通過渲染一張DEM的具體例子,瞭解在WebGL中顏色渲染的過程。 ...
目錄
1. 具體實例
通過WebGL,可以渲染生成DEM(數字高程模型)。DEM(數字高程模型)是網格點組成的模型,每個點都有x,y,z值;x,y根據一定的間距組成網格狀,同時根據z值的高低來選定每個點的顏色RGB。通過這個例子可以熟悉WebGL顏色渲染的過程。
2. 解決方案
1) DEM數據.XYZ文件
這裡使用的DEM文件的數據組織如下,如下圖所示。
其中每一行表示一個點,前三個數值表示位置XYZ,後三個數值表示顏色RGB。
2) showDEM.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title> 顯示地形 </title>
<script src="lib/webgl-utils.js"></script>
<script src="lib/webgl-debug.js"></script>
<script src="lib/cuon-utils.js"></script>
<script src="lib/cuon-matrix.js"></script>
<script src="showDEM.js"></script>
</head>
<body>
<div><input type = 'file' id = 'demFile' ></div>
<!-- <div><textarea id="output" rows="300" cols="200"></textarea></div> -->
<div>
<canvas id ="demCanvas" width="600" height="600">
請使用支持WebGL的瀏覽器
</canvas>
</div>
</body>
</html>
3) showDEM.js
// Vertex shader program
var VSHADER_SOURCE =
//'precision highp float;\n' +
'attribute vec4 a_Position;\n' +
'attribute vec4 a_Color;\n' +
'uniform mat4 u_MvpMatrix;\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_Position = u_MvpMatrix * a_Position;\n' +
' v_Color = a_Color;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'varying vec4 v_Color;\n' +
'void main() {\n' +
' gl_FragColor = v_Color;\n' +
'}\n';
//
var col = 89; //DEM寬
var row = 245; //DEM高
// Current rotation angle ([x-axis, y-axis] degrees)
var currentAngle = [0.0, 0.0];
//當前lookAt()函數初始視點的高度
var eyeHight = 2000.0;
//setPerspective()遠截面
var far = 3000;
//
window.onload = function () {
var demFile = document.getElementById('demFile');
if (!demFile) {
console.log("Error!");
return;
}
//demFile.onchange = openFile(event);
demFile.addEventListener("change", function (event) {
//判斷瀏覽器是否支持FileReader介面
if (typeof FileReader == 'undefined') {
console.log("你的瀏覽器不支持FileReader介面!");
return;
}
//
var reader = new FileReader();
reader.onload = function () {
if (reader.result) {
//
var stringlines = reader.result.split("\n");
verticesColors = new Float32Array(stringlines.length * 6);
//
var pn = 0;
var ci = 0;
for (var i = 0; i < stringlines.length; i++) {
if (!stringlines[i]) {
continue;
}
var subline = stringlines[i].split(',');
if (subline.length != 6) {
console.log("錯誤的文件格式!");
return;
}
for (var j = 0; j < subline.length; j++) {
verticesColors[ci] = parseFloat(subline[j]);
ci++;
}
pn++;
}
if (ci < 3) {
console.log("錯誤的文件格式!");
}
//
var minX = verticesColors[0];
var maxX = verticesColors[0];
var minY = verticesColors[1];
var maxY = verticesColors[1];
var minZ = verticesColors[2];
var maxZ = verticesColors[2];
for (var i = 0; i < pn; i++) {
minX = Math.min(minX, verticesColors[i * 6]);
maxX = Math.max(maxX, verticesColors[i * 6]);
minY = Math.min(minY, verticesColors[i * 6 + 1]);
maxY = Math.max(maxY, verticesColors[i * 6 + 1]);
minZ = Math.min(minZ, verticesColors[i * 6 + 2]);
maxZ = Math.max(maxZ, verticesColors[i * 6 + 2]);
}
//包圍盒中心
var cx = (minX + maxX) / 2.0;
var cy = (minY + maxY) / 2.0;
var cz = (minZ + maxZ) / 2.0;
//根據視點高度算出setPerspective()函數的合理角度
var fovy = (maxY - minY) / 2.0 / eyeHight;
