在WebGL中渲染球体时遇到问题
我正在学习WebGL,并试图显示一个球体。没有纹理,只是每个顶点都有颜色,但我在Opera和Chrome中收到以下错误消息: “[.WebGLRenderingContext]GL错误:GL\u无效\u操作:GLDraweElements:尝试访问属性1中超出范围的顶点” 我不明白我做错了什么,因为代码在我看来很好,但我显然遗漏了一些东西 谢谢! 迈克尔 (它改编自第4课和第11课。)在WebGL中渲染球体时遇到问题,webgl,Webgl,我正在学习WebGL,并试图显示一个球体。没有纹理,只是每个顶点都有颜色,但我在Opera和Chrome中收到以下错误消息: “[.WebGLRenderingContext]GL错误:GL\u无效\u操作:GLDraweElements:尝试访问属性1中超出范围的顶点” 我不明白我做错了什么,因为代码在我看来很好,但我显然遗漏了一些东西 谢谢! 迈克尔 (它改编自第4课和第11课。) var-gl; 函数initGL(画布){ 试一试{ gl=canvas.getContext(“实验性web
var-gl;
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.vertexColorAttribute=gl.getAttributeLocation(shaderProgram,“aVertexColor”);
gl.EnableVertexAttribute数组(着色器程序vertexColorAttribute);
shaderProgram.pMatrixUniform=gl.getUniformLocation(shaderProgram,“uPMatrix”);
shaderProgram.mvMatrixUniform=gl.getUniformLocation(shaderProgram,“uMVMatrix”);
}
var mvMatrix=mat4.create();
var mvMatrixStack=[];
var pMatrix=mat4.create();
函数mvPushMatrix(){
var copy=mat4.create();
mat4.副本(副本,mvMatrix);
mvMatrixStack.push(复制);
}
函数mvPopMatrix(){
if(mvMatrixStack.length==0){
抛出“无效的popMatrix!”;
}
mvMatrix=mvMatrixStack.pop();
}
函数setMatrixUniforms(){
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform,false,pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,mvMatrix);
}
函数degToRad(度){
返回度*Math.PI/180;
}
var-spherevertex缓冲区;
var sphereVertexColorBuffer;
var sphereVertexIndexBuffer;
函数initBuffers(){
var纬度带=10;
var longitudeBands=10;
var半径=2;
sphereVertexPositionBuffer=gl.createBuffer();
gl.bindBuffer(gl.ARRAY\u BUFFER,sphereVertexPositionBuffer);
sphereVertexColorBuffer=gl.createBuffer();
gl.bindBuffer(gl.ARRAY\u BUFFER,sphereVertexColorBuffer);
SphereEvertexIndexBuffer=gl.createBuffer();
gl.bindBuffer(gl.ELEMENT\u ARRAY\u BUFFER,sphereVertexIndexBuffer);
var vertexPositionData=[];
var颜色=[];
var indexData=[];
对于(var-latNumber=0;latNumber我发现了问题
我将索引创建包括在循环中(小于或等于):
for(var-latNumber=0;latNumber
var gl;
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.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
function mvPushMatrix() {
var copy = mat4.create();
mat4.copy(copy, mvMatrix);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
var sphereVertexPositionBuffer;
var sphereVertexColorBuffer;
var sphereVertexIndexBuffer;
function initBuffers() {
var latitudeBands = 10;
var longitudeBands = 10;
var radius = 2;
sphereVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);
sphereVertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexColorBuffer);
sphereVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereVertexIndexBuffer);
var vertexPositionData = [];
var colors = [];
var indexData = [];
for (var latNumber=0; latNumber <= latitudeBands; latNumber++) {
var theta = latNumber * Math.PI / latitudeBands;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
for (var longNumber=0; longNumber <= longitudeBands; longNumber++) {
var phi = longNumber * 2 * Math.PI / longitudeBands;
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var x = cosPhi * sinTheta;
var y = cosTheta;
var z = sinPhi * sinTheta;
colors = [[1.0, 1.0, 0.3, 1.0]];
vertexPositionData.push(radius * x);
vertexPositionData.push(radius * y);
vertexPositionData.push(radius * z);
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
var unpackedColors = [];
for (var i in colors) {
var color = colors[i];
for (var j=0; j < 4; j++) {
unpackedColors = unpackedColors.concat(color);
}
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
sphereVertexPositionBuffer.itemSize = 3;
sphereVertexPositionBuffer.numItems = vertexPositionData.length / 3;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(unpackedColors), gl.STATIC_DRAW);
sphereVertexColorBuffer.itemSize = 4;
sphereVertexColorBuffer.numItems = unpackedColors.length / 4;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
sphereVertexIndexBuffer.itemSize = 1;
sphereVertexIndexBuffer.numItems = indexData.length;
}
var rSphere = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(pMatrix, 60, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, -5.0]);
mvPushMatrix();
mat4.rotate(mvMatrix, mvMatrix, degToRad(rSphere), [1, 1, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sphereVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, sphereVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphereVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, sphereVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
}
var lastTime = 0;
function animate() {
var timeNow = new Date().getTime();
if (lastTime != 0) {
var elapsed = timeNow - lastTime;
rSphere -= (75 * elapsed) / 1000.0;
}
lastTime = timeNow;
}
function tick() {
requestAnimFrame(tick);
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("lesson04-canvas");
initGL(canvas);
initShaders()
initBuffers();
gl.clearColor(0.0, 0.0, 0.1, 1.0);
gl.enable(gl.DEPTH_TEST);
tick();
}
for (var latNumber=0; latNumber <= latitudeBands; latNumber++)
for (var longNumber=0; longNumber <= longitudeBands; longNumber++)
for (var latNumber=0; latNumber < latitudeBands; latNumber++)
for (var longNumber=0; longNumber < longitudeBands; longNumber++)