WebGL着色器程序无法正常工作

时间:2016-12-09 00:09:12

标签: javascript debugging webgl shader

我第一次尝试使用WebGL,但我似乎遇到了问题。所有代码似乎都很好,我已经多次通过jshint运行它,但我似乎无法让这个程序正常工作。我在Chrome操作系统上运行Chrome 54。代码如下。

"use strict";

//initWebGL function
function initWebGL(canvas){
  //get a webGL context
  var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");

  //if we have a context, we're good to go. if not, alert, and return the nothing that is our empty context
  if(!gl){
    alert("Your browser does not support WebGL");
  }
  return gl;
}

//shader creation function
function createShader(gl, type, source){
  //create and compile the shader
  var shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  //if success, then return the shader. if not, log the shader info, and then delete the shader.
  if(gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
    return shader;
  }
  alert(gl.getShaderInfoLog(shader) + "");
  gl.deleteShader(shader);
}

//program creation function
function createProgram(gl, vertexShader, fragmentShader){
  //create the program and attach the shaders
  var program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  gl.linkProgram(program);

  //if success, return the program. if not, log the program info, and delete it.
  if(gl.getProgramParameter(program, gl.LINK_STATUS)){
    return program;
  }
  alert(gl.getProgramInfoLog(program) + "");
  gl.deleteProgram(program);
}

//main function
function start(){
  //get the canvas
  var canvas = document.getElementById("webgl_canvas");

  //initialize WebGL
  var gl = initWebGL(canvas);

  //keep going if we have a context
  if(!gl){
    return;
  }

  //set the clear color
  gl.clearColor(0.0, 0.0, 0.0, 1.0);

  //set up depth testing
  gl.enable(gl.DEPTH_TEST);
  gl.depthFunc(gl.LEQUAL);

  //clear the color and the depth buffer
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.clear(gl.DEPTH_BUFFER_BIT);

  //set up the viewport
  gl.viewport(0, 0, canvas.width, canvas.height);

  //set up shaders
  var vertexShaderSource = "attribute vec2 a_position; void main(){gl_Position = vec4(a_position, 0, 1);}";
  var fragmentShaderSource = "precision mediump float; void main(){gl_FragColor = vec4(1, 1, 1, 1);}";
  var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
  var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

  //set up the program
  var program = createProgram(gl, vertexShader, fragmentShader);

  //get the attribute location
  var positionAttributeLocation = gl.getAttributeLocation(program, "a_position");

  //set up a position buffer
  var positionBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  gl.bindBufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 0.5, 0.7, 0]));

  //tell webGL to use the program
  gl.useProgram(program);

  //enable the vertex attribute array
  gl.enableVertexAttribArray(positionAttributeLocation);

  //tell webgl how to pull out the data
  gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

  //render
  gl.drawArrays(gl.TRIANGLES, 0, 3);
}
canvas{outline:1px solid red;}
<html>
	<head>
		<title>WebGL demo</title>
	</head>
	<body onload="start();">
		<canvas id="webgl_canvas" width="640" height="480"></canvas>
	</body>
</html>

1 个答案:

答案 0 :(得分:1)

它有助于查找the api you're programming against,只需跟踪记录到控制台的错误消息(每个浏览器都有不同的方式来启动它的开发者控制台。在Chrome上它是View->Developer->JavaScript Console。在Firefox上它是{ {3}}。对于其他Safari Tools->Web Developer->Web Console。对于Edge see here

getAttributeLocation不存在,您需要getAttribLocation

bindBufferData不存在,您希望bufferData还需要使用提示(此处使用STATIC_DRAW)作为第三个参数。

"use strict";

//initWebGL function
function initWebGL(canvas){
  //get a webGL context
  var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");

  //if we have a context, we're good to go. if not, alert, and return the nothing that is our empty context
  if(!gl){
    alert("Your browser does not support WebGL");
  }
  return gl;
}

//shader creation function
function createShader(gl, type, source){
  //create and compile the shader
  var shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  //if success, then return the shader. if not, log the shader info, and then delete the shader.
  if(gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
    return shader;
  }
  alert(gl.getShaderInfoLog(shader) + "");
  gl.deleteShader(shader);
}

//program creation function
function createProgram(gl, vertexShader, fragmentShader){
  //create the program and attach the shaders
  var program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  gl.linkProgram(program);

  //if success, return the program. if not, log the program info, and delete it.
  if(gl.getProgramParameter(program, gl.LINK_STATUS)){
    return program;
  }
  alert(gl.getProgramInfoLog(program) + "");
  gl.deleteProgram(program);
}

//main function
function start(){
  //get the canvas
  var canvas = document.getElementById("webgl_canvas");

  //initialize WebGL
  var gl = initWebGL(canvas);

  //keep going if we have a context
  if(!gl){
    return;
  }

  //set the clear color
  gl.clearColor(0.0, 0.0, 0.0, 1.0);

  //set up depth testing
  gl.enable(gl.DEPTH_TEST);
  gl.depthFunc(gl.LEQUAL);

  //clear the color and the depth buffer
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.clear(gl.DEPTH_BUFFER_BIT);

  //set up the viewport
  gl.viewport(0, 0, canvas.width, canvas.height);

  //set up shaders
  var vertexShaderSource = "attribute vec2 a_position; void main(){gl_Position = vec4(a_position, 0, 1);}";
  var fragmentShaderSource = "precision mediump float; void main(){gl_FragColor = vec4(1, 1, 1, 1);}";
  var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
  var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

  //set up the program
  var program = createProgram(gl, vertexShader, fragmentShader);

  //get the attribute location
  var positionAttributeLocation = gl.getAttribLocation(program, "a_position");

  //set up a position buffer
  var positionBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 0.5, 0.7, 0]), gl.STATIC_DRAW);

  //tell webGL to use the program
  gl.useProgram(program);

  //enable the vertex attribute array
  gl.enableVertexAttribArray(positionAttributeLocation);

  //tell webgl how to pull out the data
  gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

  //render
  gl.drawArrays(gl.TRIANGLES, 0, 3);
}
canvas{outline:1px solid red;}
<html>
	<head>
		<title>WebGL demo</title>
	</head>
	<body onload="start();">
		<canvas id="webgl_canvas" width="640" height="480"></canvas>
	</body>
</html>