fovy = 180.0 / Math.PI * Math.atan(fovy) * 2;
startDraw(verticesColors, cx, cy, cz, fovy);
}
};
//
var input = event.target;
reader.readAsText(input.files[0]);
});
}
function startDraw(verticesColors, cx, cy, cz, fovy) {
// Retrieve <canvas> element
var canvas = document.getElementById('demCanvas');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex coordinates and color (the blue triangle is in the front)
n = initVertexBuffers(gl, verticesColors); //, verticesColors, n
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Get the storage location of u_MvpMatrix
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
if (!u_MvpMatrix) {
console.log('Failed to get the storage location of u_MvpMatrix');
return;
}
// Register the event handler
initEventHandlers(canvas);
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
gl.enable(gl.DEPTH_TEST);
// Start drawing
var tick = function () {
//setPerspective()寬高比
var aspect = canvas.width / canvas.height;
//
draw(gl, n, aspect, cx, cy, cz, fovy, u_MvpMatrix);
requestAnimationFrame(tick, canvas);
};
tick();
}
//
function initEventHandlers(canvas) {
var dragging = false; // Dragging or not
var lastX = -1, lastY = -1; // Last position of the mouse
// Mouse is pressed
canvas.onmousedown = function (ev) {
var x = ev.clientX;
var y = ev.clientY;
// Start dragging if a moue is in <canvas>
var rect = ev.target.getBoundingClientRect();
if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) {
lastX = x;
lastY = y;
dragging = true;
}
};
//滑鼠離開時
canvas.onmouseleave = function (ev) {
dragging = false;
};
// Mouse is released
canvas.onmouseup = function (ev) {
dragging = false;
};
// Mouse is moved
canvas.onmousemove = function (ev) {
var x = ev.clientX;
var y = ev.clientY;
if (dragging) {
var factor = 100 / canvas.height; // The rotation ratio
var dx = factor * (x - lastX);
var dy = factor * (y - lastY);
// Limit x-axis rotation angle to -90 to 90 degrees
//currentAngle[0] = Math.max(Math.min(currentAngle[0] + dy, 90.0), -90.0);
currentAngle[0] = currentAngle[0] + dy;
currentAngle[1] = currentAngle[1] + dx;
}
lastX = x, lastY = y;
};
//滑鼠縮放
canvas.onmousewheel = function (event) {
var lastHeight = eyeHight;
if (event.wheelDelta > 0) {
eyeHight = Math.max(1, eyeHight - 80);
} else {
eyeHight = eyeHight + 80;
}
far = far + eyeHight - lastHeight;
};
}
function draw(gl, n, aspect, cx, cy, cz, fovy, u_MvpMatrix) {
//模型矩陣
var modelMatrix = new Matrix4();
modelMatrix.rotate(currentAngle[0], 1.0, 0.0, 0.0); // Rotation around x-axis
modelMatrix.rotate(currentAngle[1], 0.0, 1.0, 0.0); // Rotation around y-axis
modelMatrix.translate(-cx, -cy, -cz);
//視圖矩陣
var viewMatrix = new Matrix4();
viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0);
//投影矩陣
var projMatrix = new Matrix4();
projMatrix.setPerspective(fovy, aspect, 10, far);
//模型視圖投影矩陣
var mvpMatrix = new Matrix4();
mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix);
// Pass the model view projection matrix to u_MvpMatrix
gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw the cube
