在 Webgl 中裁剪图像

Clipping images in Webgl

2-D canvas 提供了一个 api 称为绘图图像: context.drawImage(img,sx,sy,swidth,sheight,x,y,width,height); 其中 sx 图像剪辑 开始的位置。

http://www.w3schools.com/tags/canvas_drawimage.asp,

我正在尝试使用 webgl 使用 texImage2D 渲染 2D 图像。我想检查是否有办法 使用 webgl 实现裁剪。

我正在使用以下教程使用 webgl 渲染 2d 图像。 http://webglfundamentals.org/webgl/lessons/webgl-image-processing.html

原图:

使用 drawImage(2D) 裁剪:

用 webgl 剪辑:

var gl,program,positionLocation,originalImageTexture,canvas;
var x = 10;
var y = 20;
function setupWebGL(){

 var canvas = document.getElementById("canvas");
 gl = canvas.getContext("webgl");
   if (!gl) {
     return;
   }
   // setup GLSL program
   var program = createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
   gl.useProgram(program);
   // look up where the vertex data needs to go.
   positionLocation = gl.getAttribLocation(program, "a_position");
  texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
   var texture = gl.createTexture();
   gl.bindTexture(gl.TEXTURE_2D, texture);
  
   // lookup uniforms
   var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
   textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");
   colorLocation = gl.getUniformLocation(program, "u_color");
    // set the resolution
   gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
  
   // Set the parameters so we can render any size image.
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);


   gl.enable(gl.BLEND);
   gl.blendEquation( gl.FUNC_ADD );
   gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
   gl.disable(gl.DEPTH_TEST);
}

    function draw() {
    // use canvas to simulate an image
   var image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
   setupWebGL();
      
    var srcX = 12;
    var srcY = 35;
    var srcWidth = 75;
    var srcHeight = 50;
      
    var dstX = 100;
    var dstY = 110;
    var dstWidth  = srcWidth;
    var dstHeight = srcHeight;
    
    var u0 = 50 / image.width;
    var v0 = 0 / image.height;
    var u1 = (50 + image.width) / image.width;
    var v1 = (0 + image.height) / image.height;
      
   // provide texture coordinates for the rectangle.
   var texCoordBuffer = gl.createBuffer();
   gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([u0, v0, u1,v0, u0,v1, u0,v1, u1,v0, u1,v1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

  
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // set the size of the image
    gl.uniform2f(textureSizeLocation, image.width, image.height);
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

    setRectangle( gl, x, y, image.width, image.height);
    
 
    gl.drawArrays(gl.TRIANGLES, 0, 6);
  
}

    function setRectangle(gl, x, y, width, height) {
 var x1 = x;
 var x2 = x + width;
 var y1 = y;
 var y2 = y + height;
 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([x1, y1,x2, y1,x1, y2,x1, y2,x2, y1,x2, y2]), gl.STATIC_DRAW);
}

draw();
canvas { border: 1px solid black; }
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_resolution;

varying vec2 v_texCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = a_position / u_resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = a_texCoord;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>

You need to adjust the texture coordinates to select the part of the texture you're interested in.

纹理坐标从 0 到 1,所以如果你想从 drawImage 转换,那么给定

drawImage(image, srcX, srcY, srcWidth, srcHeight, 
          dstX, dstY, dstWidth, dstHeight);

在 WebGL 中,您必须使用 src 值调整纹理坐标,并使用 dst 值调整绘制位置的顶点坐标。

u0 = srcX / image.width;
v0 = srcY / image.height;

u1 = (srcX + srcWidth) / image.width;
v1 = (srcY + srcHeight) / image.height;

现在更新你的纹理坐标。在您链接到的示例中

gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  u0,  v0,
  u1,  v0,
  u0,  v1,
  u0,  v1,
  u1,  v0,
  u1,  v1]), gl.STATIC_DRAW);

您还可以向着色器添加一些数学运算。使用 the same techniques as the articles starting here 您可以使用数学来调整着色器中的纹理坐标,就像那些文章正在调整位置一样。

因此,例如,您可以让 UV​​ 坐标像它们最初那样从 0 变为 1,但更新着色器,以便您可以传入一个偏移量和一个缩放比例,将它们相乘以获得您想要的位置。或者,如果您继续阅读这些文章,您可以使用矩阵更灵活地操作它们。

与目标大小类似,您可以在着色器中使用各种数学运算来移动一个简单的单位正方形,并将其缩放和大小调整为您想要的任何大小,而不是更新顶点。

至于你这一行贴的代码

var u1 = (50 + image.width) / image.width;

