51 WebGL切换着色器

来源:互联网 发布:淘宝代充可靠吗 编辑:程序博客网 时间:2024/06/07 04:50

到目前为止,以前的程序都是用了一个着色器(顶点着色器和片元着色器),如果一个着色器就能绘制出场景中所有的物体,那就没有问题。然而事实是,对不同物体经常需要使用不同的着色器来绘制,每个着色器中可能有非常复杂的逻辑以实现各种不同的效果。我们可以准备多个着色器,然后根据需要来切换使用它们。


实现切换着色器

为了切换着色器,需要先创建多个着色器程序对象,然后再进行绘制前选择使用的程序对象。以前在39 WebGL着色器和着色器程序对象:initShader()函数的作用中介绍了如何创建程序对象。我们使用gl.useProgram()函数来进行切换。由于现在需要显式地操作着色器和程序对象,所以不能再使用initShaders()函数。但是,可以使用定义在cuon-utils.js中的createProgram()函数,实际上initShaders()函数内部也是调用该函数来创建着色器对象的。

下面是示例程序的流程步骤,由于它创建了两个程序对象,做了两轮相同的操作,所以看上去有点长。关键的代码实际上很简单。

(1)准备用来绘制单色立方体的着色器。

(2)准备用来绘制纹理立方体的着色器。

(3)调用createProgram()函数,利用第一步创建出的着色器,创建着色器程序对象。

(4)调用createProgram()函数,利用第二步创建出的着色器,创建着色器程序对象。

(5)调用gl.useProgram()函数,指定使用第3步创建出的着色器程序对象。

(6)通过缓冲区对象向着色器中传入attribute变量并开启之。

(7)绘制单色立方体。

(8)调用gl.useProgram()函数,指定使用第4步创建出的着色器程序对象。

(9)通过缓冲区对象向着色器传入attribute变量并开启之。

(10)绘制纹理立方体。


示例代码:

