• WebGL简易教程(十二):包围球与投影


    1. 概述

    在之前的教程中,都是通过物体的包围盒来设置模型视图投影矩阵(MVP矩阵),来确定物体合适的位置的。但是在很多情况下,使用包围盒并不方便计算,可以利用包围盒再生成一个包围球,利用包围球来设置MVP矩阵。

    《WebGL简易教程(十):光照》中,给地形赋予了固定方向的平行光。这篇教程的例子就是想模拟在平行光的视角下地形的情况。对于点光源光,可以用透视投影来实现渲染的效果;而平行光就需要通过正射投影来模拟。并且,这种正射并不是垂直到达地面,而是附带一定角度[1]
    image

    在这种情况下使用包围盒来计算合适的位置有点难度,使用包围球来设置MVP矩阵更加方便。

    2. 实现详解

    包围球是利用包围盒生成的,所以首先需要定义一个球体对象:

    //定义一个球体
    function Sphere(cuboid) {
      this.centerX = cuboid.CenterX();
      this.centerY = cuboid.CenterY();
      this.centerZ = cuboid.CenterZ();
      this.radius = Math.max(Math.max(cuboid.LengthX(), cuboid.LengthY()), cuboid.LengthZ()) / 2.0;
    }
    
    Sphere.prototype = {
      constructor: Sphere
    }
    

    这个球体对象的构造函数传入了一个包围盒对象,以包围盒的中心为球体的中心,包围盒长、宽、高的最大值作为包围球的直径。在构造出包围盒之后,利用包围盒参数构造出包围球,将其保存在自定义的Terrain对象中:

    var terrain = new Terrain();
    //....
    terrain.cuboid = new Cuboid(minX, maxX, minY, maxY, minZ, maxZ);
    terrain.sphere = new Sphere(terrain.cuboid);
    

    接下来就是改进设置MVP矩阵的函数setMVPMatrix()了。如果仍然想像之前那样进行透视投影,几乎可以不用做改动:

    //设置MVP矩阵
    function setMVPMatrix(gl, canvas, sphere, lightDirection) {    
      //...
    
      //投影矩阵
      var fovy = 60;
      var projMatrix = new Matrix4();
      projMatrix.setPerspective(fovy, canvas.width / canvas.height, 1, 10000);
    
      //计算lookAt()函数初始视点的高度
      var angle = fovy / 2 * Math.PI / 180.0;
      var eyeHight = (sphere.radius * 2 * 1.1) / 2.0 / angle;
    
      //视图矩阵  
      var viewMatrix = new Matrix4(); // View matrix   
      viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0);
      
      //...
    }
    

    之前是通过透视变换的张角和包围盒的Y方向长度来计算合适的视野高度,现在只不过将包围盒的Y方向长度换成包围球的直径。这样的写法兼容性更高,因为包围球的直径是包围盒XYZ三个方向的最大长度。这个时候的初始渲染状态为:
    image
    最后实现下特定角度平行光视角下的地形渲染情况。前面说到过这种情况下是需要设置正射投影的,具体设置过程如下:

    //设置MVP矩阵
    function setMVPMatrix(gl, canvas, sphere, lightDirection) {    
      //...
    
      //模型矩阵
      var modelMatrix = new Matrix4();
      modelMatrix.scale(curScale, curScale, curScale);
      modelMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0); // Rotation around x-axis 
      modelMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0); // Rotation around y-axis 
      modelMatrix.translate(-sphere.centerX, -sphere.centerY, -sphere.centerZ);
    
      //视图矩阵  
      var viewMatrix = new Matrix4();
      var r = sphere.radius + 10;
      viewMatrix.lookAt(lightDirection.elements[0] * r, lightDirection.elements[1] * r, lightDirection.elements[2] * r, 0, 0, 0, 0, 1, 0);
    
      //投影矩阵
      var projMatrix = new Matrix4();
      var diameter = sphere.radius * 2.1;
      var ratioWH = canvas.width / canvas.height;
      var nearHeight = diameter;
      var nearWidth = nearHeight * ratioWH;
      projMatrix.setOrtho(-nearWidth / 2, nearWidth / 2, -nearHeight / 2, nearHeight / 2, 1, 10000);
      