基本上是说您想从右边缘后 50 像素处的纹理读取像素。这就是你变黑的原因。

第二个问题是这一行

setRectangle( gl, x, y, image.width, image.height);

除非您打算拉伸图像,否则您会要求绘制要绘制 image.width 像素的裁剪图像(比如 image.width - 50),因此如果您的图像是 75 像素,您将获得 25 像素的源拉伸到目标的 75 像素

不确定这是否是您想要的。这是固定版本

请注意,我使用 canvas 制作图像,因为 dataURL 使编辑变得非常痛苦。

var gl,program,positionLocation,originalImageTexture,canvas;
var x = 10;
var y = 20;
function setupWebGL(){

 var canvas = document.getElementById("canvas");
 gl = canvas.getContext("webgl");
   if (!gl) {
     return;
   }
   // setup GLSL program
   var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
   gl.useProgram(program);
   // look up where the vertex data needs to go.
   positionLocation = gl.getAttribLocation(program, "a_position");
  texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
   var texture = gl.createTexture();
   gl.bindTexture(gl.TEXTURE_2D, texture);
  
   // lookup uniforms
   var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
   textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");
   colorLocation = gl.getUniformLocation(program, "u_color");
    // set the resolution
   gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
  
   // Set the parameters so we can render any size image.
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);


   gl.enable(gl.BLEND);
   gl.blendEquation( gl.FUNC_ADD );
   gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
   gl.disable(gl.DEPTH_TEST);
}

    function draw() {
    // use canvas to simulate an image
   var image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
   setupWebGL();
      
    var srcX = 50;
    var srcY = 0;
    var srcWidth = image.width - 50;
    var srcHeight = image.height;
      
    var dstX = x;
    var dstY = y;
    var dstWidth  = srcWidth;
    var dstHeight = srcHeight;
    
 var u0 = srcX / image.width;
  var v0 = srcY / image.height;
 var u1 = (srcX + srcWidth)  / image.width;
  var v1 = (srcY + srcHeight) / image.height;
 
   // provide texture coordinates for the rectangle.
   var texCoordBuffer = gl.createBuffer();
   gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([u0, v0, u1,v0, u0,v1, u0,v1, u1,v0, u1,v1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

  
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // set the size of the image
    gl.uniform2f(textureSizeLocation, image.width, image.height);
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

    setRectangle( gl, dstX, dstY, dstWidth, dstHeight);
   
 
    gl.drawArrays(gl.TRIANGLES, 0, 6);
  
}

    function setRectangle(gl, x, y, width, height) {
 var x1 = x;
 var x2 = x + width;
 var y1 = y;
 var y2 = y + height;
 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([x1, y1,x2, y1,x1, y2,x1, y2,x2, y1,x2, y2]), gl.STATIC_DRAW);
}

draw();
canvas { border: 1px solid red; }
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_resolution;

varying vec2 v_texCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = a_position / u_resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = a_texCoord;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>

我还想再次强调,我通常不会这样做。就像我之前针对这个特殊情况所说的那样,我将使用一个单位正方形位置和一个单位正方形来表示纹理坐标。然后我会使用矩阵来翻译和抵消两者。这将使我可以做 2D canvas API 可以做的所有事情。缩放图像、裁剪图像、旋转图像、翻转图像。它甚至可以让我做 canvas API 做不到的事情,比如在矩形内旋转纹理。

var gl,program,positionLocation,originalImageTexture,canvas;
function setupWebGL(){

 var canvas = document.getElementById("canvas");
 gl = canvas.getContext("webgl");
   if (!gl) {
     return;
   }
   // setup GLSL program
   var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
   gl.useProgram(program);
   // look up where the vertex data needs to go.
   positionLocation = gl.getAttribLocation(program, "a_position");
  texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
   var texture = gl.createTexture();
   gl.bindTexture(gl.TEXTURE_2D, texture);
  
   // lookup uniforms
   matrixLocation = gl.getUniformLocation(program, "u_matrix");
   texMatrixLocation = gl.getUniformLocation(program, "u_texMatrix");
  
   // Set the parameters so we can render any size image.
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

   // provide texture coordinates for the rectangle.
   var texCoordBuffer = gl.createBuffer();
   gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,gl.RGBA, gl.UNSIGNED_BYTE, image);
  
