在 webGL 中使用 Nurbs Surface (Verb),索引总是错误的,除非我使用角而不是控制点

Using Nurbs Surface (Verb) in webGL, indices are always wrong unless I use corners instead of controlPoints

我正在尝试使 Verb 的 Nurbs Surface 与 vanilla webGL 一起工作(尽管使用 webgl-utils 有点作弊)。 PIXI.js 也产生相同的结果,角落有效,但控制点无效。

我可以使用角 verb.geom.NurbsSurface.byCorners 但是当我尝试使用 verb.geom.NurbsSurface.byKnotsControlPointsWeights 的控制点时,表面变得混乱,很可能是索引错误!

有一个使用 verb with THREE.js 的示例,但即使我尝试使用示例中使用的相同函数,结果也是相同的。

我已经注释掉了基于角的功能,你可以看到它有效。我控制台记录了 srf 并且从 _data 对象我可以看到 Verb 正在生成这些控制点,但是如果我用 byKnotsControlPointsWeights[=19 尝试相同的点将不起作用=]

除了有效的解决方案之外,我还想了解为什么代码不起作用,以及 THREE.js 中的哪一部分与我的普通代码不同,后者使它可以与三个一起使用,但这里不行。

const flatten = _.flatten;
// const corners = [
//   [100, 100], // top left
//   [450, 50], // top right
//   [650, 650], // bottom right
//   [0, 750] // bottom left
// ];
// var srf = verb.geom.NurbsSurface.byCorners(...corners);

const degreeU = 3;
const degreeV = 3;
const knotsU = [0, 0, 0, 0, 1, 1, 1, 1];
const knotsV = [0, 0, 0, 0, 1, 1, 1, 1];
const controlPoints = [
  [
    [0, 0, 1],
    [0, 249, 1],
    [0, 500, 1],
    [0, 750, 1]
  ],
  [
    [249, 0, 1],
    [249, 249, 1],
    [249, 500, 1],
    [249, 750, 1]
  ],
  [
    [500, 0, 1],
    [500, 249, 1],
    [500, 500, 1],
    [500, 750, 1]
  ],
  [
    [750, 0, 1],
    [750, 249, 1],
    [750, 500, 1],
    [750, 750, 1]
  ]
];

var srf = verb.geom.NurbsSurface.byKnotsControlPointsWeights(
  degreeU,
  degreeV,
  knotsU,
  knotsV,
  controlPoints
);

// tesselate the nurface and get the triangles
var tess = srf.tessellate();
console.log(tess);

const vertexSource = `
  attribute vec2 a_position;
  attribute vec2 a_texCoord;

  uniform vec2 u_resolution;

  varying vec2 v_texCoord;

  void main() {
    vec2 zeroToOne = a_position / u_resolution;
    vec2 zeroToTwo = zeroToOne * 2.0;
    vec2 clipSpace = zeroToTwo - 1.0;

    gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
    v_texCoord = a_texCoord;
  }
`;

const fragmentSource = `
  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);
  }
`;

function main() {
  var image = new Image();
  image.crossOrigin = "anonymous";
  image.onload = function () {
    render(image);
  };
  image.src = "https://pixijs.io/examples/examples/assets/bg_scene_rotate.jpg";
}

function render(image) {
  // Get A WebGL context
  /** @type {HTMLCanvasElement} */
  var canvas = document.getElementById("c");
  var gl = canvas.getContext("webgl");

  // setup GLSL program
  var program = webglUtils.createProgramFromSources(gl, [
    vertexSource,
    fragmentSource
  ]);

  // look up where the vertex data needs to go.
  var positionLocation = gl.getAttribLocation(program, "a_position");
  var texcoordLocation = gl.getAttribLocation(program, "a_texCoord");

  // Create a buffer to put three 2d clip space points in
  var positionBuffer = gl.createBuffer();

  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  // Set a rectangle the same size as the image.
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Float32Array(flatten(tess.points)),
    gl.STATIC_DRAW
  );

  // provide texture coordinates for the rectangle.
  var texcoordBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Float32Array(flatten(tess.uvs)),
    gl.STATIC_DRAW
  );

  // Create a texture.
  var texture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture);

  // 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);

  // Upload the image into the texture.
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

  // lookup uniforms
  var resolutionLocation = gl.getUniformLocation(program, "u_resolution");

  // resize canvas to display size
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;

  // Tell WebGL how to convert from clip space to pixels
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  // Clear the canvas
  gl.clearColor(0, 0, 0, 0);
  gl.clear(gl.COLOR_BUFFER_BIT);

  // Tell it to use our program (pair of shaders)
  gl.useProgram(program);

  // index buffer
  const indexBuffer = gl.createBuffer();
  // make this buffer the current 'ELEMENT_ARRAY_BUFFER'
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  // Fill the current element array buffer with data

  const indices = new Uint16Array(flatten(tess.faces));
  gl.bufferData(
    gl.ELEMENT_ARRAY_BUFFER,
    new Uint16Array(indices),
    gl.STATIC_DRAW
  );

  // Turn on the position attribute
  gl.enableVertexAttribArray(positionLocation);

  // Bind the position buffer.
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
  var size = 2; // 2 components per iteration
  var type = gl.FLOAT; // the data is 32bit floats
  var normalize = false; // don't normalize the data
  var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
  var offset = 0; // start at the beginning of the buffer
  gl.vertexAttribPointer(
    positionLocation,
    size,
    type,
    normalize,
    stride,
    offset
  );

  // Turn on the texcoord attribute
  gl.enableVertexAttribArray(texcoordLocation);

