我正在尝试初始化我的图形库,以便在我的网络浏览器中绘制一个简单的三角形。但是,我正在创建的gl
对象似乎不是全局的,即使我初始化它仍然设置为undefined。我哪里错了?
var gl;
var points;
window.onload = function init() {
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL is not available");
}
}
//three vertices
var vertices = [vec2(-1, -1), vec2(0, -1), vec2(1, -1)];
//configure WebGL
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
//load shaders and initialize attribute buffers
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.userProgram(program);
//load the data into the GPU
var bufferID = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
//Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, fl.FLOAT, flase, 0, 0);
gl.enableVertexAttribArray(vPosition);
render();
function render()
{
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
<!DOCTYPE html>
<html>
<head>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main(){
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void main(){
gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );
}
</script>
<script type="text/javascript" src="../test1/webgl-utils.js"> </script>
<script type="text/javascript" src="../test1/initShaders.js"> </script>
<script type="text/javascript" src="../test1/MV.js"> </script>
<script type="text/javascript" src="../test1/triangle.js"> </script>
</head>
<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>
答案 0 :(得分:2)
您的代码中存在多个问题。
将所有初始化移动到函数onload
。没有它,初始化将在webgl上下文初始化之前完成
window.onload = function init() {
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL is not available");
}
// } <----------------- remove this
//three vertices
.....
render();
} // <----------------- add this
您的顶点坐标形成一条直线,因为所有Y坐标都是-1。你想看到任何三角形:
var vertices = [vec2(-1, -1), vec2(0, -1), vec2(1, -1)];
将其更改为
var vertices = [vec2(-1, -1), vec2(0, 1), vec2(1, -1)];
你的代码中存在一些拼写错误。
userProgram
- &gt; useProgram
bufferId
- &gt; bufferID
fl.FLOAT, flase
- &gt; gl.FLOAT, false
请参阅代码段:
var gl;
var points;
window.onload = function init() {
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL is not available");
}
//three vertices
var vertices = [-1, -1, 0, 1, 1, -1];
//configure WebGL
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 1.0, 1.0, 1.0);
//load shaders and initialize attribute buffers
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program); // userProgram -> useProgram
//load the data into the GPU
var bufferID = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferID); // bufferId -> bufferID
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
//Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0); // fl -> gl, flase -> flase
gl.enableVertexAttribArray(vPosition);
render();
}
function render()
{
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
var WebGLUtils = {
setupWebGL: function(canvas) {
return canvas.getContext("webgl");
}
};
function flatten(a) {
return new Float32Array( a )
}
function initShaders(gl, vs, fs) {
prog = ShaderProgram.Create(
[ { source : vs, stage : gl.VERTEX_SHADER },
{ source : fs, stage : gl.FRAGMENT_SHADER }
] );
if ( prog == 0 )
alert("invalid shader");
return prog;
}
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main(){
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void main(){
gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );
}
</script>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>