Javascript 纹理未正确映射到方形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) {
<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);