我正在努力在WebGL 3D中渲染2D三角带。
我的飞机渲染得很好,但是我的三角带没有显示在屏幕上。
我认为这可能与我的相机查看场景的方式或我如何渲染地带有关。
我尝试了一个普通的三角形,一个具有不同顶点的条带等,但屏幕上似乎没有任何显示。
“三角形”在“运行”功能的结尾处显示在第273+行上。
谢谢。
"use strict";
// Shader code
// 3) Add a_colour attribute to the vertex shader
// Add v_colour varying to pass colours to fragments
const vertexShaderSource = `
attribute vec4 a_position;
attribute vec3 a_colour;
uniform mat4 u_worldMatrix;
uniform mat4 u_viewMatrix;
uniform mat4 u_projectionMatrix;
varying vec3 v_colour;
void main() {
// send colour to fragment shader (interpolated)
v_colour = a_colour;
gl_Position = u_projectionMatrix *u_viewMatrix * u_worldMatrix * a_position;
}
`;
// 3c) Set fragment colour to interpolated v_colour
const fragmentShaderSource = `
precision mediump float;
varying vec3 v_colour;
void main() {
// set colour
gl_FragColor = vec4(v_colour, 1);
}
`;
// Vertex shader for everything that doesn't move + Speedometer
var VertexSource =
'attribute vec3 coordinates;' +
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'}';
// House fragment shader
const ShaderSource = `
precision mediump float;
void main() {
gl_FragColor = vec4(0.3, 0.6, 1.0, 1.0);
}
`;
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}
function resize(canvas) {
const resolution = window.devicePixelRatio || 1.0;
const displayWidth = Math.floor(canvas.clientWidth * resolution);
const displayHeight = Math.floor(canvas.clientHeight * resolution);
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
return true;
}
else {
return false;
}
}
function onFileSelect(e) {
let files = e.target.files;
if (files.length > 0) {
let reader = new FileReader();
reader.onload = function(e) {
let level = JSON.parse(e.target.result);
run(level);
};
reader.readAsText(files[0]);
}
}
function run(level) {
const width = level.heightmap.width;
const depth = level.heightmap.depth;
for (let x = 0; x < width; x++) {
for (let z = 0; z < depth; z++) {
let y = level.heightmap.height[x + z * width];
console.log("(" + x + ", " + y + ", " + z + ")");
}
}
const array = new Float32Array(level.heightmap.height)
console.log(level.heightmap.height[52]);
// YOUR CODE GOES HERE
// Get the canvas element & gl rendering context
const canvas = document.getElementById("c");
const gl = canvas.getContext("webgl");
if (gl === null) {
window.alert("WebGL not supported!");
return;
}
// 1) Enable depth testing and back-face culling
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
const vertexShaderMesh = createShader(gl, gl.VERTEX_SHADER, VertexSource);
const fragmentShaderMesh = createShader(gl, gl.FRAGMENT_SHADER, ShaderSource);
const MeshProgram = createProgram(gl, vertexShaderMesh, fragmentShaderMesh);
gl.useProgram(MeshProgram);
var Vertices = [
1, 25, 2,
2, 25, 6,
50, 26, 3,
3, 6, 7,
]
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(Vertices), gl.STATIC_DRAW);
const Coordinates = gl.getAttribLocation(MeshProgram, "coordinates");
// Compile the shaders
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = createProgram(gl, vertexShader, fragmentShader);
gl.useProgram(program);
// Initialise the shader attributes & uniforms
const shader = {
program: program
};
const nAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (let i = 0; i < nAttributes; i++) {
const name = gl.getActiveAttrib(program, i).name;
shader[name] = gl.getAttribLocation(program, name);
gl.enableVertexAttribArray(shader[name]);
}
const nUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < nUniforms; i++) {
const name = gl.getActiveUniform(program, i).name;
shader[name] = gl.getUniformLocation(program, name);
}
// Initialise the position attribute
// Construct the objects
let plane = new Plane(gl, 20);
plane.scale = [3,3,3];
// === Per Frame Operations
// animation loop
let oldTime = 0;
let animate = function(time) {
time = time / 1000;
let deltaTime = time - oldTime;
oldTime = time;
resize(canvas);
update(deltaTime);
render();
requestAnimationFrame(animate);
};
let cameraDist = 3;
let cameraAngle = 0;
let cameraHeight = 1;
let cameraPos = [3, 1, 0];
const cameraRotationSpeed = 2 * Math.PI / 120;
// update objects in the scene
let update = function(deltaTime) {
cameraAngle += cameraRotationSpeed * deltaTime;
cameraPos = [cameraDist * Math.cos(cameraAngle), cameraHeight, cameraDist * Math.sin(cameraAngle)];
};
// create the matrices once, to avoid garbage collection
const projectionMatrix = glMatrix.mat4.create();
const viewMatrix = glMatrix.mat4.create();
// redraw the scene
let render = function() {
// clear the screen
gl.useProgram(program);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// 4) clear the depth buffer
gl.clear(gl.DEPTH_BUFFER_BIT);
// calculate the projection matrix
{
const aspect = canvas.width / canvas.height;
const fovy = glMatrix.glMatrix.toRadian(60);
const near = 0.1;
const far = 10;
glMatrix.mat4.perspective(projectionMatrix, fovy, aspect, near, far);
gl.uniformMatrix4fv(shader["u_projectionMatrix"], false, projectionMatrix);
}
// calculate the view matrix
{
const eye = cameraPos;
const center = plane.position;
const up = [0, 1, 0];
glMatrix.mat4.lookAt(viewMatrix, eye, center, up);
gl.uniformMatrix4fv(shader["u_viewMatrix"], false, viewMatrix);
}
const size = 2; // 2 components per iteration
const type = gl.FLOAT; // the data is 32bit floats
const normalize = false; // don't normalize the data
const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
const offset = 0; // start at the beginning of the buffer
// render the plane
plane.render(gl, shader);
{
gl.useProgram(MeshProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(Coordinates, size, type, normalize, stride, offset);
gl.enableVertexAttribArray(Coordinates);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
}
};
// start it going
animate(0);
}
/**
* Load the selected level file and run it.
* @param {*} e
*/
function main() {
// === Initialisation ===
// Check for the various File API support.
if (window.File && window.FileReader && window.FileList && window.Blob) {
document.getElementById('files').addEventListener('change', onFileSelect, false);
} else {
alert('The File APIs are not fully supported in this browser.');
return;
}
}