webgl中解决深度冲突-多边形偏移

1.webgl中解决深度冲突-多边形偏移

1.什么是深度冲突?

就是当几何图形或者物体的两个表面极为接近时,就会使得表面看上去斑斑点点,这种现象就是 深度冲突。

看看这个缓冲区渲染出的效果
缓冲区数据

var verticesColors = new Float32Array([
    // Vertex coordinates and color
     0.0,  2.5,  -5.0,  0.4,  1.0,  0.4, // The green triangle
    -2.5, -2.5,  -5.0,  0.4,  1.0,  0.4,
     2.5, -2.5,  -5.0,  1.0,  0.4,  0.4, 

     0.0,  3.0,  -5.0,  1.0,  0.4,  0.4, // The yellow triagle
    -3.0, -3.0,  -5.0,  1.0,  1.0,  0.4,
     3.0, -3.0,  -5.0,  1.0,  1.0,  0.4, 
  ]);

效果
在这里插入图片描述
你看上面渲染出的两个三角形的颜色,斑斑驳驳的。
在看两个三角形的坐标 (x,y, -5) (x1, y1, -5) 这两个三角形的 z坐标都是 -5。

之所以会产生深度冲突,是因为两个表面过于接近,深度缓冲区的精度已经不能区分哪个在前,哪个在后。

2.解决方案 - 多边形偏移

该机制将会自动在z值加上一个偏移量,偏移量的值由物体表面相对于观察者视线角度来确定

1.启动多边形偏移

gl.enable(gl.POLYGON_OFFSEF_FILL);

2.在绘制之前指定用来计算偏移量的参数

gl.polygonOffset(1.0, 1.0);

效果图
在这里插入图片描述

是不是好多了

详细代码

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        #canvas {
            /* height: 400px; */
            /* width: 400px; */
            background-color: black;
        }
    </style>
</head>

<body>
    <canvas id="canvas" width="400" height="400"></canvas>
    <script src="../lib/cuon-matrix.js"></script>
    <script>
        const gl = canvas.getContext('webgl');
        const createShader = (type, source) => {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            const compileState = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (!compileState) {
                const info = gl.getShaderInfoLog(shader);
                console.log('编译白痴信息为' + info)
                gl.deleteShader(shader);
                return null;
            }
            return shader
        }
        // const VSHADER_SOURCE =
        //     'attribute vec4 a_Position;\n' +
        //     'attribute vec4 a_Color;\n' +
        //     'uniform mat4 u_ViewProjMatrix;\n' +
        //     'varying vec4 c_Color;\n' +
        //     'void main(){' +
        //     '   gl_Position = u_ViewProjMatrix * a_Position;\n' +
        //     '   c_Color = a_Color;\n' +
        //     '}\n'
        // const FSHADER_SOURCE =
        //     '#ifdef GL_ES\n' +
        //     'precision mediump float;\n' +
        //     '#endif\n' +
        //     'varying vec4 c_Color;\n' +
        //     'void main(){' +
        //     '   gl_FragColor = c_Color;\n' +
        //     '}'

        var VSHADER_SOURCE =
            'attribute vec4 a_Position;\n' +
            'attribute vec4 a_Color;\n' +
            'uniform mat4 u_ViewProjMatrix;\n' +
            'varying vec4 v_Color;\n' +
            'void main() {\n' +
            '  gl_Position = u_ViewProjMatrix * a_Position;\n' +
            '  v_Color = a_Color;\n' +
            '}\n';

        // Fragment shader program
        var FSHADER_SOURCE =
            '#ifdef GL_ES\n' +
            'precision mediump float;\n' +
            '#endif\n' +
            'varying vec4 v_Color;\n' +
            'void main() {\n' +
            '  gl_FragColor = v_Color;\n' +
            '}\n';
        // createShader(gl.VERTEX_SHADER, VSHADER_SOURCE);
        // createShader(gl.FRAGMENT_SHADER, FSHADER_SOURCE); 
        const createProgram = (vshader, fshader) => {
            const vertexShader = createShader(gl.VERTEX_SHADER, vshader);
            const fragementSaher = createShader(gl.FRAGMENT_SHADER, fshader);
            if (!vertexShader || !fragementSaher) {
                console.log('创建着色器失败')
                return null
            }
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragementSaher);
            gl.linkProgram(program);
            const linkState = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (!linkState) {
                const err = gl.getProgramInfoLog(program);
                console.log('链接报错信息为' + err);
                gl.deleteShader(vertexShader);
                gl.deleteShader(fragementSaher);
                gl.deleteProgram(program);
                return null
            }
            return program
        }
        const program = createProgram(VSHADER_SOURCE, FSHADER_SOURCE)
        gl.useProgram(program);
        gl.program = program;
        // const initBuffers = () => {
        //     const data = new Float32Array([
        //         // 0.0, 0.0, 5.0, 1.0, 0.0, 0.0,
        //         // -0.75, 0.0, 5.0, 1.0, 0.0, 0.0,
        //         // 0.0, 0.75, 5.0, 1.0, 0.0, 0.0,


