这是我的JavaScript代码:
// TranslatedTriangle.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec3 a_Color;\n' +
'varying vec3 v_Color;\n' +
'uniform vec4 u_Translation;\n' +
'void main() {\n' +
' a_Color = v_Color;\n' +
' gl_Position = a_Position + u_Translation;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'precision mediump float;\n' +
'varying vec3 v_Color;\n' +
'void main() {\n' +
' gl_FragColor = vec4(v_Color, 1.0);\n' +
'}\n';
// The translation distance for x, y, and z direction
var Tx = 0.5, Ty = 0.5, Tz = 0.0;
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;
}
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
// Pass the translation distance to the vertex shader
var u_Translation = gl.getUniformLocation(gl.program, 'u_Translation');
if (!u_Translation) {
console.log('Failed to get the storage location of u_Translation');
return;
}
gl.uniform4f(u_Translation, Tx, Ty, Tz, 0.0);
// // Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
// // Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the rectangle
gl.drawArrays(gl.TRIANGLES, 0, n);
}
function initVertexBuffers(gl) {
// // Triangle Verticies
var vertices = new Float32Array(
[ // x, y r, g, b
0.0, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0
]);
var n = 3; // The number of vertices
// // Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// // Assign the buffer object to the attribute 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;
}
// Assign the buffer object to the attribute variable
var a_Color = gl.getAttribLocation(gl.program, 'a_Color');
if (a_Color < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 2 * Float32Array.BYTES_PER_ELEMENT);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_Color);
return n;
}
我不确定出了什么问题。我收到“无法编译着色器:错误:0:6:'assign':1值必需(无法修改属性“ a_Color”)
任何人对我的问题可能有什么见解?我使用此YouTube视频https://www.youtube.com/watch?v=kB0ZVUrI4Aw作为指南。我试图了解如何在每个顶点上获得多种颜色,但是一旦弄清楚了,我就需要制作4个三角形,每个三角形都有不同的颜色。