我正在尝试使用webglfundamentals中的方法在webgl中渲染球体,但是在我的程序中以某种方式,球体仅被渲染为20%。在Chrome中,我收到此错误:L ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 1



var canvas;
var gl;


var index = 0;

var pointsArray = [];
var normalsArray = [];
var indexArray = [];

var colorArray = [];

var near = -10;
var far = 10;
var radius = 1.5;
var theta  = 0.0;
var phi    = 0.0;
var dr = 5.0 * Math.PI/180.0;

var left = -3.0;
var right = 3.0;
var ytop =3.0;
var bottom = -3.0;

var va = vec4(0.0, 0.0, -1.0,1);
var vb = vec4(0.0, 0.942809, 0.333333, 1);
var vc = vec4(-0.816497, -0.471405, 0.333333, 1);
var vd = vec4(0.816497, -0.471405, 0.333333,1);

var lightPosition = vec4(0.0, 1.0, 1.0, 0.0 );
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0 );
var lightDiffuse = vec4( 1.0, 1.0, 1.0, 1.0 );
var lightSpecular = vec4( 1.0, 1.0, 1.0, 1.0 );

var materialAmbient = vec4( 1.0, 0.0, 1.0, 1.0 );
var materialDiffuse = vec4( 1.0, 0.0, 0.0, 1.0 );
var materialSpecular = vec4( 1.0, 0.8, 0.0, 1.0 );
var materialShininess = 100.0;

var ctm;
var ambientColor, diffuseColor, specularColor;
var texture;
var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var eye;
var at = vec3(0.0, 0.0, 0.0);
var up = vec3(0.0, 1.0, 0.0);
var iBuffer;

function createSphereVertices(
      radius,
      subdivisionsAxis,
      subdivisionsHeight,
      opt_startLatitudeInRadians,
      opt_endLatitudeInRadians,
      opt_startLongitudeInRadians,
      opt_endLongitudeInRadians) {
    if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {
      throw Error('subdivisionAxis and subdivisionHeight must be > 0');
    }

    opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;
    opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;
    opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;
    opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2);

    var latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;
    var longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians;

    // We are going to generate our sphere by iterating through its
    // spherical coordinates and generating 2 triangles for each quad on a
    // ring of the sphere.
    // var numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);
    var positions = [];
    // var normals   = webglUtils.createAugmentedTypedArray(3, numVertices);
    // var texCoords = webglUtils.createAugmentedTypedArray(2 , numVertices);

    // Generate the individual vertices in our vertex buffer.
    for (var y = 0; y <= subdivisionsHeight; y++) {
      for (var x = 0; x <= subdivisionsAxis; x++) {
        // Generate a vertex based on its spherical coordinates
        var u = x / subdivisionsAxis;
        var v = y / subdivisionsHeight;
        var theta = longRange * u;
        var phi = latRange * v;
        var sinTheta = Math.sin(theta);
        var cosTheta = Math.cos(theta);
        var sinPhi = Math.sin(phi);
        var cosPhi = Math.cos(phi);
        var ux = cosTheta * sinPhi;
        var uy = cosPhi;
        var uz = sinTheta * sinPhi;
        positions.push(vec4(radius * ux, radius * uy, radius * uz,1.0));
        normalsArray.push(vec4(ux, uy, uz,1.0));
        // texCoords.push(1 - u, v);
      }
    }

    var numVertsAround = subdivisionsAxis + 1;
    // var indices = webglUtils.createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);
    for (var x = 0; x < subdivisionsAxis; x++) {
      for (var y = 0; y < subdivisionsHeight; y++) {
        // Make triangle 1 of quad.
        pointsArray.push(positions[(y + 0) * numVertsAround + x]);
        pointsArray.push(positions[(y + 0) * numVertsAround + x + 1]);
        pointsArray.push(positions[(y + 1) * numVertsAround + x]);


        // Make triangle 2 of quad.
		pointsArray.push(positions[(y + 1) * numVertsAround + x]);
		pointsArray.push(positions[(y + 0) * numVertsAround + x + 1]);
		pointsArray.push(positions[(y + 1) * numVertsAround + x + 1]);
		index +=6;
      }
    }

  }



window.onload = function init() {

    canvas = document.getElementById( "gl-canvas" );

    gl = WebGLUtils.setupWebGL( canvas );
    if ( !gl ) { alert( "WebGL isn't available" ); }

    gl.viewport( 0, 0, canvas.width, canvas.height );
    gl.clearColor( 0.0, 0.0, 0.0, 1.0 );

    gl.enable(gl.DEPTH_TEST);

