我目前正在努力教自己WebGL,特别是创建一个Tessellate应用程序。
我玩过颜色,现在对整个三角形产生了彩虹效应,这种效果不会随着颜色的变化而改变:
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform vec4 u_offset;
varying vec4 v_positionWithOffset;
void main() {
gl_Position = vPosition + u_offset;
v_positionWithOffset = vPosition + u_offset;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_positionWithOffset;
void main() {
vec4 color = v_positionWithOffset * 0.99 + 0.75;
gl_FragColor = color;
}
</script>我真正想要做的是在每个三角形被分割时分别着色。由于块色的效果是不可见的,所以我想用一些任意的颜色方案对每个三角形进行着色,所以每个三角形的中心是一个阴影,而外部是另一个(可能更深)的颜色。
我将如何实现这一目标?
提前感谢!
发布于 2016-03-07 08:54:37
首先,在WebGL中着色任何东西的最明显的方法是使用纹理和纹理坐标,但我相信您知道这一点。
否则,如果你想把中间的一种颜色和边缘涂上不同的颜色,这里有一个基于这篇文章的想法。
我们可以在每个三角形的每个顶点上加上他所说的重心。
triangle vertex 0: 1, 0, 0
triangle vertex 1: 0, 1, 0
triangle vertex 2: 0, 0, 1现在我们有了在每个三角形上插值的值,每个点到它的相反的边缘都有一个。我们可以在着色器里用它。我有个主意。这个使中心变成白色。
precision mediump float;
#define PI radians(180.0)
varying vec4 v_color;
varying vec3 v_barycentric;
uniform float u_fudge;
uniform float u_sharpness;
void main() {
vec3 t = sin(v_barycentric * PI);
float center = pow(t.x * t.y * t.z * u_fudge, u_sharpness);
gl_FragColor = mix(v_color, vec4(1,1,1,1), center);
}示例:
var positions = [];
var colors = [];
var barycentrics = [];
var subDivisions = 3;
for (var yy = 0; yy < subDivisions; ++yy) {
// making the positions in clip space so no extra
// math needed in shader
var y0 = (yy + 0) / subDivisions * 2 - 1;
var y1 = (yy + 1) / subDivisions * 2 - 1;
for (var xx = 0; xx < subDivisions; ++xx) {
var x0 = (xx + 0) / subDivisions * 2 - 1;
var x1 = (xx + 1) / subDivisions * 2 - 1;
// pick a random color
var r = Math.random();
var g = Math.random();
var b = Math.random();
// make a triangle
positions.push(x0, y0);
positions.push(x1, y0);
positions.push(x0, y1);
// and it's colors, one for each triangle vertex
colors.push(r, g, b);
colors.push(r, g, b);
colors.push(r, g, b);
barycentrics.push(1, 0, 0);
barycentrics.push(0, 1, 0);
barycentrics.push(0, 0, 1);
// pick a random color
r = Math.random();
g = Math.random();
b = Math.random();
// make a triangle
positions.push(x0, y1);
positions.push(x1, y0);
positions.push(x1, y1);
// and it's colors, one for each triangle vertex
colors.push(r, g, b);
colors.push(r, g, b);
colors.push(r, g, b);
barycentrics.push(1, 0, 0);
barycentrics.push(0, 1, 0);
barycentrics.push(0, 0, 1);
}
}
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
var arrays = {
position: { numComponents: 2, data: positions },
color: { numComponents: 3, data: colors },
barycentric: { numComponents: 3, data: barycentrics },
};
var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
var uniforms = {
u_fudge: 1,
u_sharpness: 1,
};
function render() {
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, gl.TRIANGLES, bufferInfo);
}
render();
document.querySelectorAll("input[type=range]").forEach(function(elem) {
elem.addEventListener('input', function(event) {
var id = event.target.id;
uniforms["u_" + id] = event.target.value / 100;
render();
});
});<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vs" type="notjs">
attribute vec4 position;
attribute vec4 color;
attribute vec3 barycentric;
varying vec4 v_color;
varying vec3 v_barycentric;
void main() {
gl_Position = position;
v_color = color;
v_barycentric = barycentric;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
#define PI radians(180.0)
varying vec4 v_color;
varying vec3 v_barycentric;
uniform float u_fudge;
uniform float u_sharpness;
void main() {
vec3 t = sin(v_barycentric * PI);
float center = pow(t.x * t.y * t.z * u_fudge, u_sharpness);
gl_FragColor = mix(v_color, vec4(1,1,1,1), center);
}
</script>
<canvas id="c"></canvas>
<div id="ui">
<label for="fudge">fudge</label>
<input id="fudge" type="range" min="0" max="500" value="100" />
<label for="sharpness">sharpness</label>
<input id="sharpness" type="range" min="0" max="500" value="100" />
</div>
我们可以通过2套制服的2种颜色,或使用两套顶点颜色或样本从2个纹理。
https://stackoverflow.com/questions/35828674
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