我用两个三角形作了一个正方形,然后我给顶点分配了颜色,但是无论我给它分配什么颜色,每次给我分配黑色正方形。
这是我的脚本代码:
<script>
var canvas = document.getElementById('my_Canvas');
var gl = canvas.getContext('experimental-webgl');
var vertices = [
-0.5,0.5,0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0,
0.5,-0.5,0.0,
0.5,0.5,0.0,
-0.5,0.5,0.0
];
var colors = [ 0,0,1, 1,0,0, 0,1,0, 1,0,1,];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertCode =
'attribute vec3 coordinates;' +
'attribute vec3 color;'+
'varying vec3 vColor;'+
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'vColor = color;'+
'}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var fragCode = 'precision mediump float;'+
'varying vec3 vColor;'+
'void main(void) {'+
'gl_FragColor = vec4(vColor, 1.);'+
'}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0,0,canvas.width,canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
</script>
您可以看到我为每个顶点分配的第四个变量“颜色”。
我也将它传递给了顶点着色器和片段着色器,但是除了黑色以外,它没有给我其他任何颜色。我传递的颜色错误还是图形管道出现问题?
谁能指出代码错误的地方? 请帮忙。
答案 0 :(得分:1)
您必须为颜色创建缓冲区,就像为顶点坐标创建缓冲区一样。颜色属性的数量必须等于顶点属性的数量。每种颜色都关联一个顶点坐标:
var colors = [ 0,0,1, 1,0,0, 0,1,0, 0,1,0, 1,0,0, 0,0,1 ];
var color_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
并且您必须为颜色定义通用顶点属性数据的数组:
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
var color_index = gl.getAttribLocation(shaderProgram, "color");
gl.vertexAttribPointer(color_index, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(color_index);
根据您的代码查看示例:
var canvas = document.getElementById('my_Canvas');
var gl = canvas.getContext('experimental-webgl');
var vertices = [
-0.5,0.5,0.0, -0.5,-0.5,0.0, 0.5,-0.5,0.0,
0.5,-0.5,0.0, 0.5,0.5,0.0, -0.5,0.5,0.0
];
var colors = [ 0,0,1, 1,0,0, 0,1,0, 0,1,0, 1,0,0, 0,0,1, ];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var color_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertCode =
'attribute vec3 coordinates;' +
'attribute vec3 color;'+
'varying vec3 vColor;'+
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'vColor = color;'+
'}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var fragCode = 'precision mediump float;'+
'varying vec3 vColor;'+
'void main(void) {'+
'gl_FragColor = vec4(vColor, 1.);'+
'}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
gl.bindBuffer(gl.ARRAY_BUFFER, color_buffer);
var color_index = gl.getAttribLocation(shaderProgram, "color");
gl.vertexAttribPointer(color_index, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(color_index);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0,0,canvas.width,canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
<canvas id="my_Canvas" style="border: none;" width="512" height="512"></canvas>