首页 > 解决方案 > WebGL 不会渲染任何东西,什么是合适的矩阵?

问题描述

我正在尝试从按钮开始理解和学习 WebGL 和计算机图形学,这就是为什么我开始为此编写自己的小库。我花了几天时间寻找正确的答案,但我无法让它发挥作用。

我有列主矩阵,我只是想渲染基本三角形,但由于某种原因,无论我在乘以透视矩阵后做什么,我的顶点 Z 总是超出范围。

我在空间中的位置 0,0,0 处设置了一个对象,顶点位置为 =

    [
        -0.5, -0.5, 0,
        0.5, -0.5, 0,
        0.5, 0.5, 0
    ]

我的相机设置为 60 度角 fov,方面为canvas.width / canvas.height,近平面为1/1000,远平面为50。并且定位在(0,0,-10)看着我的对象。

在渲染时间我提供给我的顶点着色器:

Unifrom Matrix4 u_model

[1 0 0 0
 0 1 0 0
 0 0 1 0
 0 0 0 1]

所以基本上单位矩阵

统一 Matrix4 u_view

[-1  0  0  0
  0  1  0  0
  0  0 -1 -10
  0  0  0  1]

和 Uniform Matrix4 u_projection

 0.0003282401348280833 0                      -0.3129605393123332  0
 0                     0.0003282401348280833  -0.3129605393123332  0
 0                     0                      -1.0000400008000159 -0.002000040000800016
 0                     0                      -1                   0

我的矩阵模型是

[n11, n12, n13, n14
 n21, n22, n23, n24,
 n31, n32, n33, n34,
 n41, n42, n43, n44 ]

我的透视矩阵计算:

static perspective(fov, aspect, near, far) {
    const r = fov * aspect;
    const l = -4;
    const t = r;
    const b = l;
    const matrix = new Matrix4();
    matrix.n11 = (2 * near) / (r - l);
    matrix.n12 = 0;
    matrix.n13 = (r+l)/(r-l);
    matrix.n14 = 0;
    matrix.n21 = 0;
    matrix.n22 = (2 * near) / (t - b);
    matrix.n23 = (t+b)/(t-b);
    matrix.n24 = 0;
    matrix.n31 = 0;
    matrix.n32 = 0;
    matrix.n33 = (near + far) / (near - far);
    matrix.n34 = (2 * near * far) / (near - far);
    matrix.n41 = 0;
    matrix.n42 = 0;
    matrix.n43 = -1;
    matrix.n44 = 0;
    return matrix;
}

我的顶点着色器

 this.vertexShaderScript =
        '\r\n' +
        'precision highp float;\r\n' +
        'uniform mat4 u_model;\r\n' +
        'uniform mat4 u_view;\r\n' +
        'uniform mat4 u_projection;\r\n' +
        'attribute vec3 a_position;\r\n' +
        'attribute vec4 a_color;\r\n' +
        'varying vec4 v_color;\r\n' +
        'void main(void) {\r\n' +
        '    v_color = a_color;\r\n' +
        '    gl_Position = u_projection * u_view *  u_model * vec4(a_position, 1.0);\r\n' +
        '}\r\n';

和片段着色器

 this.fragmentShaderScript = '\r\n' +
        'precision highp float;\r\n' +
        'varying vec4 v_color;\r\n' +
        'void main(void) {\r\n' +
        '    gl_FragColor = v_color;\r\n' +
        '}\r\n';

我已经检查了视图矩阵,尝试转置投影,如果我得到着色器的矩阵并且它没有工作,则使用 spector js 检查。我还检查了其他答案,但没有一个对我有用。

哪个矩阵是错误的?

其余代码可以在我的 github 上找到:https ://github.com/barteq100/webgl

标签: graphics3dwebglprojection

解决方案


你想达到什么目的?

