Nick Yeh
  • NEW!
    NEW!  Connect Ideas Across Notes
    Save time and share insights. With Paragraph Citation, you can quote others’ work with source info built in. If someone cites your note, you’ll see a card showing where it’s used—bringing notes closer together.
    Got it
      • Create new note
      • Create a note from template
        • Sharing URL Link copied
        • /edit
        • View mode
          • Edit mode
          • View mode
          • Book mode
          • Slide mode
          Edit mode View mode Book mode Slide mode
        • Customize slides
        • Note Permission
        • Read
          • Only me
          • Signed-in users
          • Everyone
          Only me Signed-in users Everyone
        • Write
          • Only me
          • Signed-in users
          • Everyone
          Only me Signed-in users Everyone
        • Engagement control Commenting, Suggest edit, Emoji Reply
      • Invite by email
        Invitee

        This note has no invitees

      • Publish Note

        Share your work with the world Congratulations! 🎉 Your note is out in the world Publish Note No publishing access yet

        Your note will be visible on your profile and discoverable by anyone.
        Your note is now live.
        This note is visible on your profile and discoverable online.
        Everyone on the web can find and read all notes of this public team.

        Your account was recently created. Publishing will be available soon, allowing you to share notes on your public page and in search results.

        Your team account was recently created. Publishing will be available soon, allowing you to share notes on your public page and in search results.

        Explore these features while you wait
        Complete general settings
        Bookmark and like published notes
        Write a few more notes
        Complete general settings
        Write a few more notes
        See published notes
        Unpublish note
        Please check the box to agree to the Community Guidelines.
        View profile
      • Commenting
        Permission
        Disabled Forbidden Owners Signed-in users Everyone
      • Enable
      • Permission
        • Forbidden
        • Owners
        • Signed-in users
        • Everyone
      • Suggest edit
        Permission
        Disabled Forbidden Owners Signed-in users Everyone
      • Enable
      • Permission
        • Forbidden
        • Owners
        • Signed-in users
      • Emoji Reply
      • Enable
      • Versions and GitHub Sync
      • Note settings
      • Note Insights New
      • Engagement control
      • Make a copy
      • Transfer ownership
      • Delete this note
      • Save as template
      • Insert from template
      • Import from
        • Dropbox
        • Google Drive
        • Gist
        • Clipboard
      • Export to
        • Dropbox
        • Google Drive
        • Gist
      • Download
        • Markdown
        • HTML
        • Raw HTML
    Menu Note settings Note Insights Versions and GitHub Sync Sharing URL Create Help
    Create Create new note Create a note from template
    Menu
    Options
    Engagement control Make a copy Transfer ownership Delete this note
    Import from
    Dropbox Google Drive Gist Clipboard
    Export to
    Dropbox Google Drive Gist
    Download
    Markdown HTML Raw HTML
    Back
    Sharing URL Link copied
    /edit
    View mode
    • Edit mode
    • View mode
    • Book mode
    • Slide mode
    Edit mode View mode Book mode Slide mode
    Customize slides
    Note Permission
    Read
    Only me
    • Only me
    • Signed-in users
    • Everyone
    Only me Signed-in users Everyone
    Write
    Only me
    • Only me
    • Signed-in users
    • Everyone
    Only me Signed-in users Everyone
    Engagement control Commenting, Suggest edit, Emoji Reply
  • Invite by email
    Invitee

    This note has no invitees

  • Publish Note

    Share your work with the world Congratulations! 🎉 Your note is out in the world Publish Note No publishing access yet

    Your note will be visible on your profile and discoverable by anyone.
    Your note is now live.
    This note is visible on your profile and discoverable online.
    Everyone on the web can find and read all notes of this public team.

    Your account was recently created. Publishing will be available soon, allowing you to share notes on your public page and in search results.

    Your team account was recently created. Publishing will be available soon, allowing you to share notes on your public page and in search results.