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_SHORT, 0);
}
function initVertexBuffers(gl, verticesColors) {
//DEM的一個網格是由兩個三角形組成的
// 0------1 1
// | |
// | |
// col col------col+1
var indices = new Uint16Array((row - 1) * (col - 1) * 6);
var ci = 0;
for (var yi = 0; yi < row - 1; yi++) {
for (var xi = 0; xi < col - 1; xi++) {
indices[ci * 6] = yi * col + xi;
indices[ci * 6 + 1] = (yi + 1) * col + xi;
indices[ci * 6 + 2] = yi * col + xi + 1;
indices[ci * 6 + 3] = (yi + 1) * col + xi;
indices[ci * 6 + 4] = (yi + 1) * col + xi + 1;
indices[ci * 6 + 5] = yi * col + xi + 1;
ci++;
}
}
//創建緩衝區對象
var vertexColorBuffer = gl.createBuffer();
var indexBuffer = gl.createBuffer();
if (!vertexColorBuffer || !indexBuffer) {
return -1;
}
// 將緩衝區對象綁定到目標
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
// 向緩衝區對象中寫入數據
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
//
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
// 向緩衝區對象分配a_Position變數
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
//開啟a_Position變數
gl.enableVertexAttribArray(a_Position);
// 向緩衝區對象分配a_Color變數
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
if (a_Color < 0) {
console.log('Failed to get the storage location of a_Color');
return -1;
}
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
//開啟a_Color變數
gl.enableVertexAttribArray(a_Color);
// 寫入並綁定頂點數組的索引值
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
4) 運行結果
用chrome打開showDEM.html,選擇DEM文件,界面就會顯示DEM的渲染效果:
3. 詳細講解
1) 讀取文件
程式的第一步是通過JS的FileReader()函數讀取DEM文件,在其回調函數中讀取到數組verticesColors中,它包含了位置和顏色信息。讀取完成後調用繪製函數startDraw()。
//
var reader = new FileReader();
reader.onload = function () {
if (reader.result) {
//
var stringlines = reader.result.split("\n");
verticesColors = new Float32Array(stringlines.length * 6);
//
var pn = 0;
var ci = 0;
for (var i = 0; i < stringlines.length; i++) {
if (!stringlines[i]) {
continue;
}
var subline = stringlines[i].split(',');
if (subline.length != 6) {
console.log("錯誤的文件格式!");
return;
}
for (var j = 0; j < subline.length; j++) {
verticesColors[ci] = parseFloat(subline[j]);
ci++;
}
pn++;
}
if (ci < 3) {
console.log("錯誤的文件格式!");
}
//
var minX = verticesColors[0];
var maxX = verticesColors[0];
var minY = verticesColors[1];
var maxY = verticesColors[1];
var minZ = verticesColors[2];
var maxZ = verticesColors[2];
for (var i = 0; i < pn; i++) {
minX = Math.min(minX, verticesColors[i * 6]);
maxX = Math.max(maxX, verticesColors[i * 6]);
minY = Math.min(minY, verticesColors[i * 6 + 1]);
maxY = Math.max(maxY, verticesColors[i * 6 + 1]);
minZ = Math.min(minZ, verticesColors[i * 6 + 2]);
maxZ = Math.max(maxZ, verticesColors[i * 6 + 2]);
}
//包圍盒中心
var cx = (minX + maxX) / 2.0;
var cy = (minY + maxY) / 2.0;
var cz = (minZ + maxZ) / 2.0;
//根據視點高度算出setPerspective()函數的合理角度
var fovy = (maxY - minY) / 2.0 / eyeHight;
fovy = 180.0 / Math.PI * Math.atan(fovy) * 2;
startDraw(verticesColors, cx, cy, cz, fovy);
}
};
//
var input = event.target;
reader.readAsText(input.files[0]);
2) 繪製函數
