webglprojective-geometry

Computing a projective transformation to texture an arbitrary quad


I would like to compute a projective transformation to texture an arbitrary quad in webgl (with three.js and shaders if possible/necessary).

Quadrilateral Interpolation

This is what I want to obtain, taken from this answer.

Everything is well described in the post, so I suppose that with a bit of work I could solve the problem. Here is a pseudo-code of the solution:

precompute A matrix (should be trivial since texture coordinates are in [0,1] interval)
compute B matrix according to the vertex positions (not possible in the vertex shader since we need the four coordinates of the points)
use B in the fragment shader to compute the correct texture coordinate at each pixel

However I am wondering if there is an easier method to do that in webgl.

---- Links to related topics ----

There is a similar way to solve the problem mathematically described here, but since it a solution to compute a many to many point mapping, it seems an overkill to me.

I thought that this is a solution in OpenGL but realized it is a solution to perform a simple perspective correct interpolation, which is luckily enabled by default.

I found many things on trapezoids, which is a simple version of the more general problem I want to solve: 1, 2 and 3. I first though that those would help, but instead they lead me to a lot of reading and misunderstanding.

Finally, this page describes a solution to solve the problem, but I was skeptical that it is the simplest and most common solution. Now I think it might be correct !

---- Conclusion ----

I have been searching a lot for the solution, not because it is a particularly complex problem, but because I was looking for a simple and typical/common solution. I though it is an easy problem solved in many cases (every video mapping apps) and that there would be trivial answers.


Solution

  • Ok I managed to do it with three.js and coffeescript (I had to implement the missing Matrix3 functions):

    class Quad
    constructor: (width, height, canvasKeyboard, scene) ->
        @sceneWidth = scene.width
        @sceneHeight = scene.height
    
        # --- QuadGeometry --- #
    
        @geometry = new THREE.Geometry()
    
        normal = new THREE.Vector3( 0, 0, 1 )
    
        @positions = []
        @positions.push( x: -width/2, y: height/2 )
        @positions.push( x: width/2, y: height/2 )
        @positions.push( x: -width/2, y: -height/2 )
        @positions.push( x: width/2, y: -height/2 )
    
        for position in @positions
            @geometry.vertices.push( new THREE.Vector3( position.x, position.y, 0 ) )
    
        uv0 = new THREE.Vector4(0,1,0,1)
        uv1 = new THREE.Vector4(1,1,0,1)
        uv2 = new THREE.Vector4(0,0,0,1)
        uv3 = new THREE.Vector4(1,0,0,1)
    
        face = new THREE.Face3( 0, 2, 1)
        face.normal.copy( normal )
        face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() )
    
        @geometry.faces.push( face )
        @geometry.faceVertexUvs[ 0 ].push( [ uv0.clone(), uv2.clone(), uv1.clone() ] )
    
        face = new THREE.Face3( 1, 2, 3)
        face.normal.copy( normal )
        face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() )
    
        @geometry.faces.push( face )
        @geometry.faceVertexUvs[ 0 ].push( [ uv1.clone(), uv2.clone(), uv3.clone() ] )
    
        @geometry.computeCentroids()
    
        # --- Mesh --- #
    
        @texture = new THREE.Texture(canvasKeyboard[0]) 
        @texture.needsUpdate = true
    
        C = new THREE.Matrix4()
    
        @uniforms = { "texture": { type: "t", value: @texture }, "resolution": { type: "v2", value: new THREE.Vector2(@sceneWidth, @sceneHeight) }, "matC": { type: "m4", value: C } }
    
        shaderMaterial = new THREE.ShaderMaterial(
            uniforms:       @uniforms,
            vertexShader:   $('#vertexshader').text(),
            fragmentShader: $('#fragmentshader').text()
        )
    
        @mesh = new THREE.Mesh( @geometry, shaderMaterial )
    
        @mesh.position.set(0,0,1)
    
        scene.add(@mesh)
    
        # --- Sprites --- #
    
        @sprites = []
    
        for i in [0..3]
            position = @positions[i]
            m = new THREE.SpriteMaterial( {color: new THREE.Color('green') ,useScreenCoordinates: true } ) 
            s = new THREE.Sprite( m )
            s.scale.set( 32, 32, 1.0 )
            s.position.set(position.x,position.y,1)
            scene.add(s)
            @sprites.push(s)
    
        # --- Mouse handlers --- #
        # those functions enable to drag the four sprites used to control the corners
    
        scene.$container.mousedown(@mouseDown)
        scene.$container.mousemove(@mouseMove)
        scene.$container.mouseup(@mouseUp)
    
    screenToWorld: (mouseX, mouseY) ->
        return new THREE.Vector3(mouseX-@sceneX-@sceneWidth/2, -(mouseY-@sceneY)+@sceneHeight/2, 1)
    
    worldToScreen: (pos) ->
        return new THREE.Vector2((pos.x / @sceneWidth)+0.5, (pos.y / @sceneHeight)+0.5)
    
    computeTextureProjection: ()=>
        pos1 = @worldToScreen(@sprites[0].position)
        pos2 = @worldToScreen(@sprites[1].position)
        pos3 = @worldToScreen(@sprites[2].position)
        pos4 = @worldToScreen(@sprites[3].position)
    
        srcMat = new THREE.Matrix3(pos1.x, pos2.x, pos3.x, pos1.y, pos2.y, pos3.y, 1, 1, 1)
        srcMatInv = @inverseMatrix(srcMat)
        srcVars = @multiplyMatrixVector(srcMatInv, new THREE.Vector3(pos4.x, pos4.y, 1))
        A = new THREE.Matrix3(pos1.x*srcVars.x, pos2.x*srcVars.y, pos3.x*srcVars.z, pos1.y*srcVars.x, pos2.y*srcVars.y, pos3.y*srcVars.z, srcVars.x, srcVars.y, srcVars.z)
    
        dstMat = new THREE.Matrix3(0, 1, 0, 1, 1, 0, 1, 1, 1)
        dstMatInv = @inverseMatrix(dstMat)
        dstVars = @multiplyMatrixVector(dstMatInv, new THREE.Vector3(1, 0, 1))
        B = new THREE.Matrix3(0, dstVars.y, 0, dstVars.x, dstVars.y, 0, dstVars.x, dstVars.y, dstVars.z)
    
        Ainv =  @inverseMatrix(A)
    
        C = @multiplyMatrices(B,Ainv)
    
        ce = C.elements
    
                # I used a Matrix4 since I don't think Matrix3 works in Three.js shaders
    
        @uniforms.matC.value = new THREE.Matrix4(ce[0], ce[3], ce[6], 0, ce[1], ce[4], ce[7], 0, ce[2], ce[5], ce[8], 0, 0, 0, 0, 0)
    

    and here is the fragment shader:

        #ifdef GL_ES
        precision highp float;
        #endif
    
        uniform sampler2D texture;
        uniform vec2 resolution;
    
        uniform mat4 matC;
    
        void main() {
            vec4 fragCoordH = vec4(gl_FragCoord.xy/resolution, 1, 0);
            vec4 uvw_t = matC*fragCoordH;
            vec2 uv_t = vec2(uvw_t.x/uvw_t.z, uvw_t.y/uvw_t.z);
            gl_FragColor = texture2D(texture, uv_t);
        }
    

    Additional note

    Maptastic is a Javascript/CSS projection mapping utility. https://github.com/glowbox/maptasticjs