我从几周开始学习WebGL,但是在绘制一些3D形状时遇到了问题。猜猜我在计算顶点和索引以及每个三角形的颜色,但是它不起作用。有人可以告诉我我做错了什么吗?
我想制作一个看起来像的金字塔:
这是代码:
var gl = null,
canvas = null,
glProgram = null,
fragmentShader = null,
vertexShader = null;
var coordinateArray = [ ],
triangleVerticeColors = [ ],
verticesArray = [ ],
verticesIndexArray = [ ];
var vertexPositionAttribute = null,
trianglesVerticeBuffer = null,
vertexColorAttribute = null,
trianglesColorBuffer = null,
triangleVerticesIndexBuffer = null;
var P = mat4.create(),
V = mat4.create();
M = mat4.create();
function initWebGL() {
canvas = document.getElementById("my-canvas");
try {
gl = canvas.getContext("webgl") ||
canvas.getContext("experimental-webgl");
} catch (e) {
}
if (gl) {
setupWebGL();
initShaders();
setupBuffers();
getMatrixUniforms();
setMatrixUniforms();
animationLoop();
//drawScene();
} else {
alert("Error: Your browser does not appear to" + "support WebGL.");
}
}
function animationLoop() {
var R = mat4.create();
var angle = 0;
var i = 0;
var loop = function() {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
i++;
mat4.rotate(M, R, angle, [ 0, 1, 0 ]);
gl.uniformMatrix4fv(glProgram.mvMatrixUniform, false, M);
gl.clearColor(0.1, 0.5, 0.1, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
drawScene();
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
}
function setupWebGL() {
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.1, 0.5, 0.1, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
console.log(P);
console.log(V);
console.log(M);
mat4.lookAt(V, [ 3, -1, -5 ], [ 0, 0, 0 ], [ 0, 1, 0 ]);
mat4.perspective(P, glMatrix.toRadian(45), canvas.width / canvas.height, 0.1, 1000.0);
}
function initShaders() {
var fs_source = document.getElementById('shader-fs').innerHTML,
vs_source = document.getElementById('shader-vs').innerHTML;
vertexShader = makeShader(vs_source, gl.VERTEX_SHADER);
fragmentShader = makeShader(fs_source, gl.FRAGMENT_SHADER);
glProgram = gl.createProgram();
gl.attachShader(glProgram, vertexShader);
gl.attachShader(glProgram, fragmentShader);
gl.linkProgram(glProgram);
if (!gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(glProgram);
}
function makeShader(src, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Error compiling shader: " + gl.getShaderInfoLog(shader));
}
return shader;
}
function setupBuffers() {
// n-sides polygon
var n = 6;
var radius = 1;
var angle = (Math.PI * 2) / n;
var xCoordinate = 0;
var yCoordinate = 0;
for (var i = 0; i < n; i++) {
var a = angle * i;
var xNewCoordinate = xCoordinate + radius * Math.cos(a);
var yNewCoordinate = yCoordinate + radius * Math.sin(a);
var zNewCoordinate = 0;
coordinateArray.push(xNewCoordinate);
coordinateArray.push(yNewCoordinate);
coordinateArray.push(zNewCoordinate);
}
verticesArray = [
//Bottom Face
0.0, 0.0, 0.0,
0.0, 0.0, -1.0,
1.0, 0.0, -1.0,
0.0, 0.0, 0.0,
1.0, 0.0, -1.0,
1.0, 0.0, 0.0,
//Front Face
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.5, 1.0, -0.5,
//Right Face
1.0, 0.0, 0.0,
1.0, 0.0, -1.0,
0.5, 1.0, -0.5,
//Back Face
1.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.5, 1.0, -0.5,
//Left Face
0.0, 0.0, -1.0,
0.0, 0.0, 0.0,
0.5, 1.0, -0.5,
];
trianglesVerticeBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArray), gl.STATIC_DRAW);
verticesIndexArray = [
3, 2, 1,
3, 1, 0,
3, 0, 4,
0, 1, 4,
1, 2, 4,
2, 3, 4,
];
triangleVerticesIndexBuffer = gl.createBuffer();
triangleVerticesIndexBuffer.number_vertext_points = verticesIndexArray.length;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleVerticesIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(verticesIndexArray), gl.STATIC_DRAW);
triangleVerticeColors = [
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 0.0, 1.0,
1.0, 0.0, 1.0,
1.0, 0.0, 1.0,
0.5, 0.0, 0.0,
0.5, 0.0, 0.0,
0.5, 0.0, 0.0,
0.0, 5.0, 0.0,
0.0, 5.0, 0.0,
0.0, 5.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
];
trianglesColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticeColors), gl.STATIC_DRAW);
}
function getMatrixUniforms() {
glProgram.mvMatrixUniform = gl.getUniformLocation(glProgram, "uMVMatrix");
glProgram.pMatrixUniform = gl.getUniformLocation(glProgram, "uPMatrix");
glProgram.vMatrixUniform = gl.getUniformLocation(glProgram, "uVMatrix");
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(glProgram.mvMatrixUniform, false, M);
gl.uniformMatrix4fv(glProgram.pMatrixUniform, false, P);
gl.uniformMatrix4fv(glProgram.vMatrixUniform, false, V);
}
function drawScene() {
vertexPositionAttribute = gl.getAttribLocation(glProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
vertexColorAttribute = gl.getAttribLocation(glProgram, "aVertexColor");
gl.enableVertexAttribArray(vertexColorAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer);
gl.vertexAttribPointer(vertexColorAttribute, 3, gl.FLOAT, false, 0, 0);
gl.drawElements(gl.TRIANGLE_STRIP, triangleVerticesIndexBuffer.number_vertext_points, gl.UNSIGNED_SHORT, 0);
}
initWebGL();
body{ background-color: grey; }
canvas{ background-color: white; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
varying vec4 vColor;
// Model matrix
uniform mat4 uMVMatrix;
// Projection matrix
uniform mat4 uPMatrix;
// View matrix
uniform mat4 uVMatrix;
void main(void) {
vColor = aVertexColor;
gl_Position = uPMatrix * uVMatrix * uMVMatrix * aVertexPosition;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<canvas id="my-canvas" width="400" height="300">
Your browser does not support the HTML5 canvas element.
