前投影中的-Z处。这是愚蠢的IMO.

另一件稍微不过时的3D引擎所做的事情是让绘制的每个对象使用不同的投影和视图矩阵。在这种情况下,平面的投影和视图矩阵可以设置为类似的值(假设平面在Z=0 处具有顶点

view matrix = identity
projection matrix = [
1, 0, 0, 0
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 1, 1,
];
Will move Z to 1.

然后,您可能想要设置第一个1(宽度(和第二个1(高度(,如这个答案所示(与上面相同(

如果是我,我会像现代引擎一样使用不同的着色器,比如上面第一个链接中的着色器,只用于绘制图像。

注意:您可能还想查看skyboxes

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