      //...
    }
    
    1. 通过模型变换,将世界坐标系的中心平移到包围球的中心。
    2. 设置视图矩阵的时候将观察点放到这个(0,0,0),也就是这个包围球中心;由于视野的方向也就是光线的方向知道,那么可以通过这个方向将视点位置设在与(0,0,0)相距比包围球半径远一点点的位置,就可以保证这个地形都能够被看见。
    3. 通过包围球的直径,来计算正射投影的盒装可视空间的最小范围。

    这个时候的初始渲染状态为:
    image

    3. 具体代码

    具体实现代码如下:

    // 顶点着色器程序
    var VSHADER_SOURCE =
      'attribute vec4 a_Position;
    ' + //位置
      'attribute vec4 a_Color;
    ' + //颜色
      'attribute vec4 a_Normal;
    ' + //法向量
      'uniform mat4 u_MvpMatrix;
    ' +
      'varying vec4 v_Color;
    ' +
      'varying vec4 v_Normal;
    ' +
      'void main() {
    ' +
      '  gl_Position = u_MvpMatrix * a_Position;
    ' + //设置顶点的坐标
      '  v_Color = a_Color;
    ' +
      '  v_Normal = a_Normal;
    ' +
      '}
    ';
    
    // 片元着色器程序
    var FSHADER_SOURCE =
      'precision mediump float;
    ' +
      'uniform vec3 u_DiffuseLight;
    ' + // 漫反射光颜色
      'uniform vec3 u_LightDirection;
    ' + // 漫反射光的方向
      'uniform vec3 u_AmbientLight;
    ' + // 环境光颜色
      'varying vec4 v_Color;
    ' +
      'varying vec4 v_Normal;
    ' +
      'void main() {
    ' +
      //对法向量归一化
      '  vec3 normal = normalize(v_Normal.xyz);
    ' +
      //计算光线向量与法向量的点积
      '  float nDotL = max(dot(u_LightDirection, normal), 0.0);
    ' +
      //计算漫发射光的颜色 
      '  vec3 diffuse = u_DiffuseLight * v_Color.rgb * nDotL;
    ' +
      //计算环境光的颜色
      '  vec3 ambient = u_AmbientLight * v_Color.rgb;
    ' +
      '  gl_FragColor = vec4(diffuse+ambient, v_Color.a);
    ' +
      '}
    ';
    
    //定义一个矩形体:混合构造函数原型模式
    function Cuboid(minX, maxX, minY, maxY, minZ, maxZ) {
      this.minX = minX;
      this.maxX = maxX;
      this.minY = minY;
      this.maxY = maxY;
      this.minZ = minZ;
      this.maxZ = maxZ;
    }
    
    Cuboid.prototype = {
      constructor: Cuboid,
      CenterX: function () {
        return (this.minX + this.maxX) / 2.0;
      },
      CenterY: function () {
        return (this.minY + this.maxY) / 2.0;
      },
      CenterZ: function () {
        return (this.minZ + this.maxZ) / 2.0;
      },
      LengthX: function () {
        return (this.maxX - this.minX);
      },
      LengthY: function () {
        return (this.maxY - this.minY);
      },
      LengthZ: function () {
        return (this.maxZ - this.minZ);
      }
    }
    
    //定义一个球体
    function Sphere(cuboid) {
      this.centerX = cuboid.CenterX();
      this.centerY = cuboid.CenterY();
      this.centerZ = cuboid.CenterZ();
      this.radius = Math.max(Math.max(cuboid.LengthX(), cuboid.LengthY()), cuboid.LengthZ()) / 2.0;
    }
    
    Sphere.prototype = {
      constructor: Sphere
    }
    
    //定义DEM
    function Terrain() { }
    Terrain.prototype = {
      constructor: Terrain,
      setWH: function (col, row) {
        this.col = col;
        this.row = row;
      }
    }
    
    var currentAngle = [0.0, 0.0]; // 绕X轴Y轴的旋转角度 ([x-axis, y-axis])
    var curScale = 1.0; //当前的缩放比例
    
    function main() {
      var demFile = document.getElementById('demFile');
      if (!demFile) {
        console.log("Failed to get demFile element!");
        return;
      }
    
      demFile.addEventListener("change", function (event) {
        //判断浏览器是否支持FileReader接口
        if (typeof FileReader == 'undefined') {
          console.log("你的浏览器不支持FileReader接口!");
          return;
        }
    
        var input = event.target;
        var reader = new FileReader();
        reader.onload = function () {
          if (reader.result) {
    
