我一直在尝试绘制一个三角形,但是它没有出现在画布上
这是我的绘图功能代码:
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)gl.clear(gl.COLOR_BUFFER_BIT)
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}
这是整个作品:
const vertexShaderText = [
'attribute vec3 vertexPos;',
'',
'void main() {',
' gl_Position = vec4(vertexPos, 1.0);',
'}'
].join('\n')
const fragmentShaderText = [
'precision mediump float;',
'',
'void main() {',
' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
'}'
].join('\n')
let gl, shaderProgram, buffer
function startup() {
const canvas = document.getElementById('myCanvas')
gl = canvas.getContext('webgl')
initShader()
initBuffer()
gl.clearColor(0.0, 0.0, 0.0, 1.0)
draw()
}
function initShader() {
// VERTEX SHADER
let vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexShaderText)
gl.compileShader(vertexShader)
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert('vertex', gl.getShaderInfoLog(vertexShader))
return
}
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentShaderText)
gl.compileShader(fragmentShader)
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert('fragment', gl.getShaderInfoLog(fragmentShader))
return
}
shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader)
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Failed to setup shaders')
}
gl.useProgram(shaderProgram)
shaderProgram.vertextPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
//gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
const triangleVertices = [
0.0, 0, 5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
buffer.itemSize = 3
buffer.numberOfItems = 3
console.log(shaderProgram)
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>
答案 0 :(得分:1)
有一些问题:
从未设置属性gl.viewportWidth
和gl.viewportHeight
:
gl = canvas.getContext('webgl')
gl.viewportWidth = canvas.clientWidth;
gl.viewportHeight = canvas.clientHeight;
在顶点坐标数组中是,
而不是.
const triangleVertices = [
0.0, 0,5, 0.0, // <---- this line
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
有一个错字,当您获得属性索引时,您写的是vertextPositionAttribute
而不是vertexPositionAttribute
:
shaderProgram.vertextPositionAttribute = // <--- typo
gl.getAttribLocation(shaderProgram, 'vertexPos')
但是总的来说,您的代码有效:
const vertexShaderText = [
'attribute vec3 vertexPos;',
'',
'void main() {',
' gl_Position = vec4(vertexPos, 1.0);',
'}'
].join('\n')
const fragmentShaderText = [
'precision mediump float;',
'',
'void main() {',
' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
'}'
].join('\n')
let gl, shaderProgram, buffer
function startup() {
const canvas = document.getElementById('myCanvas')
gl = canvas.getContext('webgl')
gl.viewportWidth = canvas.clientWidth;
gl.viewportHeight = canvas.clientHeight;
initShader()
initBuffer()
gl.clearColor(0.0, 0.0, 0.0, 1.0)
draw()
}
function initShader() {
// VERTEX SHADER
let vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexShaderText)
gl.compileShader(vertexShader)
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert('vertex', gl.getShaderInfoLog(vertexShader))
return
}
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentShaderText)
gl.compileShader(fragmentShader)
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert('fragment', gl.getShaderInfoLog(fragmentShader))
return
}
shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader )
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Failed to setup shaders')
}
gl.useProgram(shaderProgram)
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
//gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
}
function initBuffer() {
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
const triangleVertices = [
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
buffer.itemSize = 3
buffer.numberOfItems = 3
console.log(shaderProgram)
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
buffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, buffer.numberOfItems)
