我正在尝试创建两个网格,一个正方形和一个三角形。代码位于底部。
我首先为第一个网格创建一个着色器程序“program1”,数组缓冲区“vertexBuffer1”和一个元素数组缓冲区“indexBuffer1”。第一个网格是正方形。
然后我为第二个网格做同样的事情。第二个网格是三角形。
当我运行代码时,我收到错误:
[.Offscreen-For-WebGL-000002B76A973870] GL错误:GL_INVALID_OPERATION:glDrawElements:尝试访问属性0中超出范围的顶点
如果我注释掉这一行,我不会收到错误:
//gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
我认为发生的事情是,三角形的vbo(“vertexBuffer2”)以某种方式连接到方形的着色器程序(“program1”)。这导致
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
失败,因为它试图从三角形顶点缓冲区绘制一个正方形。
我不明白为什么
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
导致“program1”连接到“vertexBuffer2”,如果这是甚至问题。如何使两个程序(“program1”和“program2”)连接到每个缓冲区?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body>
<canvas id="canvas" width="500" height="450" style="border:1px solid black"></canvas>
<script>
// setup gl
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
// setup mesh 1
// // vertex shader
var vertexShader1 = gl.createShader(gl.VERTEX_SHADER);
var vertexShaderCode = `
// in
attribute vec3 position;
void main(void) {
gl_Position = vec4(position, 1.);
}
`;
gl.shaderSource(vertexShader1, vertexShaderCode);
gl.compileShader(vertexShader1);
// // fragment shader
var fragmentShader1 = gl.createShader(gl.FRAGMENT_SHADER);
var fragmentShaderCode = `
precision mediump float;
// in
void main(void) {
gl_FragColor = vec4(1., 0., 0., 1.);
}
`;
gl.shaderSource(fragmentShader1, fragmentShaderCode);
gl.compileShader(fragmentShader1);
// // program1
var program1 = gl.createProgram();
gl.attachShader(program1, vertexShader1);
gl.attachShader(program1, fragmentShader1);
gl.linkProgram(program1);
gl.useProgram(program1);
// // create buffer 1
var vertices1 = [ // suqare
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
-0.5, 0.5, 0,
];
var vertexBuffer1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices1), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(program1, "position");
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
var indices1 = [
0,1,2,
0,2,3,
];
var indexBuffer1 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices1), gl.STATIC_DRAW);
// setup mesh 2
// // vertex shader
var vertexShader2 = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader2, vertexShaderCode); // uses same vertexShaderCode as above
gl.compileShader(vertexShader2);
// // fragment shader
var fragmentShader2 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader2, fragmentShaderCode);
gl.compileShader(fragmentShader2);
// // program2
var program2 = gl.createProgram();
gl.attachShader(program2, vertexShader2);
gl.attachShader(program2, fragmentShader2);
gl.linkProgram(program2);
gl.useProgram(program2);
// // create buffer 2
var vertices2 = [ // triangle one less vertex than in buffer 1
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
];
var vertexBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(program2, "position");
// On the line below it seems like program1 instead of program2 gets connected to the vertexBuffer2
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
gl.enableVertexAttribArray(loc);
var indices2 = [
0,1,2,
];
var indexBuffer2 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer2);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices2), gl.STATIC_DRAW);
// render
// // clear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// // render mesh 1 (the square)
gl.useProgram(program1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0); // <- this line fail
</script>
</body>
</html>
注意,gl.vertexAttribPointer指定通用顶点属性数组的状态。
首先,你创建并绑定vertexBuffer1
,indexBuffer1
和program1
。你指定:
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
....
var loc = gl.getAttribLocation(program1, "position"); // loc == 0
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
其次,你创建和绑定vertexBuffer2
,indexBuffer2
和program2
。你指定:
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
....
var loc = gl.getAttribLocation(program2, "position"); // loc == 0
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
最后你打电话:
gl.useProgram(program1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
此时顶点缓冲区状态仍然引用vertexBuffer2
,因为这是您为索引为0的通用顶点属性指定的最后一个状态。
像这样更改你的代码:
gl.linkProgram(program1);
var loc1 = gl.getAttribLocation(program1, "position");
....
gl.useProgram(program1);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
注意,在绘制网格之前立即设置顶点属性sate就足够了。为了管理顶点属性的不同状态,您可以使用VertexArrayObjects,它们在WebGL 2.0中受支持,或者可以通过WebGL 1.0中的extension获得。
请参阅代码段:
// setup gl
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
// setup mesh 1
// // vertex shader
var vertexShader1 = gl.createShader(gl.VERTEX_SHADER);
var vertexShaderCode = `
// in
attribute vec3 position;
void main(void) {
gl_Position = vec4(position, 1.);
}
`;
gl.shaderSource(vertexShader1, vertexShaderCode);
gl.compileShader(vertexShader1);
// // fragment shader
var fragmentShader1 = gl.createShader(gl.FRAGMENT_SHADER);
var fragmentShaderCode = `
precision mediump float;
// in
void main(void) {
gl_FragColor = vec4(1., 0., 0., 1.);
}
`;
gl.shaderSource(fragmentShader1, fragmentShaderCode);
gl.compileShader(fragmentShader1);
// // program1
var program1 = gl.createProgram();
gl.attachShader(program1, vertexShader1);
gl.attachShader(program1, fragmentShader1);
gl.linkProgram(program1);
var loc1 = gl.getAttribLocation(program1, "position");
// // create buffer 1
var vertices1 = [ // suqare
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
-0.5, 0.5, 0,
];
var vertexBuffer1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices1), gl.STATIC_DRAW);
var indices1 = [
0,1,2,
0,2,3,
];
var indexBuffer1 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices1), gl.STATIC_DRAW);
// setup mesh 2
// // vertex shader
var vertexShader2 = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader2, vertexShaderCode); // uses same vertexShaderCode as above
gl.compileShader(vertexShader2);
// // fragment shader
var fragmentShader2 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader2, fragmentShaderCode);
gl.compileShader(fragmentShader2);
// // program2
var program2 = gl.createProgram();
gl.attachShader(program2, vertexShader2);
gl.attachShader(program2, fragmentShader2);
gl.linkProgram(program2);
var loc2 = gl.getAttribLocation(program2, "position");
// // create buffer 2
var vertices2 = [ // triangle one less vertex than in buffer 1
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
];
var vertexBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
var indices2 = [
0,1,2,
];
var indexBuffer2 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer2);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices2), gl.STATIC_DRAW);
// render
// // clear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// // render mesh 1 (the square)
gl.useProgram(program1);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.vertexAttribPointer(loc1, 3, gl.FLOAT, false, 0, 0); // <- problem!
gl.enableVertexAttribArray(loc1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0); // <- this line fail
<canvas id="canvas" width="500" height="450" style="border:1px solid black"></canvas>