无法在WebGL中创建沿轴旋转的3D Koch

Unable to create 3D Koch in WebGL with rotation along axis

本文关键字:旋转 3D Koch 创建 WebGL      更新时间:2023-09-26

最近我选择了WebGL将我的c++游戏移植到JS上。我成功地创建并旋转了一个三维科赫曲线的基本四面体。然后,由于WebGL中的着色器,我无法翻译代码。我解决这个问题的方法和在OpenGL中一样,计算新的几何点,然后,一旦三角形形成,我就把它画出来。这在WebGL中似乎不起作用。下面是代码…https://github.com/Horopter/koch-snowflake/blob/master/koch/koch3d.cpp这是WebGL的代码,直到我成功。特别是我需要翻译函数的帮助…

这里是index。html

//compiled by Santosh. Title : main.js
var gl;
function initGL(canvas) {
    try {
        gl = canvas.getContext("experimental-webgl");
        gl.viewportWidth = canvas.width;
        gl.viewportHeight = canvas.height;
    } catch (e) {
    }
    if (!gl) {
        alert("Could not initialise WebGL, sorry :-(");
    }
    gl.enable(gl.DEPTH_TEST);
    gl.clearColor(0.0, 0.0, 0.0, 0.0);
    gl.viewport(0, 0, canvas.width, canvas.height);
}
function getShader(gl, id) {
    var shaderScript = document.getElementById(id);
    if (!shaderScript) {
        return null;
    }
    var str = "";
    var k = shaderScript.firstChild;
    while (k) {
        if (k.nodeType == 3) {
            str += k.textContent;
        }
        k = k.nextSibling;
    }
    var shader;
    if (shaderScript.type == "x-shader/x-fragment") {
        shader = gl.createShader(gl.FRAGMENT_SHADER);
    } else if (shaderScript.type == "x-shader/x-vertex") {
        shader = gl.createShader(gl.VERTEX_SHADER);
    } else {
        return null;
    }
    gl.shaderSource(shader, str);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        alert(gl.getShaderInfoLog(shader));
        return null;
    }
    return shader;
}
var shaderProgram;
function initShaders() {
    var fragmentShader = getShader(gl, "shader-fs");
    var vertexShader = getShader(gl, "shader-vs");
    shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);
    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        alert("Could not initialise shaders");
    }
    gl.useProgram(shaderProgram);
    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
    shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
    gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
    shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
    shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
    var copy = mat4.create();
    mat4.set(mvMatrix, copy);
    mvMatrixStack.push(copy);
}
function mvPopMatrix() {
    if (mvMatrixStack.length == 0) {
        throw "Invalid popMatrix!";
    }
    mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
    gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
    gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
    return degrees * Math.PI / 180;
}
var pyramidVertexPositionBuffer;
var pyramidVertexColorBuffer;
function initBuffers() {
    pyramidVertexPositionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexPositionBuffer);
    var vertices = [
        // Front face
        1.0,  1.0,  1.0,//a
        1.0, -1.0,  -1.0,//b
        -1.0, 1.0,  -1.0,//c
        // Right face
         1.0, -1.0,  -1.0,//b
        -1.0, 1.0,  -1.0,//c
         -1.0, -1.0, 1.0,//d
        // Left face
        1.0,  1.0,  1.0,//a
        -1.0, -1.0, 1.0,//d
        1.0, -1.0,  -1.0,//b
        // Back face
        -1.0, 1.0,  -1.0,//c
        -1.0, -1.0, 1.0,//d
         1.0,  1.0,  1.0//a
        
        
    ];
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
    pyramidVertexPositionBuffer.itemSize = 3;
    pyramidVertexPositionBuffer.numItems = 12;
    pyramidVertexColorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexColorBuffer);
    var colors = [
        // Front face
        1.0, 0.0, 0.0, 1.0,//a
        0.0, 1.0, 0.0, 1.0,//b
        0.0, 0.0, 1.0, 1.0,//c
        // Right face
        0.0, 1.0, 0.0, 1.0,//b
        0.0, 0.0, 1.0, 1.0,//c
        1.0, 1.0, 1.0, 1.0,//d
        // Left face
        1.0, 0.0, 0.0, 1.0,//a
        1.0, 1.0, 1.0, 1.0,//d
        0.0, 1.0, 0.0, 1.0,//b
        // Back face
        0.0, 0.0, 1.0, 1.0,//c
        1.0, 1.0, 1.0, 1.0,//d
        1.0, 0.0, 0.0, 1.0,//a
    ];
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
    pyramidVertexColorBuffer.itemSize = 4;
    pyramidVertexColorBuffer.numItems = 12;
}
var rPyramid = 0;
function drawScene() {
    gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
    mat4.identity(mvMatrix);
    mat4.translate(mvMatrix, [0.0, 2.0, -8.0]);
    mat4.scale(mvMatrix,[0.7,0.7,0.7]);
    mvPushMatrix();
    mat4.rotate(mvMatrix, degToRad(rPyramid), [0, 1, 0]);
    gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, pyramidVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bindBuffer(gl.ARRAY_BUFFER, pyramidVertexColorBuffer);
    gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, pyramidVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
    setMatrixUniforms();
    gl.drawArrays(gl.TRIANGLES, 0, pyramidVertexPositionBuffer.numItems);
    mvPopMatrix();
}
var lastTime = 0;
function animate() {
    var timeNow = new Date().getTime();
    if (lastTime != 0) {
        var elapsed = timeNow - lastTime;
        rPyramid += (90 * elapsed) / 1000.0;
       