    // Create a buffer for the position of the rectangle corners.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0 , 1, 1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(positionLocation);
    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

   gl.enable(gl.BLEND);
   gl.blendEquation( gl.FUNC_ADD );
   gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
   gl.disable(gl.DEPTH_TEST);
}

var originX, originY, srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, angleInRadians,texAngle;

function draw(time) {
    time *= 0.001; // make time in seconds
  
  
    switch (((time / 4) | 0) % 5) {
      case 0:
        originX = 0;
        originY = 0;
        srcX = 50;
        srcY = 0;
        srcWidth = image.width - 50;
        srcHeight = image.height;
      
        dstX = 10;
        dstY = 20;
        dstWidth  = srcWidth;
        dstHeight = srcHeight;
            
        angleInRadians = 0;
        texAngle = 0;
        break;
      case 1:
         // clip it more
         srcX = 50 + Math.sin(time      ) * 20;
         srcY = 50 + Math.sin(time * 1.3) * 20;
         srcWidth  = image.width  - (50 + Math.sin(time      ) * 20) - srcX;
         srcHeight = image.height - (50 + Math.sin(time * 1.3) * 20) - srcY;
         dstWidth  = srcWidth;
         dstHeight = srcHeight;
         break;
      case 2:
        // spin image around top left
        angleInRadians = time;
        break;
      case 3:
        // spin image around center
        angleInRadians = time;
        dstX = 100;
        dstY = 100;
        originX = -srcWidth / 2;
        originY = -srcHeight / 2;
        break;
      case 4:
        // spin texture around center
        texAngle = -time;
        break;
    }
  
      
    var x = dstX;
    var y = dstY;
    // We have a 1 unit square. If will scale by destWidth and destHeight we'll stretch
    // it to the size we want
    var xScale = dstWidth;
    var yScale = dstHeight;
    
    // We also have a 1 unit square for the texcoords. We can scale that to clip
    var texXOff   = srcX      / image.width;
    var texYOff   = srcY      / image.height;
    var texXScale = srcWidth  / image.width;
    var texYScale = srcHeight / image.height;

    // Compute the matrices
    var projectionMatrix = make2DProjection(gl.canvas.clientWidth, gl.canvas.clientHeight);
    var translationMatrix = makeTranslation(x, y);
    var rotationMatrix = makeRotation(angleInRadians);
    var originMatrix = makeTranslation(originX, originY);
    var scaleMatrix = makeScale(xScale, yScale);
  
    // Multiply the matrices.
    var matrix = matrixMultiply(scaleMatrix, originMatrix);
    matrix = matrixMultiply(matrix, rotationMatrix);
    matrix = matrixMultiply(matrix, translationMatrix);
    matrix = matrixMultiply(matrix, projectionMatrix);
      
    // compute matrixes for texture
    var texPreRot = makeTranslation(-0.5, -0.5);
    var texRot    = makeRotation(texAngle);
    var texPostRot= makeTranslation(0.5, 0.5);
    var texOffMat = makeTranslation(texXOff, texYOff);
    var texScaleMat = makeScale(texXScale, texYScale);
  
    var texMatrix = matrixMultiply(texScaleMat, texOffMat);
    texMatrix = matrixMultiply(texMatrix, texPreRot);
    texMatrix = matrixMultiply(texMatrix, texRot);
    texMatrix = matrixMultiply(texMatrix, texPostRot);
    

    // Set the matrices
    gl.uniformMatrix3fv(matrixLocation, false, matrix);      
    gl.uniformMatrix3fv(texMatrixLocation, false, texMatrix);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
 
    requestAnimationFrame(draw);
}

    // use canvas to simulate an image
   image = document.createElement("canvas");
    document.body.appendChild(image); // so we can see the source image
    image.width  = 200;
    image.height = 150;
    var ctx   = image.getContext("2d");
    ctx.fillRect(0, 0, image.width, image.height);
    for (var py = 0; py < image.height; py += 25) {
      for (var px = 0; px < image.width; px += 25) {
        ctx.fillStyle = "rgb(" + (py / image.height * 255 | 0) + "," + 
                                 (px / image.width  * 255 | 0) + "," + 
                                  255 + ")";
        ctx.beginPath();
        ctx.arc(px + 12, py + 12, 10, 0, Math.PI * 2);
        ctx.fill();
      }
    }
      
setupWebGL();
requestAnimationFrame(draw);
canvas { border: 1px solid red; }
<canvas width="400" height="300" id="canvas"></canvas>
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="//webglfundamentals.org/webgl/resources/webgl-2d-math.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform mat3 u_matrix;    // manipulates position
uniform mat3 u_texMatrix; // manipulates texcoords

varying vec2 v_texCoord;

void main() {
     gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = (u_texMatrix * vec3(a_texCoord, 1)).xy;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>