目录
1. 具体实例
看了不少的关于WebGL/OpenGL的资料,笔者发现这些资料在讲解图形变换的时候都讲了很多的原理,然后举出一个特别简单的实例(坐标是1.0,0.5的那种)来讲解。确实一看就懂,但用到实际的场景之中就一脸懵逼了(比如地形的三维坐标都是很大的数字)。所以笔者这里结合一个具体的实例,总结下WebGL/OpenGL中,关于模型变换、视图变换、投影变换的设置技巧。
绘制任何复杂的场景之前,都可以先绘制出其包围盒,能应用于包围盒的图形变换,基本上就能用于该场景了,因此,笔者这里绘制一幅地形的包围盒。它的最大最小范围为:
- //包围盒范围
- var minX = 399589.072;
- var maxX = 400469.072;
- var minY = 3995118.062;
- var maxY = 3997558.062;
- var minZ = 732;
- var maxZ = 1268;
2. 解决方案
WebGL是OpenGL的子集,因此我这里直接用WebGL的例子,但是各种接口函数跟OpenGL是非常类似的,尤其是图形变换的函数。
1) Cube.html
- <!DOCTYPE html>
- <html lang="zh">
- <head>
- <meta charset="utf-8" />
- <title>Hello cube</title>
- </head>
-
- <body onload="main()">
- <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 src="Cube.js"></script>
- </body>
- </html>
2) Cube.js
- // Vertex shader program
- var VSHADER_SOURCE =
- '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';
-
- //包围盒范围
- var minX = 399589.072;
- var maxX = 400469.072;
- var minY = 3995118.062;
- var maxY = 3997558.062;
- var minZ = 732;
- var maxZ = 1268;
-
- //包围盒中心
- var cx = (minX + maxX) / 2.0;
- var cy = (minY + maxY) / 2.0;
- var cz = (minZ + maxZ) / 2.0;
-
- //当前lookAt()函数初始视点的高度
- var eyeHight = 2000.0;
-
- //根据视点高度算出setPerspective()函数的合理角度
- var fovy = (maxY - minY) / 2.0 / eyeHight;
- fovy = 180.0 / Math.PI * Math.atan(fovy) * 2;
-
- //setPerspective()远截面
- var far = 3000;
-
- //
- function main() {
- // Retrieve <canvas> element
- var canvas = document.getElementById('webgl');
-
- // 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
- var n = initVertexBuffers(gl);
- 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
- var currentAngle = [0.0, 0.0]; // Current rotation angle ([x-axis, y-axis] degrees)
- initEventHandlers(canvas, currentAngle);
-
- // Set clear color and enable hidden surface removal
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
- gl.enable(gl.DEPTH_TEST);
-
- // Start drawing
- var tick = function () {
-
- //setPerspective()宽高比
- var aspect = canvas.width / canvas.height;
-
- //
- draw(gl, n, aspect, u_MvpMatrix, currentAngle);
- requestAnimationFrame(tick, canvas);
- };
- tick();
- }
-
- function initEventHandlers(canvas, currentAngle) {
- 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;
- }
- };
-
- //鼠标离开时
- 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;
- };
-
- //鼠标缩放
- 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, u_MvpMatrix, currentAngle) {
- //模型矩阵
- 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);
-
- //视图矩阵
- var viewMatrix = new Matrix4();
- viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0);
-
- //投影矩阵
- var projMatrix = new Matrix4();
- projMatrix.setPerspective(fovy, aspect, 10, far);
-
- //模型视图投影矩阵
- 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_BYTE, 0);
- }
-
- function initVertexBuffers(gl) {
- // Create a cube
- // v6----- v5
- // /| /|
- // v1------v0|
- // | | | |
- // | |v7---|-|v4
- // |/ |/
- // v2------v3
-
- var verticesColors = new Float32Array([
- // Vertex coordinates and color
- maxX, maxY, maxZ, 1.0, 1.0, 1.0, // v0 White
- minX, maxY, maxZ, 1.0, 0.0, 1.0, // v1 Magenta
- minX, minY, maxZ, 1.0, 0.0, 0.0, // v2 Red
- maxX, minY, maxZ, 1.0, 1.0, 0.0, // v3 Yellow
- maxX, minY, minZ, 0.0, 1.0, 0.0, // v4 Green
- maxX, maxY, minZ, 0.0, 1.0, 1.0, // v5 Cyan
- minX, maxY, minZ, 0.0, 0.0, 1.0, // v6 Blue
- minX, minY, minZ, 1.0, 0.0, 1.0 // v7 Black
- ]);
-
- // Indices of the vertices
- var indices = new Uint8Array([
- 0, 1, 2, 0, 2, 3, // front
- 0, 3, 4, 0, 4, 5, // right
- 0, 5, 6, 0, 6, 1, // up
- 1, 6, 7, 1, 7, 2, // left
