我正在尝试关注WebGLFundamentals.org和LearningWebGL教程,并且我到达了投影部分。
我创建的场景类似于LearningWebGL Tutorial 01(只有正方形):
var canvas;
var gl;
var shaderProgram;
// Vertex Shader
var positionLocation;
var uvMatrixLocation;
var pMatrixLocation;
var uvMatrix = mat4.create();
var pMatrix = mat4.create();
// Fragment Shader
var colorLocation;
var buffer = [];
function initGL() {
canvas = document.getElementById("webgl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
function createShader(gl, id, type) {
var shader;
var shaderSrc = document.getElementById(id);
if (type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSrc.text);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = createShader(gl, "fshader", "fragment");
var vertexShader = createShader(gl, "vshader", "vertex");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// Linka os parametros do shader
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
uvMatrixLocation = gl.getUniformLocation(shaderProgram, "uvMatrix");
pMatrixLocation = gl.getUniformLocation(shaderProgram, "pMatrix");
gl.enableVertexAttribArray(positionLocation);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Não foi possível inicializar os shaders"); }
}
function initBuffers() {
createPoly([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]);
}
function draw() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
mat4.perspective(pMatrix, Math.PI/3, 1, -10, 10);
gl.uniformMatrix4fv(pMatrixLocation, false, pMatrix);
gl.uniformMatrix4fv(uvMatrixLocation, false, uvMatrix);
buffer.forEach(function(e) {
gl.bindBuffer(gl.ARRAY_BUFFER, e.buffer);
gl.vertexAttribPointer(positionLocation, e.vertSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(e.primtype, 0, e.nVerts());
});
}
window.onload = function() {
initGL();
initShaders();
initBuffers();
draw();
}
// ---------------------------------------------------------------
// --------------------------- Utils -----------------------------
// ---------------------------------------------------------------
function createPoly(vertices) {
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var poly = {
buffer: vertexBuffer,
vertSize: 3,
nVerts: function() { return vertices.length/this.vertSize; },
primtype: gl.TRIANGLE_STRIP
};
buffer.push(poly);
}

<script src="https://www.khronos.org/registry/webgl/sdk/demos/common/webgl-utils.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 a_position;
uniform mat4 uvMatrix;
uniform mat4 pMatrix;
varying vec4 v_color;
void main() {
gl_Position = pMatrix * uvMatrix * vec4(a_position, 1);
v_color = gl_Position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
</script>
<canvas id="webgl-canvas" width="800" height="600"></canvas>
&#13;
然后我在第85行设置投影:
使用正交投影mat4.ortho(pMatrix, -5, 5, -5, 5, -5, 5);
方块出现在我的画布上
当我使用透视mat4.perspective(pMatrix, Math.PI/3, 1, -10, 10);
时,它不会工作
我已经尝试了几个参数
答案 0 :(得分:1)
首先,您通常会生成zNear和zFar正数。它们代表了相机前面区域的可见性。其次是因为你的uvMatrix
是你的对象的身份矩阵。该视图也位于原点(请参阅cameras和perspective)
这意味着为了查看对象,您需要将对象移离相机或添加视图矩阵(这也有效地将对象移离原点)
我将代码更改为此并且有效
// set zNear to 0.1
mat4.perspective(pMatrix, Math.PI/3, 1, 0.1, 10);
// move the object out from the camera
mat4.translate(uvMatrix, uvMatrix, [0, 0, -5]);
var canvas;
var gl;
var shaderProgram;
// Vertex Shader
var positionLocation;
var uvMatrixLocation;
var pMatrixLocation;
var uvMatrix = mat4.create();
var pMatrix = mat4.create();
// Fragment Shader
var colorLocation;
var buffer = [];
function initGL() {
canvas = document.getElementById("webgl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
function createShader(gl, id, type) {
var shader;
var shaderSrc = document.getElementById(id);
if (type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSrc.text);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = createShader(gl, "fshader", "fragment");
var vertexShader = createShader(gl, "vshader", "vertex");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// Linka os parametros do shader
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
uvMatrixLocation = gl.getUniformLocation(shaderProgram, "uvMatrix");
pMatrixLocation = gl.getUniformLocation(shaderProgram, "pMatrix");
gl.enableVertexAttribArray(positionLocation);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Não foi possível inicializar os shaders"); }
}
function initBuffers() {
createPoly([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]);
}
function draw() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
mat4.perspective(pMatrix, Math.PI/3, 1, 0.1, 10);
mat4.translate(uvMatrix, uvMatrix, [0, 0, -5]);
gl.uniformMatrix4fv(pMatrixLocation, false, pMatrix);
gl.uniformMatrix4fv(uvMatrixLocation, false, uvMatrix);
buffer.forEach(function(e) {
gl.bindBuffer(gl.ARRAY_BUFFER, e.buffer);
gl.vertexAttribPointer(positionLocation, e.vertSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(e.primtype, 0, e.nVerts());
});
}
window.onload = function() {
initGL();
initShaders();
initBuffers();
draw();
}
// ---------------------------------------------------------------
// --------------------------- Utils -----------------------------
// ---------------------------------------------------------------
function createPoly(vertices) {
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var poly = {
buffer: vertexBuffer,
vertSize: 3,
nVerts: function() { return vertices.length/this.vertSize; },
primtype: gl.TRIANGLE_STRIP
};
buffer.push(poly);
}
&#13;
<script src="https://www.khronos.org/registry/webgl/sdk/demos/common/webgl-utils.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 a_position;
uniform mat4 uvMatrix;
uniform mat4 pMatrix;
varying vec4 v_color;
void main() {
gl_Position = pMatrix * uvMatrix * vec4(a_position, 1);
v_color = gl_Position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
</script>
<canvas id="webgl-canvas" width="800" height="600"></canvas>
&#13;
答案 1 :(得分:0)
将zNear更改为一个小的正数。