  // bind the texcoord buffer.
  gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);

  gl.vertexAttribPointer(
    texcoordLocation,
    size,
    type,
    normalize,
    stride,
    offset
  );

  // set the resolution
  gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);

  // Draw the rectangle.
  gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
}

main();
body { margin: 0; }
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://unpkg.com/verb-nurbs-web@2.1.3/build/js/verb.js"></script>
<script src="https://unpkg.com/lodash@4.17.20/lodash.js"></script>
<canvas id="c"></canvas>

我不知道它应该是什么样子,但是代码在调用 gl.vertexAttribPointer 时传递了 2 作为位置的大小,但数据有 3 (x, y, z)。将其设置为 3 肯定会得到不同的图像。仍然需要确保将 UV 的大小设置为 2

const flatten = _.flatten;
// const corners = [
//   [100, 100], // top left
//   [450, 50], // top right
//   [650, 650], // bottom right
//   [0, 750] // bottom left
// ];
// var srf = verb.geom.NurbsSurface.byCorners(...corners);

const degreeU = 3;
const degreeV = 3;
const knotsU = [0, 0, 0, 0, 1, 1, 1, 1];
const knotsV = [0, 0, 0, 0, 1, 1, 1, 1];
const controlPoints = [
  [
    [0, 0, 1],
    [0, 249, 1],
    [0, 500, 1],
    [0, 750, 1]
  ],
  [
    [249, 0, 1],
    [249, 249, 1],
    [249, 500, 1],
    [249, 750, 1]
  ],
  [
    [500, 0, 1],
    [500, 249, 1],
    [500, 500, 1],
    [500, 750, 1]
  ],
  [
    [750, 0, 1],
    [750, 249, 1],
    [750, 500, 1],
    [750, 750, 1]
  ]
];

var srf = verb.geom.NurbsSurface.byKnotsControlPointsWeights(
  degreeU,
  degreeV,
  knotsU,
  knotsV,
  controlPoints
);

// tesselate the nurface and get the triangles
var tess = srf.tessellate();
console.log(tess);

const vertexSource = `
  attribute vec2 a_position;
  attribute vec2 a_texCoord;

  uniform vec2 u_resolution;

  varying vec2 v_texCoord;

  void main() {
    vec2 zeroToOne = a_position / u_resolution;
    vec2 zeroToTwo = zeroToOne * 2.0;
    vec2 clipSpace = zeroToTwo - 1.0;

    gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
    v_texCoord = a_texCoord;
  }
`;

const fragmentSource = `
  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);
  }
`;

function main() {
  var image = new Image();
  image.crossOrigin = "anonymous";
  image.onload = function () {
    render(image);
  };
  image.src = "https://pixijs.io/examples/examples/assets/bg_scene_rotate.jpg";
}

function render(image) {
  // Get A WebGL context
  /** @type {HTMLCanvasElement} */
  var canvas = document.getElementById("c");
  var gl = canvas.getContext("webgl");

  // setup GLSL program
  var program = webglUtils.createProgramFromSources(gl, [
    vertexSource,
    fragmentSource
  ]);

  // look up where the vertex data needs to go.
  var positionLocation = gl.getAttribLocation(program, "a_position");
  var texcoordLocation = gl.getAttribLocation(program, "a_texCoord");

  // Create a buffer to put three 2d clip space points in
  var positionBuffer = gl.createBuffer();

  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  // Set a rectangle the same size as the image.
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Float32Array(flatten(tess.points)),
    gl.STATIC_DRAW
  );

  // provide texture coordinates for the rectangle.
  var texcoordBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Float32Array(flatten(tess.uvs)),
    gl.STATIC_DRAW
  );

  // Create a texture.
  var texture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture);

  // 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);

  // Upload the image into the texture.
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

  // lookup uniforms
  var resolutionLocation = gl.getUniformLocation(program, "u_resolution");

  // resize canvas to display size
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;

  // Tell WebGL how to convert from clip space to pixels
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  // Clear the canvas
  gl.clearColor(0, 0, 0, 0);
  gl.clear(gl.COLOR_BUFFER_BIT);

  // Tell it to use our program (pair of shaders)
  gl.useProgram(program);

  // index buffer
  const indexBuffer = gl.createBuffer();
  // make this buffer the current 'ELEMENT_ARRAY_BUFFER'
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  // Fill the current element array buffer with data

  const indices = new Uint16Array(flatten(tess.faces));
  gl.bufferData(
    gl.ELEMENT_ARRAY_BUFFER,
    new Uint16Array(indices),
    gl.STATIC_DRAW
  );

  // Turn on the position attribute
  gl.enableVertexAttribArray(positionLocation);

  // Bind the position buffer.
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
  var size = 3; // 2 components per iteration
  var type = gl.FLOAT; // the data is 32bit floats
  var normalize = false; // don't normalize the data
  var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
  var offset = 0; // start at the beginning of the buffer
  gl.vertexAttribPointer(
    positionLocation,
    size,
    type,
    normalize,
    stride,
    offset
  );

  // Turn on the texcoord attribute
  gl.enableVertexAttribArray(texcoordLocation);

  // bind the texcoord buffer.
  gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);

  gl.vertexAttribPointer(
    texcoordLocation,
    2, //size,
    type,
    normalize,
    stride,
    offset
  );

  // set the resolution
  gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);

  // Draw the rectangle.
  gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
}

main();
body { margin: 0; }
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://unpkg.com/verb-nurbs-web@2.1.3/build/js/verb.js"></script>
<script src="https://unpkg.com/lodash@4.17.20/lodash.js"></script>
<canvas id="c"></canvas>