WebGL - 纹理映射

1、纹理映射

纹理映射:纹理映射就是将一张图像映射大盘几何体表面上去,此时这样图片就称为纹理贴图;

纹理映射的作用,就是根据纹理图像,为之前光栅化后的每一个片元涂上合适的颜色,组成纹理图像的像素又被称为 纹素,每一个纹素的颜色都使用 RGB或者 RGBA格式编码

纹素可以简单的理解为一个像素

2、纹理映射四步

  • 1、准备纹理图像
  • 2、配置集合图形纹理映射方式
  • 3、加载和配置纹理图像
  • 4、从纹理中抽出纹素赋给片元

3、纹理坐标

纹理坐标:就是纹理图像上的坐标,通过纹理坐标可以在纹理图像上获取纹素颜色,webgl系统中的纹理坐标是 二维的;

纹理坐标用来确定纹理图像那部分覆盖到集合图形上,纹理坐标值与图像自身的尺寸无关

在这里插入图片描述

4、映射过程

纹理映射得过程需要顶点着色器和片元着色器二者得配合;

1、初始化着色器

如下着色器代码

顶点着色器

attribute vec4 a_Position;
attribute vec4 a_TexCoord;
varying vec2 v_TexCoord;
void main(){
   
    gl_Position = a_Position;
    v_TexCoord = a_TexCoord;
}

片元着色器

precision mediump float;
uniform sampler2D u_Sampler;
varying vec2 v_TexCoord;
void main(){
   
    gl_FragColor = texture2D(u_Sampler, v_TexCoord);
}
2、设置纹理坐标

将纹理坐标传入顶点着色器,与将其他顶点数据(如颜色),传入顶点着色器得方法是一样的;

// 创建顶点坐标和纹理坐标
var verticesTexCoords = new Float32Array([
    // 顶点坐标, 纹理坐标
    -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
]);
3、配置和加载纹理
/* 四、创建纹理对象并调用纹理绘制方法 */
function initTextures(gl, n) {
   

    // 创建纹理对象
    var texture = gl.createTexture();
    if (!texture) {
   
        console.log('创建纹理对象失败!');
        return false;
    }

    // 获取 u_Sampler 的存储位置
    var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');
    if (!u_Sampler) {
   
        console.log('获取 uniform 变量 u_Sampler 失败!');
        return false;
    }

    // 创建 Image 对象
    var image = new Image();
    image.onload = function (ev) {
   
        loadTexture(gl, n, texture, u_Sampler, image);
    };

    image.src = '../resources/sky.JPG';

    return true;

}

上面的代码负责配置和加载纹理,首先 创建纹理gl.createTexture(),然后通过 gl.getUniformLocation()从片元着色器中获取 uniform变量 u_Sampler(取样器)的存储位置,用来接收纹理图像;

可以通过 gl.deleteTexture()删除一个纹理对象,注意:如果视图删除一个已经被删除的纹理对象,不会报错也不会产生影响

4、配置纹理参数
/* 五、设置纹理相关信息 */
function loadTexture(gl, n
  • 4
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 2
    评论
基于WebGL纹理映射与光照渲染是WebGL中常用的图形渲染技术之一。纹理映射是将一张图片贴到一个三维模型表面上,使得模型表面呈现出图片的样子。光照渲染是通过计算光线在三维模型表面上的反射和折射,来模拟真实世界中的光照效果。下面是一个基于WebGL纹理映射与光照渲染的例子: ```html <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>WebGL Texture Mapping and Lighting</title> <style> canvas { border: 1px solid black; } </style> </head> <body> <canvas id="myCanvas" width="400" height="400"></canvas> <script> var gl; var shaderProgram; var vertexBuffer; var indexBuffer; var texture; var textureImage; var angle = 0; function initGL(canvas) { try { gl = canvas.getContext("webgl"); gl.viewportWidth = canvas.width; gl.viewportHeight = canvas.height; } catch (e) { console.log(e); } if (!gl) { console.log("Could not initialise WebGL"); } } function initShaders() { var vertexShaderSource = ` attribute vec3 aVertexPosition; attribute vec2 aTextureCoord; attribute vec3 aVertexNormal; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform mat4 uNMatrix; varying vec2 vTextureCoord; varying vec3 vTransformedNormal; varying vec4 vPosition; void main(void) { vPosition = uMVMatrix * vec4(aVertexPosition, 1.0); gl_Position = uPMatrix * vPosition; vTextureCoord = aTextureCoord; vTransformedNormal = vec3(uNMatrix * vec4(aVertexNormal, 1.0)); } `; var fragmentShaderSource = ` precision mediump float; varying vec2 vTextureCoord; varying vec3 vTransformedNormal; varying vec4 vPosition; uniform sampler2D uSampler; uniform vec3 uAmbientColor; uniform vec3 uLightingDirection; uniform vec3 uDirectionalColor; void main(void) { vec3 ambientLight = uAmbientColor; vec3 directionalLightColor = vec3(0.0, 0.0, 0.0); vec3 directionalVector = normalize(uLightingDirection); float directional = max(dot(vTransformedNormal, directionalVector), 0.0); if (directional > 0.0) { directionalLightColor = uDirectionalColor * directional; } vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); gl_FragColor = vec4(textureColor.rgb * (ambientLight + directionalLightColor), textureColor.a); } `; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { console.log(gl.getShaderInfoLog(vertexShader)); } var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { console.log(gl.getShaderInfoLog(fragmentShader)); } shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.log(gl.getProgramInfoLog(shaderProgram)); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal"); gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute); shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix"); shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor"); shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection"); shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor"); } function initBuffers() { var vertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0 ]; var textureCoords = [ // Front face 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, // Back face 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, // Top face 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, // Bottom face 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // Right face 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, // Left face 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 ]; var normals = [ // Front face 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // Back face 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, // Top face 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // Bottom face 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // Right face 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Left face -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0 ]; var indices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23 // Left face ]; vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); vertexBuffer.itemSize = 3; vertexBuffer.numItems = 24; indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); indexBuffer.numItems = 36; textureCoordsBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordsBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW); textureCoordsBuffer.itemSize = 2; textureCoordsBuffer.numItems = 24; normalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW); normalBuffer.itemSize = 3; normalBuffer.numItems = 24; } function initTexture() { texture = gl.createTexture(); textureImage = new Image(); textureImage.onload = function() { handleLoadedTexture(texture, textureImage); } textureImage.src = "texture.png"; } function handleLoadedTexture(texture, textureImage) { gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); gl.texParameteri(gl.TEXTURE_2D, gl
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值