同一页面上的多个 WebGL 模型

Multiple WebGL models on the same page

我的研究实验室正在开发一个网页,该网页显示一长串可滚动的 3d 模型列表,大约有 50 个模型。我们的第一个想法是使用单独的 THREE.js WebGL 上下文来执行此操作,但考虑到 WebGL 的体系结构,这似乎是不可取的,并且浏览器似乎将页面上的上下文数量限制为大约 2^4。

我不需要这些上下文来做任何令人印象深刻的事情:单个几何体只有几百个三角形,没有纹理,并且在使用鼠标旋转其相机时一次只有一个有动画。

我可以说服 WebGL 以一种浏览器不会抱怨的方式做我想做的事吗?我想也许有一个单一的大几何体,我所有的单独模型彼此相邻排列,并且单独的画布带有视口,每个画布只显示一个模型。但似乎不支持。 (在同一上下文中允许多个视图,但这对我来说不是很有用。)

感谢任何想法!

不清楚您认为需要多个 webgl 上下文的原因。我猜是因为你想要这样的列表

1. [img] description
         description

2. [img] description
         description

3. [img] description
         description

或者什么?

一些想法

  1. 制作一个 canvas 足够大的屏幕,设置它 CSS 这样它就不会随着页面的其余部分滚动。绘制与您想要滚动的任何其他 HTML 对齐的模型。

  2. 制作离屏webgl canvas并使用canvas2d元素显示。

    为每个模型渲染模型,然后调用

    someCanvas2DContextForElementN.drawImage(webGLcanvasElement, ...);
    

鉴于可能只有少数 canvas 可见,您只需要更新那些。事实上,回收它们可能是个好主意。换句话说,与其制作 12000 个画布或 12000 个元素列表,不如制作刚好适合屏幕的大小并在滚动时更新它们。

如果我的页面设计允许,我个人可能会选择 #1。似乎有效,请参见下文。


事实证明这真的很容易。 I just took this sample that was drawing 100 objects 并让它一次绘制一个对象。

清屏后开启剪刀测试

gl.enable(gl.SCISSOR_TEST);

然后,对于每个对象

// get the element that is a place holder for where we want to
// draw the object
var viewElement = obj.viewElement;

// get its position relative to the page's viewport
var rect = viewElement.getBoundingClientRect();

// check if it's offscreen. If so skip it
if (rect.bottom < 0 || rect.top  > gl.canvas.clientHeight ||
    rect.right  < 0 || rect.left > gl.canvas.clientWidth) {
  return;  // it's off screen
}

// set the viewport
var width  = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left   = rect.left;
var bottom = gl.canvas.clientHeight - rect.bottom - 1;

gl.viewport(left, bottom, width, height);
gl.scissor(left, bottom, width, height);

我不是 100% 确定是否需要将宽度和高度加 1。我想我应该查一下。

无论如何,我为每个渲染对象计算一个新的投影矩阵只是为了使代码通用。占位符 div 可以有不同的大小。

更新:

此处最初发布的解决方案在 canvas 上使用了 position: fixed 以防止其滚动。新的解决方案使用 position: absolute 并在渲染之前更新转换,就像这样

  gl.canvas.style.transform = `translateY(${window.scrollY}px)`;

使用之前的解决方案,在匹配位置重新绘制的形状可能会滞后于滚动。使用新解决方案 canvas 滚动,直到我们有时间更新它。这意味着如果我们不能足够快地绘制,形状可能会丢失几帧,但它看起来比滚动不匹配要好得多。

下面的示例是更新后的解决方案。

"use strict";
// using twgl.js because I'm lazy
    twgl.setAttributePrefix("a_");
    var m4 = twgl.m4;
    var gl = twgl.getWebGLContext(document.getElementById("c"));
    // compiles shaders, links program, looks up locations
    var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);

