最近分配到一个看起来非常简单的优化需求、通过地图上设置工具来改变地图上显示的点的大小和透明度。无非过程就是从控件面板获取到用户设置的值保存到数据库中、然后地图上画点的时候取出设置的值渲染出点即可。前端绘制图形无非canvas、这个方面我之前也是不怎么涉及的部分、所以趁这次分配的任务比较轻时间相对宽裕的情况下、可谓是好好学了一把WebGL的内容。通过一个星期的查找学习、总算有了比较清晰的理解、足以好好理解代码了。
俗话说、工欲善其事必先利其器、我这次可是深刻体会了一把。一开始觉得好像蛮容易的、后来怎么也搞不到一起才静下心来认认真真看了webGL的内容、比较不好理解、反正我对着代码翻来覆去看了四五六七遍以上吧、才终于理解了代码执行的逻辑顺序。
学习准备:
WebGL教程: http://www.yanhuangxueyuan.com/WebGL_course.html (推荐、跟着里面说明的方法来学习理解)
W3C关于WebGL的基础学习 (动手前最好看明白的基础理论学习) https://www.w3cschool.cn/webgl/157h1oh3.html
WebGL入门教程(一)-初识webgl (可以跟着搞起来的实例教程) http://www.cnblogs.com/bsman/p/6128447.html
从OpenGL传颜色数值到Shader,改变绘图颜色(看了这篇才找到答案的) http://blog.csdn.net/huutu/article/details/21460835
WebGL基础(辅助理解) https://www.cnblogs.com/mazhenyu/p/3804518.html
开始解题:
1.大体的思路如下图、代码有省略
其实图上看明白了题已经解了、屡一下思路、WebGL先要声明点着色器和片着色器、然后放在program上建立起来、在建立好program后我们定义一个变量gl.aPointSize,将点着色器的一个属性值a_pointSize赋值给这个变量gl.aPointSize,然后我们根据实际项目需求通过控制这个gl.aPointSize进而改变点着色器中内部变量gl_PointSize。就这么简单,主要是看明白webGL每一个语句的用法,就容易做了。
2.代码参考
①在main.aspx中声明点着色器
<%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Ext5.Master" Inherits="System.Web.Mvc.ViewPage" %>
<%@ Import Namespace="F5WS.Web" %> <asp:Content ID="Content1" ContentPlaceHolderID="MainContent" runat="server"> <script type="text/javascript">var tinyItems = <%= ViewData["TinyItems"] %></script>
<script id="vshader" type="x-shader/x-vertex">
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute float a_pointSize;
attribute vec4 a_color;
varying vec4 v_color; void main() {
// Set the size of the point
// a_pointSize; gl_PointSize = a_pointSize; // multiply each vertex by a matrix.
gl_Position = u_matrix * a_vertex; // pass the color to the fragment shader
v_color = a_color;
}
</script>
<!-- fragment shader --> <!-- vec4 color1 = vec4(v_color[], v_color[], v_color[], 0.6);调整透明度在这里 -->
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
uniform sampler2D uSampler;
void main() { float border = 0.1;
float radius = 0.5;
vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);
// 最后一个参数为 透明度设定
vec4 color1 = vec4(v_color[], v_color[], v_color[], v_color[]); vec2 m = gl_PointCoord.xy - vec2(0.5, 0.5);
float dist = radius - sqrt(m.x * m.x + m.y * m.y); float t = 0.0;
if (dist > border)
t = 1.0;
else if (dist > 0.0)
t = dist / border; // float centerDist = length(gl_PointCoord - 0.5);
// works for overlapping circles if blending is enabled gl_FragColor = mix(color0, color1, t); } </script> </script>
</asp:Content>
main.aspx
②在CanvasOverlayGL.js中使用、截取了WebGL部分的代码、方便核对自己的代码理解
setWebGL: function () {
var me = this;
var gl = this._canvas.getContext('experimental-webgl', { antialias: true });
if (!gl) {
me._usingGL = false;
return;
} me._gl = gl; this._pixelsToWebGLMatrix = new Float32Array(16);
this._mapMatrix = new Float32Array(16); // -- WebGl setup
if (!gl) return;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
if (!document.getElementById('vshader')) return;
gl.shaderSource(vertexShader, document.getElementById('vshader').text);
gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
if (!document.getElementById('fshader')) return;
gl.shaderSource(fragmentShader, document.getElementById('fshader').text);
gl.compileShader(fragmentShader); // link shaders to create our program
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // look up the locations for the inputs to our shaders.
