WebGL的繪製三次方赫密特曲線( Cubic hermite curve )
前言
在之前的 WebGL的繪製三次方貝茲曲線( Cubic bezier curve ) 繪製了貝茲曲線,這次來繪製赫密特曲線( Cubic hermite curve ) ,後者常常用在動畫的內插,所以有必要了解與實現,在此把學習的過程做個紀錄。
內容
赫密特曲線( Cubic hermite curve ) 跟貝茲曲線( Cubic bezier curve ) 有所不同,並不採用控制點,而採用 Slope ,從 2 個控制點換成 2 個 Slope ,由於我不太會形容差異,但我找到可以線上繪製的網站在 [ www.desmos.com ] 線上繪製赫密特曲線 ,先到該網站體驗一下差異再執行範例會比較好。
接著就來看範例,如下
HTML 的部分
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width"> <title>JS Bin</title> </head> <body> <canvas id="myCanvas1" width=400 height=300></canvas> <br> <input id="btnDrawCtrlPoints"type="button" value="DrawCtrlPoints"/> <br> <input id="btnDrawCubicHermiteCurve"type="button" value="DrawCubicHermiteCurve"/> <br> <input id="btnDrawCubicBezierCurve"type="button" value="DrawCubicBezierCurve"/> <input type="range" min="2" max="100" value="30" class="slider" id="sliderLerp"> <label id="labelLerpValue">30</label> </body> </html>
Javascript 的部分
let canvas1 = document.getElementById('myCanvas1');
let glCTX1 = canvas1.getContext('webgl');
let vboPrimitiveCon = 0;
let vbo=createDynamicBuffer(glCTX1);
let shaderProg = createShader(glCTX1);
let curveType = 0;
//
function createShader(glContext){
let vertShader = glContext.createShader(glContext.VERTEX_SHADER);
glContext.shaderSource(
vertShader ,
'attribute vec3 pos;void main(void){gl_Position=vec4(pos, 1.0);}'
);
glContext.compileShader(vertShader);
let fragShader = glContext.createShader(glContext.FRAGMENT_SHADER);
glContext.shaderSource(
fragShader,
'void main(void){gl_FragColor=vec4(1,1,1,1);}'
);
glContext.compileShader(fragShader);
let prog = glContext.createProgram();
glContext.attachShader(prog, vertShader);
glContext.attachShader(prog, fragShader);
glContext.linkProgram(prog);
glContext.useProgram(prog);
return prog;
}
function createDynamicBuffer(glContext){
let vertexBuf = glContext.createBuffer();
glContext.bindBuffer(glContext.ARRAY_BUFFER, vertexBuf);
let dataArray=new Float32Array([
0.0, 0.5, 0.0,
-0.5,-0.5, 0.0,
-0.5,-0.5, 0.0,
0.5,-0.5, 0.0,
0.5,-0.5, 0.0,
0.0, 0.5, 0.0
]);
glContext.bufferData(
glContext.ARRAY_BUFFER,
3000,
glContext.DYNAMIC_DRAW
);
//write deafult data...
glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray);
vboPrimitiveCon = dataArray.length / 3;
return vertexBuf;
}
function simpleDraw(glContext){
glContext.useProgram(shaderProg);
//
glContext.viewport(0,0,glContext.canvas.width,glContext.canvas.height);
glContext.clearColor(0, 0, 1, 1);
glContext.clear(glContext.COLOR_BUFFER_BIT);
//
glContext.bindBuffer(glContext.ARRAY_BUFFER, vbo);
let posLoc = glContext.getAttribLocation(shaderProg, "pos");
glContext.vertexAttribPointer(posLoc, 3, glContext.FLOAT, false, 0, 0);
glContext.enableVertexAttribArray(posLoc);
glContext.drawArrays(glContext.LINES, 0, vboPrimitiveCon);
}
function generateLineListData(ar){
let tagAr=[];
let mod=ar.length%3;
let elementAmount=(ar.length-mod)/3;
if(elementAmount>=2 && mod===0){
tagAr.push(ar[0]);
tagAr.push(ar[1]);
tagAr.push(ar[2]);
//
for(let i=3;i<(ar.length-3);i+=3){
tagAr.push(ar[i]);
tagAr.push(ar[i+1]);
tagAr.push(ar[i+2]);
//
tagAr.push(ar[i]);
tagAr.push(ar[i+1]);
tagAr.push(ar[i+2]);
}
//
tagAr.push(ar[ar.length-3]);
tagAr.push(ar[ar.length-2]);
tagAr.push(ar[ar.length-1]);
}
return new Float32Array(tagAr);
}
function generateBezierCurve(p0,p1,p2,lerp){
if(lerp < 2)
return [];
//
let tagAr = [];
for(let i=0;i < lerp;i++){
let t = i/(lerp-1);
let invT = 1.0-t;
let part0Value = invT * invT;
let part1Value = 2 * t * invT;
let part2Value = t * t;
let part0 = [part0Value*p0[0], part0Value*p0[1], part0Value*p0[2] ];
let part1 = [part1Value*p1[0], part1Value*p1[1], part1Value*p1[2] ];
let part2 = [part2Value*p2[0], part2Value*p2[1], part2Value*p2[2] ];
tagAr.push(part0[0] + part1[0] + part2[0]);
tagAr.push(part0[1] + part1[1] + part2[1]);