    // calls gl.creatBuffer, gl.bindBuffer, gl.bufferData for each shape
    // for positions, normals, texcoords
    var shapes = [
      twgl.primitives.createCubeBufferInfo(gl, 2),
      twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
      twgl.primitives.createPlaneBufferInfo(gl, 2, 2),
      twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
      twgl.primitives.createCresentBufferInfo(gl, 1, 1, 0.5, 0.1, 24),
      twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2),
      twgl.primitives.createDiscBufferInfo(gl, 1, 24),
      twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12),
    ];

    function rand(min, max) {
      return min + Math.random() * (max - min);
    }

    // Shared values
    var lightWorldPosition = [1, 8, -10];
    var lightColor = [1, 1, 1, 1];
    var camera = m4.identity();
    var view = m4.identity();
    var viewProjection = m4.identity();

    var tex = twgl.createTexture(gl, {
      min: gl.NEAREST,
      mag: gl.NEAREST,
      src: [
        255, 255, 255, 255,
        192, 192, 192, 255,
        192, 192, 192, 255,
        255, 255, 255, 255,
      ],
    });
        
    var randColor = function() {
        var color = [Math.random(), Math.random(), Math.random(), 1];
        color[Math.random() * 3 | 0] = 1; // make at least 1 bright
        return color;
    };

    var objects = [];
    var numObjects = 100;
    var list = document.getElementById("list");
    var listItemTemplate = document.getElementById("list-item-template").text;
    for (var ii = 0; ii < numObjects; ++ii) {
      var listElement = document.createElement("div");
      listElement.innerHTML = listItemTemplate;
      listElement.className = "list-item";
      var viewElement = listElement.querySelector(".view");
      var uniforms = {
        u_lightWorldPos: lightWorldPosition,
        u_lightColor: lightColor,
        u_diffuseMult: randColor(),
        u_specular: [1, 1, 1, 1],
        u_shininess: 50,
        u_specularFactor: 1,
        u_diffuse: tex,
        u_viewInverse: camera,
        u_world: m4.identity(),
        u_worldInverseTranspose: m4.identity(),
        u_worldViewProjection: m4.identity(),
      };
      objects.push({
        ySpeed: rand(0.1, 0.3),
        zSpeed: rand(0.1, 0.3),
        uniforms: uniforms,
        viewElement: viewElement,
        programInfo: programInfo,
        bufferInfo: shapes[ii % shapes.length],
      });
      list.appendChild(listElement);
    }

    var showRenderingArea = false;

    function render(time) {
      time *= 0.001;      
      twgl.resizeCanvasToDisplaySize(gl.canvas);
      
      gl.canvas.style.transform = `translateY(${window.scrollY}px)`;

      gl.enable(gl.DEPTH_TEST);
      gl.disable(gl.SCISSOR_TEST);
      gl.clearColor(0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
      gl.enable(gl.SCISSOR_TEST);

      if (showRenderingArea) {
        gl.clearColor(0, 0, 1, 1);
      }

      var eye = [0, 0, -8];
      var target = [0, 0, 0];
      var up = [0, 1, 0];

      m4.lookAt(eye, target, up, camera);
      m4.inverse(camera, view);

      objects.forEach(function(obj, ndx) {
        var viewElement = obj.viewElement;
        // get viewElement's position
        var rect = viewElement.getBoundingClientRect();
        if (rect.bottom < 0 || rect.top  > gl.canvas.clientHeight ||
            rect.right  < 0 || rect.left > gl.canvas.clientWidth) {
          return;  // it's off screen
        }

        var width  = rect.right - rect.left;
        var height = rect.bottom - rect.top;
        var left   = rect.left;
        var bottom = gl.canvas.clientHeight - rect.bottom - 1;

        gl.viewport(left, bottom, width, height);
        gl.scissor(left, bottom, width, height);

        if (showRenderingArea) {
          gl.clear(gl.COLOR_BUFFER_BIT);
        }

        var projection = m4.perspective(30 * Math.PI / 180, width / height, 0.5, 100);
        m4.multiply(projection, view, viewProjection);

