webgl 中的变化未按预期工作
varying in webgl is not working as expected
我是 WebGL 的新手,现在正在学习可变变量。在此,我的预期输出是下图。
在下面的代码中,我尝试将颜色从顶点着色器传递到片段 shader.The drawArray 中传递的基元类型是一个三角形,但它不绘制 triangles.I 编写此代码以了解变化WebGL 中的变量,来自 WebGLfundamental 网站。我不知道出了什么问题,因为据我所知,这是我应该做的。
我期待的输出是:
代码是:
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position, 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
问题是您以像素为单位提供位置,但 WebGL 需要剪辑 space 中的位置。因此,除了仅显示 300x200 矩形的中心 2x2 单元外,您正在绘制您认为正在绘制的内容。
例如,如果我们只是破解并将头寸除以 300,200
gl_Position = vec4(a_position / vec2(300, 200);
然后就可以了
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position / vec2(300, 200), 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
将位置从像素 space 转换为剪辑 space 的正常方法是 use a matrix
我是 WebGL 的新手,现在正在学习可变变量。在此,我的预期输出是下图。
在下面的代码中,我尝试将颜色从顶点着色器传递到片段 shader.The drawArray 中传递的基元类型是一个三角形,但它不绘制 triangles.I 编写此代码以了解变化WebGL 中的变量,来自 WebGLfundamental 网站。我不知道出了什么问题,因为据我所知,这是我应该做的。
我期待的输出是:
代码是:
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position, 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
问题是您以像素为单位提供位置,但 WebGL 需要剪辑 space 中的位置。因此,除了仅显示 300x200 矩形的中心 2x2 单元外,您正在绘制您认为正在绘制的内容。
例如,如果我们只是破解并将头寸除以 300,200
gl_Position = vec4(a_position / vec2(300, 200);
然后就可以了
"use strict";
var vs = `#version 300 es
precision highp float;
in vec2 a_position;
in vec4 a_color;
out vec4 v_color;
void main(){
gl_Position = vec4(a_position / vec2(300, 200), 0, 1);
v_color = a_color;
}
`;
var fs = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main(){
outColor = v_color;
}
`;
function main() {
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
var program = webglUtils.createProgramFromSources(gl, [vs, fs]);
var vertexPosition = gl.getAttribLocation(program, 'a_position');
var vertexColor = gl.getAttribLocation(program, 'a_color');
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var position = [
-150, -100,
150, -100,
-150, 100,
-150, 100,
150, -100,
150, 100
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(position), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexPosition);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexPosition, size, type, normalize, stride, offset);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var color = [
0.7, 0.2, 0.9, 1,
0.6, 0.7, 0.2, 1,
0.5, 0.7, 0.9, 1,
0.4, 0.7, 0.2, 1,
0.7, 0.2, 0.9, 1,
0.5, 0.7, 0.9, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW);
gl.enableVertexAttribArray(vertexColor);
var size =4;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(vertexColor, size, type, normalize, stride, offset);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
main();
body{
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
<canvas id="c">
</canvas>
将位置从像素 space 转换为剪辑 space 的正常方法是 use a matrix