45 WebGL在页面上添加hud显示

时间:2022-04-14 04:32:29

案例查看地址:点击这里

平视显示器(head up display)简称HUD,最早用于飞机驾驶。平视显示器将一些重要信息投射到飞机驾驶舱前方的一块玻璃上,飞行员能够将外界的影像和这些重要的信息融合在一起,而不用频繁低头观察仪表盘。三维图形程序,尤其是游戏,也经常在三维场景中叠加文本或二维图形信息,以达到HUD的效果。

思路:

(1)html中添加两个标签,一个用于显示模型的,另一个获取getContext("2d"),来显示文本相关内容。

(2)然后给前面的添加一个draw2D()的方法用于绘制相关内容。

45 WebGL在页面上添加hud显示

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport"
          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Title</title>
    <style>
        body {
            margin: 0;
        }

        #canvas,#hud {
            margin: 0;
            display: block;
            position: absolute;
        }

        #canvas{
            z-index: 0;
        }

        #hud{
            z-index: 1;
        }
    </style>
</head>
<body onload="main()">
<canvas id="canvas" height="800" width="1200"></canvas>
<canvas id="hud"></canvas>
</body>
<script src="webgl/webgl-utils.js"></script>
<script src="webgl/webgl-debug.js"></script>
<script src="webgl/cuon-utils.js"></script>
<script src="webgl/cuon-matrix.js"></script>
<script>
    //设置WebGL全屏显示
    var canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    //设置显示hud的canvas全屏显示
    var hud = document.getElementById("hud");
    hud.width = window.innerWidth;
    hud.height = window.innerHeight;

    //顶点着色器
    var vertexShaderSource = "" +
        "attribute vec4 a_Position;\n" +
        "attribute vec4 a_Color;\n" +
        "attribute float a_Face;\n" +//表面编号,不是用int类型
        "uniform mat4 u_MvpMatrix;\n" +
        "uniform int u_PickedFace;\n" + //被选中的表面编号
        "varying vec4 v_Color;\n" +
        "void main (){\n" +
        "   gl_Position = u_MvpMatrix * a_Position;\n" +
        "   int face = int(a_Face);\n" +
        "   vec3 color = (face == u_PickedFace) ? vec3(1.0) : a_Color.rgb;\n" +
        "   if(u_PickedFace == 0){\n" +
        "       v_Color = vec4(color, a_Face/255.0);\n" +
        "   }else{\n" +
        "       v_Color = vec4(color, a_Color.a);\n" +
        "   }\n" +
        "}\n";

    //片元着色器
    var fragmentShaderSource = "" +
        "#ifdef GL_ES\n" +
        "precision mediump float;\n" +
        "#endif\n" +
        "varying vec4 v_Color;\n" +
        "void main(){\n" +
        "   gl_FragColor = v_Color;\n" +
        "}\n";

    function main() {
        //获取WebGL对象
        var gl = getWebGLContext(canvas);
        var ctx = hud.getContext("2d");

        //初始化着色器
        initShaders(gl, vertexShaderSource, fragmentShaderSource);

        //将数据存入缓冲区
        var n = initVertexBuffers(gl);
        if (n < 0) {
            console.log("数据存入缓冲区失败");
            return;
        }

        //设置背景色和开启层级关系
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);

        //获取uniform变量的存储位置
        var u_MvpMatrix = gl.getUniformLocation(gl.program, "u_MvpMatrix");
        var u_PickedFace = gl.getUniformLocation(gl.program, "u_PickedFace");
        if (!u_MvpMatrix || !u_PickedFace) {
            console.log("无法获取相关的存储位置");
            return;
        }

        //设置视点和投影矩阵
        var viewProjectionMatrix = new Matrix4();
        viewProjectionMatrix.setPerspective(30.0, canvas.width / canvas.height, 1.0, 100.0);
        viewProjectionMatrix.lookAt(0.0, 0.0, 7.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

        //设置一个自动转圈的变量
        var currentAngle = 0.0;

        // 初始化被选中的表面的变量
        gl.uniform1i(u_PickedFace, -1);

        hud.onmousedown = function (e) {
            //鼠标按下时,将u_PickedFace修改为0,然后重新绘制场景
            gl.uniform1i(u_PickedFace, 0);
            draw(gl, n, currentAngle, viewProjectionMatrix, u_MvpMatrix);
            //因为绘制的场景将代表下标的存入了a的值内,所以需要获取颜色来获取下标
            var pixels = new Uint8Array(4); //存储获取的颜色的变量
            gl.readPixels(e.offsetX, window.innerHeight - e.offsetY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

            //给u_PickedFace赋值然后交给顶点着色器判断是否相同
            gl.uniform1i(u_PickedFace, pixels[3]);
            draw(gl, n, currentAngle, viewProjectionMatrix, u_MvpMatrix);
        };

        //定时绘制页面
        var tick = function () {
            currentAngle = animate(currentAngle);
            draw2D(ctx, currentAngle);
            draw(gl, n, currentAngle, viewProjectionMatrix, u_MvpMatrix);
            requestAnimationFrame(tick);
        };

        tick();
    }

    //修改currentAngle的值
    var last = +new Date();
    var angleStep = 20.0;//每次旋转的速度
    function animate(currentAngle) {
        var now = +new Date();
        var elapsed = now - last;
        last = now;

        //这里是为了保证旋转保证匀速旋转
        var newAngle = currentAngle + (angleStep * elapsed) / 1000;
        return newAngle % 360;
    }

