WebGL之旅(十九) 雾化

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一 原理

雾化,即使用雾的颜色与场景中物体的颜色进行叠加。

线性雾化,会指定一个起点和终点,起点为开始雾化点,终点为完全雾化的点:

  1. 在起点之前的完全清晰,也就是说完全为场景中的物体颜色;
  2. 在起点和终点之间的点,根据距离计算雾的因子;
  3. 在终点之后就完成为雾的颜色。

物体颜色和雾的颜色叠加公私如下:

  • 片元颜色 = 物体颜色 * 雾化因子 + 雾的颜色 * (1 - 雾化因子)
  • 雾化因子 = (终点 - 当前点与视点的距离) / (终点 - 起点)

雾化因子与雾的浓度相反,即第一种情况雾化因子为1,第三种情况雾化因子为0。

二 示例

attribute vec4 a_Position;
attribute vec4 a_Color;
uniform vec4 u_Eye;
uniform mat4 u_ModelMatrix;
uniform mat4 u_MvpMatrix;
varying vec4 v_Color;
varying float v_Dist;
void main() {
    gl_Position = u_MvpMatrix * a_Position;
    v_Color = a_Color;
    v_Dist = distance(u_ModelMatrix * a_Position, u_Eye);
}
precision mediump float;
uniform vec3 u_FogColor;
uniform vec2 u_FogRange;
varying vec4 v_Color;
varying float v_Dist;
void main() {
    float fogFactor = clamp((u_FogRange.y - v_Dist) / (u_FogRange.y - u_FogRange.x), 0.0, 1.0);
     vec3 color = mix(u_FogColor, vec3(v_Color), fogFactor);
    gl_FragColor = vec4(color, v_Color.a);
}
function main() {
    var gl = getGL();
    var vsFile = "./res/shader/fog.vert.glsl";
    var fsFile = "./res/shader/fog.frag.glsl";
    initShader(gl, vsFile, fsFile, function (shaderProgram) {
        var n = initVertexBuffers(gl, shaderProgram);;

        var fogColor = new Float32Array([0.6, 0.6, 0.6]);
        gl.clearColor(fogColor[0], fogColor[1], fogColor[2], 1.0);
        gl.enable(gl.DEPTH_TEST);

        //model
        var u_ModelMatrix = gl.getUniformLocation(shaderProgram, 'u_ModelMatrix');
        var scale = getScaleMatrix(10, 10, 10);
        gl.uniformMatrix4fv(u_ModelMatrix, false, scale);

        // mvp
        var eye = new Float32Array([25, 65, 35, 1.0]);
        var viewMat = lookAt(eye[0], eye[1], eye[2], 0, 2, 0, 0, 1, 0);
        var projMat = getPerspectiveProjection(30, 16 / 9, 1, 1000);
        var vpMat = multiMatrix44(projMat, viewMat);
        var mvpMat = multiMatrix44(vpMat, scale);
        var u_MvpMatrix = gl.getUniformLocation(shaderProgram, 'u_MvpMatrix');
        gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat);

        // eye
        var u_Eye = gl.getUniformLocation(shaderProgram, 'u_Eye');
        gl.uniform4fv(u_Eye, eye);

        // fog clolr
        var u_FogColor = gl.getUniformLocation(shaderProgram, 'u_FogColor');
        gl.uniform3fv(u_FogColor, fogColor);

        // fog range
        var fogRange = new Float32Array([55, 80]);
        var u_FogRange = gl.getUniformLocation(shaderProgram, 'u_FogRange');
        gl.uniform2fv(u_FogRange, fogRange);

        draw(gl, n);
    });
}

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

function initVertexBuffers(gl, shaderProgram) {
    var vertices = new Float32Array([
        1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1,
        1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1,
        1, 1, 1, 1, 1, -1, -1, 1, -1, -1, 1, 1,
        -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1,
        -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1,
        1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, -1
    ]);

    var colors = new Float32Array([
        0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0,
        0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4,
        1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4, 1.0, 0.4, 0.4,
        1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4,
        1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
        0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0, 0.4, 1.0, 1.0
    ]);

    var indices = new Uint8Array([
        0, 1, 2, 0, 2, 3,
        4, 5, 6, 4, 6, 7,
        8, 9, 10, 8, 10, 11,
        12, 13, 14, 12, 14, 15,
        16, 17, 18, 16, 18, 19,
        20, 21, 22, 20, 22, 23
    ]);

    initArrayBuffer(gl, shaderProgram, vertices, 3, gl.FLOAT, 'a_Position');
    initArrayBuffer(gl, shaderProgram, colors, 3, gl.FLOAT, 'a_Color');

    var indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

    return indices.length;
}

如图:

这里写图片描述

不同的雾化方法只是雾化的计算方式不同。

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转载自blog.csdn.net/xufeng0991/article/details/76600791