WebGL Drawing Multiple Shapes of Different Colour

匿名 (未验证) 提交于 2019-12-03 02:41:02

问题:

I am currently in the process of learning both WebGL and Javascript. An assignment is requiring me to create multiple shapes using WebGL and for them to all be different colours, however, I am unable to figure out how to set it so that each shape has it's own colour.

// HelloTriangle.js (c) 2012 matsuda // Vertex shader program var VSHADER_SOURCE =   'attribute vec4 a_Position;\n' +   'void main() {\n' +   '  gl_Position = a_Position;\n' +   '}\n';   // Fragment shader program var FSHADER_SOURCE =   'precision mediump float;\n' +   'uniform vec4 u_FragColor;\n' +   'void main() {\n' +   '  gl_FragColor = u_FragColor;\n' +   '}\n';   function main() {   // Retrieve <canvas> element   var canvas = document.getElementById('webgl');     // Get the rendering context for WebGL   var gl = getWebGLContext(canvas);   if (!gl) {     console.log('Failed to get the rendering context for WebGL');     return;   }     // Initialize shaders   if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {     console.log('Failed to intialize shaders.');     return;   }     // Write the positions of vertices to a vertex shader   var n = initVertexBuffers(gl);   if (n < 0) {     console.log('Failed to set the positions of the vertices');     return;   }     // Specify the color for clearing <canvas>   gl.clearColor(0, 0, 0, 1);     // Clear <canvas>   gl.clear(gl.COLOR_BUFFER_BIT);     // Draw the rectangle   gl.drawArrays(gl.TRIANGLES, 0, 3); // Triangle One   gl.drawArrays(gl.TRIANGLES, 3, 3); // Triangle Two   gl.drawArrays(gl.TRIANGLE_FAN, 6, 6); // Triangle Fan }   function randColor() // Assign Random color values {     setR = Math.random();     setG = Math.random();     setB = Math.random(); }   function initVertexBuffers(gl) {   var vertices = new Float32Array([     0.1,   0.1,   -0.1,  -0.1,   0.1,  -0.1,  // First Triangle     0.15,  0.25,   0.1,   0.2,  -0.1,   0.2,  // Second Triangle     0.75,  0.65,   0.35,  0.25,  0.65,  0.55,     0.65,  0.25,   0.35,  0.45,  0.25,  0.15  // Triangle Fan   ]);   var n = 6; // The number of vertices     // Create a buffer object   var vertexBuffer = gl.createBuffer();   if (!vertexBuffer) {     console.log('Failed to create the buffer object');     return -1;   }     // Bind the buffer object to target   gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);   // Write date into the buffer object   gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);     var a_Position = gl.getAttribLocation(gl.program, 'a_Position');   if (a_Position < 0) {     console.log('Failed to get the storage location of a_Position');     return -1;   }     // Get the storage location of u_FragColor   var u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');   if (!u_FragColor) {     console.log('Failed to get the storage location of u_FragColor');     return;   }     //Pass color of point to u_FragColor   randColor();   gl.uniform4f(u_FragColor, setR, setG, setB, 1.0);     // Assign the buffer object to a_Position variable   gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);     // Enable the assignment to a_Position variable   gl.enableVertexAttribArray(a_Position);     return n; }
<canvas id="webgl" width="400" height="400">   Please use a browser that supports "canvas" </canvas>  <script src="../lib/webgl-utils.js"></script> <script src="../lib/webgl-debug.js"></script> <script src="../lib/cuon-utils.js"></script>

I am pretty sure the code that I am supposed to modify is the following:

//Pass color of point to u_FragColor randColor(); gl.uniform4f(u_FragColor, setR, setG, setB, 1.0); 

However, I cannot figure out how to make it so that it stores a value for each shape I am attempting to draw. I thought that by making it randomly change the colours before drawing each time, that would solve it, but that wasn't the case. Any insight into this would be greatly appreciated.

Thank you.

回答1:

What did you try? There's a lot of issues with that code and it gets errors trying to run it.

First off initShaders returns the shader on gl.program which makes zero sense. WebGL applications usually have multiple shader programs. Instead you want initShaders to return a program so you can do things like

var program1 = initShaders(gl, vertex1ShaderSource, fragment1ShaderSource); var program2 = initShaders(gl, vertex2ShaderSource, fragment2ShaderSource); var program3 = initShaders(gl, vertex3ShaderSource, fragment3ShaderSource); ..etc... 

Next up initVertexBuffers references a variable called program but no such variable exists.

initVertexBuffers is setting uniforms but you want to set uniforms just before you start drawing, not when initializing vertices.

initVertexBuffers is also looking up attribute and uniform locations and checking for errors. On the one hand it's not bad to check for those kinds of errors per se but it makes your code harder to debug in other ways. In most WebGL programs, if you get no errors but something doesn't appear on the screen the first thing to do is make your fragment shader return a solid color

precision mediump float; uniform vec4 u_FragColor; void main() {   //gl_FragColor = u_FragColor;   gl_FragColor = vec4(1, 0, 0, 1); // return red } 

When you do that WebGL will optimize out the unsued u_FragColor and your code that's checking that you got the location for u_FragColor will fail making it impossible to debug your shaders.

I'd suggest reading some other tutorials on WebGL.

To draw multiple copies of the same shape the process is generally

At init time

 set up program  look up attribute locations and uniform locations  setup vertices for shape 

At draw time

 setup attributes for shape  gl.useProgram(program for shape)  for each instance of shape    set uniforms      set a matrix uniform to position and orient the shape      set a color uniform for the color    drawArrays/drawElements 

To draw multiple different shapes the process is usually

At init time

 set up programs  look up attribute locations and uniform locations  for each shape    setup vertices for shape 

At draw time

 for each shape    gl.useProgram(program for shape) (if different from last shape)    setup attributes for shape (if different from last shape)    set uniforms      set a matrix uniform to position and orient the shape      set a color uniform for the color    drawArrays/drawElements 

As for matrices for positioning and orienting shapes see this article



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