Cube Map 系列之:手把手教你 实现 立方体贴图 - DeZhao-Zhang/WebGPUEngine GitHub Wiki
在开始立方体贴图之前,我们先简单了解下cube map。
cube map 包含了六个纹理,分别表示了立方体的六个面;
相较二维的纹理使用坐标uv
来获取纹理信息,这里我们需要使用三维的方向向量来获取纹理信息(一些地方称为法线 normal,但我认为方向向量更合理)。
Cube Map可以用于:
- 正方体表面贴图
- 用于环境贴图(反射贴图),模拟镜面反射结果
- 天空盒
故名思意,将cube map的六个纹理分别贴到立方体的六个面上,就算立方体贴图。效果如下:
- 纹理图
- 立方体贴图
我们下面从两个部分来进行讲解
- 使用文本生成对应的纹理图
- 使用cubemap将对应的纹理分别贴到立方体的六个面上
- 纹理图效果如下
- 关键代码(使用canvas生成对应的图片)
function generateFace(ctx, faceColor, textColor, text){
const {width, height} = ctx.canvas;
ctx.fillStyle = faceColor;
ctx.fillRect(0, 0, width, height);
ctx.font = `${width * 0.7}px sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = "middle";
ctx.fillStyle = textColor;
ctx.fillText(text, width / 2, height / 2);
}
- 关键代码(组织数据,获得图片,并使用html显示)
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 128;
ctx.canvas.height = 128;
const faceInfos = [
{ faceColor: '#F00', textColor: '#0FF', text: '+X' },
{ faceColor: '#FF0', textColor: '#00F', text: '-X' },
{ faceColor: '#0F0', textColor: '#F0F', text: '+Y' },
{ faceColor: '#0FF', textColor: '#F00', text: '-Y' },
{ faceColor: '#00F', textColor: '#FF0', text: '+Z' },
{ faceColor: '#F0F', textColor: '#0F0', text: '-Z' },
];
faceInfos.forEach((faceInfo) => {
const { faceColor, textColor, text } = faceInfo;
generateFace(ctx, faceColor, textColor, text);
ctx.canvas.toBlob((blob => {
const img = new Image();
img.src = URL.createObjectURL(blob);
document.body.appendChild(img);
}))
})
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CubeMap</title>
</head>
<body>
<script>
function main(){
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 128;
ctx.canvas.height = 128;
const faceInfos = [
{ faceColor: '#F00', textColor: '#0FF', text: '+X' },
{ faceColor: '#FF0', textColor: '#00F', text: '-X' },
{ faceColor: '#0F0', textColor: '#F0F', text: '+Y' },
{ faceColor: '#0FF', textColor: '#F00', text: '-Y' },
{ faceColor: '#00F', textColor: '#FF0', text: '+Z' },
{ faceColor: '#F0F', textColor: '#0F0', text: '-Z' },
];
faceInfos.forEach((faceInfo) => {
const { faceColor, textColor, text } = faceInfo;
generateFace(ctx, faceColor, textColor, text);
ctx.canvas.toBlob((blob => {
const img = new Image();
img.src = URL.createObjectURL(blob);
document.body.appendChild(img);
}))
})
}
function generateFace(ctx, faceColor, textColor, text){
const {width, height} = ctx.canvas;
ctx.fillStyle = faceColor;
ctx.fillRect(0, 0, width, height);
ctx.font = `${width * 0.7}px sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = "middle";
ctx.fillStyle = textColor;
ctx.fillText(text, width / 2, height / 2);
}
main()
</script>
</body>
</html>
const canvas = document.querySelector("#canvas");
const gl = canvas.getContext("webgl");
const V_SHADER_SOURCE = '' +
'attribute vec4 a_position;' +
'uniform mat4 u_matrix;' +
'varying vec3 v_normal;' +
'void main(){' +
'gl_Position = u_matrix * a_position;' +
'v_normal = normalize(a_position.xyz);' +
'}'
const F_SHADER_SOURCE = '' +
'precision mediump float;' +
'varying vec3 v_normal;' +
'uniform samplerCube u_texture;' +
'void main(){' +
'gl_FragColor = textureCube(u_texture, normalize(v_normal));' +
'}'
if (!initShaders(gl, V_SHADER_SOURCE, F_SHADER_SOURCE)){
console.log('Failed to initialize shaders.');
return;
}
// 获取a_position
const positionLocation = gl.getAttribLocation(gl.program, "a_position");
// 创建数据buffer 并绑定pisitions数据
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
// 开启顶点属性 并设置其对应的属性 从而从数据buffer中获取对应的数据
gl.enableVertexAttribArray(positionLocation);
const size = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.vertexAttribPointer(positionLocation, size, type, normalize, stride, offset);
// 创建纹理对象 并绑定到 cube_map
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