繪製DEM跟繪製一個簡單三角形的步驟是差不多的:
- 獲取WebGL環境。
- 初始化shaders,構建著色器。
- 初始化頂點數組,分配到緩衝對象。
- 綁定滑鼠鍵盤事件,設置模型視圖投影變換矩陣。
- 在重繪函數中調用WebGL函數繪製。
其中最關鍵的步驟是第三步,初始化頂點數組initVertexBuffers()。
function startDraw(verticesColors, cx, cy, cz, fovy) {
// Retrieve <canvas> element
var canvas = document.getElementById('demCanvas');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex coordinates and color (the blue triangle is in the front)
n = initVertexBuffers(gl, verticesColors); //, verticesColors, n
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Get the storage location of u_MvpMatrix
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
if (!u_MvpMatrix) {
console.log('Failed to get the storage location of u_MvpMatrix');
return;
}
// Register the event handler
initEventHandlers(canvas);
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
gl.enable(gl.DEPTH_TEST);
// Start drawing
var tick = function () {
//setPerspective()寬高比
var aspect = canvas.width / canvas.height;
//
draw(gl, n, aspect, cx, cy, cz, fovy, u_MvpMatrix);
requestAnimationFrame(tick, canvas);
};
tick();
}
3) 使用緩衝區對象
在函數initVertexBuffers()中包含了使用緩衝區對象向頂點著色器傳入多個頂點數據的過程:
- 創建緩衝區對象(gl.createBuffer());
- 綁定緩衝區對象(gl.bindBuffer());
- 將數據寫入緩衝區對象(gl.bufferData);
- 將緩衝區對象分配給一個attribute變數(gl.vertexAttribPointer)
- 開啟attribute變數(gl.enableVertexAttribArray);
在本例中,在JS中申請的數組verticesColors分成位置和顏色兩部分分配給緩衝區對象,並傳入頂點著色器;vertexAttribPointer()是其關鍵的函數,需要詳細瞭解其參數的用法。最後,把頂點數據的索引值綁定到緩衝區對象,WebGL可以訪問索引來間接訪問頂點數據進行繪製。
function initVertexBuffers(gl, verticesColors) {
//DEM的一個網格是由兩個三角形組成的
// 0------1 1
// | |
// | |
// col col------col+1
var indices = new Uint16Array((row - 1) * (col - 1) * 6);
var ci = 0;
for (var yi = 0; yi < row - 1; yi++) {
for (var xi = 0; xi < col - 1; xi++) {
indices[ci * 6] = yi * col + xi;
indices[ci * 6 + 1] = (yi + 1) * col + xi;
indices[ci * 6 + 2] = yi * col + xi + 1;
indices[ci * 6 + 3] = (yi + 1) * col + xi;
indices[ci * 6 + 4] = (yi + 1) * col + xi + 1;
indices[ci * 6 + 5] = yi * col + xi + 1;
ci++;
}
}
//創建緩衝區對象
var vertexColorBuffer = gl.createBuffer();
var indexBuffer = gl.createBuffer();
if (!vertexColorBuffer || !indexBuffer) {
return -1;
}
// 將緩衝區對象綁定到目標
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
// 向緩衝區對象中寫入數據
gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
//
var FSIZE = verticesColors.BYTES_PER_ELEMENT;
// 向緩衝區對象分配a_Position變數
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, FSIZE * 6, 0);
//開啟a_Position變數
gl.enableVertexAttribArray(a_Position);
// 向緩衝區對象分配a_Color變數
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
if (a_Color < 0) {
console.log('Failed to get the storage location of a_Color');
return -1;
}
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 6, FSIZE * 3);
//開啟a_Color變數
gl.enableVertexAttribArray(a_Color);
// 寫入並綁定頂點數組的索引值
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
4. 其他
1.這裡用到了幾個《WebGL編程指南》書中提供的JS組件。全部源代碼(包含DEM數據)地址鏈接:https://share.weiyun.com/5cvt8PJ ,密碼:4aqs8e。
2.如果關心如何設置模型視圖投影變換矩陣,以及綁定滑鼠鍵盤事件,可參看這篇文章:WebGL或OpenGL關於模型視圖投影變換的設置技巧。
3.渲染的結果如果加入光照,效果會更好。