Javascript 纹理未正确映射到方形WebGL

Javascript 纹理未正确映射到方形WebGL,javascript,html,3d,textures,webgl,Javascript,Html,3d,Textures,Webgl,出于某种原因,我将纹理映射到我在3d画布上绘制的框,但它没有正确显示,我得到的只是一个蓝色框,而不是完整的纹理 <script id="shader-fs" type="x-shader/x-fragment" type="text/javascript"> precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) {

出于某种原因,我将纹理映射到我在3d画布上绘制的框,但它没有正确显示,我得到的只是一个蓝色框,而不是完整的纹理

<script id="shader-fs" type="x-shader/x-fragment" type="text/javascript">
    precision mediump float;
    varying vec2 vTextureCoord;

  uniform sampler2D uSampler;
    void main(void) {
        gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
    }
</script>

<script id="shader-vs" type="x-shader/x-vertex" type="text/javascript">
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;

    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;

    varying vec2 vTextureCoord;

    void main(void) {
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        vTextureCoord = aTextureCoord;
    }
</script>


<script type="text/javascript">

    var gl;
    var neheTexture;

    function initGL(canvas) {
        try {
            gl = canvas.getContext("experimental-webgl");
            gl.viewportWidth = canvas.width;
            gl.viewportHeight = canvas.height;
        } catch (e) {
        }
        if (!gl) {
            alert("Could not initialise WebGL, sorry :-(");
        }
    }

    function getShader(gl, id) {
        var shaderScript = document.getElementById(id);
        if (!shaderScript) {
            return null;
        }

        var str = "";
        var k = shaderScript.firstChild;
        while (k) {
            if (k.nodeType == 3) {
                str += k.textContent;
            }
            k = k.nextSibling;
        }

        var shader;
        if (shaderScript.type == "x-shader/x-fragment") {
            shader = gl.createShader(gl.FRAGMENT_SHADER);
        } else if (shaderScript.type == "x-shader/x-vertex") {
            shader = gl.createShader(gl.VERTEX_SHADER);
        } else {
            return null;
        }

        gl.shaderSource(shader, str);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert(gl.getShaderInfoLog(shader));
            return null;
        }

        return shader;
    }

    var shaderProgram;

    function initShaders() {
        var fragmentShader = getShader(gl, "shader-fs");
        var vertexShader = getShader(gl, "shader-vs");

        shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert("Could not initialise shaders");
        }

        gl.useProgram(shaderProgram);

        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);

        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
        shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    }

    var mvMatrix = mat4.create();
    var pMatrix = mat4.create();

    function setMatrixUniforms() {
        gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
        gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
    }

    var squareVertexPositionBuffer;

    function initBuffers() {
        squareVertexPositionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
        vertices = [
             1.0, 1.0, 0.0,
            -1.0, 1.0, 0.0,
             1.0, -1.0, 0.0,
            -1.0, -1.0, 0.0
        ];
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
        squareVertexPositionBuffer.itemSize = 3;
        squareVertexPositionBuffer.numItems = 4;
    }

    var z = -50.0;
    var eye = vec3.create([0, 0, z]);  // negation of actual eye position

    var pvMatrix = mat4.create();

    var pvMatrixInverse = mat4.create();

    function drawScene() {
        var canvas = document.getElementById("MyCanvas");
        var widthamount = Math.round(canvas.width/20);
        var heightamount = Math.round(canvas.height / 20);


        gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        mat4.perspective(90, gl.viewportWidth / gl.viewportHeight, 0.1, 3000.0, pMatrix);

        mat4.identity(mvMatrix);

        // calculate the view transform mvMatrix, and the projection-view matrix pvMatrix
        mat4.translate(mvMatrix, eye);
        mat4.multiply(pMatrix, mvMatrix, pvMatrix);

        var startHeight = -((heightamount * 2.1) / 2);
        var startWidth = -((widthamount * 2.1) / 2);

        mat4.translate(mvMatrix, [startWidth, startHeight, 0.0]);
        for (i = 0; i < heightamount; ++i) {
            for (q = 0; q < widthamount; ++q) {
                mat4.translate(mvMatrix, [2.1, 0.0, 0.0]);
                gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
                gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);

                gl.activeTexture(gl.TEXTURE0);
                gl.bindTexture(gl.TEXTURE_2D, neheTexture);
                gl.uniform1i(shaderProgram.samplerUniform, 0);

                setMatrixUniforms();
                gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
            }
            mat4.translate(mvMatrix, [-(widthamount*2.1), 2.1, 0.0]);
        }
    }

    function webGLStart() {
        resizeCanvas();
        var canvas = document.getElementById("MyCanvas");
        initGL(canvas);
        initShaders();
        initBuffers();
        initTexture();