    Explore these features while you wait
    Complete general settings
    Bookmark and like published notes
    Write a few more notes
    Complete general settings
    Write a few more notes
    See published notes
    Unpublish note
    Please check the box to agree to the Community Guidelines.
    View profile
    Engagement control
    Commenting
    Permission
    Disabled Forbidden Owners Signed-in users Everyone
    Enable
    Permission
    • Forbidden
    • Owners
    • Signed-in users
    • Everyone
    Suggest edit
    Permission
    Disabled Forbidden Owners Signed-in users Everyone
    Enable
    Permission
    • Forbidden
    • Owners
    • Signed-in users
    Emoji Reply
    Enable
    Import from Dropbox Google Drive Gist Clipboard
       Owned this note    Owned this note      
    Published Linked with GitHub
    • Any changes
      Be notified of any changes
    • Mention me
      Be notified of mention me
    • Unsubscribe
    --- tags: 圖學 --- # WebGL 學習手冊 > 此手冊為學習 WebGL编程指南 與 WebGL 基礎概念 的學習心得文件. > [WebGL编程指南](https://www.tenlong.com.tw/products/9787121229428?list_name=srh) > [WebGL Beginner's Guide](https://www.tenlong.com.tw/products/9781849691727) > [WebGL 基礎概念](https://webglfundamentals.org/webgl/lessons/zh_cn/webgl-fundamentals.html) > [The Book Of Shaders](https://thebookofshaders.com/?lan=ch) > [阿凱Shader入門](https://docs.google.com/presentation/d/1PG7e9a2y9YFi6wy5ljuNge_q1MYnXCe1_LZCRxwnua0/edit#slide=id.g17fd6042b3_0_43) > [史丹佛VR課](https://stanford.edu/class/ee267/lectures/lecture3.pdf) > [圖解渲染流程](https://zhuanlan.zhihu.com/p/137780634) > [3D图形学基础 - 柯灵杰](https://zhuanlan.zhihu.com/p/27846162) > [20分钟让你了解OpenGL](https://zhuanlan.zhihu.com/p/56693625) > [color=#3b75c6] > [Real-Time-Rendering-4th 中譯版](https://www.wolai.com/dpaCHvw9WZRaB3aM2BzF9j) > [color=#F7A004] ## 著色器 shader ### 初始化著色器 initialize shader 1. getCanvas (Html canvas element) 2. getWebGLContext 3. 初始化著色器 4. setCanvasBGColor 5. gl.clearColor + gl.clear(gl.COLOR_BUFFER_BIT) 6. Render ur shader ### 頂點著色器 Vertex Shader * vec4 gl_Position 表頂點位置 (必須值) * float gl_PointSize 表頂點大小 (pixel 數量) > gl_Position = vec4(0.0, 0.0, 0.0, 1.0) > 這當中的`1.0` ,也就是第四的參數值被稱為齊次座標,當其為1.0可以視為三維座標中的點 ![](https://i.imgur.com/15nvJIL.png) [color=#42B983] ### 片元著色器 Fragment Shader * vec4 gl_FragColor 指定片元顏色 (RGBA格式) ## WebGL 座標系統 ![](https://i.imgur.com/yTPhcec.png) ## shader 變數 ### attribute 變數 attribute 被稱為`存除限定符` (storage qualifer),其必須聲明為全域變數。 ``` attribute vec4 a_Position; 存儲限定符 類型 變數名 ``` > attribute 變數以 a_ 前綴開頭,uniform 變數以 u_ 前綴開頭,本書以此為編碼風格 ![](https://i.imgur.com/UaATSon.png) * `gl.getAttribLocation(program, name)` 取得 name 參數指定的 attribute 記憶體位置 * `gl.vertexAttrib3f(location, v1, v2, v3)` 將(v1,v2,v3)傳給 location 指向的 attribute 變數 ![](https://i.imgur.com/6ApL6pO.png) > **只有頂點著色器能使用 attribute 變數,使用片元著色器就需要用 uniform 變數或是使用 varying 變數** > [color=#42B983] ### uniform 變數 ![](https://i.imgur.com/8KBnoGx.png) > uniform 變數用來傳輸給 Vertex Shader、Fragment Shader,`一致的`數據 > [color=#42B983] ``` uniform vec4 u_FragColor; 存儲限定符 類型 變數名 ``` ### varying 變數 #### 畫彩色三角形 頂點著色器中的 v_Color 變量在傳入片元著色器之前經過了內插過程。所以片元著色器中的 v_Color 變量和頂點著色器中的 v_Color 變量實際上並不是一回事,這也正是我們將這種變量稱為“varying”(變化的)變量的原因。 ![](https://i.imgur.com/qyuDONP.png) WebGL2 後請用 `in`、`out` > 在GL3.x中,廢棄了attribute關鍵字(以及varying關鍵字) > 屬性變量統一用in/out作為前置關鍵字 [color=#42B983] ## 緩衝區物件 Buffer Object 緩衝區物件(buffer object),可以一次向著色器傳入多個頂點,它是WebGL中的一塊記憶體區域,可以一次性地向 BO 填充大量的頂點資料,然後將資料傳給著色器 ### Buffer Object 使用流程 ![](https://i.imgur.com/TldcuuY.png) 1. gl.createBuffer() 2. gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer) 3. gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) 4. gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0) 5. gl.enableVertexAttribArray(a_Position) ![](https://i.imgur.com/2OkoUAh.png) ### 1. 創建多個緩衝區對象 vertex buffer & size buffer ![](https://i.imgur.com/4Ij2Dow.png) ### 2. 透過 gl.vertexAttribPointer 傳入多項資訊 創建 vertexSize buffer ,將 2x3 與 1x3 的 array 合成為 3x3的 Float32Array,在透過 `gl.vertexAttribPointer` 的 `stride` 與 `offset` 去取資料 ### 類型化陣列 需要用`new`來調用構造函數來建構並傳入參數 ![](https://i.imgur.com/jkub54m.png) ![](https://i.imgur.com/53Tjcxz.png) ## 基本圖形API `gl.drawarrys`當中的參數 mode,能繪出7種主要基本圖形 | 基本圖形 | 參數 mode | 描述 | | ------ | ------ | ----------- | |點 |gl.POINTS| 一系列點,繪製在v0,v1,v2......處 |線段 | gl.LINES |一系列`單獨的線段`,繪製在(v0,v1)、(v2,v3)、(v4,v5)... 處,如果點的個數是奇數,最後一個點將被忽略 |線條 | gl.LINE_STRIP |一系列`連接的線段`,被繪製在(v0,vl)、(v1 v2)、(v2,v3)... 處,第1個點是第1條線段的起點,第2個點是第1條線段 的終點和第2條線段的起點......第i(i>1)個點是第i-1 條線 段的終點和第i條線段的起點,以此類推。最後一個點是最後 一條線段的終點 |迴路 | gl.LINE_LOOP |一系列`連接的線段`。與 g1.LINE_STRIP 繪製的線條相比,增 加了一條從最後一個點到第1個點的線段。因此,線段被繪製 在(v0,vl)、(v1,v2) (vn,v0)處,其中vn是最後一個 點 |三角形 | gl.TRIANGLES |一系列`單獨的三角形`,繪製在(v0,v1,v2)、(v3,v4,v5)... 處。如果點的個數不是3的整數倍,最後剩下的一或兩個點將 被忽略 |三角帶 | gl.TRIANGLE_STRIP |一系列`條帶狀的三角形`,前三個點構成了第1個三角形,從 第2個點開始的三個點構成了第2個三角形(該三角形與前一個三角形共享一條邊),以此類推。這些三角形被繪製在 (v0,v1,v2)、(v2,v1,v3)、(v2,v3,v4)............處(注意點的順序)' |三角扇 | gl.TRIANGLE_FAN |一系列三角形組成的類似於扇形的圖形。前三個點構成了第1 個三角形,接下來的一個點和前一個三角形的最後一條邊組 成接下來的一個三角形。這些三角形被繪製在(v0,v1,v2)、 (v0,v2,v3), (v0,v3,v4). 處 ![](https://i.imgur.com/UxvN66O.png) ## 平移、旋轉、縮放、向量與變換矩陣 ### 平移 (向量) ```javascript ... const vs = ` attribute vec4 a_Position; uniform vec4 u_Transition; void main() { gl_Position = a_Position + u_Transition; } `; var u_Transition = gl.getUniformLocation(gl.program, 'u_Transition'); gl.uniform4f(u_Transition, .5, .5, 0.0, 0.0); ... ``` ### 旋轉 (向量) ``` javascript /** 旋轉公式 * x2 = x1 * cosθ - y1 * sinθ * y2 = x1 * sinθ + y1 * cosθ * z2 = z1 * * 轉換矩陣 transformation matrix (以旋轉矩陣為例) * [x2,y2,z2] = [ a b c [ x * d e f * y * g h i ] z ] * 展開後可得 * x2 = ax + by + cz * y2 = dx + ey + fz * z2 = gx + hy + iz * * 將其與旋轉公式對應可得 * [x2,y2,z2] = [ cosθ -sinθ 0 [ x * sinθ cosθ 0 * y * 0 0 1 ] z ] **/ const vs = ` attribute vec4 a_Position; uniform float u_CosB, u_SinB; void main() { gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB; gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB; gl_Position.z = a_Position.z; gl_Position.w = 1.0; } `; ``` ### 變換矩陣 ``` javascript // 因 按列主序(column major order)行列轉置過來,才能讓 WebGL 由上而下的將原矩陣內數據 // 儲存到陣列中! // 旋轉矩陣 var xformMatrix = new Float32Array([ cosB, sinB, 0.0, 0.0, -sinB, cosB, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, ]); // 平移矩陣 var xformMatrix = new Float32Array([ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, ]); // 縮放矩陣 var xformMatrix = new Float32Array([ sx, 0.0, 0.0, 0.0, 0.0, sy, 0.0, 0.0, 0.0, 0.0, sz, 0.0, 0.0, 0.0, 0.0, 1.0, ]); // 上面的 xformMatrix 選其一套入 其它請註釋掉 var u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix'); gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix); const vs = ` attribute vec4 a_Position; uniform mat4 u_xformMatrix; void main() { gl_Position = u_xformMatrix * a_Position; } `; ``` ### 平移後旋轉 >等式4.1 > <“平移”後的座標 >=<平移矩陣>×<原始座標> 然後對<平移後的座標進行旋轉。 >等式 4.2 > <“平移後旋轉”後的座標 >=<旋轉矩陣>×<平移後的座標> 當然你也可以分步計算這兩個等式,但更好的方法是,將4.1代入到4.2中, 把兩個等式組合起來: >等式 4.3 > <“平移後旋轉”後的座標>=<旋轉矩陣>×(<平移矩陣>×<原始座標>) 這裡 > <旋轉矩陣>×(<平移矩陣>×<原始坐標 >) 等於 (注意括號的位置) > (< 旋轉矩陣>×<平移矩陣>)×<原始坐標> 最後,我們可以在JavaScript 中計算<旋轉矩陣><平移矩陣>,然後將得到的 矩陣傳入頂點著色器。像這樣,我們就可以把多個變換複合起來了。一個模型經過多個轉換,將多個轉換合成一個等效的轉換,就得到了`模型轉換(model transformation)` 或稱之為 `建模轉換(modeling transformation)`,相對應地模型轉換的矩陣稱之為`模型矩陣(model matrix)` ## 圖形裝配與光柵化 * **圖形裝配** : 將孤立的頂點座標裝配成幾何圖案 , 幾何圖形裝配 (geometric shape assembly)階段將 gl_Position 中的點,畫成 mode 參數中指定的圖案, 又稱為 primitives assembly process。 因為被畫出來的基本圖形又稱之為[圖元(primitives)](https://en.wikipedia.org/wiki/Geometric_primitive) * **光柵化** : 將裝配的幾何圖案轉化為片元/點陣。EX.[字形光柵化](https://zh.wikipedia.org/zh-tw/%E5%AD%97%E4%BD%93%E5%85%89%E6%A0%85%E5%8C%96) ![](https://i.imgur.com/xnt7fjR.png) ## 紋理 Texture ### 紋理座標 ![](https://i.imgur.com/1aAI5Zo.png) > 紋理座標很通用,因為座標值與圖片本身的尺寸無關。 > EX. 128x128 或 128x256 的右上角紋理座標都是 (1.0,1.0) > [color=#42B983] ### 紋理映射 ![](https://i.imgur.com/GNo8ZkM.png) > 另一種常用的命名習慣是用 `uv` 當作紋理座標名稱。這邊用 `st` 是因為GLSL ES 也用 st 分量名取得紋理 > [color=#42B983] ### 設定紋理座標 ``` javascript function initVertexBuffers(gl) { const verticesTexCoords = new Float32Array([ -.5, .5, /**/ 0.0, 1.0, -.5, -.5, /**/ 0.0, 0.0, .5, .5, /**/ 1.0, 1.0, .5, -.5, /**/ 1.0, 0.0 ]); const len = verticesTexCoords.length / 4; // 1. 創建 buffer const vertexTexCoordBuffer = gl.createBuffer(); if (!vertexTexCoordBuffer) return -1; // 2. Binfing buffer gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer); // 3. Setting buffer obj data gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW); const FSIZE = verticesTexCoords.BYTES_PER_ELEMENT; // 4. Assign attribute form buffer & enable vertex attribute const a_Position = gl.getAttribLocation(gl.program, 'a_Position'); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0); gl.enableVertexAttribArray(a_Position) const a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord'); gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2); gl.enableVertexAttribArray(a_TexCoord) return len; } ``` ### 配置和加載紋理 ``` javascript function initTexture(gl, n) { // 1. 創建紋理 Buffer const texture = gl.createTexture(); // 取得Shader 的紋理變數 const u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler'); // 創建圖片 const image = new Image(); image.onload = () => { // Y軸反轉 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // 2. 開啟 Texture Unit (WebGL 至少可用 8個 Texture Unit) gl.activeTexture(gl.TEXTURE0); // 3. 綁定紋理 (申請2D 紋理空間) gl.bindTexture(gl.TEXTURE_2D, texture); // 4. 紋理縮放參數 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); // 5. 寫入紋理資料 到 紋理 Buffer // (image 如果是png,圖像格式&紋理格式 需設定 RGBA) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); // 6. 將紋理 Buffer 傳至 shader 變數 // 將0號紋理傳遞給著色器 gl.uniform1i(u_Sampler, 0); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); } image.src = 'imgs/sky.jpg'; } ``` #### 反轉 y 軸 ![](https://i.imgur.com/PGWUPgb.png) #### 開啟紋理單元 (gl.activeTexture()) ![](https://i.imgur.com/lNGAwG1.png) ![](https://i.imgur.com/smRZ2Mz.png) #### 綁定紋理 (gl.bindTexture()) ![](https://i.imgur.com/0Xm3hx7.png) #### 配置紋理對象參數 (gl.texParameteri()) ``` javascript /** gl.texParameteri * 將 param 的值賦予給目標紋理物件(target)的 pname 參數上 * target: gl.TEXTURW_2D / gl.TEXTURE_CUBE_MAP * pname: gl.TEXTURE_MAG_FILTER|gl.TEXTURE_MIN_FILTER|gl.TEXTURE_WRAP_S|gl.TEXTURE_WRAP_T * param: GLint (OpenGL ES 定義的 number) **/ texParameteri(target: GLenum, pname: GLenum, param: GLint): void; ``` 4種效果與預設對應的默認值 ![](https://i.imgur.com/BeDB75U.png) 在 gl.TEXTURE_MAG_FILTER / gl.TEXTURE_MIN_FILTER 