Vue与WebGL结合--纹理

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本文介绍vue与WebGL结合给四边形添加纹理,文中部分代码及图片源自《WebGL编程指南》。

代码如下:

<template>
  <div>
    <canvas ref="myglCanvas" width="400" height="400"></canvas>
  </div>
</template>

<script>
import Tools from "../lib/tools";
export default {
  name: "glCanvas",
  data() {
    return {
      VSHEADER_SOURCE: `attribute vec4 a_Position;
                        attribute vec2 a_TexCoord;                     
                        varying vec2 v_TexCoord;
                        void main(){
                          gl_Position = a_Position;
                          v_TexCoord = a_TexCoord;
                        }`,
      FSHEADER_SOURCE: `precision mediump float;
                        uniform sampler2D u_Sampler;  
                        varying vec2 v_TexCoord;                   
                        void main(){
                          gl_FragColor = texture2D(u_Sampler, v_TexCoord);;
                        }`,
      gl: null
    };
  },
  methods: {
    setBuffer: function(gl) {
      //第一个点,前两个数字表示位置,第三个数字表示大小,接下来三个数字表示颜色
      let verticesTexCoords = new Float32Array([
        // Vertex coordinates, texture coordinate
        -0.5,0.5,0.0,1.0,
        -0.5,-0.5,0.0,0.0,
        0.5,0.5,1.0,1.0,
        0.5,-0.5,1.0,0.0
      ]);
      let n = 4; // The number of vertices
      const fSize = verticesTexCoords.BYTES_PER_ELEMENT; //每个元素占的大小
      // 创建缓冲区
      let vertexTexCoordBuffer = gl.createBuffer();
      if (!vertexTexCoordBuffer) {
        console.log("Failed to create the buffer object");
        return -1;
      }

      // 绑定缓冲区
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);
      // 将数据写入缓冲区
      gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);

      this.initBuffer(gl, "a_Position", 2, fSize * 4, 0);
      this.initBuffer(gl, "a_TexCoord", 2, fSize * 4, fSize * 2);

      // Set texture
      if (!this.initTextures(gl, n)) {
        console.log("Failed to intialize the texture.");
        return;
      }

      // Unbind the buffer object
      gl.bindBuffer(gl.ARRAY_BUFFER, null);

      return n;
    },
    /**
     * 初始化缓冲区
     * paramStr  变量名
     * count     对象个数
     * stride    步长
     * offset    偏移量
     */
    initBuffer: function(gl, paramStr, count, stride, offset) {
      let a_param = this.gl.getAttribLocation(gl.program, paramStr);
      if (a_param < 0) {
        console.log(paramStr + " failed");
        return -1;
      }
      //  将缓冲区对象分配给attribute对象
      gl.vertexAttribPointer(a_param, count, gl.FLOAT, false, stride, offset);
      // 开启attribute对象
      gl.enableVertexAttribArray(a_param);
    },
    initTextures: function(gl, n) {
      var texture = gl.createTexture(); // Create a texture object
      if (!texture) {
        console.log("Failed to create the texture object");
        return false;
      }

      // Get the storage location of u_Sampler
      var u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
      if (!u_Sampler) {
        console.log("Failed to get the storage location of u_Sampler");
        return false;
      }
      var image = new Image(); // Create the image object
      if (!image) {
        console.log("Failed to create the image object");
        return false;
      }
      // Register the event handler to be called on loading an image
      image.onload = function() {
        //this.loadTexture(gl, n, texture, u_Sampler, image);
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // Flip the image's y axis
        // Enable texture unit0
        gl.activeTexture(gl.TEXTURE0);
        // Bind the texture object to the target
        gl.bindTexture(gl.TEXTURE_2D, texture);

        // Set the texture parameters
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        // Set the texture image
        gl.texImage2D(
          gl.TEXTURE_2D,
          0,
          gl.RGB,
          gl.RGB,
          gl.UNSIGNED_BYTE,
          image
        );

        // Set the texture unit 0 to the sampler
        gl.uniform1i(u_Sampler, 0);

        gl.clear(gl.COLOR_BUFFER_BIT); // Clear <canvas>

        gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle
      };
      // Tell the browser to load an image
      image.src = "../static/img/sky.JPG";

      return true;
    },
    

    setGL: function() {
      this.gl = this.$refs.myglCanvas.getContext("webgl");
    }
  },
  mounted() {
    this.setGL();

    Tools.initShaders(this.gl, this.VSHEADER_SOURCE, this.FSHEADER_SOURCE);
    let pointCount = this.setBuffer(this.gl);
    if (pointCount < 0) {
      console.log("set points failed");
      return;
    }

    //设置背景色
    this.gl.clearColor(0.0, 0.0, 0.0, 1);
    //设置缓冲区颜色
    this.gl.clear(this.gl.COLOR_BUFFER_BIT);
 
  }
};
</script>

<style scoped>
</style>

14行 在顶点着色器中定义纹理坐标;

15行 用于纹理坐标传递到片元着色器;

20-25行 在片元着色器中抽取纹素颜色,赋给当前片元;

32-48行 定义顶点坐标及其对应的纹理的坐标,其对应关系如下图:

54行 绑定a_TexCoord数据到缓冲区;

104-130行 配置和加载纹理

运行效果

更多内容请扫码关注我的微信公众号,或者在微信里搜索公众号webgis学习,我会不定期更新自己的webgis方面的学习心得。

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