WebGL

示例22:阴影

2021-07-18  本文已影响0人  WebGiser

效果

image.png

代码

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="utf-8" />
    </head>

    <body>
        <canvas id="webgl" width="600" height="600">
            Please use a browser that supports "canvas"
        </canvas>

        <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>
            let canvas = document.getElementById("webgl");
            let gl = getWebGLContext(canvas);

            // 阴影贴图-顶点着色器
            let SHADOW_VSHADER_SOURCE =
                'attribute vec4 a_Position;\n' +
                'uniform mat4 u_MvpMatrix;\n' +
                'void main(){\n' +
                '   gl_Position = u_MvpMatrix * a_Position;\n' +
                '}\n';

            // 阴影贴图-片元着色器
            let SHADOW_FSHADER_SOURCE =
                '#ifdef GL_ES\n' +
                'precision mediump float;\n' +
                '#endif\n' +
                'void main() {\n' +
                '  const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);\n' +
                '  const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);\n' +
                '  vec4 rgbaDepth = fract(gl_FragCoord.z * bitShift);\n' + // Calculate the value stored into each byte
                '  rgbaDepth -= rgbaDepth.gbaa * bitMask;\n' + // Cut off the value which do not fit in 8 bits
                '  gl_FragColor = rgbaDepth;\n' +
                '}\n';

            //顶点着色器
            let VSHADER_SOURCE =
                'attribute vec4 a_Position;\n' +
                'attribute vec4 a_Color;\n' +
                'uniform mat4 u_MvpMatrix;\n' +
                'uniform mat4 u_MvpMatrixFromLight;\n' +
                'varying vec4 v_PositionFromLight;\n' +
                'varying vec4 v_Color;\n' +
                'void main() {\n' +
                '  gl_Position = u_MvpMatrix * a_Position;\n' +
                '  v_PositionFromLight = u_MvpMatrixFromLight * a_Position;\n' +
                '  v_Color = a_Color;\n' +
                '}\n';

            //片元着色器
            let FSHADER_SOURCE =
                '#ifdef GL_ES\n' +
                'precision mediump float;\n' +
                '#endif\n' +
                'uniform sampler2D u_ShadowMap;\n' +
                'varying vec4 v_PositionFromLight;\n' +
                'varying vec4 v_Color;\n' +
                // Recalculate the z value from the rgba
                'float unpackDepth(const in vec4 rgbaDepth) {\n' +
                '  const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0*256.0), 1.0/(256.0*256.0*256.0));\n' +
                '  float depth = dot(rgbaDepth, bitShift);\n' + // Use dot() since the calculations is same
                '  return depth;\n' +
                '}\n' +
                'void main() {\n' +
                '  vec3 shadowCoord = (v_PositionFromLight.xyz/v_PositionFromLight.w)/2.0 + 0.5;\n' +
                '  vec4 rgbaDepth = texture2D(u_ShadowMap, shadowCoord.xy);\n' +
                '  float depth = unpackDepth(rgbaDepth);\n' + // Recalculate the z value from the rgba
                '  float visibility = (shadowCoord.z > depth + 0.0015) ? 0.7 : 1.0;\n' +
                '  gl_FragColor = vec4(v_Color.rgb * visibility, v_Color.a);\n' +
                '}\n';

            let OFFSCREEN_WIDTH = 2048;
            let OFFSCREEN_HEIGHT = 2048;
            // 光源位置
            let LIGHT_X = 0;
            let LIGHT_Y = 40;
            let LIGHT_Z = 2;

            let ANGLE_STEP = 40; // The increments of rotation angle (degrees)
            let last = Date.now(); // Last time that this function was called

            let g_modelMatrix = new Matrix4();
            let g_mvpMatrix = new Matrix4();

            // 初始化阴影着色器
            let shadowProgram = createProgram(gl, SHADOW_VSHADER_SOURCE, SHADOW_FSHADER_SOURCE);
            shadowProgram.a_Position = gl.getAttribLocation(shadowProgram, 'a_Position');
            shadowProgram.u_MvpMatrix = gl.getUniformLocation(shadowProgram, 'u_MvpMatrix');
            if (shadowProgram.a_Position < 0 || !shadowProgram.u_MvpMatrix) {
                console.log('Failed to get the storage location of attribute or uniform variable from shadowProgram');
                //return;
            }

