我想画一个鼠标点击的2D三角形。 已经制作了鼠标事件处理程序,可以看到点击鼠标的位置。 我在Buffer Object中写了Triangle的顶点位置。这将是三角形大小。 如何连接鼠标事件处理程序(函数单击)和三角形的位置(positionBuffer) 你能回答我吗?
//Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
var n = initVertexBuffers(gl);
if(n < 0){
console.log('Failed to set the positions of the vertices');
return;
}
// Register function (event handler) to be called on a mouse press
canvas.onmousedown = function(ev){ click(ev, gl, canvas) };
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
}
var shapes = []; // The array for the position of Triangle with mouse click
function click(ev, gl, canvas) {
var x = ev.clientX; // x coordinate of a mouse pointer
var y = ev.clientY; // y coordinate of a mouse pointer
var rect = ev.target.getBoundingClientRect();
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// Store the coordinates to shapes array
shapes.push([x,y]);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = shapes.length;
for(var i = 0; i < len; i++) {
gl.bufferData(gl.ARRAY_BUFFER, shapes[i], gl.STATIC_DRAW);
}
// Draw
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
//Make the BO for making triangle
function initVertexBuffers(gl){
var vertices = new Float32Array([
0.0, 0.1,
-0.1, -0.1,
0.1, -0.1,
]);
var n = 3;
//Create a buffer Object
var positionBuffer = gl.createBuffer();
if(!positionBuffer){
console.log('Failed to create the buffer object');
return -1;
}
//Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
//Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
//Assign the buffer object to a_Position variable
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
//Connect the assignment to a_Position variable
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
return n;
}
错误讯息 - &gt;
答案 0 :(得分:0)
由于您的顶点着色器尽可能简单,因此三角形在屏幕上的位置在X上为-1到1,在Y上为1到-1(WebGL有正Y向上)。
因此,以下转换应该可以解决问题:
// convert mouse cursor to canvas top-left relative
x -= rect.left;
y -= rect.top;
// normalize with range -1 to 1 and invert Y
posX = (2 * (x / canvas.width)) - 1;
posY = (2 * ((canvas.height - y) / canvas.height)) - 1;
答案 1 :(得分:0)
你想要发生什么并不是很清楚。您想绘制一个具有多个三角形的网格,还是要绘制N个三角形?
无论如何这段代码毫无意义
var shapes = []; // The array for the position of Triangle with mouse click
function click(ev, gl, canvas) {
...
// Store the coordinates to shapes array
shapes.push([x,y]);
...
var len = shapes.length;
for(var i = 0; i < len; i++) {
gl.bufferData(gl.ARRAY_BUFFER, shapes[i], gl.STATIC_DRAW);
}
gl.bufferData
需要typed array,而不是JavaScript本机数组,这是您传递的数据。
但是你也不清楚你要做什么。在initVertexBuffer
中,您创建一个缓冲区并上传一个三角形(3个顶点)
然后在click
中尝试用位数缓冲区替换位置缓冲区中的三角形,如果成功则删除三角形。它没有成功,因为你没有使用类型数组但是即使它成功了它也行不通,因为你最终删除了三角形。
真的选择一个地方可能有太多错误。我建议reading some other tutorials on WebGL
这是您的代码被黑客攻击
我在顶点着色器中添加了一个制服u_Offset
。然后,我遍历click
中的形状坐标,使用gl.uniform2f
设置每个记录的偏移量,并为每个三角形调用gl.drawArrays
。
//Vertex shader program
var VSHADER_SOURCE = `
attribute vec4 a_Position;
uniform vec2 u_Offset;
void main() {
gl_Position = a_Position + vec4(u_Offset, 0, 0);
}`;
// Fragment shader program
var FSHADER_SOURCE = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}`;
var offsetLoc;
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = canvas.getContext("webgl");
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
offsetLoc = gl.getUniformLocation(gl.program, "u_Offset");
var n = initVertexBuffers(gl);
if(n < 0){
console.log('Failed to set the positions of the vertices');
return;
}
// Register function (event handler) to be called on a mouse press
canvas.onmousedown = function(ev){ click(ev, gl, canvas) };
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
}
var shapes = []; // The array for the position of Triangle with mouse click
function click(ev, gl, canvas) {
var x = ev.clientX; // x coordinate of a mouse pointer
var y = ev.clientY; // y coordinate of a mouse pointer
var rect = ev.target.getBoundingClientRect();
x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
// Store the coordinates to shapes array
shapes.push([x,y]);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
var len = shapes.length;
for(var i = 0; i < len; i++) {
// Draw
gl.uniform2f(offsetLoc, shapes[i][0], shapes[i][1]);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
}
//Make the BO for making triangle
function initVertexBuffers(gl){
var vertices = new Float32Array([
0.0, 0.1,
-0.1, -0.1,
0.1, -0.1,
]);
var n = 3;
//Create a buffer Object
var positionBuffer = gl.createBuffer();
if(!positionBuffer){
console.log('Failed to create the buffer object');
return -1;
}
//Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
//Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
//Assign the buffer object to a_Position variable
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
//Connect the assignment to a_Position variable
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
//Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
return n;
}
function initShaders(gl, vsrc, fsrc) {
// initShaders is really poorly designed. Most WebGL programs need multiple shader programs
// but this function assumes there will only ever be one shader program
// Also you should never assign values to the gl context.
gl.program = twgl.createProgram(gl, [vsrc, fsrc]);
gl.useProgram(gl.program);
return gl.program;
}
main();
canvas { border: 1px solid black; }
<canvas id="webgl"></canvas>
<script src="https://twgljs.org/dist/3.x/twgl.min.js"></script>