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透视投影相机的near与far设置相隔过大引起的问题

透视投影相机的near与far设置相隔过大引起的问题

作者: 前端大魔王 | 来源:发表于2017-04-20 17:04 被阅读0次

例子:

<!DOCTYPE html>
<html>
<head lang="en">
    <meta charset="UTF-8">
    <title></title>
</head>
<body onload="webGLStart()">
 <canvas id="webgl" height="400" width="400"></canvas>
 <script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  varying vec4 v_Color;
  void main(void) {
     gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
     //gl_FragColor = v_Color;
  }
</script>
 <script id="shader-vs" type="x-shader/x-vertex">
  precision highp float;
  attribute highp vec4 aVertexPosition;
  attribute vec4 a_Color;
  uniform highp mat4 uMVMatrix;
  uniform highp mat4 uPMatrix;
  varying vec4 v_Color;
  void main(void) {
    gl_Position = uPMatrix *(uMVMatrix *aVertexPosition);
    v_Color=a_Color;
  }
</script>
 <script src="cuon-matrix.js"></script>
<script>
    var gl;
    canvas = document.getElementById("webgl");
    var FSIZE=4;
    function initGL(canvas) {
        try {
            gl = canvas.getContext("experimental-webgl");
        } catch (e) {
        }
        if (!gl) {
            alert("Could not initialise WebGL, sorry :-(");
        }
    }

    function getShader(gl, id) {
        var shaderScript = document.getElementById(id);
        if (!shaderScript) {
            return null;
        }

        var str = "";
        var k = shaderScript.firstChild;
        while (k) {
            if (k.nodeType == 3) {
                str += k.textContent;
            }
            k = k.nextSibling;
        }

        var shader;
        if (shaderScript.type == "x-shader/x-fragment") {
            shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
            shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
            return null;
        }

        gl.shaderSource(shader, str);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert(gl.getShaderInfoLog(shader));
            return null;
        }

        return shader;
    }

    var shaderProgram;

    function initShaders() {
        var fragmentShader = getShader(gl, "shader-fs");
        var vertexShader = getShader(gl, "shader-vs");

        shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert("Could not initialise shaders");
        }

        gl.useProgram(shaderProgram);

        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
        shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "a_Color");
        gl.enableVertexAttribArray(shaderProgram.colorAttribute);
        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    }

    var modelMatrix=new Matrix4();
    modelMatrix.rotate(0,0,0,1);
    //modelMatrix.translate(100000,100000,0);
    var viewMatrix=new Matrix4();
    viewMatrix.setLookAt(0,10000000,0,0,0,0,0,0,1);
    var perspectMatrix=new Matrix4();
    perspectMatrix.setPerspective(45,1,1,1000000000);
    var mvMatrix =viewMatrix.multiply(modelMatrix);
    var pMatrix = perspectMatrix;
    console.log(pMatrix);
    console.log(mvMatrix);
    function setMatrixUniforms() {
        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix.elements);
        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix.elements);
    }

    var triangleVertexPositionBuffer;
    var indexBuffer;
    function initBuffers() {
        triangleVertexPositionBuffer = gl.createBuffer();
        indexBuffer=gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        var verticesColor= [
            1000000.0,  1000000.0,  1000000.0, 1.0,  1.0,  1.0,
            -1000000.0, 1000000.0,  1000000.0, 1.0,  1.0,  1.0,
            -1000000.0, -1000000.0,  1000000.0, 1.0,  1.0,  1.0,
            1000000.0,  -1000000.0,  1000000.0, 1.0,  1.0,  0.0,
            1000000.0, -1000000.0,  -1000000.0, 0.0,  0.0,  1.0,
            1000000.0, 1000000.0,  -1000000.0, 1.0,  0.0,  0.0,
            -1000000.0,1000000.0,-1000000.0, 0.0,  1.0,  0.0,
            -1000000.0,-1000000.0,-1000000.0,0.0,  0.0, 0.0,
        ];
        var index=[
                0,1,2,0,2,3,
                0,3,4,0,4,5,
                0,5,6,0,6,1,
                1,6,7,1,7,2,
                7,4,3,7,3,2,
                4,7,6,4,6,5
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesColor), gl.STATIC_DRAW);
        triangleVertexPositionBuffer.itemSize = 3;
        triangleVertexPositionBuffer.numItems = 36;
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint8Array(index),gl.STATIC_DRAW);
    }

    function drawScene() {
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 3, gl.FLOAT, false, FSIZE*6, 0);
        gl.vertexAttribPointer(shaderProgram.colorAttribute, 3, gl.FLOAT, false, FSIZE*6, FSIZE*3);
        //mvMatrix.rotate(1,0,0,1);
        setMatrixUniforms();
        gl.drawElements(gl.TRIANGLES,36,gl.UNSIGNED_BYTE,0);
        requestAnimationFrame(drawScene);
    }

    function webGLStart() {
        initGL(canvas);
        initShaders();
        initBuffers();
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);
        drawScene();
    }
</script>
</body>
</html>

主要需要注意我们开启了深度检测gl.enable(gl.DEPTH_TEST);.
本例中perspectCamera的near参数设置为1,相机的位置在10000000;
我们可以画出一个正方体。

near=1时可以画出正方体

但是当我们把near参数设置为0.1时,画布上一片黑暗。

near=0.1时画不出正方体
这是为什么呢?
可以确定是由near过小引起的,那么near影响了什么呢?当然是投影矩阵
先来看看透视投影的矩阵运算 透视投影矩阵
fovy为角度,aspect为比率,f为远距离,n为近距离
对比两者的投影矩阵 near=1时的投影矩阵 near=0.1时的投影矩阵
可以发现near=0.1时由-2变为-0.2,那么乘以一个坐标向量[X,Y,Z,1]的值为什么呢? near=0.1时相乘 near=1时相乘
相乘的结果即为gl_position=[X,Y,Z,W],除以W为[X/W,Y/W,Z/W,W](X/W,Y/W)即为canvas中定位的坐标。Z/W为深度信息。
(1)当near=1时Z/W=1-2/z
(2)当near=0.1时Z/W=1-0.2/z
回到例子的代码我们可以发现相机的位置设置在10000000,导致了z值比较大,而gl_position为vec4类型时4个float类型,精度为小数点后7位,因而当near=0.1时Z/W=1-0.2/10000000=1,为1时深度检测超限不会绘制出。
解决方法
(1)关闭深度检测
关闭深度检测可以画出正方体
(2)near值设大一点

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