// 生成纹理图片 并调用 gl.texImage2D进行绑定
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 128;
ctx.canvas.height = 128;
const faceInfos = [
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_X, faceColor: '#F00', textColor: '#0FF', text: '+X' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_X, faceColor: '#FF0', textColor: '#00F', text: '-X' },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Y, faceColor: '#0F0', textColor: '#F0F', text: '+Y' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, faceColor: '#0FF', textColor: '#F00', text: '-Y' },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Z, faceColor: '#00F', textColor: '#FF0', text: '+Z' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, faceColor: '#F0F', textColor: '#0F0', text: '-Z' },
];
faceInfos.forEach((faceInfo) => {
const { target, faceColor, textColor, text } = faceInfo;
generateFace(ctx, faceColor, textColor, text);
// Upload the canvas to the cube map face.
const level = 0;
const internalFormat = gl.RGBA;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
gl.texImage2D(target, level, internalFormat, format, type, ctx.canvas);
})
// 生成cubemap纹理 并进行传递
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
const textureLocation = gl.getUniformLocation(gl.program, "u_texture");
gl.uniform1i(textureLocation, 0);
// 获取每一帧的时间差
time *= 0.001;
const deltaTime = time - then;
then = time;
// 计算沿x y 轴的旋转角度
modelXRotationRadians += -0.7 * deltaTime;
modelYRotationRadians += -0.4 * deltaTime;
// 计算投影矩阵
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const projectionMatrix =
m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
// 计算相机矩阵
const cameraPosition = [0, 0, 2];
const up = [0, 1, 0];
const target = [0, 0, 0];
const cameraMatrix = m4.lookAt(cameraPosition, target, up);
// 获取view矩阵
const viewMatrix = m4.inverse(cameraMatrix);
// 计算得到vp矩阵
const viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
// 返回有旋转角度的 vp矩阵
let matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
return m4.yRotate(matrix, modelYRotationRadians);
const matrixLocation = gl.getUniformLocation(gl.program, "u_matrix");
function drawScene(time){
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(gl.program);
// 动态更新矩阵信息
gl.uniformMatrix4fv(matrixLocation, false, updateMatrix(time));
// Draw the geometry.
gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
requestAnimationFrame(drawScene);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CubeMap</title>
</head>
<body>
<script src="https://webglfundamentals.org/webgl/resources/m4.js"></script>
<canvas id="canvas" style="height: 256px; width: 246px"></canvas>
<script>
const V_SHADER_SOURCE = '' +
'attribute vec4 a_position;' +
'uniform mat4 u_matrix;' +
'varying vec3 v_normal;' +
'void main(){' +
'gl_Position = u_matrix * a_position;' +
'v_normal = normalize(a_position.xyz);' +
'}'
const F_SHADER_SOURCE = '' +
'precision mediump float;' +
'varying vec3 v_normal;' +
'uniform samplerCube u_texture;' +
'void main(){' +
'gl_FragColor = textureCube(u_texture, normalize(v_normal));' +
'}'
function main(){
// Get A WebGL context
/** @type {HTMLCanvasElement} */
const canvas = document.querySelector("#canvas");
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
if (!initShaders(gl, V_SHADER_SOURCE, F_SHADER_SOURCE)){
console.log('Failed to initialize shaders.');
return;
}
const matrixLocation = gl.getUniformLocation(gl.program, "u_matrix");
setGeometry(gl, getGeometry());
setTexture(gl)
function radToDeg(r) {
return r * 180 / Math.PI;
}
function degToRad(d) {
return d * Math.PI / 180;
}
const fieldOfViewRadians = degToRad(60);
let modelXRotationRadians = degToRad(0);
let modelYRotationRadians = degToRad(0);
// Get the starting time.
