如何解决在GLSL
我正在尝试在GSLS中精确地计算出点到线的距离-在turbo.js turbo.js
中这是一个更普遍的问题的一部分,其中我试图找到对应于一组GeoJSON点的[GeoJSON多行上的最近点]-在1000条线段上设置500个点的计算结果最终是50万个点到距离的计算。
这在浏览器中(甚至在工作程序中)无法处理太多,因此并行性有很大帮助。
诀窍是AFAIK我只能使用vec4作为输入,这意味着我只能对成对的点进行计算。
到目前为止,我已经开始计算所有对的距离和方位-但是无法算出点到线的距离。
所以问题是-给a,b和c 3点,并知道
- 他们在lon和lat中的位置
- 他们的成对方位和距离
是否可以使用将vec2,vec3或vec4作为输入参数的转换来计算从a到b和c定义的线的距离?
作为一个子问题-我知道如果三角形(a,b,c)的高度不与线(a,b)相交时如何计算距离,因为它的min(distance(a,b) ,距离(a,c))。
但是,如何计算它是否相交?
解决方法
我不太确定我能理解你的问题。
听起来像您想知道500个输入点,1000个线段,每个点中哪个段最接近。
如果这是您要的内容,则将所有点放在浮点纹理中(纹理的另一个词是2D数组)。绘制一个-1到+1的四边形,该四边形是结果数的大小(500个结果,即50x10或25x20等。)传递纹理的分辨率。使用gl_FragCoord
计算索引以获取输入A,并在所有其他行上循环。通过将最接近的对的索引编码为颜色,通过readPixels读取结果。
precision highp float;
uniform sampler2D aValues;
uniform vec2 aDimensions; // the size of the aValues texture in pixels (texels)
uniform sampler2D bValues;
uniform vec2 bDimensions; // the size of the bValues texture in pixels (texels)
uniform sampler2D cValues;
uniform vec2 cDimensions; // the size of the cValues texture in pixels (texels)
uniform vec2 outputDimensions; // the size of the thing we're drawing to (canvas)
// this code,given a sampler2D,the size of the texture,and an index
// computes a UV coordinate to pull one RGBA value out of a texture
// as though the texture was a 1D array.
vec3 getPoint(in sampler2D tex,in vec2 dimensions,in float index) {
vec2 uv = (vec2(
floor(mod(index,dimensions.x)),floor(index / dimensions.x)) + 0.5) / dimensions;
return texture2D(tex,uv).xyz;
}
// from https://stackoverflow.com/a/6853926/128511
float distanceFromPointToLine(in vec3 a,in vec3 b,in vec3 c) {
vec3 ba = a - b;
vec3 bc = c - b;
float d = dot(ba,bc);
float len = length(bc);
float param = 0.0;
if (len != 0.0) {
param = clamp(d / (len * len),0.0,1.0);
}
vec3 r = b + bc * param;
return distance(a,r);
}
void main() {
// gl_FragCoord is the coordinate of the pixel that is being set by the fragment shader.
// It is the center of the pixel so the bottom left corner pixel will be (0.5,0.5).
// the pixel to the left of that is (1.5,0.5),The pixel above that is (0.5,1.5),etc...
// so we can compute back into a linear index
float ndx = floor(gl_FragCoord.y) * outputDimensions.x + floor(gl_FragCoord.x);
// find the closest points
float minDist = 10000000.0;
float minIndex = -1.0;
vec3 a = getPoint(aValues,aDimensions,ndx);
for (int i = 0; i < ${bPoints.length / 4}; ++i) {
vec3 b = getPoint(bValues,bDimensions,float(i));
vec3 c = getPoint(cValues,cDimensions,float(i));
float dist = distanceFromPointToLine(a,b,c);
if (dist < minDist) {
minDist = dist;
minIndex = float(i);
}
}
// convert to 8bit color. The canvas defaults to RGBA 8bits per channel
// so take our integer index (minIndex) and convert to float values that
// will end up as the same 32bit index when read via readPixels as
// 32bit values.
gl_FragColor = vec4(
mod(minIndex,256.0),mod(floor(minIndex / 256.0),mod(floor(minIndex / (256.0 * 256.0)),floor(minIndex / (256.0 * 256.0 * 256.0))) / 255.0;
}
我只想猜测一下,总的来说,这可以通过某种空间结构更好地解决,而这种结构可以以某种方式实现,因此您不必检查每一点的每一行,但是上面的代码应该可以正常工作平行。每个结果将由另一个GPU内核计算。
const v3 = twgl.v3;
// note: I'm using twgl to make the code smaller.
// This is not lesson in WebGL. You should already know what it means
// to setup buffers and attributes and set uniforms and create textures.
