代码之家  ›  专栏  ›  技术社区  ›  Chris

WebGL Javascript不工作:(

  •  -1
  • Chris  · 技术社区  · 14 年前

    我想画一个圆柱体,但它不起作用:(

    你能帮忙吗?

    http://www.nextlevelgeek.com/CylinderWebGL.zip

      var gl;
      function initGL(canvas) {
        try {
          gl = canvas.getContext("experimental-webgl");
          gl.viewportWidth = canvas.width;
          gl.viewportHeight = canvas.height;
        } catch(e) {
        }
        if (!gl) {
          alert("Could not initialise WebGL, sorry :-(");
        }
      }
    
    
      function getShader(gl, id) {
        var shaderScript = document.getElementById(id);
        if (!shaderScript) {
          return null;
        }
    
        var str = "";
        var k = shaderScript.firstChild;
        while (k) {
          if (k.nodeType == 3) {
            str += k.textContent;
          }
          k = k.nextSibling;
        }
    
        var shader;
        if (shaderScript.type == "x-shader/x-fragment") {
          shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
          shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
          return null;
        }
    
        gl.shaderSource(shader, str);
        gl.compileShader(shader);
    
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
          alert(gl.getShaderInfoLog(shader));
          return null;
        }
    
        return shader;
      }
    
    
      var shaderProgram;
      function initShaders() {
        var fragmentShader = getShader(gl, "shader-fs");
        var vertexShader = getShader(gl, "shader-vs");
    
        shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
    
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
          alert("Could not initialise shaders");
        }
    
        gl.useProgram(shaderProgram);
    
        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
    
        shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
        gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
    
        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
      }
    
    
      var mvMatrix;
      var mvMatrixStack = [];
    
      function mvPushMatrix(m) {
        if (m) {
          mvMatrixStack.push(m.dup());
          mvMatrix = m.dup();
        } else {
          mvMatrixStack.push(mvMatrix.dup());
        }
      }
    
      function mvPopMatrix() {
        if (mvMatrixStack.length == 0) {
          throw "Invalid popMatrix!";
        }
        mvMatrix = mvMatrixStack.pop();
        return mvMatrix;
      }
    
      function loadIdentity() {
        mvMatrix = Matrix.I(4);
      }
    
    
      function multMatrix(m) {
        mvMatrix = mvMatrix.x(m);
      }
    
      function mvTranslate(v) {
        var m = Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4();
        multMatrix(m);
      }
    
      function mvRotate(ang, v) {
        var arad = ang * Math.PI / 180.0;
        var m = Matrix.Rotation(arad, $V([v[0], v[1], v[2]])).ensure4x4();
        multMatrix(m);
      }
    
      var pMatrix;
      function perspective(fovy, aspect, znear, zfar) {
        pMatrix = makePerspective(fovy, aspect, znear, zfar);
      }
    
    
      function setMatrixUniforms() {
        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.flatten()));
        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.flatten()));
      }
    
    
      var triangleVertexPositionBuffer;
      var triangleVertexColorBuffer;
      var multiTriangleVertexPositionBuffer;
      var multiTriangleVertexColorBuffer;
      var squareVertexPositionBuffer;
      var squareVertexColorBuffer;
      function initBuffers() {
        triangleVertexPositionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        var vertices = [
             0.0,  1.0,  0.0,
            -1.0, -1.0,  0.0,
             1.0, -1.0,  0.0
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
        triangleVertexPositionBuffer.itemSize = 3;
        triangleVertexPositionBuffer.numItems = 3;
    
        triangleVertexColorBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
        var colors = [
            1.0, 0.0, 0.0, 1.0,
            0.0, 1.0, 0.0, 1.0,
            0.0, 0.0, 1.0, 1.0,
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
        triangleVertexColorBuffer.itemSize = 4;
        triangleVertexColorBuffer.numItems = 3;
    
        multiTriangleVertexPositionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexPositionBuffer);
    
        var segments = 10; // Higher numbers improve quality 
        var radius = 3;    // The radius (width) of the cylinder
        var height = 10;   // The height of the cylind
        var PI = 3.14159265;
    
        var vertices = new Array(segments*3*2);
        var v = 0;
        for (var y = 0; y < 2; y++)
        {
            for (var x = 0; x < segments; x++)  
            {
                var theta = (x / (segments - 1)) * 2 * PI;
                vertices[v]= radius * Math.cos(theta); //x
                v++;
                vertices[v]= height * y; //y
                v++;
                vertices[v]= radius * Math.sin(theta); //z
                v++;
            }
        }
    
        var indices = new Array(segments*6);
        var v = 0;
        for (var  x = 0; x < segments - 1; x++)
        {
            indices[v]=x;
            v++;
            indices[v]=x + segments;
            v++;
            indices[v]=x + segments + 1;
            v++;
    
            indices[v]=x + segments + 1;
            v++;
            indices[v]=x+ 1;
            v++;
            indices[v]=x;
            v++;
        }
    
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices), gl.STATIC_DRAW);
        multiTriangleVertexPositionBuffer.itemSize = 3;
        multiTriangleVertexPositionBuffer.numItems = segments;
    
        multiTriangleVertexColorBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
        var colors = [
            1.0, 0.0, 0.0, 1.0,
            0.0, 1.0, 0.0, 1.0,
            0.0, 0.0, 1.0, 1.0,
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
        multiTriangleVertexColorBuffer.itemSize = 4;
        multiTriangleVertexColorBuffer.numItems = 3;
        alert(dump(indices,colors));
    