this._u_matLoc = gl.getUniformLocation(program, "u_matrix");
this._colorLoc = gl.getAttribLocation(program, "a_color");
this._vertLoc = gl.getAttribLocation(program, "a_vertex");
gl.aPointSize = gl.getAttribLocation(program, "a_pointSize"); // Set the matrix to some that makes 1 unit 1 pixel.
this._pixelsToWebGLMatrix.set([2 / this._canvas.width, 0, 0, 0, 0, -2 / this._canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]);
gl.viewport(0, 0, this._canvas.width, this._canvas.height); gl.uniformMatrix4fv(this._u_matLoc, false, this._pixelsToWebGLMatrix);
},
loadData: function (data, total) { var me = this;
var gl = me._gl;
var usingGL = me._usingGL;
var verts = data; //你自己要渲染的数据 this._size = verts[2]; //我这里的verts[2] = -50
this._cSize = verts[7]; // 我这里的verts[7] = 5.0 this._numPoints = total;
if (usingGL) {
if (!this._buffer) {
var vertBuffer = gl.createBuffer();
this._buffer = vertBuffer;
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.enableVertexAttribArray(this._vertLoc);
gl.enableVertexAttribArray(this._colorLoc);
} var vertArray = new Float32Array(verts); var fsize = vertArray.BYTES_PER_ELEMENT; gl.bufferData(gl.ARRAY_BUFFER, vertArray, gl.STATIC_DRAW); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, fsize * 7, 0); // -- offset for color buffer
gl.vertexAttribPointer(this._colorLoc, 4, gl.FLOAT, false, fsize * 7, fsize * 3); } this.redraw();
},
drawingOnCanvas: function () {
if (this._gl == null) return;
var gl = this._gl;
gl.clear(gl.COLOR_BUFFER_BIT);
this._pixelsToWebGLMatrix.set([2 / this._canvas.width, 0, 0, 0, 0, -2 / this._canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]); //debugger;
var pointSize = 78271.5170 / Math.pow(2, this._map.getZoom() - 1);
var size = this._size;
if (size < 0.0) {
size = -size / pointSize;
if (size < 7.0) {
//size = 7.0;
size = this._cSize + 2 ; //我这里 this._cSize=5,我想设定点大小为7,所以+2了
}
} // console.log(size);
gl.vertexAttrib1f(gl.aPointSize, size); //将size传给点着色器的gl.aPointSize,从而改变到点的大小了 // -- set base matrix to translate canvas pixel coordinates -> webgl coordinates
this._mapMatrix.set(this._pixelsToWebGLMatrix);
//debugger;
var bounds = this._map.getBounds();
var topLeft = new L.LatLng(bounds.getNorth(), bounds.getWest()); var newLatlng = this.offsetFn(topLeft.lat, topLeft.lng); var offset = this.LatLongToPixelXY(topLeft.lat - newLatlng.lat + topLeft.lat, topLeft.lng - newLatlng.lng + topLeft.lng); this._offset.x = offset.x;
this._offset.y = offset.y;
this._offset.topLeft = topLeft; // -- Scale to current zoom
var scale = Math.pow(2, this._map.getZoom());
this.scaleMatrix(this._mapMatrix, scale, scale); this.translateMatrix(this._mapMatrix, -offset.x, -offset.y); // -- attach matrix value to 'mapMatrix' uniform in shader
gl.uniformMatrix4fv(this._u_matLoc, false, this._mapMatrix);
//debugger;
gl.drawArrays(gl.POINTS, 0, this._numPoints);
},
LatLongToPixelXY: function (latitude, longitude) {
var pi_180 = Math.PI / 180.0;
var pi_4 = Math.PI * 4;
var sinLatitude = Math.sin(latitude * pi_180);
var pixelY = (0.5 - Math.log((1 + sinLatitude) / (1 - sinLatitude)) / (pi_4)) * 256;
var pixelX = ((longitude + 180) / 360) * 256; var pixel = { x: pixelX, y: pixelY }; return pixel;
},
translateMatrix: function (matrix, tx, ty) {
// translation is in last column of matrix
matrix[12] += matrix[0] * tx + matrix[4] * ty;
matrix[13] += matrix[1] * tx + matrix[5] * ty;
matrix[14] += matrix[2] * tx + matrix[6] * ty;
matrix[15] += matrix[3] * tx + matrix[7] * ty;
},
scaleMatrix: function (matrix, scaleX, scaleY) {
// scaling x and y, which is just scaling first two columns of matrix
matrix[0] *= scaleX;
matrix[1] *= scaleX;
matrix[2] *= scaleX;
matrix[3] *= scaleX; matrix[4] *= scaleY;
matrix[5] *= scaleY;
matrix[6] *= scaleY;
matrix[7] *= scaleY;
},
CanvasOverlayGL.js