使用的param常數 ![](https://i.imgur.com/iIdmEOf.png) 在 gl.TEXTURE_WRAP_S / gl.TEXTURE_WRAP_T 使用的param常數 ![](https://i.imgur.com/XsYrzEp.png) > ![](https://i.imgur.com/pzNUsiE.png) > [color=#42B983] #### 將紋理貼圖分配給紋理物件 (gl.texImage2D()) [MDN - WebGLRenderingContext.texImage2D()](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D) ``` javascript gl.texParameteri(target, level, internalformat, format, type, source); ``` * **target** 目標的紋理物件,這邊主要是 `gl.TEXTURE_2D`, `gl.TEXTURE_CUBE_MAP` 三維紋理暫不討論 * **level** 直接用 0 就好了,因為我們沒用到金字塔紋理。 * **internalformat** 表示 the color components in the texture. 在 WebGL 中, internalformat 和 format 必須一致。In WebGL 2, the combinations are listed in [this table](https://registry.khronos.org/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE) * **format** 表示 the format of the texel data , 具體取值如表5.6所示,你必需根據紋理圖像的格式來選擇這個參數。範例中使用的紋理圖片是JPG格式的,該格式將每個像素用RGB三個分量來表示,所以我們將參數指定為g1.RGB。對其他格式的圖像,如 PNG ,通常使用gl.RGBA, BMP 通常使用g1.RGB,而 g1.LUMINANCE 和g1.LUMINANCE_ALPHA 通常用在灰階圖上等等。 ![](https://i.imgur.com/GwGR9kI.png) > 這裡的流明(luminance)表示我們感知到的物體表面的亮度。通常使用物體表面紅、 綠、藍顏色分量值的加權平均來計算流明。 > [color=#42B983] * **type** 指定紋理數據類型,見表5.7。通常我們使用 `g1.UNSIGNED BYTE` 數據類型。當然也可以使用其他數據類型,如 `gl.UNSIGNED_SHORT_5_6_5` (將RGB三分量壓縮入16bits 中)。後面的幾種數據格式通常被用來壓縮數據,以**減少瀏覽器加載圖像的時間**。 ![](https://i.imgur.com/sxwvR6F.png) #### 將紋理單元傳遞給 fragment shader (gl.uniform1i()) 一但將紋理圖像傳入了 WebGL,就必須將其傳入片元著色器,映射到圖形的表面上去。 另外我們使用 uniform 變數來表示紋理,因為紋理圖像不會隨著片元變化。 ![](https://i.imgur.com/u9c5Vgd.png) #### 從 vs 向 fs 傳輸紋理座標 ``` javascript const vs = ` attribute vec4 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; void main() { gl_Position = a_Position; v_TexCoord = a_TexCoord; } `; ``` #### 在 fs 取 紋理像素顏色 ``` javascript const fs = ` precision mediump float; uniform sampler2D u_Sampler; varying vec2 v_TexCoord; void main() { gl_FragColor = texture2D(u_Sampler, v_TexCoord); } `; ``` ![](https://i.imgur.com/YZqTkGO.png) ### 使用多張紋理貼圖 ![](https://i.imgur.com/MbQOfVX.png) ### 進階 [Real-Time Rendering 3rd - Texturing](https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost05) ## 3D 世界 ### 視點 Eye point、 視線 viewing direction、觀察點 look-at point、上方向 up direction * **視點**: 觀察者所處的位置點 * **視線**: 從視點沿觀察方向的射線 * **觀察方向**: 觀察者自己在的位置相對於場景的方向 * **可視距離**: 視點 到 視線上最遠的點 之間的距離 * **觀察目標點**: 即 注視點 * **上方向**: 視點與觀察點之間連線的向上法線方向 ### 視圖矩陣 ![](https://i.imgur.com/xPMRlZi.png) ### 可視空間 由水平、垂直、深度視角去定義 **可視空間(view volume)** #### 2D: 正交投影 3D: 透視投影 ![](https://i.imgur.com/lQJgKA2.png) #### 盒狀可視空間 ![](https://i.imgur.com/KhGGEhq.png) #### 透視投影可視空間 ![](https://i.imgur.com/5bpBl3C.png) 可視空間這塊區域又稱之為 [frustum 錐體](https://zh.wikipedia.org/zh-tw/%E9%94%A5%E5%8F%B0) ### 投影矩陣 ![](https://i.imgur.com/K1atm8S.png) ### 深度測試 / 隱藏面消除 1. 開啟隱藏面消除功能 `gl.enable(gl.DEPTH_TEST)` 2. 在繪製之前,清除深度緩衝區 `gl.clear(gl.DEPTH_BUFFER_BIT)` ![](https://i.imgur.com/U5kZo4L.png) ![](https://i.imgur.com/3xoAjcG.png) ### 裁剪(Clipping) 在經過投影過程把頂點坐標轉換到裁剪空間後,GPU就可以進行 Clipping。 Clipping 的目的就是把 Camera 看不到的頂點剔除出去,使他們不被渲染到。 判斷頂點是否可以免受裁剪也十分簡單,只需要滿足 ![](https://i.imgur.com/9AnLhPP.png) 在 Clipping 後,GPU 需要把頂點映射到屏幕空間,這是一個從三維空間轉換到二維空間的操作,更符合大家對“投影”的理解。 對透視裁剪空間來說,GPU需要對裁剪空間中的頂點執行齊次除法(其實就是將齊次坐標系中的w分量除x、y、z分量),得到頂點的歸一化的設備坐標(Normalized Device Coordinates, NDC),經過齊次除法後,透視裁剪空間會變成一個x、y、z三個坐標都在[-1,1]區間內的立方體。 ![](https://i.imgur.com/8vlrTrl.png) 對於正交裁剪空間就要簡單得多,只需要把w分量去掉即可。 此時頂點的x、y坐標就已經很接近於它們在屏幕上所處的位置了,不過還有一個多出來的z分量,不過它也不會被白白丟棄,而是被寫入了深度緩衝(z-buffer)中,可以做一些有關於頂點到Camera距離的計算。 ### 深度衝突 (z-fighting) ``` javascript function main() { ... // Enable the polygon offset function gl.enable(gl.POLYGON_OFFSET_FILL); // Draw the triangles gl.drawArrays(gl.TRIANGLES, 0, n/2); // The green triangle // Set the polygon offset gl.polygonOffset(1.0, 1.0); gl.drawArrays(gl.TRIANGLES, n/2, n/2); // The yellow triangle } ``` [詳解](https://juejin.cn/post/7049621665751728142#heading-13) 在 camera 的 near 和 far 的相差非常大的時候,更加容易引起 z-fighting問題。 ![](https://i.imgur.com/vHRASmU.png) ## 光照 ### 光照原理 所有物體都是由物體反射光線進到瞳孔,進而產生的成像,才能夠看見物體並辨別顏色。 當光照到物體時,有兩個重要現象: * 根據光源和光線方向,物體表面的明暗程度不一樣 * 根據光源和光線方向﹑物體產生陰影 ![](https://i.imgur.com/aA4IH6w.png) ![](https://i.imgur.com/tSvur3U.png) ### 光源類型 **平行光光**: 平行光的光線是相互平行的,平行光具有方向。平行光可以看 作是無限遠處的光源(比如太陽)發出的光。因為太陽距離地球很遠,所以陽光到達地 球時可以認為是平行的。平行光很簡單,可以用一個方向和一個顏色來定義。 **點光源**: 點光源光是從一個點向周圍的所有方向發出的光。點光源光可以用來表 示現實中的燈泡、火焰等。我們需要指定點光源的位置和顏色。光線的方向將根據點光 源的位置和被照射之處的位置計算出來,因為點光源的光線的方向在場景內的不同位置 是不同的。 **環境光**: 環境光(間接光)是指那些經光源(點光源或平行光源)發出後,被牆壁 等物體多次反射,然後照到物體表面上的光。環境光從各個角度照射物體,其強度都是一致的。比如說,在夜間打開冰箱的門,整個廚房都會有些微微亮,這就是環境光的作用。環境光不用指定位置和方向,只需要指定顏色即可。 ![](https://i.imgur.com/HZChA7l.png) ### 反射類型 #### 漫反射 #### 環境反射 ### 逆轉置矩陣 [轉置矩陣](https://zh.wikipedia.org/zh-tw/%E8%BD%AC%E7%BD%AE%E7%9F%A9%E9%98%B5) [逆矩陣](https://zh.wikipedia.org/zh-tw/%E9%80%86%E7%9F%A9%E9%98%B5) ## Advanced Techniques ### 用滑鼠使物體旋轉 ### 選中一個表面 ### 霧化 ### Alpha 混和 (Alpha Blending) ### 偵緩衝物件 & 渲染緩衝物件 (Framebuffer Object and Renderbuffer Object) By default, the WebGL system draws using a color buffer and, when using the hidden surface removal function, a depth buffer. ***The final image is kept in the color buffer***. The `framebuffer object` is an alternative mechanism you can use instead of a `color buffer` or a `depth buffer` ( Figure 10.18 ). Unlike a color buffer, the content drawn in a framebuffer object is not directly displayed on the ``<canvas>``. Therefore, you can use it if you want to perform different types of processing before displaying the drawn content. Or you can use it as a texture image. Such a technique is often referred to as `offscreen drawing` . ![](https://i.imgur.com/XPOceNi.png) ![](https://i.imgur.com/tBchu0v.png) The ***framebuffer object*** has the structure shown in Figure 10.19 and ***supports substitutes for the color buffer and the depth buffer***. As you can see, drawing is not carried out in the framebuffer itself, but in the drawing areas of ***the objects that the framebuffer points to***. These objects are attached to the framebuffer using its **attachment** function. A **color attachment** specifies the destination for drawing to be a replacement for the color buffer. A **depth attachment** and a **stencil attachment** specify the replacements for the depth buffer and stencil buffer. ![](https://i.imgur.com/boiAd1X.png) ![](https://i.imgur.com/r7ipfYv.png) ``` javascript function initFramebufferObject(gl) { var framebuffer, texture, depthBuffer; // Define the error handling function var error = function() { if (framebuffer) gl.deleteFramebuffer(framebuffer); if (texture) gl.deleteTexture(texture); if (depthBuffer) gl.deleteRenderbuffer(depthBuffer); return null; } // 1. Create a frame buffer object (FBO) framebuffer = gl.createFramebuffer(); if (!framebuffer) { console.log('Failed to create frame buffer object'); return error(); } // 2. Create a texture object and set its size and parameters texture = gl.createTexture(); 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.LINEAR); // Store the texture object into