58 WebGL在平面绘制透视纹理效果

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问题原因

我公司里有一个项目,需要能够一个矩形的四个顶点能够随意移动,而且上面还绘制的纹理。然后,我按照以前的方式书写,问题来了,由于一个矩形是由两个三角形组成的,然后就出现下面喜闻乐见的效果:
这里写图片描述
我们会发现,两个三角形的交汇处,有一道折线,所以比较尴尬了。
而我们需要的是什么呢:
这里写图片描述
我们需要的是上面这种,具有透视效果,而且图形不会有折线的效果。
即使是随意的扭曲,也不会出现折线,这就是所谓的透视纹理绘制。
这里写图片描述

思路

  • 首先,我需要先获取到当前绘制的那一点的坐标x,y两个轴的,然后计算这一个点和四个矩形顶点的位置关系,计算出这个点需要绘制的纹理图片的位置。关系图如下:
    这里写图片描述
    查看图形,其实我们唯一不知道的就是过图形的线和两个点切割获得的比例,通过高中的学的图形知识,将五个点代进去,计算一下,最后出来的就是这个点。
    由于(c1-v1)/(v0-v1) = (c2-v3)/(v2-v3)这个比例保证每一个点在纹理坐标中确定需要绘制的纹理。
    然后通过两个点确定一条直线,根据两点方程(x-c1.x)/(c2.x-c1.x) = (y-c1.y)/(c2.y-c1.y)然后将所有的值代入进入,再通过一元二次方程的解析,最后得出比例。
    以下是js版本的代码:
function  calc(p1,p2,p3,p4,p0) {        /*        *   p1-------p3        *   |         |        *   |         |        *   |         |        *   p2-------p4        *假设四个点的坐标分别是(x1,y1)、(x2,y2)、(x3,y3)、(x4,y4)        * 则下式成立平行        * (x1-x2)/(y1-y2)=(x3-x4)/(y3-y4)        *        */        /*        * 根据两点式方程        * (y-y1)/(y2-y1) = (x-x1)/(x2-x1)        * 得出        * (y-y1)(x2-x1) = (y2-y1)(x-x1)        * yx2-yx1-y1x2+y1x1 = y2x-y2x1-y1x+y1x1        * yx2-yx1-y1x2+y1x1-(y2x-y2x1-y1x+y1x1) = 0;        * yx2-yx1-y1x2+y1x1-y2x+y2x1+y1x-y1x1 = 0;        * yx2-yx1-y1x2-y2x+y2x1+y1x = 0;\        * x2(y-y1)+x1(y2-y)+x(y1-y2)=0        *        * //两个点的位置为        * p12Xlen = p2.x-p1.x;        * p12Ylen = p2.y-p1.y;        * p34Xlen = p4.x-p3.x;        * p34Ylen = p4.y-p3.y;        * p12.x = x1 = p1.x+p12Xlen*s;        * p12.y = y1 = p1.y+p12Ylen*s;        * p34.x = x2 = p3.x+p34Xlen*s;        * p34.y = y2 = p3.y+p34Ylen*s;        * x = p0.x;        * y = p0.y;        *        * 由此得出        * x2(y-y1) = (p3.x+p34Xlen*s)(p0.y-(p1.y+p12Ylen*s));        * x2(y-y1) = (p3.x + p34Xlen*s)(p0.y - p1.y - p12Ylen*s);        * x2(y-y1) = p3.x*p0.y-p3.x*p1.y-p3.x*p12Ylen*s+p0.y*p34Xlen*s-p1.y*p34Xlen*s-p12Ylen*p34Xlen*s*s;        * x2(y-y1) = p3.x*p0.y-p3.x*p1.y+(-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen)*s-p12Ylen*p34Xlen*s*s;        *        * x1(y2-y) = (p1.x+p12Xlen*s)*(p3.y+p34Ylen*s-p0.y);        * x1(y2-y) = (p1.x+p12Xlen*s)*(p3.y-p0.y+p34Ylen*s);        * x1(y2-y) = p1.x*p3.y-p1.x*p0.y+p1.x*p34Ylen*s+p3.y*p12Xlen*s-p0.y*p12Xlen*s+p12Xlen*p34Ylen*s*s;        * x1(y2-y) = p1.x*p3.y-p1.x*p0.y+(p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen)*s+p12Xlen*p34Ylen*s*s;        *        * x(y1-y2) = p0.x(p1.y+p12Ylen*s-(p3.y+p34Ylen*s));        * x(y1-y2) = p0.x(p1.y+p12Ylen*s-p3.y-p34Ylen*s);        * x(y1-y2) = p0.x(p1.y-p3.y+p12Ylen*s-p34Ylen*s);        * x(y1-y2) = p0.x(p1.y-p3.y)+p0.x(p12Ylen-p34Ylen)*s;        *        * 得出        *        * A = p12Xlen*p34Ylen-p12Ylen*p34Xlen;        *        * B = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x(p12Ylen-p34Ylen);        *        * C = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x(p1.y-p3.y)        *        * Ass + Bs +C = 0;        * */        var p12Xlen = p2.x-p1.x;        var p12Ylen = p2.y-p1.y;        var p34Xlen = p4.x-p3.x;        var p34Ylen = p4.y-p3.y;        var a = p12Xlen*p34Ylen-p12Ylen*p34Xlen;        var b = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x*(p12Ylen-p34Ylen);        var c = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x*(p1.y-p3.y);        //在两条线平行的情况下        if(a === 0){            return -c/b;        }        //在两条线不平行的情况下 获取数组里面再01范围内的        return [(-b+Math.sqrt(b*b-4.0*a*c))/(2*a),(-b-Math.sqrt(b*b-4.0*a*c))/(2*a)];    }

