本系列教程主要讲解利用WebGL开发网页版的三维图形程序。这里主要用到的OpenGL和FlyMath内容。本系列内容较难。要求学生对几何和编程有一定的了解。建议初三以上同学学习。
3D渲染要真实,最重要的条件有两个,其中一个就是灯光的运用。在WebGL里灯光渲染都放在片元着色器里完成。这就给了我们很大的“艺术创作”空间。有四点大家要记住的。
- 在开启灯光照亮模式后,没有被灯光照到的物体(部份)是看不到的。
- 灯光是照亮物体,自身是不会发亮的,也看不到的。
- GLSL下灯光处理是要自己写的,没有现成的函数给你。
- 灯光只负责照亮物体,不会渲染出阴影。
这节我示范的程序是一个简单的点光源照亮三角形。光源在不同的位置,对三角形的照亮部位是不同的。红色的三角形,绿色的灯,照出来的效果会如何呢?在灯光强的地方,会显示绿色,在远的地方是红色。它们之间应该是红+绿的混合色,就是橙黄混合色。
javascript部分源码
//定义全局GL上下文
var gl_context;
//循环控制参数
var curTime;
var isStop=1;
//定义Camera位置
var camera = [0,0,1];
var camera_to = [0,0,0];
var camera_up = [0,1,0];
//定义颜色数组
var color = [1,0,0];
//定义灯光属性
var light_color = [0,1,0];
var light_pos = [0,0,0];
var light_step = 0.1;
//定义camera矩阵和工程矩阵
var matView = new Array;
var matProject = new Array;
//时间函数
function onTime()
{
if(light_pos[0] >=3.0 || light_pos[0]<=-3.0)
light_step *=-1;
light_pos[0] += light_step;
draw_triangle();
curTime = setTimeout("onTime()",100);
}
//处理点击事件
function click(ev)
{
if(isStop==1)
isStop=0;
else
isStop=1;
if(isStop==0)
onTime();
else
clearTimeout(curTime);
}
//初始化WebGL
function init_webgl()
{
var canvas = document.getElementById("webGL");
if(!canvas){
alert("获取<Canvas>标签失败!");
return;
}
//获取webGL统计图上下文
gl_context = canvas.getContext('webgl',
{ antialias:true,
depth:true,
stencil:true});
if(!gl_context){
alert("获取WebGL上下文失败!");
}
canvas.width = $("#area").width();
canvas.height = $("#area").width()*3/5;
canvas.onmousedown = function(ev){ click(ev);}
//设置视口大小
gl_context.viewport(0,0,canvas.width,canvas.height);
//设置matView和matProject矩阵
FlyMath.Matrix.LookAtRH(matView,camera,camera_to,camera_up);
FlyMath.Matrix.PerspectiveRH(matProject,FlyMath_PI/3,1,1,100);
draw_triangle();
}
//绘制三角形
function draw_triangle()
{
//清空canvas的背景颜色
gl_context.clearColor(0,0,0.5,1);
//清空webgl颜色缓冲区里的内容
gl_context.clear(gl_context.COLOR_BUFFER_BIT | gl_context.DEPTH_BUFFER_BIT);
//开启深度缓冲区检测
gl_context.enable(gl_context.DEPTH_TEST);
//定义顶点shader和片断shader
var vs_src = "attribute vec4 a_Position;\n" +
"uniform mat4 projectionMatrix;\n" +
"uniform mat4 modelViewMatrix;\n" +
"uniform vec3 a_color;\n" +
"uniform vec3 a_lightpos;\n" +
"uniform vec3 a_lightcolor;\n" +
"varying vec3 A_Normal;\n" +
"varying vec3 A_color;\n" +
"varying vec3 A_lightdir;\n" +
"varying vec3 A_lightcolor;\n" +
"void main() {\n" +
"gl_Position = projectionMatrix * modelViewMatrix * a_Position;\n"+
"A_color = a_color;\n"+
"A_Normal = vec3(a_Position.x,a_Position.y,1);\n"+
"A_lightdir = normalize(a_lightpos - a_Position.xyz);\n"+
"A_lightcolor = a_lightcolor;\n"+
"}\n";
var fs_src = "precision highp float;\n" +
"varying vec3 A_Normal;\n" +
"varying vec3 A_color;\n" +
"varying vec3 A_lightdir;\n" +
"varying vec3 A_lightcolor;\n" +
"void main() {\n" +
" float nDot = max(dot(normalize(A_Normal),A_lightdir),0.0);\n"+
" vec3 curcolor = A_color*(1.0-nDot) + A_lightcolor*nDot ;\n"+
" gl_FragColor = vec4(curcolor.xyz,1);\n" +
"}\n";
var vs = gl_context.createShader(gl_context.VERTEX_SHADER);
gl_context.shaderSource(vs,vs_src);
gl_context.compileShader(vs);
if(!gl_context.getShaderParameter(vs,gl_context.COMPILE_STATUS)){
alert(gl_context.getShaderInfoLog(vs));
return;
}
var fs = gl_context.createShader(gl_context.FRAGMENT_SHADER);
gl_context.shaderSource(fs,fs_src);
gl_context.compileShader(fs);
if(!gl_context.getShaderParameter(vs,gl_context.COMPILE_STATUS)){
alert(gl_context.getShaderInfoLog(fs));
return;
}
//加载选择的顶点和片断
var shaderProgram = gl_context.createProgram();
gl_context.attachShader(shaderProgram, vs);
gl_context.attachShader(shaderProgram, fs);
gl_context.linkProgram(shaderProgram);
if (!gl_context.getProgramParameter(shaderProgram, gl_context.LINK_STATUS)) {
alert("Could not initialise shaders");
}
//绑定shader中的参数变量
var shader_pos = gl_context.getAttribLocation(shaderProgram, "a_Position");
var LightposUniform = gl_context.getUniformLocation(shaderProgram,"a_lightpos");
var LightcolorUniform = gl_context.getUniformLocation(shaderProgram,"a_lightcolor");
var ColorUniform = gl_context.getUniformLocation(shaderProgram,"a_color");
var shaderModelViewMatrixUniform = gl_context.getUniformLocation(shaderProgram,"modelViewMatrix");
var shaderProjectionMatrixUniform = gl_context.getUniformLocation(shaderProgram,"projectionMatrix");
var vertices = new Float32Array([0.0,0.5,-3,-0.5,-0.5,-3,0.5,-0.5,-3]);
var tri_buf = gl_context.createBuffer();
//使用选择的程序,激活缓冲区,渲染
gl_context.useProgram(shaderProgram);
gl_context.enableVertexAttribArray(shader_pos);
gl_context.bindBuffer(gl_context.ARRAY_BUFFER, tri_buf);
gl_context.bufferData(gl_context.ARRAY_BUFFER, new Float32Array(vertices), gl_context.STATIC_DRAW);
gl_context.vertexAttribPointer(shader_pos, 3, gl_context.FLOAT, false, 0, 0);
//绑定顶点顔色
gl_context.uniform3f(ColorUniform,color[0],color[1],color[2]);
//绑定灯光属性
gl_context.uniform3f(LightposUniform,light_pos[0],light_pos[1],light_pos[2]);
gl_context.uniform3f(LightcolorUniform,light_color[0],light_color[1],light_color[2]);
//绑定矩阵
gl_context.uniformMatrix4fv(shaderModelViewMatrixUniform,false,matView);
gl_context.uniformMatrix4fv(shaderProjectionMatrixUniform,false,matProject);
gl_context.drawArrays(gl_context.TRIANGLES,0,3);
}
运行范例(点击灯光左右自由移动,再点击停止移动)