第十章、WEBGL与GPU渲染原理(难点);

一、渲染管线;

1、基本概念;

     概念:也称为渲染流水线,是显示芯片内部处理图形信号相互独立的并行处理单元;

     作用:渲染管线的作用是将3D模型转换为2维图像;

二、细讲渲染过程;

1、从顶点着色器 到 片元着色器 的过程;

  • step1、顶点着色器

  • step2、图片装配

  • step3、片元着色器

  • step4、裁剪测试

  • step5、多重采样操作

  • step6、背面剔除

  • step7、模板测试

  • step8、深度测试

  • step9、融合

  • step10、缓存

三、WEBGL绘制三角形;

1、实现步骤;

    step1、初始化Canvas,创建webgl上下文;

  • 1.1、新建一个画布;

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基于WebGL的纹理映射与光照渲染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的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
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