tagAr.push(part0[2] + part1[2] + part2[2]);
}
return tagAr;
}
function generateCubicBezierCurve(p0,p1,p2,p3,lerp){
if(lerp < 2)
return [];
//
let tagAr = [];
for(let i=0;i < lerp;i++){
let t = i/(lerp-1);
let invT = 1.0-t;
let part0Value = invT * invT * invT;
let part1Value = 3 * t * invT * invT;
let part2Value = 3 * t * t * invT;
let part3Value = t * t * t;
let part0 = [part0Value*p0[0], part0Value*p0[1], part0Value*p0[2] ];
let part1 = [part1Value*p1[0], part1Value*p1[1], part1Value*p1[2] ];
let part2 = [part2Value*p2[0], part2Value*p2[1], part2Value*p2[2] ];
let part3 = [part3Value*p3[0], part3Value*p3[1], part3Value*p3[2] ];
tagAr.push(part0[0] + part1[0] + part2[0] + part3[0]);
tagAr.push(part0[1] + part1[1] + part2[1] + part3[1]);
tagAr.push(part0[2] + part1[2] + part2[2] + part3[2]);
}
return tagAr;
}
function generateCubicHermiteCurve(p0,s0,p1,s1,lerp){
if(lerp < 2)
return [];
//
let tagAr = [];
for(let i=0;i < lerp;i++){
let t = i/(lerp-1);
let invT = 1.0-t;
let part0Value = (1 + ( 2 * t ) ) * ( invT * invT );
let part1Value = t * ( ( invT * invT ) );
let part2Value = ( t * t ) * ( 3 - ( 2 * t) );
let part3Value = ( t * t ) * ( t - 1.0 );
let part0 = [part0Value*p0[0], part0Value*p0[1], part0Value*p0[2] ];
let part1 = [part1Value*s0[0], part1Value*s0[1], part1Value*s0[2] ];
let part2 = [part2Value*p1[0], part2Value*p1[1], part2Value*p1[2] ];
let part3 = [part3Value*s1[0], part3Value*s1[1], part3Value*s1[2] ];
tagAr.push(part0[0] + part1[0] + part2[0] + part3[0]);
tagAr.push(part0[1] + part1[1] + part2[1] + part3[1]);
tagAr.push(part0[2] + part1[2] + part2[2] + part3[2]);
}
return tagAr;
}
function myRender(){
simpleDraw(glCTX1);
//
window.requestAnimationFrame(myRender);
}
//
let ctrlPointList=[
[-0.9,0.0,0.0],
[-0.45,0.9,0.0],
[0.45,0.9,0.0],
[0.9,0.0,0.0],
];
let tagLerpValue=document.getElementById("sliderLerp").value;
function UpdateCubicBezierCurveData(){
let data=generateCubicBezierCurve(
ctrlPointList[0],
ctrlPointList[1],
ctrlPointList[2],
ctrlPointList[3],
tagLerpValue);
let dataArray=generateLineListData(data);
glCTX1.bindBuffer(glCTX1.ARRAY_BUFFER, vbo);
glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray);
vboPrimitiveCon = dataArray.length / 3;
}
function UpdateCubicHermiteCurveData(){
let data=generateCubicHermiteCurve(
ctrlPointList[0],
ctrlPointList[1],
ctrlPointList[3],
ctrlPointList[2],
tagLerpValue);
let dataArray=generateLineListData(data);
glCTX1.bindBuffer(glCTX1.ARRAY_BUFFER, vbo);
glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray);
vboPrimitiveCon = dataArray.length / 3;
}
document.getElementById("btnDrawCtrlPoints").onclick=function(evt){
let data = [];
for(let i=0;i<ctrlPointList.length;i++)
data.push(...ctrlPointList[i]);
//
let dataArray=generateLineListData(data);
glCTX1.bindBuffer(glCTX1.ARRAY_BUFFER, vbo);
glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray);
vboPrimitiveCon = dataArray.length / 3;
}
document.getElementById("btnDrawCubicBezierCurve").onclick=function(evt){
UpdateCubicBezierCurveData();
curveType = 1;
}
document.getElementById("btnDrawCubicHermiteCurve").onclick=function(evt){
UpdateCubicHermiteCurveData();
curveType = 2;
}
document.getElementById("sliderLerp").oninput=function(evt){
tagLerpValue=this.value;
//UpdateCurveData();
switch( curveType ){
case 1:
UpdateCubicBezierCurveData();
break;
case 2:
UpdateCubicHermiteCurveData();
break;
}
document.getElementById("labelLerpValue").innerHTML = this.value;
}
window.onload = function(){
window.requestAnimationFrame(myRender);
}
執行結果如下
![]() |
| 範例的執行結果 |
這次的範例事由 WebGL的繪製三次方貝茲曲線( Cubic bezier curve ) 的範例更改而來,重複的部分就不解說了,主要要注意的地方在 updateCubicHermiteCurveData() ,注意控制點的輸入順序和 updateCubicBeizerCurveData() 的順序不一致,這是因為曲線的節點定義不同所造成的,並不是範例有錯。
赫密特曲線的 Slope 控制起來不是很能預測它會如何彎曲,這會造成很難調成自己想要的曲線,這個部分可能還要再研究一下要如何找出可以預測怎麼預測彎曲的方法。

沒有留言:
張貼留言