我是webGL的新手,并试图使用javascript在我的画布上显示一个简单的方框。我不知道如何调试。如果有人可以帮助我会很棒。谢谢!
var gl,
shaderProgram;
initGL();
createShaders();
draw();
function initGL() {
let canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
gl.clearColor(0.0, 1.0, 1.0, 1.0); // colors for r, g, b and alpha. these are all normalized values from 0 to 1.
}
function createShaders(){
var vs="";
vs+="void main(void) {";
vs+=" gl_Position = vec4(0.0, 0.0, 0.0, 1.0)";
vs+=" gl_PointSize = 10.0;";
vs+="}";
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vs);
gl.compileShader(vertexShader);
var fs="";
fs+="void main(void) {";
fs+=" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0)"; // Fully opaque black
fs+="}";
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fs);
gl.compileShader(fragmentShader);
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function draw(){
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 1);
}
<canvas id="canvas" width="600" height="600"> </canvas>
答案 0 :(得分:5)
请阅读一些different tutorials on WebGL
问题是你得到着色器编译器错误。如果您打开JavaScript控制台,则可能会看到
第一条消息表示您的着色器程序错误
您阅读的任何书籍/网站都应该告诉您检查着色器编译错误,例如
{
const success = gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS);
if (!success) {
console.error(gl.getShaderInfoLog(vertexShader));
return false;
}
}
还有像这样的程序链接错误
{
const success = gl.getProgramParameter(shaderProgram, gl.LINK_STATUS);
if (!success) {
console.error(gl.getProgramInfoLog(shaderProgram));
return false;
}
}
那可能会指出你的着色器有问题。你错过了这一行的分号
gl_Position = vec4(0.0, 0.0, 0.0, 1.0)
请阅读一些更好的教程。另请考虑使用JavaScript multiline template literals。比连接字符串容易得多。
在编译和链接着色器的函数内调用gl.useProgram
也是一种反模式。 WebGL应用程序通常有多个着色器程序。
var gl,
shaderProgram;
initGL();
createShaders();
draw();
function initGL() {
let canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
gl.clearColor(0.0, 1.0, 1.0, 1.0); // colors for r, g, b and alpha. these are all normalized values from 0 to 1.
}
function createShaders(){
var vs=`
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_PointSize = 10.0;
}`;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vs);
gl.compileShader(vertexShader);
{
const success = gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS);
if (!success) {
console.error(gl.getShaderInfoLog(vertexShader));
return false;
}
}
var fs=`
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); // Fully opaque black
}`;
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fs);
gl.compileShader(fragmentShader);
{
const success = gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS);
if (!success) {
console.error(gl.getShaderInfoLog(fragmentShader));
return false;
}
}
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
{
const success = gl.getProgramParameter(shaderProgram, gl.LINK_STATUS);
if (!success) {
console.error(gl.getProgramInfoLog(shaderProgram));
return false;
}
}
gl.useProgram(shaderProgram);
return true; // this is bad. You should be returning the program
}
function draw(){
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 1);
}
<canvas id="canvas" width="600" height="600"> </canvas>