// What's important is the technique,not the minutia of WebGL. If you
// don't know how to do those things you need a much bigger tutorial
// on WebGL like https://webglfundamentals.org
function main() {
const gl = document.createElement('canvas').getContext('webgl');
const ext = gl.getExtension('OES_texture_float');
if (!ext) {
alert('need OES_texture_float');
return;
}
const r = max => Math.random() * max;
const hsl = (h,s,l) => `hsl(${h * 360},${s * 100 | 0}%,${l * 100 | 0}%)`;
function createPoints(numPoints) {
const points = [];
for (let i = 0; i < numPoints; ++i) {
points.push(r(300),r(150),0); // RGBA
}
return points;
}
function distanceFromPointToLineSquared(a,c) {
const ba = v3.subtract(a,b);
const bc = v3.subtract(c,b);
const dot = v3.dot(ba,bc);
const lenSq = v3.lengthSq(bc);
let param = 0;
if (lenSq !== 0) {
param = Math.min(1,Math.max(0,dot / lenSq));
}
const r = v3.add(b,v3.mulScalar(bc,param));
return v3.distanceSq(a,r);
}
const aPoints = createPoints(6);
const bPoints = createPoints(15);
const cPoints = createPoints(15);
// do it in JS to check
{
// compute closest lines to points
const closest = [];
for (let i = 0; i < aPoints.length; i += 4) {
const a = aPoints.slice(i,i + 3);
let minDistSq = Number.MAX_VALUE;
let minIndex = -1;
for (let j = 0; j < bPoints.length; j += 4) {
const b = bPoints.slice(j,j + 3);
const c = cPoints.slice(j,j + 3);
const distSq = distanceFromPointToLineSquared(a,c);
if (distSq < minDistSq) {
minDistSq = distSq;
minIndex = j / 4;
}
}
closest.push(minIndex);
}
drawResults(document.querySelector('#js'),closest);
}
const vs = `
attribute vec4 position;
void main() {
gl_Position = position;
}
`;
const fs = `
precision highp float;
uniform sampler2D aValues;
uniform vec2 aDimensions; // the size of the aValues texture in pixels (texels)
uniform sampler2D bValues;
uniform vec2 bDimensions; // the size of the bValues texture in pixels (texels)
uniform sampler2D cValues;
uniform vec2 cDimensions; // the size of the cValues texture in pixels (texels)
uniform vec2 outputDimensions; // the size of the thing we're drawing to (canvas)
// this code,floor(minIndex / (256.0 * 256.0 * 256.0))) / 255.0;
}
`;
// compile shader,link program,lookup locations
const programInfo = twgl.createProgramInfo(gl,[vs,fs]);
// calls gl.createBuffer,gl.bindBuffer,gl.bufferData for a -1 to +1 quad
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
// make an RGBA float texture for each set of points
// calls gl.createTexture,gl.bindTexture,gl.texImage2D,gl.texParameteri
const aTex = twgl.createTexture(gl,{
src: aPoints,width: aPoints.length / 4,type: gl.FLOAT,minMag: gl.NEAREST,});
const bTex = twgl.createTexture(gl,{
src: bPoints,width: bPoints.length / 4,});
const cTex = twgl.createTexture(gl,{
src: cPoints,width: cPoints.length / 4,});
const numOutputs = aPoints.length / 4;
gl.canvas.width = numOutputs;
gl.canvas.height = 1;
gl.viewport(0,numOutputs,1);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer,gl.enableVertexAttribArray,gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl,programInfo,bufferInfo);
// calls gl.activeTexture,gl.uniform
twgl.setUniforms(programInfo,{
aValues: aTex,aDimensions: [aPoints.length / 4,1],bValues: cTex,bDimensions: [bPoints.length / 4,cValues: bTex,cDimensions: [cPoints.length / 4,outputDimensions: [aPoints.length / 4,});
// draw the quad
gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);
// get result
const pixels = new Uint8Array(numOutputs * 4);
const results = new Uint32Array(pixels.buffer);
gl.readPixels(0,1,gl.RGBA,gl.UNSIGNED_BYTE,pixels);
drawResults(document.querySelector('#glsl'),results);
function drawResults(canvas,closest) {
const ctx = canvas.getContext('2d');
// draw the lines
ctx.beginPath();
for (let j = 0; j < bPoints.length; j += 4) {
const b = bPoints.slice(j,j + 2);
const c = cPoints.slice(j,j + 2);
ctx.moveTo(...b);
ctx.lineTo(...c);
}
ctx.strokeStyle = '#888';
ctx.stroke();
// draw the points and closest lines
for (let i = 0; i < aPoints.length; i += 4) {
const a = aPoints.slice(i,i + 2);
const ndx = closest[i / 4] * 4;
const b = bPoints.slice(ndx,ndx + 2);
const c = cPoints.slice(ndx,ndx + 2);