FBO framebuffer.texture = texture; // 3. Create a renderbuffer object depthBuffer = gl.createRenderbuffer(); // 4. Bind the renderbuffer object to the target and set its size (must equal to texture size) gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); // 5. Attach the texture object to the color attachment of the framebuffer object gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); // WebGL COLOR_ATTACHMENT only cab be COLOR_ATTACHMENT0, WebGL2 can be more gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0 /* level (MIPMAP tex level)*/); // 6. Attach the renderbuffer object to the depth attachment of the framebuffer object gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); // 7. 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(); } // Unbind the buffer object gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); return framebuffer; } ``` 1. createFramebuffer 2. createTexture 3. [gl.createRenderbuffer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/createRenderbuffer) 4. [gl.bindRenderbuffer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindRenderbuffer) / [gl.renderbufferStorage()](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage) 5. [gl.bindFramebuffer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindFramebuffer) / [gl.framebufferTexture2D()](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/framebufferTexture2D) 6. [gl.framebufferRenderbuffer](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/framebufferRenderbuffer) 7. [gl.checkFramebufferStatus](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/checkFramebufferStatus) 8. draw(webgl, canvas, fbo, plane, cube, angle, texture, viewProjMatrix, viewProjMatrixFBO) ``` javascript function draw(gl, canvas, fbo, plane, cube, angle, texture, viewProjMatrix, viewProjMatrixFBO) { // Change the drawing destination to FBO gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); // Set a viewport for FBO gl.viewport(0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); // Clear FBO gl.clearColor(0.2, 0.2, 0.4, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); drawTexturedCube(gl, gl.program, cube, angle, texture, viewProjMatrixFBO); // Change the drawing destination to color buffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); // Set the size of viewport back to that of <canvas> gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); drawTexturedPlane(gl, gl.program, plane, angle, fbo.texture, viewProjMatrix); } ``` ### 陰影 我們需要兩個著色器來實現陰影 1. 用來計算光源到物體的距離,並用一張 texture 將深度結果記錄起來 2. 根據(1)中計算的距離繪製場景,並將(1)的 texture 結果傳到下一個 shader 中,來繪製畫面中的陰影 這張紋理貼圖就被稱作為 `陰影貼圖 (shadow/depth map) ` 而通過陰影貼圖實現陰影的方法就被稱為 `陰影映射 (shadow mapping)` [陰影映射 (shadow mapping)](https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping) 包括以下兩步: 1. 將視點(eye-point)移到光源處,並運行(1)的 shader 。此時那些"將被繪出"的片元就是被光照射到的,即此格像素上位於最前面的片元。我們不會畫出其片元的顏色,而是傳遞片元中的 z值(深度值)到 "陰影貼圖" (FBO.texture <- the depth buffer.) 2. 將視點(eye-point)移回原位置,運行(2)的 shader 。此時每個片元在光源坐標系下的座標,與陰影貼圖中的Z值比較,前者大於後者,即代表片元處在陰影之中 ![](https://i.imgur.com/UEufoA9.png) ![](https://i.imgur.com/eN6xXOx.png) ## 番外 COCOS 渲染流程 director.mainLoop -> director.tick -> root.frameMove(dt) -> pipeline.render(cameraList) -> (預設) render-pipeline.render(camera) -> render-flow.render(camera) -> render-stage.render(camera) <style> .markdown-body b { font-weight: 700; } .markdown-body code, code { color: #99999 !important; background-color: #FFD080; } </style>