            //读取
            var terrain = new Terrain();
            if (!readDEMFile(reader.result, terrain)) {
              console.log("文件格式有误,不能读取该文件!");
            }
    
            //绘制
            onDraw(gl, canvas, terrain);
          }
        }
    
        reader.readAsText(input.files[0]);
      });
    
      // 获取 <canvas> 元素
      var canvas = document.getElementById('webgl');
    
      // 获取WebGL渲染上下文
      var gl = getWebGLContext(canvas);
      if (!gl) {
        console.log('Failed to get the rendering context for WebGL');
        return;
      }
    
      // 初始化着色器
      if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
        console.log('Failed to intialize shaders.');
        return;
      }
    
      // 指定清空<canvas>的颜色
      gl.clearColor(0.0, 0.0, 0.0, 1.0);
    
      // 开启深度测试
      gl.enable(gl.DEPTH_TEST);
    
      //清空颜色和深度缓冲区
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    }
    
    //绘制函数
    function onDraw(gl, canvas, terrain) {
      // 设置顶点位置
      var n = initVertexBuffers(gl, terrain);
      if (n < 0) {
        console.log('Failed to set the positions of the vertices');
        return;
      }
    
      //注册鼠标事件
      initEventHandlers(canvas);
    
      //设置灯光
      var lightDirection = setLight(gl);
    
      //绘制函数
      var tick = function () {
        //设置MVP矩阵
        setMVPMatrix(gl, canvas, terrain.sphere, lightDirection);
    
        //清空颜色和深度缓冲区
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    
        //绘制矩形体
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_SHORT, 0);
    
        //请求浏览器调用tick
        requestAnimationFrame(tick);
      };
    
      //开始绘制
      tick();
    }
    
    //设置灯光
    function setLight(gl) {
      var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight');
      var u_DiffuseLight = gl.getUniformLocation(gl.program, 'u_DiffuseLight');
      var u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection');
      if (!u_DiffuseLight || !u_LightDirection || !u_AmbientLight) {
        console.log('Failed to get the storage location');
        return;
      }
    
      //设置漫反射光
      gl.uniform3f(u_DiffuseLight, 1.0, 1.0, 1.0);
    
      // 设置光线方向(世界坐标系下的)
      var solarAltitude = 45.0;
      var solarAzimuth = 315.0;
      var fAltitude = solarAltitude * Math.PI / 180; //光源高度角
      var fAzimuth = solarAzimuth * Math.PI / 180; //光源方位角
    
      var arrayvectorX = Math.cos(fAltitude) * Math.cos(fAzimuth);
      var arrayvectorY = Math.cos(fAltitude) * Math.sin(fAzimuth);
      var arrayvectorZ = Math.sin(fAltitude);
    
      var lightDirection = new Vector3([arrayvectorX, arrayvectorY, arrayvectorZ]);
      lightDirection.normalize(); // Normalize
      gl.uniform3fv(u_LightDirection, lightDirection.elements);
    
      //设置环境光
      gl.uniform3f(u_AmbientLight, 0.2, 0.2, 0.2);
    
      return lightDirection;
    }
    
    //读取DEM函数
    function readDEMFile(result, terrain) {
      var stringlines = result.split("
    ");
      if (!stringlines || stringlines.length <= 0) {
        return false;
      }
    
      //读取头信息
      var subline = stringlines[0].split("	");
      if (subline.length != 6) {
        return false;
      }
      var col = parseInt(subline[4]); //DEM宽
      var row = parseInt(subline[5]); //DEM高
      var verticeNum = col * row;
      if (verticeNum + 1 > stringlines.length) {
        return false;
      }
      terrain.setWH(col, row);
    
