为什么我的着色器不适用于梯形多边形?
Why don't my shaders work for trapezoids polygons?
我需要在梯形多边形上绘制部分纹理。 (老式的假 3D 赛车游戏,道路是由这些梯形构成的,我想在它们上面应用纹理。)
但是纹理看起来不对,就像如果形成梯形的两个三角形中的每一个都是平行四边形的一半,它们各自具有不同的水平倾斜,而不是全局透视变换。
搜索解决方案我发现这个问题很常见,原因是两个三角形不相等且着色器是 2D。根据我的发现,尤其是这个答案:,我试图修复我的着色器。但它并没有改变任何东西...
My shaders : (copied from webglfundamentals.com, edited according to
<script id="3d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position ;
//attribute vec2 a_texcoord ;
attribute vec4 a_texcoord ;
uniform mat4 u_matrix ;
//varying vec2 v_texcoord ;
varying vec4 v_texcoord ;
void main() {
gl_Position = u_matrix * a_position ;
v_texcoord = a_texcoord ;
}
</script>
<script id="3d-fragment-shader" type="x-shader/x-fragment">
precision mediump float ;
//varying vec2 v_texcoord ;
varying vec4 v_texcoord ;
uniform sampler2D u_texture ;
void main() {
//gl_FragColor = texture2D(u_texture, v_texcoord) ;
gl_FragColor = texture2DProj( u_texture , v_texcoord ) ;
}
</script>
code :
gl_.positionLocation = gl.getAttribLocation( gl_.program, "a_position" );
gl_.texcoordLocation = gl.getAttribLocation( gl_.program, "a_texcoord" );
gl.matrixLocation = gl.getUniformLocation( gl_.program, "u_matrix" );
gl.textureLocation = gl.getUniformLocation( gl_.program, "u_texture" );
gl_.positionBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, gl_.positionBuffer );
var positions = new Float32Array(
[
-1.5, -0.5, 0.5,
1.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
1.5, -0.5, 0.5,
0.5, 0.5, 0.5,
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl_.texcoordBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, gl_.texcoordBuffer );
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(
[
0.25, 0 ,
0.5 , 0 ,
0.25, 0.5,
0.25, 0.5,
0.5 , 0 ,
0.5 , 0.5,
]),
gl.STATIC_DRAW);
The render code :
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindBuffer( gl.ARRAY_BUFFER, positionBuffer );
gl.vertexAttribPointer(positionLocation,3,gl.FLOAT,false,0,0);
gl.enableVertexAttribArray( texcoordLocation );
gl.bindBuffer( gl.ARRAY_BUFFER, texcoordBuffer );
gl.vertexAttribPointer(texcoordLocation,3,gl.FLOAT,false,0,0);
let projectionMatrix = m4.perspective( fieldOfViewRadians, aspect, 1, 2000);
let viewProjectionMatrix = m4.multiply( projectionMatrix, viewMatrix );
let matrix = m4.xRotate( viewProjectionMatrix, modelXRotationRadians );
gl.uniformMatrix4fv( matrixLocation , false , viewProjectionMatrix );
gl.uniform1i( textureLocation , 0 );
gl.drawArrays(gl.TRIANGLES, 0, 6 * 1 );
哪里出错了?
查看您链接到的示例,您需要提供 3D 纹理坐标。因此,而不是像
这样的 UV
0, 0,
0, 1,
1, 0,
1, 1,
它们都需要乘以梯形点的X坐标的绝对值,然后X的绝对值需要是第3个坐标
0 * X0, 0 * X0, X0,
0 * X1, 1 * X1, X1,
1 * X2, 0 * X2, X2,
1 * X3, 1 * X3, X3,
这最终得到相同的纹理坐标,因为 texture2DProj
将每个坐标的 xy
除以 z
,但它改变了纹理坐标的插值方式。
您可以通过手动提供这些纹理坐标并将它们放在缓冲区中来提供这些纹理坐标,或者您可以通过在顶点着色器中计算它们来实现
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec3 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = vec3(texcoord.xy, 1) * abs(position.x);
}
例子
'use strict';
/* global twgl, m4, requestAnimationFrame, document */
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec3 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = vec3(texcoord.xy, 1) * abs(position.x);
}
`;
const fs = `
precision highp float;
varying vec3 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2DProj(tex, v_texcoord);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
const W0 = 1;
const W1 = 0.5;
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
numComponents: 2,
data: [
-1, -1,
1, -1,
-.5, 1,
1, -1,
.5, 1,
-.5, 1,
],
},
texcoord: [
0, 0,
1, 0,
0, 1,
1, 0,
1, 1,
0, 1,
],
});
const tex = twgl.createTexture(gl, {
src: [
0xC0, 0x80, 0xC0, 0x80,
0x80, 0xC0, 0x80, 0xC0,
0xC0, 0x80, 0xC0, 0x80,
0x80, 0xC0, 0x80, 0xC0,
],
format: gl.LUMINANCE,
minMag: gl.NEAREST,
});
function render(time) {
time *= 0.001;
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
u_matrix: m4.rotationZ(time),
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
我需要在梯形多边形上绘制部分纹理。 (老式的假 3D 赛车游戏,道路是由这些梯形构成的,我想在它们上面应用纹理。)
但是纹理看起来不对,就像如果形成梯形的两个三角形中的每一个都是平行四边形的一半,它们各自具有不同的水平倾斜,而不是全局透视变换。
搜索解决方案我发现这个问题很常见,原因是两个三角形不相等且着色器是 2D。根据我的发现,尤其是这个答案:,我试图修复我的着色器。但它并没有改变任何东西...