requestAnimationFrame(draw);
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>
答案 1 :(得分:1)
一些问题
gl.viewportWidth
和gl.viewportHeight
使用gl.canvas.width
和gl.canvas.height
。
那里有一个站点可以教gl.viewportWidth
和gl.viewportHeight
的使用。可以说这是一种反模式。这些变量不是WebGL的一部分。它们是示例中添加到WebGL上下文的用户变量。这样做绝对没有什么理由,因为它们总是必须手动更新,并且实际的宽度和高度始终可用。
triangleVertices
中的错字下面的第二个逗号应为句点
不好
const triangleVertices = [
0.0, 0, 5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
好
const triangleVertices = [
0.0, 0.5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
它可以运行,但这是另一个错字
vertextPositionAttribute
应该是vertexPositionAttribute
shaderProgram.vertextPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos')
//gl.enableVertexAttribArray(shaderProgram.vertextPositionAttribute)
那是很多建议。
代替
const vertexShaderText = [
'attribute vec3 vertexPos;',
'',
'void main() {',
' gl_Position = vec4(vertexPos, 1.0);',
'}'
].join('\n')
执行此操作
const vertexShaderText = `
attribute vec3 vertexPos;
void main() {
gl_Position = vec4(vertexPos, 1.0);
}
`;
非常容易!多行字符串使用反引号代替引号
initShader
返回一个着色器,而不是分配一个全局在WebGL中只有一个着色器并不常见,因此具有创建着色器的功能更为有用
gl.useProgram
中呼叫initShader
同样,只有一个着色器并不常见。呼叫gl.useProgram
通常属于draw
请勿将属性添加到浏览器对象,尤其是WebGL对象
不好
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'vertexPos');
好(多种方式之一)
const shaderProgramInfo = {}
shaderProgramInfo.program = initShader(...)
shaderProgramInfo.vertexPositionAttribute =
gl.getAttribLocation(shaderProgramInfo.program, 'vertexPos');
这是因为如果initShader失败(例如,上下文丢失),您的gl.createProgram
将为null,而尝试将属性分配为null将导致页面失败。缓冲区同样的问题
不好
const buffer = gl.createBuffer();
...
buffer.itemSize = 3
buffer.numberOfItems = 3
好(多种方式之一)
const bufferInfo = {
buffer: gl.createBuffer(),
}
...
bufferInfo.itemSize = 3
bufferInfo.numberOfItems = 3
在致电gl.bindBuffer
之前先致电gl.vertexAttribPointer
您的代码有效,因为只有一个缓冲区。如果有2个缓冲区,则可能会因为gl.vertexAttribPointer
引用当前绑定的缓冲区而停止工作
考虑阅读更好的教程。
我建议https://webglfundamentals.org
const vertexShaderText = `
attribute vec3 vertexPos;
void main() {
gl_Position = vec4(vertexPos, 1.0);
}
`;
const fragmentShaderText = `
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
let gl, shaderProgramInfo, bufferInfo
function startup() {
const canvas = document.getElementById('myCanvas')
gl = canvas.getContext('webgl')
shaderProgramInfo = {
program: initShader(gl, vertexShaderText, fragmentShaderText),
};
shaderProgramInfo.vertexPositionAttribute = gl.getAttribLocation(shaderProgramInfo.program, 'vertexPos');
bufferInfo = initBuffer()
gl.clearColor(0.0, 0.0, 0.0, 1.0)
draw()
}
function initShader(gl, vertexShaderText, fragmentShaderText) {
// VERTEX SHADER
let vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexShaderText)
gl.compileShader(vertexShader)
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert('vertex', gl.getShaderInfoLog(vertexShader))
return
}
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentShaderText)
gl.compileShader(fragmentShader)
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert('fragment', gl.getShaderInfoLog(fragmentShader))
return
}
const shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader)
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Failed to setup shaders')
}
return shaderProgram;
}
function initBuffer() {
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
const triangleVertices = [
0.0, 0.5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW)
return {
buffer,
itemSize: 3,
numberOfItems: 3,
};
}
function draw() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(shaderProgramInfo.program)
gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.buffer);
gl.vertexAttribPointer(shaderProgramInfo.vertexPositionAttribute,
bufferInfo.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shaderProgramInfo.vertexPositionAttribute)
//Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, bufferInfo.numberOfItems)
}
startup()
<canvas id="myCanvas" width="500" height="500"></canvas>