        //////////////////////////////////////////////////////////////////////////////////
    
        squareVertexPositionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
        vertices = [
             1.0,  1.0,  0.0,
            -1.0,  1.0,  0.0,
             1.0, -1.0,  0.0,
            -1.0, -1.0,  0.0
        ];
    
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
        squareVertexPositionBuffer.itemSize = 3;
        squareVertexPositionBuffer.numItems = 4;
    
        squareVertexColorBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
        colors = []
        for (var i=0; i < 4; i++) {
          colors = colors.concat([0.5, 0.5, 1.0, 1.0]);
        }
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
        squareVertexColorBuffer.itemSize = 4;
        squareVertexColorBuffer.numItems = 4;
      }
    
    function dump(arr,level) {
        var dumped_text = "";
        if(!level) level = 0;
    
        //The padding given at the beginning of the line.
        var level_padding = "";
        for(var j=0;j<level+1;j++) level_padding += "    ";
    
        if(typeof(arr) == 'object') { //Array/Hashes/Objects 
            for(var item in arr) {
                var value = arr[item];
    
                if(typeof(value) == 'object') { //If it is an array,
                    dumped_text += level_padding + "'" + item + "' ...\n";
                    dumped_text += dump(value,level+1);
                } else {
                    dumped_text += level_padding + "'" + item + "' => \"" + value + "\"\n";
                }
            }
        } else { //Stings/Chars/Numbers etc.
            dumped_text = "===>"+arr+"<===("+typeof(arr)+")";
        }
        return dumped_text;
    }
    
      var rTri = 0;
      var rSquare = 0;
      function drawScene() {
        gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    
        perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
        loadIdentity();
    
        mvTranslate([-1.5, 0.0, -7.0])
    /* 
        mvPushMatrix();
        mvRotate(rTri, [0, 1, 0]);
    
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
        gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
        setMatrixUniforms();
        gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
    
        mvPopMatrix();
    
    
        mvTranslate([3.0, 0.0, 0.0])
    
        mvPushMatrix();
        mvRotate(rSquare, [1, 0, 0]);
    
        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
        setMatrixUniforms();
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
    
        mvPopMatrix(); */
    
        mvTranslate([0.0, 0.0, 0.0])
    
        mvPushMatrix();
        mvRotate(rTri, [0, 1, 0]);
    
        gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexPositionBuffer);
        gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, multiTriangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
       // gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
       // gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, multiTriangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
    
        setMatrixUniforms();
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, multiTriangleVertexPositionBuffer.numItems);
    
        mvPopMatrix();  
      }
    
    
      var lastTime = 0;
      function animate() {
        var timeNow = new Date().getTime();
        if (lastTime != 0) {
          var elapsed = timeNow - lastTime;
    
          rTri += (90 * elapsed) / 1000.0;
          rSquare += (75 * elapsed) / 1000.0;
        }
        lastTime = timeNow;
      }
    
    
      function tick() {
        drawScene();
        animate();
      }
    
    
      function webGLStart() {
        var canvas = document.getElementById("lesson03-canvas");
        initGL(canvas);
        initShaders()
        initBuffers();
    
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
    
        gl.clearDepth(1.0);
    
        gl.enable(gl.DEPTH_TEST);
        gl.depthFunc(gl.LEQUAL);
    
        setInterval(tick, 15);
      }
    
    2 回复  |  直到 14 年前
        1
  •  3
  •   brainjam    14 年前

    开始吧。你没有提供圆柱体的颜色。而不是

    gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
    var colors = [
        1.0, 0.0, 0.0, 1.0,
        0.0, 1.0, 0.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
    ];
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
    

    您需要类似的内容来匹配圆柱体顶点的数量:

    gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
    colors = []
    for (var i=0; i < segments*3*2; i++) {
      colors = colors.concat([1.0, 0.5, 0.5, 1.0]);
    }
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
    

    然后需要取消注释行

       // gl.bindBuffer(gl.ARRAY_BUFFER, multiTriangleVertexColorBuffer);
       // gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, multiTriangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
    

    完成此操作后,将在场景中看到一个对象旋转。它不是一个圆柱体,但是现在你可以看到它了,你可以调试它了。

    首先,我认为

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices), gl.STATIC_DRAW);
    multiTriangleVertexPositionBuffer.itemSize = 3;
    multiTriangleVertexPositionBuffer.numItems = segments;
    

    你需要

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
    multiTriangleVertexPositionBuffer.itemSize = 3;
    multiTriangleVertexPositionBuffer.numItems = segments*2;
    

    而不是把这个画成 gl.TRIANGLE_STRIP ,期待 Lesson 4 看看如何使用 gl.TRIANGLES . (在这里可以使用索引数组)

        2
  •  0
  •   Timofey Stolbov    12 年前

    对我来说,这很管用。

    更改自:

    <script type="text/javascript" src="glMatrix-0.9.5.min.js" />
    

    <script type="text/javascript" src="glMatrix-0.9.5.min.js" ></script>