            // 初始化常规绘画着色器
            let normalProgram = createProgram(gl, VSHADER_SOURCE, FSHADER_SOURCE);
            normalProgram.a_Position = gl.getAttribLocation(normalProgram, 'a_Position');
            normalProgram.a_Color = gl.getAttribLocation(normalProgram, 'a_Color');
            normalProgram.u_MvpMatrix = gl.getUniformLocation(normalProgram, 'u_MvpMatrix');
            normalProgram.u_MvpMatrixFromLight = gl.getUniformLocation(normalProgram, 'u_MvpMatrixFromLight');
            normalProgram.u_ShadowMap = gl.getUniformLocation(normalProgram, 'u_ShadowMap');
            if (normalProgram.a_Position < 0 || normalProgram.a_Color < 0 || !normalProgram.u_MvpMatrix ||
                !normalProgram.u_MvpMatrixFromLight || !normalProgram.u_ShadowMap) {
                console.log('Failed to get the storage location of attribute or uniform variable from normalProgram');
                // return;
            }

            let triangle = initVertexBuffersForTriangle(gl);
            let plane = initVertexBuffersForPlane(gl);

            let fbo = initFramebufferObject(gl);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, fbo.texture);

            gl.clearColor(0, 0, 0, 1);
            gl.enable(gl.DEPTH_TEST);

            let viewProjMatrixFromLight = new Matrix4();
            viewProjMatrixFromLight.setPerspective(70.0, OFFSCREEN_WIDTH / OFFSCREEN_HEIGHT, 1.0, 200.0);
            viewProjMatrixFromLight.lookAt(LIGHT_X, LIGHT_Y, LIGHT_Z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

            let viewProjMatrix = new Matrix4();
            viewProjMatrix.setPerspective(45, canvas.width / canvas.height, 1.0, 100.0);
            viewProjMatrix.lookAt(0.0, 7.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

            let currentAngle = 0.0;
            let mvpMatrixFromLight_t = new Matrix4();
            let mvpMatrixFromLight_p = new Matrix4();
            let tick = function() {
                currentAngle = animate(currentAngle);

                gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); // Change the drawing destination to FBO
                gl.viewport(0, 0, OFFSCREEN_HEIGHT, OFFSCREEN_HEIGHT); // Set view port for FBO
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Clear FBO    

                gl.useProgram(shadowProgram); // Set shaders for generating a shadow map
                // Draw the triangle and the plane (for generating a shadow map)
                drawTriangle(gl, shadowProgram, triangle, currentAngle, viewProjMatrixFromLight);
                mvpMatrixFromLight_t.set(g_mvpMatrix); // Used later
                drawPlane(gl, shadowProgram, plane, viewProjMatrixFromLight);
                mvpMatrixFromLight_p.set(g_mvpMatrix); // Used later

                gl.bindFramebuffer(gl.FRAMEBUFFER, null); // Change the drawing destination to color buffer
                gl.viewport(0, 0, canvas.width, canvas.height);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Clear color and depth buffer

                gl.useProgram(normalProgram); // Set the shader for regular drawing
                gl.uniform1i(normalProgram.u_ShadowMap, 0); // Pass 0 because gl.TEXTURE0 is enabled銇欍倠
                // Draw the triangle and plane ( for regular drawing)
                gl.uniformMatrix4fv(normalProgram.u_MvpMatrixFromLight, false, mvpMatrixFromLight_t.elements);
                drawTriangle(gl, normalProgram, triangle, currentAngle, viewProjMatrix);
                gl.uniformMatrix4fv(normalProgram.u_MvpMatrixFromLight, false, mvpMatrixFromLight_p.elements);
                drawPlane(gl, normalProgram, plane, viewProjMatrix);

                window.requestAnimationFrame(tick, canvas);
            }
            tick();

            function drawTriangle(gl, program, triangle, angle, viewProjMatrix) {
                // Set rotate angle to model matrix and draw triangle
                g_modelMatrix.setRotate(angle, 0, 1, 0);
                draw(gl, program, triangle, viewProjMatrix);
            }

            function drawPlane(gl, program, plane, viewProjMatrix) {
                // Set rotate angle to model matrix and draw plane
                g_modelMatrix.setRotate(-45, 0, 1, 1);
                draw(gl, program, plane, viewProjMatrix);
            }

            function draw(gl, program, o, viewProjMatrix) {
                initAttributeVariable(gl, program.a_Position, o.vertexBuffer);
                if (program.a_Color != undefined) // If a_Color is defined to attribute
                    initAttributeVariable(gl, program.a_Color, o.colorBuffer);

                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer);

                // Calculate the model view project matrix and pass it to u_MvpMatrix
                g_mvpMatrix.set(viewProjMatrix);
                g_mvpMatrix.multiply(g_modelMatrix);
                gl.uniformMatrix4fv(program.u_MvpMatrix, false, g_mvpMatrix.elements);

                gl.drawElements(gl.TRIANGLES, o.numIndices, gl.UNSIGNED_BYTE, 0);
            }

            // Assign the buffer objects and enable the assignment
            function initAttributeVariable(gl, a_attribute, buffer) {
                gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
                gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);
                gl.enableVertexAttribArray(a_attribute);
            }

            function initVertexBuffersForPlane(gl) {
                // Create a plane
                //  v1------v0
                //  |        | 
                //  |        |
                //  |        |
                //  v2------v3