- 7, 4, 3, 7, 3, 2, // down
- 4, 7, 6, 4, 6, 5 // back
- ]);
-
- // Create a buffer object
- var vertexColorBuffer = gl.createBuffer();
- var indexBuffer = gl.createBuffer();
- if (!vertexColorBuffer || !indexBuffer) {
- return -1;
- }
-
- // Write the vertex coordinates and color to the buffer object
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, verticesColors, gl.STATIC_DRAW);
-
- var FSIZE = verticesColors.BYTES_PER_ELEMENT;
- // Assign the buffer object to a_Position and enable the assignment
- 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);
- gl.enableVertexAttribArray(a_Position);
- // Assign the buffer object to a_Color and enable the assignment
- 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);
- gl.enableVertexAttribArray(a_Color);
-
- // Write the indices to the buffer object
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
-
- return indices.length;
- }
3) 运行结果
这份代码改进《WebGL编程指南》一书里面绘制一个简单立方体的例子,引用的几个JS-lib也是该书提供。本例全部源代码地址链接为:https://share.weiyun.com/52XmsFv ,密码:h1lbay。
用chrome打开Cube.html,会出现一个长方体的包围盒,还可以用鼠标左键旋转,鼠标滚轮缩放:

3. 详细讲解
本例的思路是通过JS的requestAnimationFrame()函数不停的调用绘制函数draw(),同时将一些变量关联到鼠标操作事件和draw(),达到页面图形变换的效果。这里笔者就不讲原理,重点讲一讲设置三个图形变换的具体过程,网上已经有非常多的原理介绍了。
1) 模型变换
在draw()函数中设置模型矩阵:
- //模型矩阵
- 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);
由于这个包围盒(长方体)的坐标值都非常大,所以第一步需要对其做平移变换translate(-cx, -cy, -cz),cx,cy,cz就是包围盒的中心:
- //包围盒中心
- var cx = (minX + maxX) / 2.0;
- var cy = (minY + maxY) / 2.0;
- var cz = (minZ + maxZ) / 2.0;
接下来是旋转变换,数组currentAngle记录了绕X轴和Y轴旋转的角度,初始值为0。配合onmousedown,onmouseup,onmousemove三个鼠标事件,将页面鼠标X、Y方向的移动,转换成绕X轴,Y轴的角度值,累计到currentAngle中,从而实现了三维模型随鼠标旋转。
- // 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;
- };
注意模型矩阵的平移变换要放后面,需要把坐标轴换到包围盒中心,才能绕三维模型自转。
2) 视图变换
通过lookAt()函数设置视图矩阵:
- //当前lookAt()函数初始视点的高度
- var eyeHight = 2000.0;
-
- // …
-
- //视图矩阵
- var viewMatrix = new Matrix4();
- viewMatrix.lookAt(0, 0, eyeHight, 0, 0, 0, 0, 1, 0);
视图变换调整的是观察者的状态,lookAt()函数分别设置了视点、目标观察点以及上方向。虽然可以在任何位置去观察三维场景的点,从而得到渲染结果。但在实际的应用当中,这个函数设置的结果很难以想象,所以笔者设置成,观察者站在包围盒中心上方的位置,对准坐标系原点(注意这个时候经过模型变换,包围盒的中心点已经是坐标系原点了),常见的Y轴作为上方向。这样,视图内无论如何都是可见的。
这里将视点的高度设置成变量eyeHight,初始值为2000,是一个大于0的经验值。同时通过鼠标的滚轮事件onmousewheel()调整该值,从而实现三维模型的缩放的:
- //鼠标缩放
- canvas.onmousewheel = function (event) {
- var lastHeight = eyeHight;
- if (event.wheelDelta > 0) {
- eyeHight = Math.max(1, eyeHight - 80);
- } else {
- eyeHight = eyeHight + 80;
- }
- };
3) 投影变换
通过setPerspective()来设置投影变换:
- //根据视点高度算出setPerspective()函数的合理角度
- var fovy = (maxY - minY) / 2.0 / eyeHight;
- fovy = 180.0 / Math.PI * Math.atan(fovy) * 2;
-
- //setPerspective()远截面
- var far = 3000;
-
- //setPerspective()宽高比
- var aspect = canvas.width / canvas.height;
-
- //...
-
- //投影矩阵
- var projMatrix = new Matrix4();
- projMatrix.setPerspective(fovy, aspect, 10, far);
前面的视图变换已经论述了,这个模型是在中心点上方去观察中心点,相当于视线垂直到前界面near的表面,那么setPerspective()就可以确定其角度fovy了,示意图如下:

很明显的看出,当光线射到包围盒的中心,包围盒Y方向长度的一半,除以视点高,就是fovy一般的正切值。
宽高比aspect即是页面canvas元素的宽高比。
近界面near一般设置成较近的值,但是不能太近(比如小于1),否则会影响深度判断的精度造成页面闪烁。《OpenGL绘制纹理,缩放相机导致纹理闪烁的解决方法gluPerspective ()》论述了这个问题。
而远界面far也是需要跟着鼠标滚轮一起变换的,否则当eyeHight变大,三维物体会逐渐离开透视变换的视锥体:
- //鼠标缩放
- 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;
- };
4) 模型视图投影矩阵
将三个矩阵都应用起来,就得到最终的模型视图投影矩阵。注意计算式是:投影矩阵 * 视图矩阵 * 模型矩阵:
- //模型视图投影矩阵
- var mvpMatrix = new Matrix4();
- mvpMatrix.set(projMatrix).multiply(viewMatrix).multiply(modelMatrix);
4. 存在问题
本例中的三维物体随着鼠标旋转,是把鼠标X、Y方向的移动距离转换成绕X轴,Y轴方向的角度来实现的。但是如何用鼠标实现绕Z轴(第三轴)旋转呢?例如像OSG这样的渲染引擎,是可以用鼠标绕第三个轴旋转的(当然操作有点费力)。这里希望大家能批评指正下。
原文链接:http://www.cnblogs.com/charlee44/p/10393227.html