你的透视功能对我来说毫无意义。它似乎基于glFrustum长期弃用的 OpenGL 2.1 中的函数

你会注意到这个函数有 6 个参数,left、right、bottom、top、near far。你的只需要 4,而且你输入的数字似乎是无稽之谈。为什么l哪个代表左硬编码为-4?为什么你认为r应该fov * aspect

然后你还没有显示设置矩阵的代码,所以我们不知道你是如何传递它的。WebGL(和 OpenGL)矩阵预计是行主要的。或者换一种说法,翻译矩阵将在 JavaScript 中像这样指定

const translationMatrix = [
  1, 0, 0, 0,
  0, 1, 0, 0,
  0, 1, 1, 0,
  x, y, z, 1,
];

OpenGL 规范将该矩阵的每一行称为一列,但根据计算机语言标准,它们是行。见https://webglfundamentals.org/webgl/lessons/webgl-matrix-vs-math.html

如果你想学习 WebGL 透视矩阵,试试这篇文章。那篇文章使用了更常见的透视数学。

无论如何,这是您的透视功能。如果我移动相机,我可以找到一个立方体,我正在用一些非常奇怪的视角在原点绘制

'use strict';

/* global twgl, m4, requestAnimationFrame, document */

class Matrix4 { }

function perspective(fov, aspect, near, far) {
  const r = fov * aspect;
  const l = -4;
  const t = r;
  const b = l;
  const matrix = new Matrix4();
  matrix.n11 = (2 * near) / (r - l);
  matrix.n12 = 0;
  matrix.n13 = (r+l)/(r-l);
  matrix.n14 = 0;
  matrix.n21 = 0;
  matrix.n22 = (2 * near) / (t - b);
  matrix.n23 = (t+b)/(t-b);
  matrix.n24 = 0;
  matrix.n31 = 0;
  matrix.n32 = 0;
  matrix.n33 = (near + far) / (near - far);
  matrix.n34 = (2 * near * far) / (near - far);
  matrix.n41 = 0;
  matrix.n42 = 0;
  matrix.n43 = -1;
  matrix.n44 = 0;
  return matrix;
}

function toMat(m) {
  return [
    m.n11, m.n21, m.n31, m.n41,
    m.n12, m.n22, m.n32, m.n42,
    m.n13, m.n23, m.n33, m.n43,
    m.n14, m.n24, m.n34, m.n44,
  ];
}

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texcoord;

uniform mat4 projection;
uniform mat4 modelView;

varying vec3 v_normal;
varying vec2 v_texcoord;

void main() {
  gl_Position = projection * modelView * position;
  v_normal = mat3(modelView) * normal;
  v_texcoord = texcoord;
}
`;

const fs = `
precision highp float;

varying vec3 v_normal;
varying vec2 v_texcoord;
varying float v_modelId;

void main() {
  vec3 lightDirection = normalize(vec3(1, 2, -3));  // arbitrary light direction
  
  float l = dot(lightDirection, normalize(v_normal)) * .5 + .5;
  gl_FragColor = vec4(vec3(0,1,0) * l, 1);
}
`;

// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);

// make some vertex data
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);

function render(time) {
  time *= 0.001;  // seconds
  
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  gl.enable(gl.DEPTH_TEST);
  gl.enable(gl.CULL_FACE);

  const fov = Math.PI * 0.25;
  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const near = 0.1;
  const far = 100;
  const projection = toMat(perspective(fov, aspect, near, far));
  
  const camera = m4.translation([0, 0, 1]);
  const view = m4.inverse(camera);
  let modelView = m4.rotateY(view, time);

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

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>

如果我将透视功能更改为更传统的功能,那么在移动相机后我会得到更正常的功能

'use strict';

/* global twgl, m4, requestAnimationFrame, document */

class Matrix4 { }

function perspective(fov, aspect, near, far) {

  const f = Math.tan(Math.PI * 0.5 - 0.5 * fov);
  const rangeInv = 1.0 / (near - far);

  const matrix = new Matrix4();
  matrix.n11 = f / aspect;
  matrix.n12 = 0;
  matrix.n13 = 0;
  matrix.n14 = 0;
  matrix.n21 = 0;
  matrix.n22 = f;
  matrix.n23 = 0;
  matrix.n24 = 0;
  matrix.n31 = 0;
  matrix.n32 = 0;
  matrix.n33 = (near + far) * rangeInv;
  matrix.n34 = near * far * rangeInv * 2;
  matrix.n41 = 0;
  matrix.n42 = 0;
  matrix.n43 = -1;
  matrix.n44 = 0;
  return matrix;
}

function toMat(m) {
  return [
    m.n11, m.n21, m.n31, m.n41,
    m.n12, m.n22, m.n32, m.n42,
    m.n13, m.n23, m.n33, m.n43,
    m.n14, m.n24, m.n34, m.n44,
  ];
}

