我是WebGL的新手,现在正在学习各种变量。其中,我的预期输出是下面的图片。
在下面的代码中,我试图将颜色从顶点着色器传递给片段着色器,drawArray中传递的基元类型是一个三角形,但它并没有绘制三角形。我不知道哪里出了问题,因为根据我的知识,这是我应该做的。
我所期望的输出是.NET。
代码是 。
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position, 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
问题在于,您提供的是以像素为单位的位置,但WebGL要求的是以剪辑空间为单位的位置。所以,你画的是你认为你在画的东西,只是你的300x200矩形的中心2x2单元被显示出来。
例如,如果我们只是将位置除以 300,200
gl_Position = vec4(a_position / vec2(300, 200);
那就好办了
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position / vec2(300, 200), 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
通常将位置从像素空间转换到剪辑空间的方法是 用矩阵