WebGL - 加载纹理时出现问题

WebGL - Problems Loading a Texture

我正在尝试创建纹理(到处都是灰色)并使用 WebGL 将其渲染为 canvas。

我在这里尝试过:

function tryToDraw() {
  vertexShaderCode = `#version 100
      precision mediump float;
      attribute vec2 vertex_attrib;

      void main (void)
      {
          gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
      }
  `;

  fragmentShaderCode = `#version 100
      precision mediump float;

      uniform sampler2D myTexture;

      void main (void) {
          vec2 texcoord = gl_FragCoord.xy / 1024.0;
          gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
      }
  `;

  var canvas = document.getElementById('waves_canvas');
  var gl = canvas.getContext('webgl');
  var program = gl.createProgram();

  var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);

  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexShaderCode);
  gl.compileShader(vertexShader);
  gl.attachShader(program, vertexShader);

  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentShaderCode);
  gl.compileShader(fragmentShader);
  gl.attachShader(program, fragmentShader);

  gl.linkProgram(program);
  gl.validateProgram(program);
  console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
  gl.useProgram(program);

  var location = gl.getUniformLocation(program, 'myTexture');
  gl.uniform1i(location, 0);
  var texture = gl.createTexture();
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);

  var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
  var vertexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);

  var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
  gl.enableVertexAttribArray(vPosAttrLoc);
  gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
}

tryToDraw();
<canvas id="waves_canvas"></canvas>

我对在WebGL中加载纹理的理解是,我们按照以下过程加载纹理:

我已经尝试在上面的 JSFiddle 中实现它,但我认为纹理加载不正确。我期待看到一个灰屏 (128,128,128),这应该是我加载的纹理,但是我看到的只是黑屏。

有谁知道我加载纹理是否正确?

当我 运行 您在 Chrome 中的代码时,我在 JavaScript 控制台中收到此警告

[.WebGL-0x7f9d4101ce00]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?

您的纹理没有 mip,因此您需要通过调用 gl.generateMipmap(gl.TEXTURE_2D) 创建 mip,或者您需要通过调用 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

来设置过滤以便不需要 mip

this

function tryToDraw() {
  vertexShaderCode = `#version 100
      precision mediump float;
      attribute vec2 vertex_attrib;

      void main (void)
      {
          gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
      }
  `;

  fragmentShaderCode = `#version 100
      precision mediump float;

      uniform sampler2D myTexture;

      void main (void) {
          vec2 texcoord = gl_FragCoord.xy / 1024.0;
          gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
      }
  `;

  var canvas = document.getElementById('waves_canvas');
  var gl = canvas.getContext('webgl');
  var program = gl.createProgram();

  var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);

  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexShaderCode);
  gl.compileShader(vertexShader);
  gl.attachShader(program, vertexShader);

  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentShaderCode);
  gl.compileShader(fragmentShader);
  gl.attachShader(program, fragmentShader);

  gl.linkProgram(program);
  gl.validateProgram(program);
  console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
  gl.useProgram(program);

  var location = gl.getUniformLocation(program, 'myTexture');
  gl.uniform1i(location, 0);
  var texture = gl.createTexture();
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);

  var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
  var vertexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);

  var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
  gl.enableVertexAttribArray(vPosAttrLoc);
  gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
}

tryToDraw();
<canvas id="waves_canvas"></canvas>

下次请使用snippet