        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.enable(gl.DEPTH_TEST);

        window.addEventListener('resize', resizeCanvas, false);

        tick();
    }



     function resizeCanvas() {
        var canvas = document.getElementById("MyCanvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        //drawScene();
    }


    function handleLoadedTexture(texture) {
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
        gl.bindTexture(gl.TEXTURE_2D, null);
    }



    function initTexture() {
        neheTexture = gl.createTexture();
        neheTexture.image = new Image();
        neheTexture.image.onload = function () {
            handleLoadedTexture(neheTexture)
        }

        neheTexture.image.src = "nehe.gif";
    }

</script>

精密中泵浮子;
可变向量2 vTextureCoord;
均匀取样器;
真空总管(真空){
gl_FragColor=texture2D(uSampler,vec2(vtexturecord.s,vtexturecord.t));
}
属性向量3;
属性向量2编码;
均匀mat4-uMVMatrix;
一致mat4上矩阵;
可变向量2 vTextureCoord;
真空总管(真空){
gl_位置=上矩阵*UMV矩阵*vec4(1.0);
vTextureCoord=ATextureCord;
}
var-gl;
var neheTexture;
函数initGL(画布){
试一试{
gl=canvas.getContext(“实验性webgl”);
gl.viewportWidth=canvas.width;
gl.viewportHeight=canvas.height;
}捕获(e){
}
如果(!gl){
警报(“无法初始化WebGL,抱歉:-(”);
}
}
函数getShader(gl,id){
var shaderScript=document.getElementById(id);
如果(!shaderScript){
返回null;
}
var str=“”;
var k=shaderScript.firstChild;
while(k){
if(k.nodeType==3){
str+=k.textContent;
}
k=k.nextSibling;
}
var着色器;
if(shaderScript.type==“x-shader/x-fragment”){
着色器=gl.createShader(gl.FRAGMENT\u着色器);
}else if(shaderScript.type==“x-shader/x-vertex”){
着色器=gl.createShader(gl.VERTEX\u着色器);
}否则{
返回null;
}
gl.shaderSource(着色器,str);
gl.compileShader(着色器);
if(!gl.getShaderParameter(着色器,gl.COMPILE_状态)){
警报(gl.getShaderInfoLog(着色器));
返回null;
}
返回着色器;
}
var着色器程序;
函数initShaders(){
var fragmentShader=getShader(gl,“着色器fs”);
var vertexShader=getShader(gl,“着色器vs”);
shaderProgram=gl.createProgram();
gl.attachShader(着色器程序、顶点着色器);
gl.attachShader(着色器程序、碎片着色器);
gl.linkProgram(着色器程序);
if(!gl.getProgramParameter(着色器程序,gl.LINK_状态)){
警报(“无法初始化着色器”);
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute=gl.GetAttributeLocation(shaderProgram,“aVertexPosition”);
gl.enableVertexAttributeArray(shaderProgramm.vertexPositionAttribute);
shaderProgram.pMatrixUniform=gl.getUniformLocation(shaderProgram,“uPMatrix”);
shaderProgram.mvMatrixUniform=gl.getUniformLocation(shaderProgram,“uMVMatrix”);
}
var mvMatrix=mat4.create();
var pMatrix=mat4.create();
函数setMatrixUniforms(){
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform,false,pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,mvMatrix);
}
var平方暴露缓冲区;
函数initBuffers(){
squareVertexPositionBuffer=gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,squareVertexPositionBuffer);
顶点=[
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY\u BUFFER、新Float32Array(顶点)、gl.STATIC\u DRAW);
squareVertexPositionBuffer.itemSize=3;
squareVertexPositionBuffer.numItems=4;
}
var z=-50.0;
var eye=vec3.create([0,0,z]);//实际眼睛位置的求反
var pvMatrix=mat4.create();
var pvMatrixInverse=mat4.create();
函数drawsecene(){
var canvas=document.getElementById(“MyCanvas”);
var widthamount=数学圆(canvas.width/20);
var heightamount=数学圆(canvas.height/20);
总图视口(0,0,总图视口宽度,总图视口高度);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.透视图(90,gl.viewportWidth/gl.viewportHeight,0.1,3000.0,pMatrix);
mat4.恒等式(mvMatrix);
//计算视图变换mvMatrix和投影视图矩阵pvMatrix
mat4.翻译(mvMatrix,eye);
mat4.乘法(pMatrix、mvMatrix、pvMatrix);
var startHeight=-((高度量*2.1)/2);
var startWidth=-((宽度金额*2.1)/2);
mat4.翻译(mvMatrix,[startWidth,startHeight,0.0]);
对于(i=0;i squareTextureCoordBuffer = gl.createBuffer();
 gl.bindBuffer(gl.ARRAY_BUFFER, squareTextureCoordBuffer);
 texcoords = [
       1.0, 1.0, 
       0.0, 1.0, 
       1.0, 0.0, 
       0.0, 0.0, 
 ];
 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);