案例代码

以下是可以运行的案例代码,把文件放到服务里面,设置好图片,就可以直接查看效果:

<!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;            text-align: center;        }        #canvas {            display: block;        }        #div{            width:800px;            height:800px;            position: relative;            margin: 0 auto;        }    </style></head><body onload="main()"><div id="div">    <canvas id="canvas" height="800" width="800"></canvas></div></body><script src="https://johnson2heng.github.io/webgl-demo/lib/webgl-utils.js"></script><script src="https://johnson2heng.github.io/webgl-demo/lib/webgl-debug.js"></script><script src="https://johnson2heng.github.io/webgl-demo/lib/cuon-utils.js"></script><script src="https://johnson2heng.github.io/webgl-demo/lib/cuon-matrix.js"></script><script>    /*第一部分顶点着色器接收顶点的纹理坐标,传递给片元着色器*/    var VSHADER_SOURCE = "" +        "attribute vec4 a_Position;\n" +//        "varying vec2 v_Position;\n" +        "void main(){\n" +        "   gl_Position = a_Position;\n" +        "   v_Position = vec2(a_Position);\n" +        "}\n";    var FSHADER_SOURCE = "" +        "precision mediump float;\n" +//        "uniform sampler2D u_Sampler;\n" +//        "varying vec2 v_Position;\n" +        "uniform vec2 u_point0;\n" +        "uniform vec2 u_point1;\n" +        "uniform vec2 u_point2;\n" +        "uniform vec2 u_point3;\n"  +        "float calc(vec2 p1,vec2 p2,vec2 p3,vec2 p4,vec2 p0){\n" +            //如果不是平行的两条直线        "   float p12Xlen = p2.x-p1.x;\n" +        "   float p12Ylen = p2.y-p1.y;\n" +        "   float p34Xlen = p4.x-p3.x;\n" +        "   float p34Ylen = p4.y-p3.y;\n" +        "   float a = p12Xlen*p34Ylen-p12Ylen*p34Xlen;\n" +        "   float b = p1.x*p34Ylen+p3.y*p12Xlen-p0.y*p12Xlen-p3.x*p12Ylen+p0.y*p34Xlen-p1.y*p34Xlen+p0.x*(p12Ylen-p34Ylen);\n" +        "   float c = p3.x*p0.y-p3.x*p1.y+p1.x*p3.y-p1.x*p0.y+p0.x*(p1.y-p3.y);\n" +            //两条线都垂直于x轴或者y轴的情况下        "   if(a == 0.0){\n" +        "       return -c/b;\n" +        "   }\n" +            //两条线不平行的情况下        "   float endA = (-b+sqrt(b*b-4.0*a*c))/(2.0*a);\n" +        "   float endB = (-b-sqrt(b*b-4.0*a*c))/(2.0*a);\n" +        "   if(endA > 0.0 && endA < 1.0){\n" +        "       return endA;\n" +        "   }\n" +        "   if(endB > 0.0 && endB < 1.0){\n" +        "       return endB;\n" +        "   }\n" +        "   else {\n" +        "       return -c/b;\n" +        "   }\n" +        "}\n" +        ""+        //两个点的位置,第一个calc(v0,v2,v1,v3,p0) 第二个calc(v1,v0,v3,v2,p0)        "void main(){\n" +        "   gl_FragColor = texture2D(u_Sampler,vec2(calc(u_point0,u_point2,u_point1,u_point3,v_Position),calc(u_point1,u_point0,u_point3,u_point2,v_Position)));\n" +//        "}\n";    //四个顶点的位置    var v0 = {x:-0.5,y:0.5};    var v1 = {x:-0.5,y:-0.5};    var v2 = {x:0.5,y:0.5};    var v3 = {x:0.5,y:-0.5};    //图片的地址设置    var imgSrc = "../image/door/001.png";    var gl;    /*第二部分 main()方法 初始化着色器,设置顶点信息,调用配置纹理方法*/    function main() {        var canvas = document.getElementById("canvas");        gl = getWebGLContext(canvas);        if(!gl){            console.log("你的电脑不支持WebGL!");            return;        }        if(!initShaders(gl,VSHADER_SOURCE,FSHADER_SOURCE)){            console.log("初始化着色器失败!");            return;        }        //设置顶点的相关信息        var n = initVertexBuffers(gl);        if(n < 0){            console.log("无法获取到点的数据");            return;        }        //配置纹理        if(!initTextures(gl,n)){            console.log("无法配置纹理");            return;        }    }    /*第三部分 initVertexBuffers() 设置顶点坐标和纹理坐标 调用initTextures()进行下一步处理*/    function initVertexBuffers(gl) {        /*            *   v0-------v2            *   |         |            *   |         |            *   |         |            *   v1-------v3            *            *   [v0.x,v0.y,v1.x,v1.y,v2.x,v2.y,v3.x,v3.y]            *   config.Positions[0].Config 数组由八个数据组成,代表四个点的位置,距离中心点的偏移量            * */        var verticesSizes = new Float32Array([            //四个顶点的位置            v0.x,v0.y,            v1.x,v1.y,            v2.x,v2.y,            v3.x,v3.y        ]);        initArrayBuffer(gl, verticesSizes, 2, gl.FLOAT, "a_Position");        //将四个顶点位置传入        var point0 = gl.getUniformLocation(gl.program, "u_point0");        var point1 = gl.getUniformLocation(gl.program, "u_point1");        var point2 = gl.getUniformLocation(gl.program, "u_point2");        var point3 = gl.getUniformLocation(gl.program, "u_point3");        if(point0 < 0){            alert("无法获取到存储的位置");        }        gl.uniform2f(point0,v0.x,v0.y);        gl.uniform2f(point1,v1.x,v1.y);        gl.uniform2f(point2,v2.x,v2.y);        gl.uniform2f(point3,v3.x,v3.y);        var indexSize = new Uint8Array([0,1,3,0,2,3]);        //将索引写入缓冲区对象        var indexBuffer = gl.createBuffer();        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,indexSize, gl.STATIC_DRAW);        return indexSize.length;    }    //创建变量缓冲区    function initArrayBuffer(gl, data, num, type, attribute) {        //创建缓冲区对象        var buffer = gl.createBuffer();        if (!buffer) {            console.log("无法创建缓冲区对象");            return -1;        }        //绑定缓冲区对象并写入数据        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);        //获取顶点位置变量位置        var a_attribue = gl.getAttribLocation(gl.program, attribute);        if (a_attribue < 0) {            console.log("无法获取顶点位置的存储变量");            return -1;        }        //对位置的顶点数据进行分配,并开启        gl.vertexAttribPointer(a_attribue, num, type, false, 0, 0);        gl.enableVertexAttribArray(a_attribue);    }    /*第四部分 initTextures() 创建纹理对象 并调用纹理绘制方法*/    function initTextures(gl,n) {        var texture = gl.createTexture();//创建纹理对象        if(!texture){            console.log("无法创建纹理对象");            return;        }        //获取u_Sampler的存储位置        var u_Sampler = gl.getUniformLocation(gl.program,"u_Sampler");        if(u_Sampler < 0){            console.log("无法获取变量的存储位置");            return;        }        //创建Image对象,并绑定加载完成事件        var image = new