这是我当前的 C 代码,它可以做我想做的事情,但它依赖glBlendEquation(GL_MAX)
于 WebGL 中不可用的代码。我想要的是渲染一条摇摆不定的模糊线。我可以使用高斯模糊,但它必须有一个非常大的半径(16 像素),我希望它会非常慢。
请注意,为了清楚起见,我删除了一些 gl 状态管理代码和其他一些东西,但代码应该按原样工作。
现有的 C 代码:
static const char *pnt_vtx_shader =
"#version 110\n"
"varying vec2 uv;\n"
"void main() {\n"
" uv = (gl_MultiTexCoord0.st - 1.0f);\n"
" gl_Position = gl_Vertex;\n"
"}";
static const char *pnt_shader_src =
"#version 110\n"
"varying vec2 uv;\n"
"void main() {\n"
" gl_FragColor = vec4(exp(-4.5f*0.5f*log2(dot(uv,uv)+1.0f)));\n"
"}";
GLuint shader_prog ;
int samp;
float pw, ph;
float sco_verts[128*8*4];
int sco_ind[128*3*6];
void init(int width, int height, int num_samp)
{
pw = 0.5f*fmaxf(1.0f/24, 8.0f/width), ph = 0.5f*fmaxf(1.0f/24, 8.0f/height);
samp = num_samp;
// helper function, compiles and links the shader, prints out any errors
shader_prog = compile_program(pnt_vtx_shader, pnt_shader_src);
for(int i=0; i<samp; i++) {
sco_verts[(i*8+0)*4+0] = 0; sco_verts[(i*8+0)*4+1] = 2;
sco_verts[(i*8+1)*4+0] = 0; sco_verts[(i*8+1)*4+1] = 0;
sco_verts[(i*8+2)*4+0] = 1; sco_verts[(i*8+2)*4+1] = 2;
sco_verts[(i*8+3)*4+0] = 1; sco_verts[(i*8+3)*4+1] = 0;
sco_verts[(i*8+4)*4+0] = 1; sco_verts[(i*8+4)*4+1] = 2;
sco_verts[(i*8+5)*4+0] = 1; sco_verts[(i*8+5)*4+1] = 0;
sco_verts[(i*8+6)*4+0] = 2; sco_verts[(i*8+6)*4+1] = 2;
sco_verts[(i*8+7)*4+0] = 2; sco_verts[(i*8+7)*4+1] = 0;
}
for(int i=0; i<samp; i++) {
sco_ind[(i*6+0)*3+0] = i*8+0; sco_ind[(i*6+0)*3+1] = i*8+1; sco_ind[(i*6+0)*3+2] = i*8+3;
sco_ind[(i*6+1)*3+0] = i*8+0; sco_ind[(i*6+1)*3+1] = i*8+3; sco_ind[(i*6+1)*3+2] = i*8+2;
sco_ind[(i*6+2)*3+0] = i*8+2; sco_ind[(i*6+2)*3+1] = i*8+4; sco_ind[(i*6+2)*3+2] = i*8+5;
sco_ind[(i*6+3)*3+0] = i*8+2; sco_ind[(i*6+3)*3+1] = i*8+5; sco_ind[(i*6+3)*3+2] = i*8+3;
sco_ind[(i*6+4)*3+0] = i*8+4; sco_ind[(i*6+4)*3+1] = i*8+6; sco_ind[(i*6+4)*3+2] = i*8+7;
sco_ind[(i*6+5)*3+0] = i*8+4; sco_ind[(i*6+5)*3+1] = i*8+7; sco_ind[(i*6+5)*3+2] = i*8+5;
}
}
// getsamp does some averaging over samples
static float getsamp(const float *data, int len, int i, int w) {
float sum = 0, err = 0;
int l = IMAX(i-w, 0);
int u = IMIN(i+w, len);
for(int i = l; i < u; i++)
sum+= data[i];
return sum / (2*w);
}
// R holds a rotation matrix... it's the transpose of what you would give GL though
// because of reasons :P (I wrote code that did all the stuff from this program in
// software first and the GL version shares a bunch of code with that one)
// data is audio samples, [-1, 1], the length of the array is in len
void render_scope(float R[3][3], const float *data, int len)
{
// do the rotate/project ourselves because the GL matrix won't do the right
// thing if we just send it our verticies, we want wour tris to always be
// parrallel to the view plane, because we're actually drawing a fuzzy line
// not a 3D object
// also it makes it easier to match the software implementation
float px, py;
{
float s = getsamp(data, len, 0, len/96);
s=copysignf(log2f(fabsf(s)*3+1)/2, s);
float xt = -0.5f, yt = 0.2f*s, zt = 0.0f;
float x = R[0][0]*xt + R[1][0]*yt + R[2][0]*zt;
float y = R[0][1]*xt + R[1][1]*yt + R[2][1]*zt;
float z = R[0][2]*xt + R[1][2]*yt + R[2][2]*zt;
const float zvd = 1/(z+2);
px=x*zvd*4/3; py=y*zvd*4/3;
}
for(int i=0; i<samp; i++) {
float s = getsamp(data, len, (i+1)*len/(samp), len/96);
s=copysignf(log2f(fabsf(s)*3+1)/2, s);
float xt = (i+1 - (samp)/2.0f)*(1.0f/(samp)), yt = 0.2f*s, zt = 0.0f;
float x = R[0][0]*xt + R[1][0]*yt + R[2][0]*zt;
float y = R[0][1]*xt + R[1][1]*yt + R[2][1]*zt;
float z = R[0][2]*xt + R[1][2]*yt + R[2][2]*zt;
const float zvd = 1/(z+2);
x=x*zvd*4/3; y=y*zvd*4/3;
const float dx=x-px, dy=y-py;
const float d = 1/hypotf(dx, dy);
const float tx=dx*d*pw, ty=dy*d*pw;
const float nx=-dy*d*pw, ny=dx*d*ph;
sco_verts[(i*8+0)*4+2] = px-nx-tx; sco_verts[(i*8+0)*4+3] = py-ny-ty;
sco_verts[(i*8+1)*4+2] = px+nx-tx; sco_verts[(i*8+1)*4+3] = py+ny-ty;
sco_verts[(i*8+2)*4+2] = px-nx ; sco_verts[(i*8+2)*4+3] = py-ny;
sco_verts[(i*8+3)*4+2] = px+nx ; sco_verts[(i*8+3)*4+3] = py+ny;
sco_verts[(i*8+4)*4+2] = x-nx ; sco_verts[(i*8+4)*4+3] = y-ny;
sco_verts[(i*8+5)*4+2] = x+nx ; sco_verts[(i*8+5)*4+3] = y+ny;
sco_verts[(i*8+6)*4+2] = x-nx+tx; sco_verts[(i*8+6)*4+3] = y-ny+ty;
sco_verts[(i*8+7)*4+2] = x+nx+tx; sco_verts[(i*8+7)*4+3] = y+ny+ty;
px=x,py=y;
}
glEnable(GL_BLEND);
glBlendEquation(GL_MAX);
glUseProgram(shader_prog);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(float)*4, sco_verts);
glVertexPointer(2, GL_FLOAT, sizeof(float)*4, sco_verts + 2);
glDrawElements(GL_TRIANGLES, samp*3*6, GL_UNSIGNED_INT, sco_ind);
}
这是一个测试应用程序的屏幕截图,我不确定这个屏幕截图中的线宽是否正确......但它给出了这个想法,而且我会使用更多的点,这样线条会更平滑。