        //         // 0.5, 0.0, 5.0, 0.0, 1.0, 0.0,
        //         // -0.5, 0.0, 5.0, 0.0, 1.0, 0.0,
        //         // 0.0, 0.5, 5.0, 0.0, 1.0, 0.0,


        //         0.0, 2.5, -5.0, 0.4, 1.0, 0.4, // The green triangle
        //         -2.5, -2.5, -5.0, 0.4, 1.0, 0.4,
        //         2.5, -2.5, -5.0, 1.0, 0.4, 0.4,

        //         0.0, 3.0, -5.0, 1.0, 0.4, 0.4, // The yellow triagle
        //         -3.0, -3.0, -5.0, 1.0, 1.0, 0.4,
        //         3.0, -3.0, -5.0, 1.0, 1.0, 0.4,
        //     ])
        //     const size = data.BYTES_PER_ELEMENT;
        //     // const bufferData = gl.createBuffer();
        //     const bufferData = gl.createBuffer();
        //     gl.bindBuffer(gl.ARRAY_BUFFER, bufferData);
        //     gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
        //     const a_Position = gl.getAttribLocation(gl.program, 'a_Position');
        //     const a_Color = gl.getAttribLocation(gl.program, 'a_Color');
        //     // gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, size * 6, 0);
        //     // gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, size * 6, 0);
        //     gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, size * 6, 0);
        //     gl.enableVertexAttribArray(a_Position);
        //     // gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, size * 6, size * 3);
        //     gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, size * 6, size * 3);
        //     gl.enableVertexAttribArray(a_Color);
        // }
        function initVertexBuffers(gl) {
            var verticesColors = new Float32Array([
                // Vertex coordinates and color
                0.0, 2.5, -5.0, 0.4, 1.0, 0.4, // The green triangle
                -2.5, -2.5, -5.0, 0.4, 1.0, 0.4,
                2.5, -2.5, -5.0, 1.0, 0.4, 0.4,

                0.0, 3.0, -5.0, 1.0, 0.4, 0.4, // The yellow triagle
                -3.0, -3.0, -5.0, 1.0, 1.0, 0.4,
                3.0, -3.0, -5.0, 1.0, 1.0, 0.4,
            ]);
            var n = 6;

            // Create a buffer object
            var vertexColorbuffer = gl.createBuffer();
            if (!vertexColorbuffer) {
                console.log('Failed to create the buffer object');
                return -1;
            }

            // Write the vertex coordinates and color to the buffer object
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorbuffer);
            gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);

            var FSIZE = verticesColors.BYTES_PER_ELEMENT;
            // Assign the buffer object to a_Position and enable the assignment
            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;
            }
            gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
            gl.enableVertexAttribArray(a_Position);
            // Assign the buffer object to a_Color and enable the assignment
            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;
            }
            gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
            gl.enableVertexAttribArray(a_Color);

            return n;
        }
        initVertexBuffers(gl);
        gl.clearColor(0, 0, 0, 1);
        const u_ViewProjMatrix = gl.getUniformLocation(gl.program, 'u_ViewProjMatrix');
        console.log(u_ViewProjMatrix)
        var viewProjMatrix = new Matrix4();
        viewProjMatrix.setPerspective(30, canvas.width / canvas.height, 1, 100);
        // console.log(canvas.width/canvas.height, canvas.height, canvas.width, 'canvas.width/canvas.height')
        viewProjMatrix.lookAt(3.06, 2.5, 10.0, 0, 0, -2, 0, 1, 0);
        gl.uniformMatrix4fv(u_ViewProjMatrix, false, viewProjMatrix.elements);
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);
        gl.enable(gl.POLYGON_OFFSET_FILL);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawArrays(gl.TRIANGLES, 0, 3);
        gl.polygonOffset(1.0, 1.0);
        gl.drawArrays(gl.TRIANGLES, 3, 3);

    </script>
</body>

</html>
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