WebGL编程指南-29 通过鼠标点击选中立方体,选中立方体的某个面

1.三维物体选中原理与实现步骤

选中三维物体的原理就是先将几何体设置为唯一的颜色,也就是说场景中的几何体颜色都不同,我们都知道gl_Color的类型是vec4类型的,也就是占4个字节,那么有256256256*256种可能,也可以理解位颜色就是各个几何体的ID,当鼠标点击屏幕时取当前位置的像素颜色,然后根据颜色找到对应几何体。最后再还原几何体本身的颜色。

2.demo效果

在这里插入图片描述
如上图当我们点击立方体时,会alert出提示。

3.demo代码

const VSHADER_SOURCE = `
attribute vec4 a_Position;

uniform vec4 u_Color;
varying vec4 v_Color;
uniform mat4 u_MvpMatrix4;
uniform bool u_Clicked;
void main() {
    gl_Position=u_MvpMatrix4*a_Position;
    if(u_Clicked) {
        v_Color = vec4(1.0,0.0,0.0,1.0);
    }else {
        v_Color=u_Color;

    }
  
}

`;

const FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;

void main() {
    gl_FragColor=v_Color;
}
`;

const initArrayBuffer = (gl, data, name, num, type) => {
  const buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

  const vertexLocation = gl.getAttribLocation(gl.program, name);
  gl.vertexAttribPointer(vertexLocation, num, type, false, 0, 0);
  gl.enableVertexAttribArray(vertexLocation);

  return true;
};

const check = (
  gl,
  n,
  x,
  y,
  currentAngle,
  u_Clicked,
  viewProjMatrix,
  u_MvpMatrix4
) => {
  let picked = false;
  gl.uniform1i(u_Clicked, 1);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_BYTE, 0);
 
  const pixels = new Uint8Array(4);
  gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

  if(pixels[0] ===255) {
      picked = true
  }
  gl.uniform1i(u_Clicked,0);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_BYTE, 0);

  return picked
};
const initIndexBuffer = (gl, indexData) => {
  const indicesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexData, gl.STATIC_DRAW);
};
const main = () => {
  const canvas = document.getElementById("webgl");
  const gl = canvas.getContext("webgl");

  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
    return console.error("着色器初始化失败");
  }

  canvas.onmousedown = (ev) => {
    const x = ev.clientX,
      y = ev.clientY;
    const rect = ev.target.getBoundingClientRect();

    if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) {
        const x_in_canvas=x-rect.left;
        const y_in_canvas=rect.bottom-y;
        const u_Clicked = gl.getUniformLocation(gl.program,'u_Clicked')
        const picked = check(gl,0,x_in_canvas,y_in_canvas,0,u_Clicked);
        if(picked) {
            alert('the cube was selected!')
        }
    }
  };
  const modelMatrix4 = new Matrix4().setRotate(60, 0, 1, 0);
  const projMatrix4 = new Matrix4().setPerspective(
    90,
    canvas.width / canvas.clientHeight,
    0.5,
    100
  );
  const viewMatrix4 = new Matrix4().setLookAt(
    3,
    3,
    5,
    0.0,
    0.0,
    0.0,
    0.0,
    1.0,
    0.0
  );

  const mvpMatrix4 = new Matrix4()
    .setIdentity()
    .multiply(projMatrix4)
    .multiply(viewMatrix4)
    .multiply(modelMatrix4);

  const u_MvpMatrix4 = gl.getUniformLocation(gl.program, "u_MvpMatrix4");
  gl.uniformMatrix4fv(u_MvpMatrix4, false, mvpMatrix4.elements);
  const vertexBuffer = new Float32Array([
    1.0,
    1.0,
    1.0, //v0 white
    -1.0,
    1.0,
    1.0, //v1 品红
    -1.0,
    -1.0,
    1.0, //v2 红色
    1.0,
    -1.0,
    1.0, //v3 黄色
    1.0,
    -1.0,
    -1.0, //v4
    1.0,
    1.0,
    -1.0, //v5
    -1.0,
    1.0,
    -1.0, //v6
    -1.0,
    -1.0,
    -1.0, //v7
  ]);
  const indicesData = new Uint8Array([
    0,
    1,
    2,
    0,
    2,
    3, //front
    0,
    3,
    4,
    0,
    4,
    5, //right
    0,
    5,
    6,
    0,
    6,
    1, //up
    1,
    6,
    7,
    1,
    7,
    2, //left
    7,
    4,
    3,
    7,
    3,
    2, //bottom
    4,
    7,
    6,
    4,
    6,
    5, //behind
  ]);
  initArrayBuffer(gl, vertexBuffer, "a_Position", 3, gl.FLOAT);
  initIndexBuffer(gl, indicesData);

  const u_Clicked = gl.getUniformLocation(gl.program, "u_Clicked");
  //初始化为false
  gl.uniform1i(u_Clicked, 0);
  const u_Color = gl.getUniformLocation(gl.program, "u_Color");
  gl.uniform4f(u_Color, 0.0, 1.0, 0.0, 1.0);

  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.enable(gl.DEPTH_TEST);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, indicesData.length, gl.UNSIGNED_BYTE, 0);
};

main();

4.相关API介绍

以上代码有一个gl.readPixels() 用来读取指定区域的像素颜色

调用示例:gl.readPixels(x, y, width, height, format, type, pixels)
--------------------------------------------------------------------------
函数功能:从颜色缓冲区中读取由x,y,width,height参数确定的矩形中的所有像素值,
		 并保存在pixels指定的数组中
--------------------------------------------------------------------------			
参数		
			x, y				指定颜色缓冲区中矩形块左上角的坐标
			width, height		指定矩形的宽度和高度,以像素为单位
			format				指定像素值的颜色格式,必须为gl.RGBA
			type				指定像素值的数据格式,必须为gl.UNSIGNED_BYTE
			pixels				指定用来接收像素数据的Uint8Array类型化数组