    //
    //  Load shaders and initialize attribute buffers
    //
    var program = initShaders( gl, "vertex-shader", "fragment-shader" );
    gl.useProgram( program );

	createSphereVertices(1,12,12);
    ambientProduct = mult(lightAmbient, materialAmbient);
    diffuseProduct = mult(lightDiffuse, materialDiffuse);
    specularProduct = mult(lightSpecular, materialSpecular);



    var nBuffer = gl.createBuffer();
    gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer);
    gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW );

    var vNormal = gl.getAttribLocation( program, "vNormal" );
    gl.vertexAttribPointer( vNormal, 4, gl.FLOAT, false, 0, 0 );
    gl.enableVertexAttribArray( vNormal);



    var vBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW);

    var vPosition = gl.getAttribLocation( program, "vPosition");
    gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(vPosition);



    modelViewMatrixLoc = gl.getUniformLocation( program, "modelViewMatrix" );
    projectionMatrixLoc = gl.getUniformLocation( program, "projectionMatrix" );



    gl.uniform4fv( gl.getUniformLocation(program,
       "ambientProduct"),flatten(ambientProduct) );
    gl.uniform4fv( gl.getUniformLocation(program,
       "diffuseProduct"),flatten(diffuseProduct) );
    gl.uniform4fv( gl.getUniformLocation(program,
       "specularProduct"),flatten(specularProduct) );
    gl.uniform4fv( gl.getUniformLocation(program,
       "lightPosition"),flatten(lightPosition) );
    gl.uniform1f( gl.getUniformLocation(program,
       "shininess"),materialShininess );


	render();
}


function render() {

    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    eye = vec3(radius*Math.sin(theta)*Math.cos(phi),
        radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta));

    modelViewMatrix = lookAt(eye, at , up);
    projectionMatrix = ortho(left, right, bottom, ytop, near, far);

    gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix) );
    gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix) );

    for( var i=0; i<index; i+=3)
        gl.drawArrays( gl.TRIANGLES, i, 3);

    window.requestAnimFrame(render);
}

project1.html

<!DOCTYPE html>
<html>

<script id="vertex-shader" type="x-shader/x-vertex">

attribute vec4 vPosition;
attribute vec4 vNormal;
varying vec3 N, L, E;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;

void main()
{
    vec3 pos = -(modelViewMatrix * vPosition).xyz;
    vec3 light = lightPosition.xyz;
    L = normalize( light - pos );
    E =  -pos;
    N = normalize( (modelViewMatrix*vNormal).xyz);
    gl_Position = projectionMatrix * modelViewMatrix * vPosition;

}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

uniform vec4 ambientProduct;
uniform vec4 diffuseProduct;
uniform vec4 specularProduct;
uniform float shininess;
varying vec3 N, L, E;

void main()
{
    vec4 fColor;

    vec3 H = normalize( L + E );
    vec4 ambient = ambientProduct;

    float Kd = max( dot(L, N), 0.0 );
    vec4  diffuse = Kd*diffuseProduct;

    float Ks = pow( max(dot(N, H), 0.0), shininess );
    vec4  specular = Ks * specularProduct;

    if( dot(L, N) < 0.0 ) specular = vec4(0.0, 0.0, 0.0, 1.0);

    fColor = ambient + diffuse +specular;
    fColor.a = 1.0;

    gl_FragColor = fColor;
}
</script>



<script type="text/javascript" src="./Common/webgl-utils.js"></script>
<script type="text/javascript" src="./Common/initShaders.js"></script>
<script type="text/javascript" src="./Common/MV.js"></script>
<script type="text/javascript" src="project1.js"></script>

<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>





这是我只得到一个未完成的领域:
javascript - 为什么我的球体渲染不完整?-LMLPHP

最佳答案

我不知道这是实际的正确答案,因为我没有通过运行代码进行检查。
但是,我只是猜测为什么会发生此错误。

“属性变量超出范围”的主要原因

基本上,当您传递的缓冲区没有足够的长度时,就会发生这种情况。
因此,您需要检查创建的缓冲区源的数量。

您的错误是":GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 1"。在这种情况下,错误消息中的attribute 1表示GLSL代码中的“ vNormal”属性。
因为它是GLSL代码中的第二个属性变量。
(如果错误代码为attribute 0,则应由vPosition产生此问题)

只要看到您的代码,我就认为长度与普通缓冲区和位置缓冲区不匹配。


代码中的表面计数:Subdivision Height * Subdivision Axis * 2
代码中的位置元素计数:Subdivision Height * Subdivision Axis *6
代码中的常规元素计数:Subdivision Height * Subdivision Axis * 4


我想这就是问题的原因。
在这种情况下,每个顶点都必须具有位置和法线,因此您的法线元素数必须为Subdivision Height * Subdivision Axis * 6

gl.vertexAttribPointer中的第二个参数

我认为您对gl.vertexAttribPointer中的第二个参数有误。
此计数意味着每个顶点需要传递多少个float元素。

在这种情况下,您为每个顶点推了3个float元素。因此,即使您在GLSL代码中使用了vec4,也需要为vPosition指定3作为参数。
通过此参数,GPU可以为每个顶点拆分这些缓冲区,并将它们并行地传递到顶点着色器。

向量中的第4个元素

这与您的问题无关,但是我发现代码可能是错误的原因。

    positions.push(vec4(radius * ux, radius * uy, radius * uz,1.0));
    normalsArray.push(vec4(ux, uy, uz,1.0));


您需要了解vec4中第4个元素的含义。当此向量表示坐标时,第4个元素必须为1。但是,当此向量表示方向时,第4个元素必须为0。

因为,如果这表示方向,则方向不会受到平移变换的影响。 (我建议您学习仿射变换以了解这一点)

因此,您需要像这样重写该代码。

    positions.push(vec4(radius * ux, radius * uy, radius * uz,1.0));
    normalsArray.push(vec4(ux, uy, uz,0));


我希望这个答案可以帮助您...

关于javascript - 为什么我的球体渲染不完整?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/34617490/

10-09 22:50