                // Vertex coordinates
                let vertices = new Float32Array([
                    3.0, -1.7, 2.5, -3.0, -1.7, 2.5, -3.0, -1.7, -2.5, 3.0, -1.7, -2.5 // v0-v1-v2-v3
                ]);

                // Colors
                let colors = new Float32Array([
                    1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
                ]);

                // Indices of the vertices
                let indices = new Uint8Array([0, 1, 2, 0, 2, 3]);

                let o = new Object(); // Utilize Object object to return multiple buffer objects together

                // Write vertex information to buffer object
                o.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
                o.colorBuffer = initArrayBufferForLaterUse(gl, colors, 3, gl.FLOAT);
                o.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
                if (!o.vertexBuffer || !o.colorBuffer || !o.indexBuffer) return null;

                o.numIndices = indices.length;

                // Unbind the buffer object
                gl.bindBuffer(gl.ARRAY_BUFFER, null);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

                return o;
            }

            function initVertexBuffersForTriangle(gl) {
                // Create a triangle
                //       v2
                //      / | 
                //     /  |
                //    /   |
                //  v0----v1

                // Vertex coordinates
                let vertices = new Float32Array([-0.8, 3.5, 0.0, 0.8, 3.5, 0.0, 0.0, 3.5, 1.8]);
                // Colors
                let colors = new Float32Array([1.0, 0.5, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 0.0]);
                // Indices of the vertices
                let indices = new Uint8Array([0, 1, 2]);

                let o = new Object(); // Utilize Object object to return multiple buffer objects together

                // Write vertex information to buffer object
                o.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
                o.colorBuffer = initArrayBufferForLaterUse(gl, colors, 3, gl.FLOAT);
                o.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
                if (!o.vertexBuffer || !o.colorBuffer || !o.indexBuffer) return null;

                o.numIndices = indices.length;

                // Unbind the buffer object
                gl.bindBuffer(gl.ARRAY_BUFFER, null);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

                return o;
            }

            function initArrayBufferForLaterUse(gl, data, num, type) {
                // Create a buffer object
                let buffer = gl.createBuffer();
                if (!buffer) {
                    console.log('Failed to create the buffer object');
                    return null;
                }
                // Write date into the buffer object
                gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
                gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

                // Store the necessary information to assign the object to the attribute variable later
                buffer.num = num;
                buffer.type = type;

                return buffer;
            }

            function initElementArrayBufferForLaterUse(gl, data, type) {
                // Create a buffer object
                let buffer = gl.createBuffer();
                if (!buffer) {
                    console.log('Failed to create the buffer object');
                    return null;
                }
                // Write date into the buffer object
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);

                buffer.type = type;

                return buffer;
            }

            function initFramebufferObject(gl) {
                let framebuffer, texture, depthBuffer;

                // Define the error handling function
                let error = function() {
                    if (framebuffer) gl.deleteFramebuffer(framebuffer);
                    if (texture) gl.deleteTexture(texture);
                    if (depthBuffer) gl.deleteRenderbuffer(depthBuffer);
                    return null;
                }

                // Create a framebuffer object (FBO)
                framebuffer = gl.createFramebuffer();
                if (!framebuffer) {
                    console.log('Failed to create frame buffer object');
                    return error();
                }

                // Create a texture object and set its size and parameters
                texture = gl.createTexture(); // Create a texture object
                if (!texture) {
                    console.log('Failed to create texture object');
                    return error();
                }
                gl.bindTexture(gl.TEXTURE_2D, texture);
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

                // Create a renderbuffer object and Set its size and parameters
                depthBuffer = gl.createRenderbuffer(); // Create a renderbuffer object
                if (!depthBuffer) {
                    console.log('Failed to create renderbuffer object');
                    return error();
                }
                gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
                gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT);

                // Attach the texture and the renderbuffer object to the FBO
                gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
                gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
                gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);

                // Check if FBO is configured correctly
                var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
                if (gl.FRAMEBUFFER_COMPLETE !== e) {
                    console.log('Frame buffer object is incomplete: ' + e.toString());
                    return error();
                }

                framebuffer.texture = texture; // keep the required object

                // Unbind the buffer object
                gl.bindFramebuffer(gl.FRAMEBUFFER, null);
                gl.bindTexture(gl.TEXTURE_2D, null);
                gl.bindRenderbuffer(gl.RENDERBUFFER, null);

                return framebuffer;
            }

            function animate(angle) {
                let now = Date.now(); // Calculate the elapsed time
                let elapsed = now - last;
                last = now;
                // Update the current rotation angle (adjusted by the elapsed time)
                let newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
                return newAngle % 360;
            }
        </script>
    </body>
</html>
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