--------------------------------------------------------------------------		
返回值		无
--------------------------------------------------------------------------
错误		INVALID_VALUE		pixels为null,或者,width或height是负值
			INVALID_OPERATION	pexels的长度不够存储所有像素值数据
			INVALID_ENUM		format或type值无效

4.鼠标点击选中立方体一个表面

4.1demo效果

在这里插入图片描述
如上图所示,若点击立方体的一个面,则这个面变成白色,点击立方体以外的区域,立方体恢复原有颜色

逻辑与选中立方体逻辑基本一致,只不过之前颜色相当于立方体的ID,现在颜色相当于面的ID,每个面的颜色不同

4.2 demo代码

const VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute float a_Face;

uniform vec4 u_Color;
varying vec4 v_Color;
uniform mat4 u_MvpMatrix4;
uniform bool u_Clicked;
uniform int u_PickedFace;

void main() {
    gl_Position=u_MvpMatrix4*a_Position;
    int face = int(a_Face);
    vec3 color = (face == u_PickedFace)?vec3(1.0):u_Color.rgb;
    if(u_PickedFace == 0) {
        v_Color = vec4(color,a_Face/255.0);
    }else {
        v_Color=vec4(color,u_Color.a);
    }
  
}

`;

const FSHADER_SOURCE = `
precision mediump float;
varying vec4 v_Color;

void main() {
    gl_FragColor=v_Color;
}
`;

const initArrayBuffer = (gl, data, name, num, type) => {
  const buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

  const vertexLocation = gl.getAttribLocation(gl.program, name);
  gl.vertexAttribPointer(vertexLocation, num, type, false, 0, 0);
  gl.enableVertexAttribArray(vertexLocation);

  return true;
};

const check = (
  gl,
  n,
  x,
  y,
  currentAngle,
  u_PickedFace,
  viewProjMatrix,
  u_MvpMatrix4
) => {
    const pixels = new Uint8Array(4);
  gl.uniform1i(u_PickedFace,0);//将表面编号写入分量

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_BYTE, 0);
 
  gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
  return pixels[3]
};
const initIndexBuffer = (gl, indexData) => {
  const indicesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexData, gl.STATIC_DRAW);
};
const main = () => {
  const canvas = document.getElementById("webgl");
  const gl = canvas.getContext("webgl");
  
  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
    return console.error("着色器初始化失败");
  }

  canvas.onmousedown = (ev) => {
    const x = ev.clientX,
      y = ev.clientY;
    const rect = ev.target.getBoundingClientRect();

    if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) {
        const x_in_canvas=x-rect.left;
        const y_in_canvas=rect.bottom-y;
        const u_PickedFace = gl.getUniformLocation(gl.program,'u_PickedFace')
        const face = check(gl,0,x_in_canvas,y_in_canvas,0,u_PickedFace);
        console.log(face,face)
        gl.uniform1i(u_PickedFace,face);

        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_BYTE, 0);
    }
  };

  const u_PickedFace = gl.getUniformLocation(gl.program,'u_PickedFace');
  gl.uniform1i(u_PickedFace,-1);

  const modelMatrix4 = new Matrix4().setRotate(60, 0, 1, 0);
  const projMatrix4 = new Matrix4().setPerspective(
    90,
    canvas.width / canvas.clientHeight,
    0.5,
    100
  );
  const viewMatrix4 = new Matrix4().setLookAt(
    3,
    3,
    5,
    0.0,
    0.0,
    0.0,
    0.0,
    1.0,
    0.0
  );

  const mvpMatrix4 = new Matrix4()
    .setIdentity()
    .multiply(projMatrix4)
    .multiply(viewMatrix4)
    .multiply(modelMatrix4);

  const u_MvpMatrix4 = gl.getUniformLocation(gl.program, "u_MvpMatrix4");
  gl.uniformMatrix4fv(u_MvpMatrix4, false, mvpMatrix4.elements);
  const vertexBuffer =new Float32Array([
    1.0,
    1.0,
    1.0,
    -1.0,
    1.0,
    1.0,
    -1.0,
    -1.0,
    1.0,
    1.0,
    -1.0,
    1.0, //front面 v0-4
    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 v0345
    1.0,
    1.0,
    1.0,
    1.0,
    1.0,
    -1.0,
    -1.0,
    1.0,
    -1.0,
    -1.0,
    1.0,
    1.0, //up v0561
    -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
    -1.0,
    -1.0,
    1.0,
    1.0,
    -1.0,
    1.0,
    1.0,
    -1.0,
    -1.0,
    -1.0,
    -1.0,
    -1.0, //down
    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
  ]);
  const indicesData =new Uint8Array([
    0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14,
    15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23,
  ]);
  const faces = new Uint8Array([
      1,1,1,1,
      2,2,2,2,
      3,3,3,3,
      4,4,4,4,
      5,5,5,5,
      6,6,6,6
  ])
  initArrayBuffer(gl,faces,"a_Face",1,gl.BYTE)
  initArrayBuffer(gl, vertexBuffer, "a_Position", 3, gl.FLOAT);
  initIndexBuffer(gl, indicesData);

  const u_Clicked = gl.getUniformLocation(gl.program, "u_Clicked");
  //初始化为false
  gl.uniform1i(u_Clicked, 0);
  const u_Color = gl.getUniformLocation(gl.program, "u_Color");
  gl.uniform4f(u_Color, 0.0, 1.0, 0.0, 1.0);

  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.enable(gl.DEPTH_TEST);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, indicesData.length, gl.UNSIGNED_BYTE, 0);
};

main();

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