        var uni = obj.uniforms;
        var world = uni.u_world;
        m4.identity(world);
        m4.rotateY(world, time * obj.ySpeed, world);
        m4.rotateZ(world, time * obj.zSpeed, world);
        m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
        m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);

        gl.useProgram(obj.programInfo.program);
        // calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
        twgl.setBuffersAndAttributes(gl, obj.programInfo, obj.bufferInfo);
        // calls gl.bindTexture, gl.activeTexture, gl.uniformXXX
        twgl.setUniforms(obj.programInfo, uni);
        // calls gl.drawArrays or gl.drawElements
        twgl.drawBufferInfo(gl, obj.bufferInfo);
      });
    }

    if (true) { // animated
        var renderContinuously = function(time) {
            render(time);
            requestAnimationFrame(renderContinuously);
        }
        requestAnimationFrame(renderContinuously);
    } else {
        var requestId;
        var renderRequest = function(time) {
            render(time);
            requestId = undefined;
        }
        // If animated
        var queueRender = function() {
            if (!requestId) {
              requestId = requestAnimationFrame(renderRequest);
            }
        }

        window.addEventListener('resize', queueRender);
        window.addEventListener('scroll', queueRender);

        queueRender();
    }
* {
          box-sizing: border-box;
          -moz-box-sizing: border-box;
      }
      body {
        font-family: monospace;
        margin: 0;
      }
      #c {
          position: absolute;
          top: 0;
          width: 100vw;
          height: 100vh;
      }
      #outer {
          width: 100%;
          z-index: 2;
          position: absolute;
          top: 0px;
      }
      #content {
          margin: auto;
          padding: 2em;
      }
      #b {
        width: 100%;
        text-align: center;
      }
      .list-item {
          border: 1px solid black;
          margin: 2em;
          padding: 1em;
          width: 200px;
          display: inline-block;
      }
      .list-item .view {
          width: 100px;
          height: 100px;
          float: left;
          margin: 0 1em 1em 0;
      }
      .list-item .description {
          padding-left: 2em;
      }

      @media only screen and (max-width : 500px) {
          #content {
              width: 100%;
          }
          .list-item {
              margin: 0.5em;
          }
          .list-item .description {
              padding-left: 0em;
          }
      }
<script src="//twgljs.org/dist/4.x/twgl-full.min.js"></script>
  <body>
    <canvas id="c"></canvas>
    <div id="outer">
      <div id="content">
        <div id="b">item list</div>
        <div id="list"></div>
      </div>
    </div>
  </body>
  <script id="list-item-template" type="notjs">
    <div class="view"></div>
    <div class="description">Lorem ipsum dolor sit amet, conse ctetur adipi scing elit. </div>
  </script>
  <script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;

attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

void main() {
  v_texCoord = a_texcoord;
  v_position = (u_worldViewProjection * a_position);
  v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
  v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
  v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
  gl_Position = v_position;
}
  </script>
  <script id="fs" type="notjs">
precision mediump float;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;

vec4 lit(float l ,float h, float m) {
  return vec4(1.0,
              abs(l),//max(l, 0.0),
              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
              1.0);
}

void main() {
  vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
  vec3 a_normal = normalize(v_normal);
  vec3 surfaceToLight = normalize(v_surfaceToLight);
  vec3 surfaceToView = normalize(v_surfaceToView);
  vec3 halfVector = normalize(surfaceToLight + surfaceToView);
  vec4 litR = lit(dot(a_normal, surfaceToLight),
                    dot(a_normal, halfVector), u_shininess);
  vec4 outColor = vec4((
  u_lightColor * (diffuseColor * litR.y +
                u_specular * litR.z * u_specularFactor)).rgb,
      diffuseColor.a);
  gl_FragColor = outColor;
}
  </script>

If you have a phone you can see a similar one fullscreen here.