在 3D 中绘制空心圆时出现奇怪的错误 space

Strange errors during drawing hollow circles in the 3D space

我正在尝试绘制两个围绕位于 0, 0, 0 位置的立方体的空心圆圈..

到目前为止我已经实现了立方体,这里的两个圆圈就是我得到的。

这里发生了两件奇怪的事情。

一个是我想画圆圈,但我能看到从原点辐射的线。

还有两个是插值颜色,即使我只为片段着色器设置了一种颜色。

在这里你可以清楚地看到那些带有插值颜色的线条...

这是我的顶点着色器代码和片段着色器代码

"use strict";
const loc_aPosition = 1;
const loc_aColor = 2;
const loc_UVCoord = 3;
const VSHADER_SOURCE = 
`#version 300 es
layout(location=${loc_aPosition}) in vec4 aPosition;
layout(location=${loc_aColor}) in vec4 aColor;
layout(location=${loc_UVCoord}) in vec2 UVCoord;
out vec4 vColor;
out vec2 vUVCoord;
uniform mat4 uMVP;
void main()
{
    gl_Position = uMVP * aPosition;
    vColor = aColor;
    vUVCoord = UVCoord;
}`;

const FSHADER_SOURCE =
`#version 300 es
precision mediump float;
in vec4 vColor;
out vec4 fColor;
void main()
{
    fColor = vColor;
}`;

两个圆的初始化函数,唯一的区别是目标平面。

function init_equator(gl)
{
  let vertices = []; // for the vertices
  let color = [1, 0, 0]; // red color
  for(var i = 0; i <= 360; i+=10)
  {
    let j = i * Math.PI/180;
    let vert = [R * Math.cos(j), 0, R * Math.sin(j)]; // drawing a circle at the XZ plane since it has to be an equator for the cube...
    vertices.push( vert[0], vert[1], vert[2] );   // push the vertices
    vertices.push( color[0], color[1], color[2]); // set the color
  }  
  const SZ = vertices.BYTES_PER_ELEMENT;

  let vao = gl.createVertexArray();
  gl.bindVertexArray(vao);
  let vbo = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  gl.vertexAttribPointer(loc_aPosition, 3, gl.FLOAT, false, SZ * 6, 0); // stride is 6, 3 for positions and 3 for the color
  gl.enableVertexAttribArray(loc_aPosition);


  gl.vertexAttribPointer(loc_aColor, 3, gl.FLOAT, false, SZ * 6, SZ * 3); // stride is 6, offset is this is because 3 color elements are located after 3 position elements..
  gl.enableVertexAttribArray(loc_aColor);

  gl.bindVertexArray(null);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  return { vao, n : vertices.length / 3 }; // since it has three coordinates so devide by 3
}


function init_latitude(gl)
{
  let vertices = []; // for the vertices
  let color = [1, 0, 0]; // supposed to be the red
  for(var i = 0; i <= 360; i+=10)
  {
    let j = i * Math.PI/180;
    let vert = [0, R * Math.cos(j), R * Math.sin(j)]; // drawing a circle on the YZ plane
    vertices.push( vert[0], vert[1], vert[2] ); 
    vertices.push( color[0], color[1], color[2]);   
  }  
  const SZ = vertices.BYTES_PER_ELEMENT;

  let vao = gl.createVertexArray();
  gl.bindVertexArray(vao);
  let vbo = gl.createBuffer();

  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  gl.vertexAttribPointer(loc_aPosition, 3, gl.FLOAT, false, SZ * 6, 0); // stride is 6, 3 for positions and 3 for the color
  gl.enableVertexAttribArray(loc_aPosition);

  gl.vertexAttribPointer(loc_aColor, 3, gl.FLOAT, false, SZ * 6, SZ * 3); // stride is 6, offset is this is because 3 color elements are located after 3 position elements..
  gl.enableVertexAttribArray(loc_aColor);

  gl.bindVertexArray(null);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  return { vao, n : vertices.length / 3 }; // since it has three coordinates so devide by 3
}

我从这里引用这些绘图功能

在 main 函数中我这样调用了 draw 函数..

........
MVP.setOrtho(LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR); // setting MVP matrix to orthographic mode
    MVP.lookAt(FIXED_X, FIXED_Y, FIXED_Z, 0,0,0, 0,1,0); // Eye position x, y, z Look at position 0, 0, 0 Up vector 0, 1, 0
    gl.uniformMatrix4fv(loc_MVP, false, MVP.elements);
    gl.bindVertexArray(cube.vao);
    gl.drawElements(gl.TRIANGLES, cube.n, gl.UNSIGNED_BYTE, 0)
    gl.bindVertexArray(null);
    gl.bindVertexArray(equator.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, equator.n);
    gl.bindVertexArray(null);
    gl.bindVertexArray(latitudeCircle.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, latitudeCircle.n);
    gl.bindVertexArray(null);

我不知道为什么线条从原点和混合颜色辐射...

有人可以帮我吗?

这一行,在您发布的代码中出现了两次

const SZ = vertices.BYTES_PER_ELEMENT;

SZ 将是 undefinedvertices 是原生的 JavaScript 数组,而不是像 Float32Array 这样的 typedarray 数组。之后每个使用 SZ 的计算都将是 0NaN

换句话说就是这些行

  gl.vertexAttribPointer(loc_aPosition, 3, gl.FLOAT, false, SZ * 6, 0);
  gl.vertexAttribPointer(loc_aColor, 3, gl.FLOAT, false, SZ * 6, SZ * 3); 

将是

  gl.vertexAttribPointer(loc_aPosition, 3, gl.FLOAT, false, 0, 0);
  gl.vertexAttribPointer(loc_aColor, 3, gl.FLOAT, false, 0, 0); 

这意味着每个其他位置都是一种颜色,每个其他颜色都是一个位置,它解释了为什么线条会到达中心以及为什么颜色会被插值。

请注意,如果您已在调试器中单步执行代码,您可能会遇到此问题,因此最好学习如何使用 the debugger

此外,仅供参考,与您的问题无关,您不需要连续两次调用 gl.bindVertexArray,一次调用 null,一次调用您想要绘制的下一个对象。

这个

    gl.bindVertexArray(cube.vao);
    gl.drawElements(gl.TRIANGLES, cube.n, gl.UNSIGNED_BYTE, 0)
    gl.bindVertexArray(null);
    gl.bindVertexArray(equator.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, equator.n);
    gl.bindVertexArray(null);
    gl.bindVertexArray(latitudeCircle.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, latitudeCircle.n);
    gl.bindVertexArray(null);

可以这样

    gl.bindVertexArray(cube.vao);
    gl.drawElements(gl.TRIANGLES, cube.n, gl.UNSIGNED_BYTE, 0)
    gl.bindVertexArray(equator.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, equator.n);
    gl.bindVertexArray(latitudeCircle.vao);
    gl.drawArrays(gl.LINE_LOOP, 0, latitudeCircle.n);
    gl.bindVertexArray(null);  // this is also not technically needed

此外,您还可以使用展开运算符。

这个

    vertices.push( vert[0], vert[1], vert[2] );   // push the vertices
    vertices.push( color[0], color[1], color[2]); // set the color

可以是这个

    vertices.push( ...vert );   // push the vertices
    vertices.push( ...color ); // set the color

您可能还会发现 these tutorials 有用。