【发布时间】:2016-02-28 17:28:00
【问题描述】:
我是 webGL 世界的初学者,我在将图像绘制成我制作的矩形时遇到了一些问题。
首先我为矩形制作了形状:
var posLoc = gl.getAttribLocation(program, "pos");
gl.enableVertexAttribArray(posLoc);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var vertices = [
1.0, 2.0, 0.0,
-1.0, 2.0, 0.0,
-1.0, -2.0, 0.0,
1.0, -2.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);
然后我创建了纹理,使其处于活动状态并像这样制作了 mitmap:
var texture = null;
var image = document.createElement("img");
image.crossOrigin = "anonymous";
image.src = "https://upload.wikimedia.org/wikipedia/commons/3/38/JPEG_example_JPG_RIP_010.jpg";
image.onload = function() {
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
...
}
最后我没有成功地尝试绘制所有东西:
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_BYTE, 0);
这是完整的代码
var gl = document.querySelector("canvas").getContext("experimental-webgl");
var str = document.querySelector("#vs").textContent;
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, str);
gl.compileShader(vs);
var str = document.querySelector("#fs").textContent;
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, str);
gl.compileShader(fs);
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.useProgram(program);
var samplerLoc = gl.getUniformLocation(program, "sampler");
gl.uniform1i(samplerLoc, 0);
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.8, 0.6, 0.2, 1);
var texture = null;
var image = document.createElement("img");
image.crossOrigin = "anonymous";
image.src = "https://upload.wikimedia.org/wikipedia/commons/3/38/JPEG_example_JPG_RIP_010.jpg";
image.onload = function() {
var posLoc = gl.getAttribLocation(program, "pos");
gl.enableVertexAttribArray(posLoc);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var vertices = [
1.0, 2.0, 0.0,
-1.0, 2.0, 0.0,
-1.0, -2.0, 0.0,
1.0, -2.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
var indices = [0, 1, 2, 0, 1, 3, 1, 2, 3, 0, 2, 3];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_BYTE, 0);
}
<canvas></canvas>
<script id="vs" type="x-shader/x-vertex">
attribute vec3 pos;
attribute vec2 texture;
varying vec2 varyingTexture;
void main(void) {
gl_Position = vec4(pos, 1.0);
varyingTexture = texture;
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 varyingTexture;
uniform sampler2D sampler;
void main(void) {
gl_FragColor = texture2D(sampler, varyingTexture);
}
</script>
有什么想法吗?
【问题讨论】:
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