我试图绘制一个圆柱体,但它不起作用:(
你能帮忙吗?
http://www.nextlevelgeek.com/CylinderWebGL.zip
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch(e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
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;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix;
var mvMatrixStack = [];
function mvPushMatrix(m) {
if (m) {
mvMatrixStack.push(m.dup());
mvMatrix = m.dup();
} else {
mvMatrixStack.push(mvMatrix.dup());
}
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
return mvMatrix;
}
function loadIdentity() {
mvMatrix = Matrix.I(4);
}
function multMatrix(m) {
mvMatrix = mvMatrix.x(m);
}
function mvTranslate(v) {
var m = Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
function mvRotate(ang, v) {
var arad = ang * Math.PI / 180.0;
var m = Matrix.Rotation(arad, $V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
var pMatrix;
function perspective(fovy, aspect, znear, zfar) {
pMatrix = makePerspective(fovy, aspect, znear, zfar);
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.flatten()));
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.flatten()));
}
var triangleVertexPositionBuffer;
var triangleVertexColorBuffer;
var multiTriangleVertexPositionBuffer;
var multiTriangleVertexColorBuffer;
var squareVertexPositionBuffer;
var squareVertexColorBuffer;
function initBuffers() {
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
triangleVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
triangleVertexColorBuffer.itemSize = 4;
triangleVertexColorBuffer.numItems = 3;
multiTriangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexPositionBuffer);
var segments = 10; // Higher numbers improve quality
var radius = 3; // The radius (width) of the cylinder
var height = 10; // The height of the cylind
var PI = 3.14159265;
var vertices = new Array(segments*3*2);
var v = 0;
for (var y = 0; y < 2; y++)
{
for (var x = 0; x < segments; x++)
{
var theta = (x / (segments - 1)) * 2 * PI;
vertices[v]= radius * Math.cos(theta); //x
v++;
vertices[v]= height * y; //y
v++;
vertices[v]= radius * Math.sin(theta); //z
v++;
}
}
var indices = new Array(segments*6);
var v = 0;
for (var x = 0; x < segments - 1; x++)
{
indices[v]=x;
v++;
indices[v]=x + segments;
v++;
indices[v]=x + segments + 1;
v++;
indices[v]=x + segments + 1;
v++;
indices[v]=x+ 1;
v++;
indices[v]=x;
v++;
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices), gl.STATIC_DRAW);
multiTriangleVertexPositionBuffer.itemSize = 3;
multiTriangleVertexPositionBuffer.numItems = segments;
multiTriangleVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
multiTriangleVertexColorBuffer.itemSize = 4;
multiTriangleVertexColorBuffer.numItems = 3;
alert(dump(indices,colors));
//////////////////////////////////////////////////////////////////////////////////
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
squareVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
colors = []
for (var i=0; i < 4; i++) {
colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
squareVertexColorBuffer.itemSize = 4;
squareVertexColorBuffer.numItems = 4;
}
function dump(arr,level) {
var dumped_text = "";
if(!level) level = 0;
//The padding given at the beginning of the line.
var level_padding = "";
for(var j=0;j<level+1;j++) level_padding += " ";
if(typeof(arr) == 'object') { //Array/Hashes/Objects
for(var item in arr) {
var value = arr[item];
if(typeof(value) == 'object') { //If it is an array,
dumped_text += level_padding + "'" + item + "' ...\n";
dumped_text += dump(value,level+1);
} else {
dumped_text += level_padding + "'" + item + "' => \"" + value + "\"\n";
}
}
} else { //Stings/Chars/Numbers etc.
dumped_text = "===>"+arr+"<===("+typeof(arr)+")";
}
return dumped_text;
}
var rTri = 0;
var rSquare = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
loadIdentity();
mvTranslate([-1.5, 0.0, -7.0])
/*
mvPushMatrix();
mvRotate(rTri, [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
mvPopMatrix();
mvTranslate([3.0, 0.0, 0.0])
mvPushMatrix();
mvRotate(rSquare, [1, 0, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
mvPopMatrix(); */
mvTranslate([0.0, 0.0, 0.0])
mvPushMatrix();
mvRotate(rTri, [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, multiTriangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
// gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
// gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, multiTriangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, multiTriangleVertexPositionBuffer.numItems);
mvPopMatrix();
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
rTri += (90 * elapsed) / 1000.0;
rSquare += (75 * elapsed) / 1000.0;
}
lastTime = timeNow;
}
function tick() {
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("lesson03-canvas");
initGL(canvas);
initShaders()
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
setInterval(tick, 15);
}
答案 0 :(得分:3)
这是一个开始。你没有提供圆柱颜色。而不是
gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
var colors = [
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
你需要这样的东西来匹配圆柱顶点的数量:
gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
colors = []
for (var i=0; i < segments*3*2; i++) {
colors = colors.concat([1.0, 0.5, 0.5, 1.0]);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
然后你需要取消注释行
// gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
// gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, multiTriangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
完成此操作后,您将看到一个物体在场景中旋转。它不是圆柱体,但你现在可以调试它的形状。
对于初学者,我认为不是
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices), gl.STATIC_DRAW);
multiTriangleVertexPositionBuffer.itemSize = 3;
multiTriangleVertexPositionBuffer.numItems = segments;
你需要
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
multiTriangleVertexPositionBuffer.itemSize = 3;
multiTriangleVertexPositionBuffer.numItems = segments*2;
然后,不要将其绘制为gl.TRIANGLE_STRIP
,而是展望Lesson 4,了解如何使用gl.TRIANGLES
。 (这是你可以使用索引数组的地方)
答案 1 :(得分:0)
对我来说,这很有用。
更改自:
<script type="text/javascript" src="glMatrix-0.9.5.min.js" />
到
<script type="text/javascript" src="glMatrix-0.9.5.min.js" ></script>