      //读取点信息
      var ci = 0;
      var pSize = 9;
      terrain.verticesColors = new Float32Array(verticeNum * pSize);
      for (var i = 1; i < stringlines.length; i++) {
        if (!stringlines[i]) {
          continue;
        }
    
        var subline = stringlines[i].split(',');
        if (subline.length != pSize) {
          continue;
        }
    
        for (var j = 0; j < pSize; j++) {
          terrain.verticesColors[ci] = parseFloat(subline[j]);
          ci++;
        }
      }
    
      if (ci !== verticeNum * pSize) {
        return false;
      }
    
      //包围盒
      var minX = terrain.verticesColors[0];
      var maxX = terrain.verticesColors[0];
      var minY = terrain.verticesColors[1];
      var maxY = terrain.verticesColors[1];
      var minZ = terrain.verticesColors[2];
      var maxZ = terrain.verticesColors[2];
      for (var i = 0; i < verticeNum; i++) {
        minX = Math.min(minX, terrain.verticesColors[i * pSize]);
        maxX = Math.max(maxX, terrain.verticesColors[i * pSize]);
        minY = Math.min(minY, terrain.verticesColors[i * pSize + 1]);
        maxY = Math.max(maxY, terrain.verticesColors[i * pSize + 1]);
        minZ = Math.min(minZ, terrain.verticesColors[i * pSize + 2]);
        maxZ = Math.max(maxZ, terrain.verticesColors[i * pSize + 2]);
      }
    
      terrain.cuboid = new Cuboid(minX, maxX, minY, maxY, minZ, maxZ);
      terrain.sphere = new Sphere(terrain.cuboid);
    
      return true;
    }
    
    
    //注册鼠标事件
    function initEventHandlers(canvas) {
      var dragging = false; // Dragging or not
      var lastX = -1,
        lastY = -1; // Last position of the mouse
    
      //鼠标按下
      canvas.onmousedown = function (ev) {
        var x = ev.clientX;
        var y = ev.clientY;
        // Start dragging if a moue is in <canvas>
        var rect = ev.target.getBoundingClientRect();
        if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) {
          lastX = x;
          lastY = y;
          dragging = true;
        }
      };
    
      //鼠标离开时
      canvas.onmouseleave = function (ev) {
        dragging = false;
      };
    
      //鼠标释放
      canvas.onmouseup = function (ev) {
        dragging = false;
      };
    
      //鼠标移动
      canvas.onmousemove = function (ev) {
        var x = ev.clientX;
        var y = ev.clientY;
        if (dragging) {
          var factor = 100 / canvas.height; // The rotation ratio
          var dx = factor * (x - lastX);
          var dy = factor * (y - lastY);
          currentAngle[0] = currentAngle[0] + dy;
          currentAngle[1] = currentAngle[1] + dx;
        }
        lastX = x, lastY = y;
      };
    
      //鼠标缩放
      canvas.onmousewheel = function (event) {
        if (event.wheelDelta > 0) {
          curScale = curScale * 1.1;
        } else {
          curScale = curScale * 0.9;
        }
      };
    }
    
    //设置MVP矩阵
    function setMVPMatrix(gl, canvas, sphere, lightDirection) {
      // Get the storage location of u_MvpMatrix
      var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
      if (!u_MvpMatrix) {
        console.log('Failed to get the storage location of u_MvpMatrix');
        return;
      }
    
      //模型矩阵
      var modelMatrix = new Matrix4();
      modelMatrix.scale(curScale, curScale, curScale);
      modelMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0); // Rotation around x-axis 
      modelMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0); // Rotation around y-axis 
      modelMatrix.translate(-sphere.centerX, -sphere.centerY, -sphere.centerZ);
    
      /*
      //----------------------透视---------------------
      //投影矩阵
      var fovy = 60;
      var projMatrix = new Matrix4();
      projMatrix.setPerspective(fovy, canvas.width / canvas.height, 1, 10000);
    
      //计算lookAt()函数初始视点的高度
      var angle = fovy / 2 * Math.PI / 180.0;
      var eyeHight = (sphere.radius * 2 * 1.1) / 2.0 / angle;
    
      //视图矩阵  
      var viewMatrix = new Matrix4(); // View matrix   
      viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0);
      //----------------------透视---------------------
      */
      
