WebGL之通过外部传入a_PontSize值改变点着色器vshader内置变量gl_PointSize的值
最近分配到一个看起来非常简单的优化需求、通过地图上设置工具来改变地图上显示的点的大小和透明度。无非过程就是从控件面板获取到用户设置的值保存到数据库中、然后地图上画点的时候取出设置的值渲染出点即可。前端绘制图形无非canvas、这个方面我之前也是不怎么涉及的部分、所以趁这次分配的任务比较轻时间相对宽裕的情况下、可谓是好好学了一把WebGL的内容。通过一个星期的查找学习、总算有了比较清晰的理解、足以好好理解代码了。
俗话说、工欲善其事必先利其器、我这次可是深刻体会了一把。一开始觉得好像蛮容易的、后来怎么也搞不到一起才静下心来认认真真看了webGL的内容、比较不好理解、反正我对着代码翻来覆去看了四五六七遍以上吧、才终于理解了代码执行的逻辑顺序。
学习准备:
WebGL教程: http://www.yanhuangxueyuan.com/WebGL_course.html (推荐、跟着里面说明的方法来学习理解)
W3C关于WebGL的基础学习 (动手前最好看明白的基础理论学习) https://www.w3cschool.cn/webgl/157h1oh3.html
WebGL入门教程(一)-初识webgl (可以跟着搞起来的实例教程) http://www.cnblogs.com/bsman/p/6128447.html
从OpenGL传颜色数值到Shader,改变绘图颜色(看了这篇才找到答案的) http://blog.****.net/huutu/article/details/21460835
WebGL基础(辅助理解) https://www.cnblogs.com/mazhenyu/p/3804518.html
开始解题:
1.大体的思路如下图、代码有省略
其实图上看明白了题已经解了、屡一下思路、WebGL先要声明点着色器和片着色器、然后放在program上建立起来、在建立好program后我们定义一个变量gl.aPointSize,将点着色器的一个属性值a_pointSize赋值给这个变量gl.aPointSize,然后我们根据实际项目需求通过控制这个gl.aPointSize进而改变点着色器中内部变量gl_PointSize。就这么简单,主要是看明白webGL每一个语句的用法,就容易做了。
2.代码参考
①在main.aspx中声明点着色器
<%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Ext5.Master" Inherits="System.Web.Mvc.ViewPage" %> <%@ Import Namespace="F5WS.Web" %> <asp:Content ID="Content1" ContentPlaceHolderID="MainContent" runat="server"> <script type="text/javascript">var tinyItems = <%= ViewData["TinyItems"] %></script> <script id="vshader" type="x-shader/x-vertex"> uniform mat4 u_matrix; attribute vec4 a_vertex; attribute float a_pointSize; attribute vec4 a_color; varying vec4 v_color; void main() { // Set the size of the point // a_pointSize; gl_PointSize = a_pointSize; // multiply each vertex by a matrix. gl_Position = u_matrix * a_vertex; // pass the color to the fragment shader v_color = a_color; } </script> <!-- fragment shader --> <!-- vec4 color1 = vec4(v_color[0], v_color[1], v_color[2], 0.6);调整透明度在这里 --> <script id="fshader" type="x-shader/x-fragment"> precision mediump float; varying vec4 v_color; uniform sampler2D uSampler; void main() { float border = 0.1; float radius = 0.5; vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0); // 最后一个参数为 透明度设定 vec4 color1 = vec4(v_color[0], v_color[1], v_color[2], v_color[3]); vec2 m = gl_PointCoord.xy - vec2(0.5, 0.5); float dist = radius - sqrt(m.x * m.x + m.y * m.y); float t = 0.0; if (dist > border) t = 1.0; else if (dist > 0.0) t = dist / border; // float centerDist = length(gl_PointCoord - 0.5); // works for overlapping circles if blending is enabled gl_FragColor = mix(color0, color1, t); } </script> </script> </asp:Content>
②在CanvasOverlayGL.js中使用、截取了WebGL部分的代码、方便核对自己的代码理解
setWebGL: function () { var me = this; var gl = this._canvas.getContext('experimental-webgl', { antialias: true }); if (!gl) { me._usingGL = false; return; } me._gl = gl; this._pixelsToWebGLMatrix = new Float32Array(16); this._mapMatrix = new Float32Array(16); // -- WebGl setup if (!gl) return; var vertexShader = gl.createShader(gl.VERTEX_SHADER); if (!document.getElementById('vshader')) return; gl.shaderSource(vertexShader, document.getElementById('vshader').text); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); if (!document.getElementById('fshader')) return; gl.shaderSource(fragmentShader, document.getElementById('fshader').text); gl.compileShader(fragmentShader); // link shaders to create our program var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // look up the locations for the inputs to our shaders. this._u_matLoc = gl.getUniformLocation(program, "u_matrix"); this._colorLoc = gl.getAttribLocation(program, "a_color"); this._vertLoc = gl.getAttribLocation(program, "a_vertex"); gl.aPointSize = gl.getAttribLocation(program, "a_pointSize"); // Set the matrix to some that makes 1 unit 1 pixel. this._pixelsToWebGLMatrix.set([2 / this._canvas.width, 0, 0, 0, 0, -2 / this._canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]); gl.viewport(0, 0, this._canvas.width, this._canvas.height); gl.uniformMatrix4fv(this._u_matLoc, false, this._pixelsToWebGLMatrix); }, loadData: function (data, total) { var me = this; var gl = me._gl; var usingGL = me._usingGL; var verts = data; //你自己要渲染的数据 this._size = verts[2]; //我这里的verts[2] = -50 this._cSize = verts[7]; // 我这里的verts[7] = 5.0 this._numPoints = total; if (usingGL) { if (!this._buffer) { var vertBuffer = gl.createBuffer(); this._buffer = vertBuffer; gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer); gl.enableVertexAttribArray(this._vertLoc); gl.enableVertexAttribArray(this._colorLoc); } var vertArray = new Float32Array(verts); var fsize = vertArray.BYTES_PER_ELEMENT; gl.bufferData(gl.ARRAY_BUFFER, vertArray, gl.STATIC_DRAW); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, fsize * 7, 0); // -- offset for color buffer gl.vertexAttribPointer(this._colorLoc, 4, gl.FLOAT, false, fsize * 7, fsize * 3); } this.redraw(); }, drawingOnCanvas: function () { if (this._gl == null) return; var gl = this._gl; gl.clear(gl.COLOR_BUFFER_BIT); this._pixelsToWebGLMatrix.set([2 / this._canvas.width, 0, 0, 0, 0, -2 / this._canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]); //debugger; var pointSize = 78271.5170 / Math.pow(2, this._map.getZoom() - 1); var size = this._size; if (size < 0.0) { size = -size / pointSize; if (size < 7.0) { //size = 7.0; size = this._cSize + 2 ; //我这里 this._cSize=5,我想设定点大小为7,所以+2了 } } // console.log(size); gl.vertexAttrib1f(gl.aPointSize, size); //将size传给点着色器的gl.aPointSize,从而改变到点的大小了 // -- set base matrix to translate canvas pixel coordinates -> webgl coordinates this._mapMatrix.set(this._pixelsToWebGLMatrix); //debugger; var bounds = this._map.getBounds(); var topLeft = new L.LatLng(bounds.getNorth(), bounds.getWest()); var newLatlng = this.offsetFn(topLeft.lat, topLeft.lng); var offset = this.LatLongToPixelXY(topLeft.lat - newLatlng.lat + topLeft.lat, topLeft.lng - newLatlng.lng + topLeft.lng); this._offset.x = offset.x; this._offset.y = offset.y; this._offset.topLeft = topLeft; // -- Scale to current zoom var scale = Math.pow(2, this._map.getZoom()); this.scaleMatrix(this._mapMatrix, scale, scale); this.translateMatrix(this._mapMatrix, -offset.x, -offset.y); // -- attach matrix value to 'mapMatrix' uniform in shader gl.uniformMatrix4fv(this._u_matLoc, false, this._mapMatrix); //debugger; gl.drawArrays(gl.POINTS, 0, this._numPoints); }, LatLongToPixelXY: function (latitude, longitude) { var pi_180 = Math.PI / 180.0; var pi_4 = Math.PI * 4; var sinLatitude = Math.sin(latitude * pi_180); var pixelY = (0.5 - Math.log((1 + sinLatitude) / (1 - sinLatitude)) / (pi_4)) * 256; var pixelX = ((longitude + 180) / 360) * 256; var pixel = { x: pixelX, y: pixelY }; return pixel; }, translateMatrix: function (matrix, tx, ty) { // translation is in last column of matrix matrix[12] += matrix[0] * tx + matrix[4] * ty; matrix[13] += matrix[1] * tx + matrix[5] * ty; matrix[14] += matrix[2] * tx + matrix[6] * ty; matrix[15] += matrix[3] * tx + matrix[7] * ty; }, scaleMatrix: function (matrix, scaleX, scaleY) { // scaling x and y, which is just scaling first two columns of matrix matrix[0] *= scaleX; matrix[1] *= scaleX; matrix[2] *= scaleX; matrix[3] *= scaleX; matrix[4] *= scaleY; matrix[5] *= scaleY; matrix[6] *= scaleY; matrix[7] *= scaleY; },