let then = 0;
requestAnimationFrame(drawScene);
function drawScene(time){
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(gl.program);
gl.uniformMatrix4fv(matrixLocation, false, updateMatrix(time));
// Draw the geometry.
gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
requestAnimationFrame(drawScene);
}
function updateMatrix(time){
time *= 0.001;
const deltaTime = time - then;
then = time;
modelXRotationRadians += -0.7 * deltaTime;
modelYRotationRadians += -0.4 * deltaTime;
// Compute the projection matrix
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const projectionMatrix =
m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
const cameraPosition = [0, 0, 2];
const up = [0, 1, 0];
const target = [0, 0, 0];
// Compute the camera's matrix using look at.
const cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
const viewMatrix = m4.inverse(cameraMatrix);
const viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
let matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
return m4.yRotate(matrix, modelYRotationRadians);
}
}
function generateFace(ctx, faceColor, textColor, text){
const {width, height} = ctx.canvas;
ctx.fillStyle = faceColor;
ctx.fillRect(0, 0, width, height);
ctx.font = `${width * 0.7}px sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = "middle";
ctx.fillStyle = textColor;
ctx.fillText(text, width / 2, height / 2);
}
/**
* create a program object and make current
* @param gl GL context
* @param vShader a vertex shader program (string)
* @param fShader a fragment shader program(string)
*/
function initShaders(gl, vShader, fShader){
const program = createProgram(gl, vShader, fShader);
if (!program){
console.log("Failed to create program");
return false;
}
gl.useProgram(program);
gl.program = program;
return true;
}
/**
* create a program object and make current
* @param gl GL context
* @param vShader a vertex shader program (string)
* @param fShader a fragment shader program(string)
*/
function createProgram(gl, vShader, fShader){
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vShader);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fShader);
if (!vertexShader || !fragmentShader){
return null;
}
const program = gl.createProgram();
if (!program){
return null;
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked){
const error = gl.getProgramInfoLog(program);
console.log('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
}
return program;
}
/**
*
* @param gl GL context
* @param type the type of the shader object to be created
* @param source shader program (string)
*/
function loadShader(gl, type, source){
const shader = gl.createShader(type);
if (shader == null){
console.log('unable to create shader');
return null;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
const compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled){
const error = gl.getShaderInfoLog(shader);
console.log('Failed to compile shader: ' + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
function getGeometry(){
return new Float32Array(
[
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
]);
}
// Fill the buffer with the values that define a cube.
function setGeometry(gl, positions) {
const positionLocation = gl.getAttribLocation(gl.program, "a_position");
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
const size = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.vertexAttribPointer(positionLocation, size, type, normalize, stride, offset);
}
function setTexture(gl){
// Create a texture.
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 128;
ctx.canvas.height = 128;
const faceInfos = [
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_X, faceColor: '#F00', textColor: '#0FF', text: '+X' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_X, faceColor: '#FF0', textColor: '#00F', text: '-X' },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Y, faceColor: '#0F0', textColor: '#F0F', text: '+Y' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, faceColor: '#0FF', textColor: '#F00', text: '-Y' },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Z, faceColor: '#00F', textColor: '#FF0', text: '+Z' },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, faceColor: '#F0F', textColor: '#0F0', text: '-Z' },
];
faceInfos.forEach((faceInfo) => {
const { target, faceColor, textColor, text } = faceInfo;
generateFace(ctx, faceColor, textColor, text);
// Upload the canvas to the cube map face.
const level = 0;
const internalFormat = gl.RGBA;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
gl.texImage2D(target, level, internalFormat, format, type, ctx.canvas);
})
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
// Tell the shader to use texture unit 0 for u_texture
const textureLocation = gl.getUniformLocation(gl.program, "u_texture");
gl.uniform1i(textureLocation, 0);
}
main()
</script>
</body>
</html>