      //----------------------正射---------------------
      //视图矩阵  
      var viewMatrix = new Matrix4();
      var r = sphere.radius + 10;
      viewMatrix.lookAt(lightDirection.elements[0] * r, lightDirection.elements[1] * r, lightDirection.elements[2] * r, 0, 0, 0, 0, 1, 0);
    
      //投影矩阵
      var projMatrix = new Matrix4();
      var diameter = sphere.radius * 2.1;
      var ratioWH = canvas.width / canvas.height;
      var nearHeight = diameter;
      var nearWidth = nearHeight * ratioWH;
      projMatrix.setOrtho(-nearWidth / 2, nearWidth / 2, -nearHeight / 2, nearHeight / 2, 1, 10000);
      //----------------------正射---------------------
     
      //MVP矩阵
      var mvpMatrix = new Matrix4();
      mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix);
    
      //将MVP矩阵传输到着色器的uniform变量u_MvpMatrix
      gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
    }
    
    //
    function initVertexBuffers(gl, terrain) {
      //DEM的一个网格是由两个三角形组成的
      //      0------1            1
      //      |                   |
      //      |                   |
      //      col       col------col+1    
      var col = terrain.col;
      var row = terrain.row;
    
      var indices = new Uint16Array((row - 1) * (col - 1) * 6);
      var ci = 0;
      for (var yi = 0; yi < row - 1; yi++) {
        //for (var yi = 0; yi < 10; yi++) {
        for (var xi = 0; xi < col - 1; xi++) {
          indices[ci * 6] = yi * col + xi;
          indices[ci * 6 + 1] = (yi + 1) * col + xi;
          indices[ci * 6 + 2] = yi * col + xi + 1;
          indices[ci * 6 + 3] = (yi + 1) * col + xi;
          indices[ci * 6 + 4] = (yi + 1) * col + xi + 1;
          indices[ci * 6 + 5] = yi * col + xi + 1;
          ci++;
        }
      }
    
      //
      var verticesColors = terrain.verticesColors;
      var FSIZE = verticesColors.BYTES_PER_ELEMENT; //数组中每个元素的字节数
    
      // 创建缓冲区对象
      var vertexColorBuffer = gl.createBuffer();
      var indexBuffer = gl.createBuffer();
      if (!vertexColorBuffer || !indexBuffer) {
        console.log('Failed to create the buffer object');
        return -1;
      }
    
      // 将缓冲区对象绑定到目标
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
      // 向缓冲区对象写入数据
      gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
    
      //获取着色器中attribute变量a_Position的地址 
      var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
      if (a_Position < 0) {
        console.log('Failed to get the storage location of a_Position');
        return -1;
      }
      // 将缓冲区对象分配给a_Position变量
      gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 9, 0);
    
      // 连接a_Position变量与分配给它的缓冲区对象
      gl.enableVertexAttribArray(a_Position);
    
      //获取着色器中attribute变量a_Color的地址 
      var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
      if (a_Color < 0) {
        console.log('Failed to get the storage location of a_Color');
        return -1;
      }
      // 将缓冲区对象分配给a_Color变量
      gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 9, FSIZE * 3);
      // 连接a_Color变量与分配给它的缓冲区对象
      gl.enableVertexAttribArray(a_Color);
    
      // 向缓冲区对象分配a_Normal变量,传入的这个变量要在着色器使用才行
      var a_Normal = gl.getAttribLocation(gl.program, 'a_Normal');
      if (a_Normal < 0) {
        console.log('Failed to get the storage location of a_Normal');
        return -1;
      }
      gl.vertexAttribPointer(a_Normal, 3, gl.FLOAT, false, FSIZE * 9, FSIZE * 6);
      //开启a_Normal变量
      gl.enableVertexAttribArray(a_Normal);
    
      // 将顶点索引写入到缓冲区对象
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    
      return indices.length;
    }
    

    4. 参考

    本来部分代码和插图来自《WebGL编程指南》,源代码链接:地址 。会在此共享目录中持续更新后续的内容。

    [1] Directx11教程三十一之ShadowMap(阴影贴图)之平行光成影

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  • 原文地址:https://www.cnblogs.com/charlee44/p/11828120.html
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