Image();        image.onload = function () {            loadTexture(gl,n,texture,u_Sampler,image);            //初始化交互事件            initMoveBtn();        };        image.src = imgSrc;        return true;    }    function initMoveBtn() {        var canvas = document.querySelector("#canvas");        var div = document.querySelector("#div");        var canvasWidth = canvas.width;        var canvasHeight = canvas.height;        addBtn(v0);        addBtn(v1);        addBtn(v2);        addBtn(v3);        function addBtn(obj) {            var x = (obj.x+1)/2;            var y = 1-(obj.y+1)/2;            var btn = document.createElement("div");            btn.style.cssText = "height:10px; width:10px; transform:translate(-50%,-50%); position:absolute; background:green; cursor:pointer;";            btn.style.left = x *canvasWidth+"px";            btn.style.top = y * canvasHeight +"px";            div.appendChild(btn);            var downX,downY,btnX,btnY;            btn.addEventListener("mousedown",function (event) {                //鼠标按下时的位置                downX = event.clientX;                downY = event.clientY;                //按下时btn的位置                btnX = parseFloat(btn.style.left);                btnY = parseFloat(btn.style.top);                document.addEventListener("mousemove",move,true);                document.addEventListener("mouseup",up,true);            },true);            function move(event) {                event.preventDefault();                var moveX = event.clientX;                var moveY = event.clientY;                var x = moveX-downX + btnX;                var y = moveY - downY + btnY;                btn.style.left = x+"px";                btn.style.top = y + "px";                obj.x = x/canvasWidth*2-1;                obj.y = (1-y/canvasHeight)*2-1;                //重新绘制                reload();            }            function up() {                document.removeEventListener("mousemove",move,true);                document.removeEventListener("mouseup",up,true);            }        }    }    /*第五部分 设置纹理相关信息供WebGL使用,并进行绘制*/    function loadTexture(gl,n,texture,u_Sampler,image) {        //对纹理图像进行y轴反转        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,1);        //开启0号纹理单元        gl.activeTexture(gl.TEXTURE0);        //向target绑定纹理对象        gl.bindTexture(gl.TEXTURE_2D,texture);        //配置纹理参数        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);        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);        //配置纹理图像        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);        //将0号纹理传递给着色器        gl.uniform1i(u_Sampler,0);        draw(n);    }    //重新绘制的方法    function reload(){        var n = initVertexBuffers(gl);        //绘制        draw(n);    }    function draw(n) {        //绘制        gl.clearColor(0.0,0.0,0.0,1.0);        gl.clear(gl.COLOR_BUFFER_BIT);        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);    }</script></html>
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