    //设置顶点数据和将数据存入缓冲区
    function initVertexBuffers(gl) {
        // Create a cube
        //    v6----- v5
        //   /|      /|
        //  v1------v0|
        //  | |     | |
        //  | |v7---|-|v4
        //  |/      |/
        //  v2------v3

        var vertices = new Float32Array([   // Vertex coordinates 顶点的位置数据
            1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0,    // v0-v1-v2-v3 front
            1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0,    // v0-v3-v4-v5 right
            1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0,    // v0-v5-v6-v1 up
            -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0,    // v1-v6-v7-v2 left
            -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,    // v7-v4-v3-v2 down
            1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0     // v4-v7-v6-v5 back
        ]);

        var colors = new Float32Array([   // Colors 顶点的颜色数据
            0.32, 0.18, 0.56, 0.32, 0.18, 0.56, 0.32, 0.18, 0.56, 0.32, 0.18, 0.56, // v0-v1-v2-v3 front
            0.5, 0.41, 0.69, 0.5, 0.41, 0.69, 0.5, 0.41, 0.69, 0.5, 0.41, 0.69,  // v0-v3-v4-v5 right
            0.78, 0.69, 0.84, 0.78, 0.69, 0.84, 0.78, 0.69, 0.84, 0.78, 0.69, 0.84, // v0-v5-v6-v1 up
            0.0, 0.32, 0.61, 0.0, 0.32, 0.61, 0.0, 0.32, 0.61, 0.0, 0.32, 0.61,  // v1-v6-v7-v2 left
            0.27, 0.58, 0.82, 0.27, 0.58, 0.82, 0.27, 0.58, 0.82, 0.27, 0.58, 0.82, // v7-v4-v3-v2 down
            0.73, 0.82, 0.93, 0.73, 0.82, 0.93, 0.73, 0.82, 0.93, 0.73, 0.82, 0.93 // v4-v7-v6-v5 back
        ]);

        var faces = new Uint8Array([   // Faces  顶点的面的数据
            1, 1, 1, 1,     // v0-v1-v2-v3 front
            2, 2, 2, 2,     // v0-v3-v4-v5 right
            3, 3, 3, 3,     // v0-v5-v6-v1 up
            4, 4, 4, 4,     // v1-v6-v7-v2 left
            5, 5, 5, 5,     // v7-v4-v3-v2 down
            6, 6, 6, 6     // v4-v7-v6-v5 back
        ]);

        var indices = new Uint8Array([   // Indices of the vertices 顶点的索引数据
            0, 1, 2, 0, 2, 3,    // front
            4, 5, 6, 4, 6, 7,    // right
            8, 9, 10, 8, 10, 11,    // up
            12, 13, 14, 12, 14, 15,    // left
            16, 17, 18, 16, 18, 19,    // down
            20, 21, 22, 20, 22, 23     // back
        ]);

        //存入缓冲区
        if (!initArrayBuffer(gl, vertices, gl.FLOAT, 3, "a_Position")) {
            return -1;
        }
        if (!initArrayBuffer(gl, colors, gl.FLOAT, 3, "a_Color")) {
            return -1;
        }
        if (!initArrayBuffer(gl, faces, gl.UNSIGNED_BYTE, 1, "a_Face")) {
            return -1;
        }

        //创建索引缓冲区
        var indexBuffer = gl.createBuffer();
        if (indexBuffer < 0) {
            console.log("无法创建缓冲区");
            return -1;
        }

        //取消ARRAY_BUFFER中的绑定
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

        return indices.length;
    }

    function initArrayBuffer(gl, data, type, num, attribute) {
        var buffer = gl.createBuffer();
        if (!buffer) {
            console.log("无法创建缓冲区对象");
            return;
        }
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
        var a_attribute = gl.getAttribLocation(gl.program, attribute);
        if (a_attribute < 0) {
            console.log("无法获取变量的存储位置" + attribute);
            return false;
        }
        gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
        gl.enableVertexAttribArray(a_attribute);

        return true;
    }

    //绘制
    var matrix = new Matrix4();
    function draw(gl, n, currentAngle, viewProjectionMatrix, u_MvpMatrix) {
        matrix.set(viewProjectionMatrix);
        matrix.rotate(currentAngle, 1.0, 0.0, 0.0);
        matrix.rotate(currentAngle, 0.0, 1.0, 0.0);
        matrix.rotate(currentAngle, 0.0, 0.0, 1.0);
        gl.uniformMatrix4fv(u_MvpMatrix, false, matrix.elements);

        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
    }

    //绘制hud
    function draw2D(ctx, currentAngle) {
        ctx.clearRect(0, 0, 400, 400); // 清除 <hud>
        // 用白色的线绘制三角形
        ctx.beginPath();                      // 开始绘制
        ctx.moveTo(120, 10); ctx.lineTo(200, 150); ctx.lineTo(40, 150);
        ctx.closePath();
        ctx.strokeStyle = 'rgba(255, 255, 255, 1)'; // 设置线条的颜色
        ctx.stroke();                           // 用白色的线条绘制三角形
        // 绘制白色的文本
        ctx.font = '18px "Times New Roman"';
        ctx.fillStyle = 'rgba(255, 255, 255, 1)'; // 设置文本颜色
        ctx.fillText('HUD: 头部上方显示', 40, 180);
        ctx.fillText('三角形是通过canvas2d绘制', 40, 200);
        ctx.fillText('立方体是通过WebGL接口绘制', 40, 220);
        ctx.fillText('实时旋转角度: '+ Math.floor(currentAngle), 40, 240);
    }
</script>
</html>