是否可以在使用webgl时调试GLSL代码或从glsl代码中打印变量值? three.js或scene.js是否包含任何此类功能?
答案 0 :(得分:13)
不是,
我通常调试GLSL的方法是输出颜色。例如,给定2个着色器,如
// vertex shader
uniform mat4 worldViewProjection;
uniform vec3 lightWorldPos;
uniform mat4 world;
uniform mat4 viewInverse;
uniform mat4 worldInverseTranspose;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texCoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = texCoord;
v_position = (worldViewProjection * position);
v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
v_surfaceToLight = lightWorldPos - (world * position).xyz;
v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
gl_Position = v_position;
}
// fragment-shader
precision highp float;
uniform vec4 colorMult;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform sampler2D diffuseSampler;
uniform vec4 specular;
uniform sampler2D bumpSampler;
uniform float shininess;
uniform float specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuse = texture2D(diffuseSampler, v_texCoord) * colorMult;
vec3 normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(normal, surfaceToLight),
dot(normal, halfVector), shininess);
gl_FragColor = vec4((
vec4(1,1,1,1) * (diffuse * litR.y
+ specular * litR.z * specularFactor)).rgb,
diffuse.a);
}
如果我在屏幕上看不到任何内容,我首先将片段着色器更改为仅在末尾添加一行
gl_FragColor = vec4(1,0,0,1); // draw red
如果我开始看到我的几何体,那么我就知道这个问题可能在片段着色器中。我可以通过这样做检查我的法线
gl_FragColor = vec4(v_normal * 0.5 + 0.5, 1);
如果法线看起来没问题,我可以用
检查UV坐标gl_FragColor = vec4(v_texCoord, 0, 1);
等...
答案 1 :(得分:1)
您可以为此目的尝试WebGL-Inspector。