</canvas>
输出如下:
我正在处理atm的第二件事是在GPU中计算'gl_position'
gl_Position = uPMatrix * uVMatrix * uMVMatrix * aVertexPosition;
我该如何计算CPU?
提前致谢!
最佳答案
顶点索引错误。尝试
verticesIndexArray = [
0, 1, 2,
3, 4, 5,
6, 7, 8,
9, 10, 11,
12, 13, 14,
15, 16, 17,
];
var gl = null,
canvas = null,
glProgram = null,
fragmentShader = null,
vertexShader = null;
var coordinateArray = [ ],
triangleVerticeColors = [ ],
verticesArray = [ ],
verticesIndexArray = [ ];
var vertexPositionAttribute = null,
trianglesVerticeBuffer = null,
vertexColorAttribute = null,
trianglesColorBuffer = null,
triangleVerticesIndexBuffer = null;
var P = mat4.create(),
V = mat4.create();
M = mat4.create();
function initWebGL() {
canvas = document.getElementById("my-canvas");
try {
gl = canvas.getContext("webgl") ||
canvas.getContext("experimental-webgl");
} catch (e) {
}
if (gl) {
setupWebGL();
initShaders();
setupBuffers();
getMatrixUniforms();
setMatrixUniforms();
animationLoop();
//drawScene();
} else {
alert("Error: Your browser does not appear to" + "support WebGL.");
}
}
function animationLoop() {
var R = mat4.create();
var angle = 0;
var i = 0;
var loop = function() {
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
i++;
mat4.rotate(M, R, angle, [ 0, 1, 0 ]);
gl.uniformMatrix4fv(glProgram.mvMatrixUniform, false, M);
gl.clearColor(0.1, 0.5, 0.1, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
drawScene();
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
}
function setupWebGL() {
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.1, 0.5, 0.1, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.lookAt(V, [ 3, -1, -5 ], [ 0, 0, 0 ], [ 0, 1, 0 ]);
mat4.perspective(P, glMatrix.toRadian(45), canvas.width / canvas.height, 0.1, 1000.0);
}
function initShaders() {
var fs_source = document.getElementById('shader-fs').innerHTML,
vs_source = document.getElementById('shader-vs').innerHTML;
vertexShader = makeShader(vs_source, gl.VERTEX_SHADER);
fragmentShader = makeShader(fs_source, gl.FRAGMENT_SHADER);
glProgram = gl.createProgram();
gl.attachShader(glProgram, vertexShader);
gl.attachShader(glProgram, fragmentShader);
gl.linkProgram(glProgram);
if (!gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(glProgram);
}
function makeShader(src, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Error compiling shader: " + gl.getShaderInfoLog(shader));
}
return shader;
}
function setupBuffers() {
// n-sides polygon
var n = 6;
var radius = 1;
var angle = (Math.PI * 2) / n;
var xCoordinate = 0;
var yCoordinate = 0;
for (var i = 0; i < n; i++) {
var a = angle * i;
var xNewCoordinate = xCoordinate + radius * Math.cos(a);
var yNewCoordinate = yCoordinate + radius * Math.sin(a);
var zNewCoordinate = 0;
coordinateArray.push(xNewCoordinate);
coordinateArray.push(yNewCoordinate);
coordinateArray.push(zNewCoordinate);
}
verticesArray = [
//Bottom Face
0.0, 0.0, 0.0,
0.0, 0.0, -1.0,
1.0, 0.0, -1.0,
0.0, 0.0, 0.0,
1.0, 0.0, -1.0,
1.0, 0.0, 0.0,
//Front Face
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.5, 1.0, -0.5,
//Right Face
1.0, 0.0, 0.0,
1.0, 0.0, -1.0,
0.5, 1.0, -0.5,
//Back Face
1.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.5, 1.0, -0.5,
//Left Face
0.0, 0.0, -1.0,
0.0, 0.0, 0.0,
0.5, 1.0, -0.5,
];
trianglesVerticeBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArray), gl.STATIC_DRAW);
verticesIndexArray = [
0, 1, 2,
3, 4, 5,
6, 7, 8,
9, 10, 11,
12, 13, 14,
15, 16, 17,
];
triangleVerticesIndexBuffer = gl.createBuffer();
triangleVerticesIndexBuffer.number_vertext_points = verticesIndexArray.length;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleVerticesIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(verticesIndexArray), gl.STATIC_DRAW);
triangleVerticeColors = [
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 0.0, 1.0,
1.0, 0.0, 1.0,
1.0, 0.0, 1.0,
0.5, 0.0, 0.0,
0.5, 0.0, 0.0,
0.5, 0.0, 0.0,
0.0, 5.0, 0.0,
0.0, 5.0, 0.0,
0.0, 5.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
];
trianglesColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticeColors), gl.STATIC_DRAW);
}
function getMatrixUniforms() {
glProgram.mvMatrixUniform = gl.getUniformLocation(glProgram, "uMVMatrix");
glProgram.pMatrixUniform = gl.getUniformLocation(glProgram, "uPMatrix");
glProgram.vMatrixUniform = gl.getUniformLocation(glProgram, "uVMatrix");
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(glProgram.mvMatrixUniform, false, M);
gl.uniformMatrix4fv(glProgram.pMatrixUniform, false, P);
gl.uniformMatrix4fv(glProgram.vMatrixUniform, false, V);
}
function drawScene() {
vertexPositionAttribute = gl.getAttribLocation(glProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesVerticeBuffer);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
vertexColorAttribute = gl.getAttribLocation(glProgram, "aVertexColor");
gl.enableVertexAttribArray(vertexColorAttribute);
gl.bindBuffer(gl.ARRAY_BUFFER, trianglesColorBuffer);
gl.vertexAttribPointer(vertexColorAttribute, 3, gl.FLOAT, false, 0, 0);
gl.drawElements(gl.TRIANGLES, triangleVerticesIndexBuffer.number_vertext_points, gl.UNSIGNED_SHORT, 0);
}
initWebGL();
body{ background-color: grey; }
canvas{ background-color: white; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
varying vec4 vColor;
// Model matrix
uniform mat4 uMVMatrix;
// Projection matrix
uniform mat4 uPMatrix;
// View matrix
uniform mat4 uVMatrix;
void main(void) {
vColor = aVertexColor;
gl_Position = uPMatrix * uVMatrix * uMVMatrix * aVertexPosition;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<canvas id="my-canvas" width="400" height="300">
Your browser does not support the HTML5 canvas element.
</canvas>
这些索引也将起作用
verticesIndexArray = [
0, 1, 2,
0, 2, 5,
5, 0, 8,
0, 1, 8,
1, 2, 8,
2, 5, 8,
];
区别在于,如果您共享顶点,它们也将共享颜色。如果希望每个面都可以具有唯一的颜色,则每个顶点都必须是唯一的(或者必须使用基于复杂纹理的顶点索引)。
观察顶点,从底部开始的前6个顶点
verticesArray = [
//Bottom Face
0.0, 0.0, 0.0, // 0
0.0, 0.0, -1.0, // 1
1.0, 0.0, -1.0, // 2
0.0, 0.0, 0.0, // 3
1.0, 0.0, -1.0, // 4
1.0, 0.0, 0.0, // 5
他们制作的正方形将每个顶点放在这些位置
1----24
| |
| |
03----5
所以你可以使用
0, 1, 2,
3, 4, 5,
或(例如)
0, 1, 2,
0, 2, 5,
看剩下的要点
//Front Face
0.0, 0.0, 0.0, // 6
1.0, 0.0, 0.0, // 7
0.5, 1.0, -0.5, // 8
//Right Face
1.0, 0.0, 0.0, // 9
1.0, 0.0, -1.0, // 10
0.5, 1.0, -0.5, // 11
//Back Face
1.0, 0.0, -1.0, // 12
0.0, 0.0, -1.0, // 13
0.5, 1.0, -0.5, // 14
//Left Face
0.0, 0.0, -1.0, // 15
0.0, 0.0, 0.0, // 16
0.5, 1.0, -0.5, // 18
点8、11、14、18都位于基准上方的同一点。所有其他点都是基点的副本。
如上所述,如果希望能够为特定面上的每个顶点使用指定不同的颜色和/或法线和/或纹理坐标,则需要复制。
还有一个问题。代码使用的是
gl.TRIANGLE_STRIP
而不是gl.TRIANGLES
因此,鉴于您可以看到区别。如果使用单个顶点,则得到此
如果您使用共享顶点,则会得到此