const color = hsl(i / aPoints.length,0.4);
ctx.fillStyle = color;
ctx.strokeStyle = color;
ctx.fillRect(a[0] - 2,a[1] - 2,5,5);
ctx.beginPath();
ctx.moveTo(...b);
ctx.lineTo(...c);
ctx.stroke();
}
}
}
main();
canvas { border: 1px solid black; margin: 5px; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<div>glsl</div>
<canvas id="glsl"></canvas>
<div>js</div>
<canvas id="js"></canvas>
如果您使用WebGL2,则可以使用texelFetch
,以便getPoint
成为
vec3 getPoint(in sampler2D tex,in int index) {
ivec2 size = textureSize(tex,0);
ivec2 uv = ivec2(index % size.x,index / size.x);
return texelFetch(tex,uv,0).xyz;
}
,您无需传递输入纹理的大小,只需传递输出大小。另外,您可以使输出R32U和输出无符号整数索引,因此无需对结果进行编码。
注意:该代码假定您对a,b和c的运算量少于2048个,因此大部分代码假定为一维纹理。如果您需要超过2048个,则需要调整代码以使矩形纹理的大小适合您的数据,例如,如果您具有9000个值,则可以使用9x1000纹理。如果您有8999个值,那么由于纹理是2D数组,您仍然需要填充一个9x1000纹理以形成一个矩形。
还要注意,调用readPixels被认为是缓慢的。例如,如果您只想如上所述绘制结果,而不是渲染到画布上并通过readPixels读取值,则可以将结果渲染到纹理上,然后将纹理传递到另一个着色器中。
附录
这可能是错误的地方,但是作为对GLSL之类的简短解释,您可以将GLSL视为Array.prototype.map
的理想版本。使用map
时,您不会选择直接写入的内容。它是间接发生的。
const a = [1,2,3,4,5];
const b = a.map((v,index) => { return v * 2 + index; });
{ return v * 2 + index}
部分类似于着色器。在JavaScript中,地图内部的函数返回值。在GLSL ES 1.0中,着色器将gl_FragColor
设置为输出。在Javascript index
中,是要写入的数组的索引(也恰好是输入数组的索引)。在GLSL中,gl_FragCoord
扮演着相同的角色。
否则,顶点着色器的输出确定将要写入哪些像素(2D数组的哪些数组元素),从而使其成为map
的更具选择性的版本。在上面的代码中,我们绘制了一个-1至+1的四边形,实际上是说“在所有像素上映射”。
实际上这是上述代码的一个版本,没有GLSL,只有JavaScript,但是JavaScript进行了重组,看起来更像GLSL。
const v3 = twgl.v3;
function main() {
const r = max => Math.random() * max;
const hsl = (h,${l * 100 | 0}%)`;
function createPoints(numPoints) {
const points = [];
for (let i = 0; i < numPoints; ++i) {
points.push(r(300),r);
}
const aPoints = createPoints(6);
const bPoints = createPoints(15);
const cPoints = createPoints(15);
const gl_FragCoord = {};
let gl_FragColor;
const aValues = aPoints;
const aDimensions = {}; // N/A
const bValues = bPoints;
const bDimensions = {}; // N/A
const cValues = cPoints;
const cDimensions = {}; // N/A
const outputDimensions = {x: aPoints.length / 4,y: 1 };
function getPoint(sampler,dimension,ndx) {
return sampler.slice(ndx * 4,ndx * 4 + 3);
}
function javaScriptFragmentShader() {
// gl_FragCoord is the coordinate of the pixel that is being set by the fragment shader.
// It is the center of the pixel so the bottom left corner pixel will be (0.5,etc...
// so we can compute back into a linear index
const ndx = Math.floor(gl_FragCoord.y) * outputDimensions.x + Math.floor(gl_FragCoord.x);
// find the closest points
let minDist = 10000000.0;
let minIndex = -1.0;
const a = getPoint(aValues,ndx);
for (let i = 0; i < bPoints.length / 4; ++i) {
const b = getPoint(bValues,i);
const c = getPoint(cValues,i);
const dist = distanceFromPointToLineSquared(a,c);
if (dist < minDist) {
minDist = dist;
minIndex = i;
}
}
// convert to 8bit color. The canvas defaults to RGBA 8bits per channel
// so take our integer index (minIndex) and convert to float values that
// will end up as the same 32bit index when read via readPixels as
// 32bit values.
gl_FragColor = [
minIndex % 256.0,Math.floor(minIndex / 256.0) % 256.0,Math.floor(minIndex / (256.0 * 256.0)) % 256.0,Math.floor(minIndex / (256.0 * 256.0 * 256.0)),].map(v => v / 255.0);
}
// do it in JS to check
{
// compute closest lines to points
const closest = [];
const width = aPoints.length / 4;
const height = 1;
// WebGL drawing each pixel
for (let y = 0; y < height; ++y) {
for (let x = 0; x < width; ++x) {
gl_FragCoord.x = x + 0.5; // because pixels represent a rectangle one unit wide in pixel space
gl_FragCoord.y = y + 0.5; // so the center of each pixel in the middle of that rectangle
javaScriptFragmentShader();
const index = gl_FragColor[0] * 255 +
gl_FragColor[1] * 255 * 256 +
gl_FragColor[2] * 255 * 256 * 256 +
gl_FragColor[3] * 255 * 256 * 256 * 256;
closest.push(index);
}
}
drawResults(document.querySelector('#js'),closest);
}
function drawResults(canvas,5);
ctx.beginPath();
ctx.moveTo(...b);
ctx.lineTo(...c);
ctx.stroke();
}
}
}
main();
canvas { border: 1px solid black; margin: 5px; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="js"></canvas>
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