<!DOCTYPE html><html lang="en"><head>    <meta charset="UTF-8">    <meta name="viewport"          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">    <meta http-equiv="X-UA-Compatible" content="ie=edge">    <title>Title</title>    <style>        body {            margin: 0;            overflow: hidden;        }        #canvas {            margin: 0;            display: block;        }    </style></head><body onload="main()"><canvas id="canvas" height="800" width="800"></canvas></body><script src="lib/webgl-utils.js"></script><script src="lib/webgl-debug.js"></script><script src="lib/cuon-utils.js"></script><script src="lib/cuon-matrix.js"></script><script>    //设置WebGL全屏显示    var canvas = document.getElementById("canvas");    canvas.width = window.innerWidth;    canvas.height = window.innerHeight;    //单色立方体的着色器    var solidVertexShaderSource = "" +        "attribute vec4 a_Position;\n" +        "attribute vec4 a_Normal;\n" +        "uniform mat4 u_MvpMatrix;\n" +        "uniform mat4 u_NormalMatrix;\n" +        "varying vec4 v_Color;\n" +        "void main(){\n" +        "   vec3 lightDirection = vec3(0.0,0.0, 1.0);\n" +//设置灯光的坐标位置(世界坐标下)        "   vec4 color = vec4(0.0, 1.0, 1.0, 1.0);\n" + //设置立方体的颜色        "   gl_Position = u_MvpMatrix * a_Position;\n" +        "   vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));\n" +        "   float nDotL = max(dot(normal, lightDirection), 0.0);\n" +        "   v_Color = vec4(color.rgb * nDotL, color.a);\n" +        "}\n";    var solidFragmentShaderSource = "" +        "#ifdef GL_ES\n" +        "precision mediump float;\n" +        "#endif\n" +        "varying vec4 v_Color;\n" +        "void main(){\n" +        "   gl_FragColor = v_Color;\n" +        "}\n";    //纹理立方体的着色器    var textureVertexShaderSource = "" +        "attribute vec4 a_Position;\n" +        "attribute vec4 a_Normal;\n" +        "attribute vec2 a_TexCoord;\n" +        "uniform mat4 u_MvpMatrix;\n" +        "uniform mat4 u_NormalMatrix;\n" +        "varying float v_NdotL;\n" +        "varying vec2 v_TexCoord;\n" +        "void main(){\n" +        "   vec3 lightDirection = vec3(0.0, 0.0, 1.0);\n" +        "   gl_Position = u_MvpMatrix * a_Position;\n" +        "   vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));\n" +        "   v_NdotL = max(dot(normal, lightDirection), 0.0);\n" +        "   v_TexCoord = a_TexCoord;\n" +        "}\n";    var textureFragmentShaderSource = "" +        "#ifdef GL_ES\n" +        "precision mediump float;\n" +        "#endif\n" +        "uniform sampler2D u_Sampler;\n" +        "varying vec2 v_TexCoord;\n" +        "varying float v_NdotL;\n" +        "void main(){\n" +        "   vec4 color = texture2D(u_Sampler, v_TexCoord);\n" +        "   gl_FragColor = vec4(color.rgb * v_NdotL, color.a);\n" +        "}\n";    function main() {        var canvas = document.getElementById("canvas");        var gl = getWebGLContext(canvas);        if (!gl) {            console.log("你的浏览器不支持WebGL");            return;        }        //初始化两个程序对象的着色器        var solidProgram = createProgram(gl,solidVertexShaderSource,solidFragmentShaderSource);        var textureProgram = createProgram(gl,textureVertexShaderSource,textureFragmentShaderSource);        if(!solidProgram || !textureProgram){            console.log("创建程序对象失败");            return;        }        //获取单色立方体的attribute和uniform存储位置        solidProgram.a_Position = gl.getAttribLocation(solidProgram, "a_Position");        solidProgram.a_Normal = gl.getAttribLocation(solidProgram, "a_Normal");        solidProgram.u_MvpMatrix = gl.getUniformLocation(solidProgram, "u_MvpMatrix");        solidProgram.u_NormalMatrix = gl.getUniformLocation(solidProgram, "u_NormalMatrix");        //获取纹理立方体的attribute和uniform存储位置        textureProgram.a_Position = gl.getAttribLocation(textureProgram, "a_Position");        textureProgram.a_Normal = gl.getAttribLocation(textureProgram, "a_Normal");        textureProgram.a_TexCoord = gl.getAttribLocation(textureProgram, "a_TexCoord");        textureProgram.u_MvpMatrix = gl.getUniformLocation(textureProgram, "u_MvpMatrix");        textureProgram.u_NormalMatrix = gl.getUniformLocation(textureProgram, "u_NormalMatrix");        textureProgram.u_Sampler = gl.getUniformLocation(textureProgram, "u_Sampler");        if(solidProgram.a_Position < 0 || solidProgram.a_Normal < 0 || !solidProgram.u_MvpMatrix || !solidProgram.u_NormalMatrix || textureProgram.a_Position < 0 || textureProgram.a_Normal < 0 || textureProgram.a_TexCoord < 0 || !textureProgram.u_MvpMatrix || !textureProgram.u_NormalMatrix || !textureProgram.u_Sampler){            console.log("无法获取变量的存储位置");            return;        }        //设置单色立方体的相关数据,并存入缓冲区        var cube = initVertexBuffers(gl);        if(!cube){            console.log("无法设置单色立方体的相关信息");            return;        }                //设置纹理立方体的纹理数据,并存入缓冲区        var texture = initTextures(gl,textureProgram);        if(!texture){            console.log("纹理数据存储失败");            return;        }        //开启隐藏面消除功能,并设置背景色        gl.enable(gl.DEPTH_TEST);        gl.clearColor(0.0, 0.0, 0.0, 1.0);        //计算视图投影矩阵        var viewProjectMatrix = new Matrix4();        viewProjectMatrix.setPerspective(30.0, canvas.width/canvas.height, 1.0, 100.0);        viewProjectMatrix.lookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);        //开始绘制立方体        var currentAngle = 0.0; // 当前立方体的角度        function tick() {            currentAngle = animate(currentAngle); //更新角度            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);            //绘制单色立方体            drawSolidCube(gl, solidProgram, cube, -2.0, currentAngle, viewProjectMatrix);            //绘制纹理立方体            drawTexCube(gl, textureProgram, cube, texture, 2.0, currentAngle, viewProjectMatrix);            requestAnimationFrame(tick);        }        tick();    }    function drawTexCube(gl, program, obj, texture, x, angle, viewProjectMatrix) {        gl.useProgram(program);        //分配缓冲对象并启用赋值        initAttributeVariable(gl, program.a_Position, obj.vertexBuffer); //顶点坐标        initAttributeVariable(gl, program.a_Normal, obj.normalBuffer); //法向量        initAttributeVariable(gl, program.a_TexCoord, obj.texCoordBuffer); //纹理坐标        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indexBuffer);        //设置好纹理对象,开启使用0号的纹理        gl.activeTexture(gl.TEXTURE0);        gl.bindTexture(gl.TEXTURE_2D, texture);        //绘制单色立方体        drawCube(gl, program, obj, x, angle, viewProjectMatrix);    }    function drawSolidCube(gl, program, obj, x, angle, viewProjectMatrix) {        gl.useProgram(program);        //分配缓冲区对象并启用赋值        initAttributeVariable(gl, program.a_Position, obj.vertexBuffer); //顶点坐标        initAttributeVariable(gl, program.a_Normal, obj.normalBuffer); //法向量        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indexBuffer); //绑定索引        //绘制单色立方体        drawCube(gl, program, obj, x, angle, viewProjectMatrix);    }    //声明绘制需要变换矩阵变量    var g_modelMatrix = new Matrix4();    var g_mvpMatrix = new Matrix4();    var g_normalMatrix = new Matrix4();    function drawCube(gl, program, obj, x, angle, viewProjectMatrix) {        //计算模型矩阵        g_modelMatrix.setTranslate(x, 0.0, 0.0);        g_modelMatrix.rotate(20.0, 1.0, 0.0, 0.0);        g_modelMatrix.rotate(angle, 0.0, 1.0, 0.0);        //计算出法向量的方向,并赋值        g_normalMatrix.setInverseOf(g_modelMatrix);        g_normalMatrix.transpose();        gl.uniformMatrix4fv(program.u_NormalMatrix, false, g_normalMatrix.elements);        //计算模型视图投影矩阵        g_mvpMatrix.set(viewProjectMatrix);        g_mvpMatrix.multiply(g_modelMatrix);        gl.uniformMatrix4fv(program.u_MvpMatrix, false, g_mvpMatrix.elements);        gl.drawElements(gl.TRIANGLES, obj.numIndices, obj.indexBuffer.type, 0);    }    function initAttributeVariable(gl,a_attribute, buffer) {        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);        gl.enableVertexAttribArray(a_attribute);    }    var angle_step = 30; //每秒旋转的增量    var last = +new Date(); //保存上次调用animate()函数的方法    function animate(angle) {        var now = +new Date();        var elapsed = now - last;        last = now;        var newAngle = angle + (angle_step * elapsed)/1000.0;        return newAngle % 360.0;    }        function initTextures(gl,program) {        var texture = gl.createTexture();        if(!texture){            console.log("无法创建纹理缓冲区");            return null;        }        var img = new Image();                img.onload = function () {            //将图形数据存入纹理对象            gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);            gl.activeTexture(gl.TEXTURE0);            gl.bindTexture(gl.TEXTURE_2D, texture);            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);            //将纹理存入到第一个纹理缓冲区            gl.useProgram(program);            gl.uniform1i(program.u_Sampler, 0);            gl.bindTexture(gl.TEXTURE_2D, null); //解绑当前        };        img.src = './resources/orange.jpg';        return texture;    }    function initVertexBuffers(gl) {        // Create a cube        //    v6----- v5        //   /|      /|        //  v1------v0|        //  | |     | |        //  | |v7---|-|v4        //  |/      |/        //  v2------v3        var vertices = new Float32Array([   // 单色立方体的顶点位置数据            1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0,    // v0-v1-v2-v3 front            1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0,    // v0-v3-v4-v5 right            1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0,    // v0-v5-v6-v1 up            -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0,    // v1-v6-v7-v2 left            -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,    // v7-v4-v3-v2 down            1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0     // v4-v7-v6-v5 back        ]);        var normals = new Float32Array([   // 单色立方体的法相量            0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,     // v0-v1-v2-v3 front            1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,     // v0-v3-v4-v5 right            0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,     // v0-v5-v6-v1 up            -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,     // v1-v6-v7-v2 left            0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,     // v7-v4-v3-v2 down            0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0      // v4-v7-v6-v5 back        ]);        var texCoords = new Float32Array([   // 纹理的坐标            1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,    // v0-v1-v2-v3 front            0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,    // v0-v3-v4-v5 right            1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,    // v0-v5-v6-v1 up            1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,    // v1-v6-v7-v2 left            0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,    // v7-v4-v3-v2 down            0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0     // v4-v7-v6-v5 back        ]);        var indices = new Uint8Array([        // 索引值            0, 1, 2, 0, 2, 3,    // front            4, 5, 6, 4, 6, 7,    // right            8, 9, 10, 8, 10, 11,    // up            12, 13, 14, 12, 14, 15,    // left            16, 17, 18, 16, 18, 19,    // down            20, 21, 22, 20, 22, 23     // back        ]);        var obj = {}; //使用对象返回多个缓冲区对象        //将顶点信息写入缓冲区对象        obj.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);        obj.normalBuffer = initArrayBufferForLaterUse(gl, normals, 3, gl.FLOAT);        obj.texCoordBuffer = initArrayBufferForLaterUse(gl, texCoords, 2, gl.FLOAT);        obj.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);        if(!obj.vertexBuffer || !obj.normalBuffer || !obj.texCoordBuffer || !obj.indexBuffer){            return null;        }        obj.numIndices = indices.length;        //取消绑定焦点的数据        gl.bindBuffer(gl.ARRAY_BUFFER, null);        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);        return obj;    }    function initElementArrayBufferForLaterUse(gl,data,type) {        var buffer = gl.createBuffer(); //创建一个缓冲区对象        if(!buffer){            console.log("无法创建缓冲区对象");            return;        }        //将数据写入缓冲区        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);        buffer.type = type;        return buffer;    }    function initArrayBufferForLaterUse(gl, data, num, type) {        var buffer = gl.createBuffer(); // 创建一个缓冲区对象        if(!buffer){            console.log("无法创建缓冲区对象");            return;        }        //将数据写入缓冲区对象        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);        //保留必要的信息,以便后面使用        buffer.num = num;        buffer.type = type;        return buffer;    }</script></html>


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