    }
    lastTime = timeNow;
}
function tick() {
    requestAnimationFrame(tick);
    drawScene();
    animate();
}
function webGLStart() {
    var canvas = document.getElementById("gameCanvas");
    initGL(canvas);
    initShaders()
    initBuffers();
    gl.clearColor(0.0, 0.0, 0.0, 0.0);
    gl.enable(gl.DEPTH_TEST);
    tick();
}
webGLStart();
<script src="http://learningwebgl.com/lessons/lesson01/glMatrix-0.9.5.min.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main(void) {
    gl_FragColor = vColor;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
void main(void) {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    vColor = aVertexColor;
}
</script>
    <canvas id="gameCanvas" style="border: none;" width="800" height="500">    </canvas>       

像OpenGL ES 2.0及以上版本的WebGL不再有固定的函数管道。换句话说,它不支持glVertex, glColor等每次指定一个顶点的地方。原因是现代gpu效率极低且速度极慢。当然,在你的PC上,它足够快,可以让东西工作,但它甚至不接近gpu的工作方式,所以Khronos,设计OpenGL的人聪明地决定删除那些东西,特别是对于OpenGL ES, ES =嵌入式系统=智能手机,因为超级低效的方法消耗用户的电池,因为它实际上不是gpu的工作,这也意味着膨胀的驱动程序代码支持旧的低效方式。

你现在做的方式是你创建缓冲区(你在上面的例子中所做的),你把数据放在他们。通常,数据只需要创建一次。例如,如果你在画一个金字塔,为什么要在每一帧指定每个顶点,而你可以只指定一次,然后每次都重用它们。更有效率。

所以,你基本上需要将旧的已弃用的OpenGL c++代码重组为新的现代OpenGL ES代码。一种简单的方法可能是创建一些缓冲区创建器帮助器。示例

function OldOpenGLVertexHelper() {
  var colors = [];
  var vertices = [];
  var normals = [];
  var currentColor = [1, 1, 1, 1];
  var currentNormal = [0, 0, 0];
  var mode;
  this.color3f = function(r, g, b) {
    currentColor = [r, g, b, 1];
  }
  this.color4f = function(r, g, b, a) {
    currentColor = [r, g, b, a];
  }
  this.color3fv = function(rgb) {
    currentColor = rgb.concat(1);
  }
  this.color4fv = function(rgba) {
    currentColor = rgba.slice();
  }
  this.normal3f = function(x, y, z) {
    currentNormal = [x, y, z];
  }
  this.normal3fv = function(xyz) {
    currentNormal = xyz.slice();
  }
  var vertex3f = function(x, y, z) {
    colors.push(currentColor[0], 
                currentColor[1], 
                currentColor[2], 
                currentColor[3]);
    normals.push(currentNormal[0],
                 currentNormal[1],
                 currentNormal[2]);
    vertices.push(x, y, z);
  }
  this.vertex3f = vertex3f;
  this.vertex3fv = function(xyz) {
    vertex3f(xyz[0], xyz[1], xyz[2]);
  };
  this.end = function() {
    return {
      vertices: new Float32Array(vertices),
      normals: new Float32Array(normals),
      colors: new Float32Array(colors),
      mode: mode,
    };
  });
  this.begin = function(m) {
     mode = m;
     colors = [];
     normals = [];
     vertices = [];,
  };
}

现在你可以这样做

var oldGL = new OldOpenGLVertexHelper();
oldGL.color3f(0.0,0.0,0.0); 
oldGL.begin(gl.LINES);
    oldGL.vertex3fv(a);
    oldGL.vertex3fv(b);
    oldGL.vertex3fv(b);
    oldGL.vertex3fv(c);
    oldGL.vertex3fv(c);
    oldGL.vertex3fv(d);
    oldGL.vertex3fv(d);
    oldGL.vertex3fv(a);
    oldGL.vertex3fv(a);
    oldGL.vertex3fv(c);
    oldGL.vertex3fv(b);
    oldGL.vertex3fv(d);
var buffers = oldGL.end();

现在您可以访问buffers.vertices, buffers.colors, buffers.normals等创建的缓冲区。

如何处理这些缓冲区取决于你。理想情况下,如果它们不改变每一帧,你可以在初始化时创建它们并重用它们。请看你上面发布的代码,它为金字塔创建了一组缓冲区

否则如果你想做旧的OpenGL所做的你可以在那个点立即绘制

 gl.bindBuffer(gl.ARRAY_BUFFER, somebufferForPositions);
 gl.bufferData(gl.ARRAY_BUFFER, buffers.vertices, gl.DYNAMIC_DRAW);
 gl.bindBuffer(gl.ARRAY_BUFFER, somebufferForColors);
 gl.bindBuffer(gl.ARRAY_BUFFER, buffers.colors, gl.DYNAMIC_DRAW);
 // set your attributes
 ...
 gl.drawArrays(buffers.mode, 0, buffers.vertices.length / 3); 
 // NOTE: you'll need to change that divided by 3 if buffers.mode
 // is lines (2) or points (1)

这基本上是旧的OpenGL驱动程序为你做的

我不知道这是否足以帮助你。既然你是WebGL的新手,我建议你多读一些教程。对于绘制多个对象可能会有帮助。