我参加了一个网络演示并尝试创建一个javascript平面图对象。
失败并出现以下错误:
vertexAttribPointer: must have valid GL_ARRAY_BUFFER binding
我尝试创建一个MWE(或更准确地说,一个MNonEW),但演示代码包含两个库。我会把它们排除在外,但如果错误不明显,而且你需要工作代码,我也可以粘贴它们。我现在将提供文件的链接。
MWE.html
<!doctype html>
<html>
<head>
<title>WebGL Demo</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<link rel="stylesheet" href="../webgl.css" type="text/css">
<script src="../sylvester.js" type="text/javascript"></script>
<script src="../glUtils.js" type="text/javascript"></script>
<script src="mwe.js" type="text/javascript"></script>
<script id="shader-fs" type="x-shader/x-fragment">
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
</script>
<!-- Vertex shader program -->
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
</script>
</head>
<body onload="start()">
<canvas id="glcanvas" width="640" height="480">
Your browser doesn't appear to support the <code><canvas></code> element.
</canvas>
</body>
</html>
MWE.js
var canvas;
var gl;
var mvMatrix;
var shaderProgram;
var vertexPositionAttribute;
var textureCoordAttribute;
var perspectiveMatrix;
var floorplan;
var mvMatrixStack = [];
function mvPushMatrix(m) {
if (m) {
mvMatrixStack.push(m.dup());
mvMatrix = m.dup();
} else {
mvMatrixStack.push(mvMatrix.dup());
}
}
function mvPopMatrix() {
if (!mvMatrixStack.length) {
throw("Can't pop from an empty matrix stack.");
}
mvMatrix = mvMatrixStack.pop();
return mvMatrix;
}
function mvRotate(angle, v) {
var inRadians = angle * Math.PI / 180.0;
var m = Matrix.Rotation(inRadians, $V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
function start() {
canvas = document.getElementById("glcanvas");
initWebGL(canvas); // Initialize the GL context
if (gl) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
initShaders();
initBuffers();
setInterval(drawScene, 15);
}
}
function initWebGL() {
gl = null;
try {
gl = canvas.getContext("experimental-webgl");
}
catch(e) {
}
// If we don't have a GL context, give up now
if (!gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
}
}
function initBuffers() {
var floorcoords = [
[0, 0, 10,0, 10, 10, 0, 10],
[-5,0, -5,5, -10,-5, -10,0]
];
var wallColor = [1,0,0,0];
floorplan = new Floorplan(floorcoords, 8, wallColor);
}
function createVertexBuffer(vertices) {
var b = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, b);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
return b;
}
function Floorplan(coords, height, color) {
var walls = [];
var colors = [];
var index = [0, 1, 2, 0, 2, 3];
var indices = [];
for (var i = 0; i < coords.length; i++) {
for (var j = 0; j < coords[i].length; j+=4) {
walls.push(coords[j], coords[j+1], 0);
walls.push(coords[j+2], coords[j+3], 0);
walls.push(coords[j+2], coords[j+3], height);
walls.push(coords[j], coords[j+1], height);
indices = indices.concat(index);
for (var j = 0; j < 6; j++)
colors = colors.concat(color);
}
}
this.colorBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
this.walls = createVertexBuffer(walls);
this.indices = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indices);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
console.log(indices.length + "," + colors.length);
}
Floorplan.prototype.draw = function() {
gl.bindBuffer(gl.ARRAY_BUFFER, this.walls);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.colors);
gl.vertexAttribPointer(this.colorBuf, 4, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indices);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_SHORT, 0);
}
var z = -6;
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
perspectiveMatrix = makePerspective(45, 640.0/480.0, 0.1, 100.0);
loadIdentity();
mvTranslate([0.0, 0.0, z]);
floorplan.draw();
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create the shader program
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(textureCoordAttribute);
}
//
// getShader
//
// Loads a shader program by scouring the current document,
// looking for a script with the specified ID.
//
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
// Didn't find an element with the specified ID; abort.
if (!shaderScript) {
return null;
}
// Walk through the source element's children, building the
// shader source string.
var theSource = "";
var currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == 3) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
// Now figure out what type of shader script we have,
// based on its MIME type.
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null; // Unknown shader type
}
gl.shaderSource(shader, theSource); // Send the source to the shader object
gl.compileShader(shader); // Compile the shader program
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
//
// Matrix utility functions
//
function loadIdentity() {
mvMatrix = Matrix.I(4);
}
function multMatrix(m) {
mvMatrix = mvMatrix.x(m);
}
function mvTranslate(v) {
multMatrix(Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4());
}
function setMatrixUniforms() {
var pUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
gl.uniformMatrix4fv(pUniform, false, new Float32Array(perspectiveMatrix.flatten()));
var mvUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
gl.uniformMatrix4fv(mvUniform, false, new Float32Array(mvMatrix.flatten()));
}
此演示代码中使用的库来自: https://github.com/mdn/webgl-examples/tree/gh-pages/tutorial
答案 0 :(得分:0)
gl.vertexAttribPointer()将着色器中定义的顶点属性的索引作为其第一个参数。
例如,您对gl.vertexAttribPointer()的第一次调用是这样的:
// In initShaders()...
vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
// vertexPositionAttribute now contains an index to the attribute
// "aVertexPosition" in the vertex shader
// ...
// Later, in Floorplan.draw():
gl.bindBuffer(gl.ARRAY_BUFFER, this.walls); // Data from this.walls is bound to gl.ARRAY_BUFFER
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
// The current gl.ARRAY_BUFFER is bound to "aVertexPosition"
但在你的第二次电话中:
gl.bindBuffer(this.colorBuf, 4, gl.FLOAT, false, 0, 0);
这里的问题是this.colorBuf不是顶点属性的索引。如果我不得不猜测,我会说你的代码最初有一个per-vertex颜色属性,它已被丢弃,有利于纹理坐标。
所以可能只是摆脱那些colorBuf的东西,并将一些数据绑定到aTextureCoord,你可能正在做生意。
答案 1 :(得分:0)
在不查看代码的情况下,特定错误意味着您在调用gl.bindBuffer(gl.ARRAY_BUFFER, someBuffer)
之前从未调用gl.vertexBufferPointer
。
gl.vertexBufferPointer
将对gl.ARRAY_BUFFER
绑定的最后一个缓冲区的引用复制到属性的缓冲区引用中。