    Import from clipboard

    Paste your markdown or webpage here...

    Advanced permission required

    Your current role can only read. Ask the system administrator to acquire write and comment permission.

    This team is disabled

    Sorry, this team is disabled. You can't edit this note.

    This note is locked

    Sorry, only owner can edit this note.

    Reach the limit

    Sorry, you've reached the max length this note can be.
    Please reduce the content or divide it to more notes, thank you!

    Import from Gist

    Import from Snippet

    or

    Export to Snippet

    Are you sure?

    Do you really want to delete this note?
    All users will lose their connection.

    Create a note from template

    Create a note from template

    Oops...
    This template has been removed or transferred.
    Upgrade
    All
    • All
    • Team
    No template.

    Create a template

    Upgrade

    Delete template

    Do you really want to delete this template?
    Turn this template into a regular note and keep its content, versions, and comments.

    This page need refresh

    You have an incompatible client version.
    Refresh to update.
    New version available!
    See releases notes here
    Refresh to enjoy new features.
    Your user state has changed.
    Refresh to load new user state.

    Sign in

    Forgot password
    or
    Sign in via Google Sign in via Facebook Sign in via X(Twitter) Sign in via GitHub Sign in via Dropbox Sign in with Wallet
    Wallet ( )
    Connect another wallet

    New to HackMD? Sign up

    By signing in, you agree to our terms of service.

    Help

    • English
    • 中文
    • Français
    • Deutsch
    • 日本語
    • Español
    • Català
    • Ελληνικά
    • Português
    • italiano
    • Türkçe
    • Русский
    • Nederlands
    • hrvatski jezik
    • język polski
    • Українська
    • हिन्दी
    • svenska
    • Esperanto
    • dansk

    Documents

    Help & Tutorial

    How to use Book mode

    Slide Example

    API Docs

    Edit in VSCode

    Install browser extension

    Contacts

    Feedback

    Discord

    Send us email

    Resources

    Releases

    Pricing

    Blog

    Policy

    Terms

    Privacy

    Cheatsheet

    Syntax Example Reference
    # Header Header 基本排版
    - Unordered List
    • Unordered List
    1. Ordered List
    1. Ordered List
    - [ ] Todo List
    • Todo List
    > Blockquote
    Blockquote
    **Bold font** Bold font
    *Italics font* Italics font
    ~~Strikethrough~~ Strikethrough
    19^th^ 19th
    H~2~O H2O
    ++Inserted text++ Inserted text
    ==Marked text== Marked text
    [link text](https:// "title") Link
    ![image alt](https:// "title") Image
    `Code` Code 在筆記中貼入程式碼
    ```javascript
    var i = 0;
    ```
    var i = 0;
    :smile: :smile: Emoji list
    {%youtube youtube_id %} Externals
    $L^aT_eX$ LaTeX
    :::info
    This is a alert area.
    :::

    This is a alert area.

    Versions and GitHub Sync
    Get Full History Access

    • Edit version name
    • Delete

    revision author avatar     named on  

    More Less

    Note content is identical to the latest version.
    Compare
      Choose a version
      No search result
      Version not found
    Sign in to link this note to GitHub
    Learn more
    This note is not linked with GitHub
     

    Feedback

    Submission failed, please try again

    Thanks for your support.

    On a scale of 0-10, how likely is it that you would recommend HackMD to your friends, family or business associates?

    Please give us some advice and help us improve HackMD.

     

    Thanks for your feedback

    Remove version name

    Do you want to remove this version name and description?

    Transfer ownership

    Transfer to
      Warning: is a public team. If you transfer note to this team, everyone on the web can find and read this note.

        Link with GitHub

        Please authorize HackMD on GitHub
        • Please sign in to GitHub and install the HackMD app on your GitHub repo.
        • HackMD links with GitHub through a GitHub App. You can choose which repo to install our App.
        Learn more  Sign in to GitHub

        Push the note to GitHub Push to GitHub Pull a file from GitHub

          Authorize again
         

        Choose which file to push to

        Select repo
        Refresh Authorize more repos
        Select branch
        Select file
        Select branch
        Choose version(s) to push
        • Save a new version and push
        • Choose from existing versions
        Include title and tags
        Available push count

        Pull from GitHub

         
        File from GitHub
        File from HackMD

        GitHub Link Settings

        File linked

        Linked by
        File path
        Last synced branch
        Available push count

        Danger Zone

        Unlink
        You will no longer receive notification when GitHub file changes after unlink.

        Syncing

        Push failed

        Push successfully