My shaders : (copied from webglfundamentals.com, edited according to
<script id="3d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position ;
//attribute vec2 a_texcoord ;
attribute vec4 a_texcoord ;
uniform mat4 u_matrix ;
//varying vec2 v_texcoord ;
varying vec4 v_texcoord ;
void main() {
gl_Position = u_matrix * a_position ;
v_texcoord = a_texcoord ;
}
</script>
<script id="3d-fragment-shader" type="x-shader/x-fragment">
precision mediump float ;
//varying vec2 v_texcoord ;
varying vec4 v_texcoord ;
uniform sampler2D u_texture ;
void main() {
//gl_FragColor = texture2D(u_texture, v_texcoord) ;
gl_FragColor = texture2DProj( u_texture , v_texcoord ) ;
}
</script>
code :
gl_.positionLocation = gl.getAttribLocation( gl_.program, "a_position" );
gl_.texcoordLocation = gl.getAttribLocation( gl_.program, "a_texcoord" );
gl.matrixLocation = gl.getUniformLocation( gl_.program, "u_matrix" );
gl.textureLocation = gl.getUniformLocation( gl_.program, "u_texture" );
gl_.positionBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, gl_.positionBuffer );
var positions = new Float32Array(
[
-1.5, -0.5, 0.5,
1.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
1.5, -0.5, 0.5,
0.5, 0.5, 0.5,
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl_.texcoordBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, gl_.texcoordBuffer );
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(
[
0.25, 0 ,
0.5 , 0 ,
0.25, 0.5,
0.25, 0.5,
0.5 , 0 ,
0.5 , 0.5,
]),
gl.STATIC_DRAW);
The render code :
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindBuffer( gl.ARRAY_BUFFER, positionBuffer );
gl.vertexAttribPointer(positionLocation,3,gl.FLOAT,false,0,0);
gl.enableVertexAttribArray( texcoordLocation );
gl.bindBuffer( gl.ARRAY_BUFFER, texcoordBuffer );
gl.vertexAttribPointer(texcoordLocation,3,gl.FLOAT,false,0,0);
let projectionMatrix = m4.perspective( fieldOfViewRadians, aspect, 1, 2000);
let viewProjectionMatrix = m4.multiply( projectionMatrix, viewMatrix );
let matrix = m4.xRotate( viewProjectionMatrix, modelXRotationRadians );
gl.uniformMatrix4fv( matrixLocation , false , viewProjectionMatrix );
gl.uniform1i( textureLocation , 0 );
gl.drawArrays(gl.TRIANGLES, 0, 6 * 1 );
哪里出错了?
查看您链接到的示例,您需要提供 3D 纹理坐标。因此,而不是像
这样的 UV 0, 0,
0, 1,
1, 0,
1, 1,
它们都需要乘以梯形点的X坐标的绝对值,然后X的绝对值需要是第3个坐标
0 * X0, 0 * X0, X0,
0 * X1, 1 * X1, X1,
1 * X2, 0 * X2, X2,
1 * X3, 1 * X3, X3,
这最终得到相同的纹理坐标,因为 texture2DProj
将每个坐标的 xy
除以 z
,但它改变了纹理坐标的插值方式。
您可以通过手动提供这些纹理坐标并将它们放在缓冲区中来提供这些纹理坐标,或者您可以通过在顶点着色器中计算它们来实现
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec3 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = vec3(texcoord.xy, 1) * abs(position.x);
}
例子
'use strict';
/* global twgl, m4, requestAnimationFrame, document */
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec3 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = vec3(texcoord.xy, 1) * abs(position.x);
}
`;
const fs = `
precision highp float;
varying vec3 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2DProj(tex, v_texcoord);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
const W0 = 1;
const W1 = 0.5;
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
numComponents: 2,
data: [
-1, -1,
1, -1,
-.5, 1,
1, -1,
.5, 1,
-.5, 1,
],
},
texcoord: [
0, 0,
1, 0,
0, 1,
1, 0,
1, 1,
0, 1,
],
});
const tex = twgl.createTexture(gl, {
src: [
0xC0, 0x80, 0xC0, 0x80,
0x80, 0xC0, 0x80, 0xC0,
0xC0, 0x80, 0xC0, 0x80,
0x80, 0xC0, 0x80, 0xC0,
],
format: gl.LUMINANCE,
minMag: gl.NEAREST,
});
function render(time) {
time *= 0.001;
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
u_matrix: m4.rotationZ(time),
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>