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texcoord;

uniform mat4 projection;
uniform mat4 modelView;

varying vec3 v_normal;
varying vec2 v_texcoord;

void main() {
  gl_Position = projection * modelView * position;
  v_normal = mat3(modelView) * normal;
  v_texcoord = texcoord;
}
`;

const fs = `
precision highp float;

varying vec3 v_normal;
varying vec2 v_texcoord;
varying float v_modelId;

void main() {
  vec3 lightDirection = normalize(vec3(1, 2, -3));  // arbitrary light direction
  
  float l = dot(lightDirection, normalize(v_normal)) * .5 + .5;
  gl_FragColor = vec4(vec3(0,1,0) * l, 1);
}
`;

// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);

// make some vertex data
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);

function render(time) {
  time *= 0.001;  // seconds
  
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  gl.enable(gl.DEPTH_TEST);
  gl.enable(gl.CULL_FACE);

  const fov = Math.PI * 0.25;
  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const near = 0.1;
  const far = 100;
  const projection = toMat(perspective(fov, aspect, near, far));
  
  const camera = m4.translation([0, 0, 3]);
  const view = m4.inverse(camera);
  let modelView = m4.rotateY(view, time);

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

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>

如果您想保持相同的透视数学(即,使用glFrustum上面链接的矩阵),那么这些是您需要的值l, r, t,b

  const t = near * Math.tan(0.5 * fov);
  const b = -t;
  const r = t * aspect;
  const l = -r;

'use strict';

/* global twgl, m4, requestAnimationFrame, document */

class Matrix4 { }

function perspective(fov, aspect, near, far) {

  const t = near * Math.tan(0.5 * fov);
  const b = -t;
  const r = t * aspect;
  const l = -r;
  
  const matrix = new Matrix4();
  matrix.n11 = (2 * near) / (r - l);
  matrix.n12 = 0;
  matrix.n13 = (r+l)/(r-l);
  matrix.n14 = 0;
  matrix.n21 = 0;
  matrix.n22 = (2 * near) / (t - b);
  matrix.n23 = (t+b)/(t-b);
  matrix.n24 = 0;
  matrix.n31 = 0;
  matrix.n32 = 0;
  matrix.n33 = (near + far) / (near - far);
  matrix.n34 = (2 * near * far) / (near - far);
  matrix.n41 = 0;
  matrix.n42 = 0;
  matrix.n43 = -1;
  matrix.n44 = 0;
  return matrix;
}

function toMat(m) {
  return [
    m.n11, m.n21, m.n31, m.n41,
    m.n12, m.n22, m.n32, m.n42,
    m.n13, m.n23, m.n33, m.n43,
    m.n14, m.n24, m.n34, m.n44,
  ];
}

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texcoord;

uniform mat4 projection;
uniform mat4 modelView;

varying vec3 v_normal;
varying vec2 v_texcoord;

void main() {
  gl_Position = projection * modelView * position;
  v_normal = mat3(modelView) * normal;
  v_texcoord = texcoord;
}
`;

const fs = `
precision highp float;

varying vec3 v_normal;
varying vec2 v_texcoord;
varying float v_modelId;

void main() {
  vec3 lightDirection = normalize(vec3(1, 2, -3));  // arbitrary light direction
  
  float l = dot(lightDirection, normalize(v_normal)) * .5 + .5;
  gl_FragColor = vec4(vec3(0,1,0) * l, 1);
}
`;

// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);

// make some vertex data
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);

function render(time) {
  time *= 0.001;  // seconds
  
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  gl.enable(gl.DEPTH_TEST);
  gl.enable(gl.CULL_FACE);

  const fov = Math.PI * 0.25;
  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const near = 0.1;
  const far = 100;
  const projection = toMat(perspective(fov, aspect, near, far));
  
  const camera = m4.translation([0, 0, 3]);
  const view = m4.inverse(camera);
  let modelView = m4.rotateY(view, time);

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

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>


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