我们如何在webgl中的两个画布中显示相同的对象?

时间:2015-10-16 07:43:21

标签: javascript webgl webgl-extensions

我的情况是我有两个画布,我想在两个画布中显示相同的对象(实际上我必须在每个画布中显示不同的对象,但我想从两个画面中显示相同的对象开始) ,但我无法做到这一点,   有人可以请我这样做吗?

我尝试这样做是:(我有两个灰色的画布(canvas ans canvas2),它在两者中都显示多个方块,但它只显示一个),如何在两者中显示。   我要尝试的代码是:

<!DOCTYPE html>

<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
    <script class="WebGL">
        var gl,gl2;
        function createProgram(gl, vertexShader, fragmentShader)
        {
            var vs = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vs, vertexShader);
            gl.compileShader(vs);

            if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
                alert(gl.getShaderInfoLog(vs));
            //////
            var fs = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fs, fragmentShader);
            gl.compileShader(fs);

            if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
                alert(gl.getShaderInfoLog(fs));
            program = gl.createProgram();
            gl.attachShader(program, vs);
            gl.attachShader(program, fs);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS))
                alert(gl.getProgramInfoLog(program));
            return program;
        }
        function createShaderFromScriptElement(gl , shaderName)
        {
            var Shader = document.getElementById(shaderName).firstChild.nodeValue;
            return Shader;
        }
        function start()
        {            
            var canvas = document.getElementById("canvas");
            canvas2 = document.getElementById("canvas2");
            gl = canvas.getContext("experimental-webgl");
            gl2 = canvas2.getContext("experimental-webgl");
            if (!gl) { alert("error while GL load"); }
            if (!gl2) { alert("error while GL load"); }

          //  var vertexShader2 = createShaderFromScriptElement(gl, "2d-vertex-shader");
          //  var fragmentShader2 = createShaderFromScriptElement(gl, "2d-fragment-shader");
              var vertexShader = createShaderFromScriptElement(gl, "2d-vertex-shader");
              var fragmentShader = createShaderFromScriptElement(gl, "2d-fragment-shader");

              var program = createProgram(gl, vertexShader, fragmentShader);

            gl.useProgram(program);
            var positionLocation = gl.getAttribLocation(program, "a_position");
            var colorLocation = gl.getUniformLocation(program, "u_color");
            var resolutionLocation = gl.getUniformLocation(program, "u_resolution");

            var buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.uniform2f(resolutionLocation, 200, 200);

            gl.enableVertexAttribArray(positionLocation);
            gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
            for (var ii = 0; ii < 5005; ++ii)
            {
                // Setup a random rectangle
                setRectangle(gl, randomInt(300), randomInt(300), 50, 50);
                // Set a random color.
                gl.uniform4f(colorLocation, Math.random(), Math.random(), Math.random(), 1);
                // Draw the rectangle.
                gl.drawArrays(gl.TRIANGLES, 0, 3);
                gl2.drawArrays(gl2.TRIANGLES, 0, 3);
            }
            function randomInt(range)
            {
                return Math.floor(Math.random() * range);
            }

            // Fills the buffer with the values that define a rectangle.
            function setRectangle(gl, x, y, width, height)
            {
                var x1 = x;
                var x2 = x + width;
                var y1 = y;
                var y2 = y + height;
                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
                   x1, y1,
                   x1, -y1,
                   -x1, y1,
                 ]), gl.STATIC_DRAW);
            }
        }
    </script>
    <script id="2d-vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;
        uniform vec2 u_resolution;

        void main() {
        // convert the rectangle from pixels to 0.0 to 1.0
        vec2 zeroToOne = a_position / u_resolution;

        // convert from 0->1 to 0->2
        vec2 zeroToTwo = zeroToOne * 2.0;

        // convert from 0->2 to -1->+1 (clipspace)
        vec2 clipSpace = zeroToTwo - 1.0;

        gl_Position = vec4(clipSpace* vec2(1, -1), 0, 1);
        }
    </script>

    <script id="2d-fragment-shader" type="x-shader/x-fragment">
        precision mediump float;
        uniform vec4 u_color;

        void main()
        {
          gl_FragColor = u_color;  // green
        }
    </script>
</head>
<body onload="start()">
    <div style="text-align: center">

    </div>
    <table style="width:100%; height: 10%;">

        <tr>
            <td style="width:200px; max-width:200px; background-color:gray ">
                <canvas id="canvas" width="300" height="300"></canvas>
            </td>
            <td style="width:200px; max-width:200px; background-color:gray; ">
                <canvas id="canvas2" width="300" height="300"></canvas>
            </td>
        </tr>
    </table>
</body>
</html>

2 个答案:

答案 0 :(得分:6)

不,遗憾的是,您无法在WebGL 1.0中的画布上共享WebGL对象

你想要完成什么?

一些解决方案:

  • 拆分1个画布

    如果您需要多个视图,例如许多3D建模程序,您可以使用gl.enable(gl.SCISSOR_TEST)gl.scissorgl.viewport拆分单个画布。 Here's one example

  • 绘制到一个画布,然后复制到其他画布

    在这种情况下,您使用WebGL渲染到屏幕外的画布 使用多个可见画布2d画布来显示 的drawImage。

    gl = offscreenCanvas.getContext("webgl");
    ctx1 = onscreenCanvas1.getContext("2d");
    ctx2 = onscreenCanvas2.getContext("2d");
    
    // render whatever you want to appear in onscreenCanvas1
    renderScene(scene1Settings, gl);
    // copy the result to offscreenCanvas1
    ctx1.drawImage(gl.canvas, ...);
    
    
    // render whatever you want to appear in onscreenCanvas2
    renderScene(scene2Settings, gl);
    // copy the result to offsceenCanvas2
    ctx2.drawImage(gl,canvas, ...);
    
  • 将1个画布设为窗口大小,将其放在背景中,使用第一种技术(剪刀,视口)和getBoundingClientRect精确渲染其他元素。

    在这种情况下,您可以创建一个与窗口大小相同的WebGL画布 并使用CSS将其放在后台。然后创建一个占位符 <div>或其他元素来表示您想要画布的位置 出现。

    然后,您可以向浏览器询问该元素的确切位置 使用该信息设置视口和剪刀,然后渲染到 该区域看起来像是一个画布

    Example1Example2

答案 1 :(得分:0)

 var canvas = document.getElementById("canvas"),
     canvas2 = document.getElementById("canvas2");
 gl = canvas.getContext("experimental-webgl");
 gl2 = canvas.getContext("experimental-webgl");

我认为你错过了对第二个画布元素的引用

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