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這是我下面的例子:https://thebookofshaders.com/03/爲什麼我的形狀不會像這個例子那樣改變顏色?
這裏是我的HTML:
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<!--Include A/S WebGL support libraries-->
<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="../Common/webgl-debug.js"></script>
<script type="text/javascript" src="assignment1.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
// GLSL vertex shader code
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
// GLSL fragment shader code
precision mediump float;
uniform float u_time;
void main()
{
gl_FragColor = vec4(abs(sin(u_time)), 1.0, 1.0, 1.0);
}
</script>
<canvas id="gl-canvas" width="512" height=" 512">>
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>
這裏是我的JavaScript:
// square.js -- a graphics "Hello World"
var gl;
var points;
window.onload = function init(){
var canvas = document.getElementById("gl-canvas");
// gl = WebGLUtils.setupWebGL(canvas); // More efficient
gl = WebGLDebugUtils.makeDebugContext(canvas.getContext("webgl")); // For debugging
if (!gl) { alert("WebGL isn't available");
}
// Four 2D Vertices using Angel/Shreiner utility class vac2
var vertices = [
vec2(-0.5, 0.5),
vec2( 0.5, 0.5),
vec2( 0.5, -0.5),
vec2(-0.5, -0.5)
];
// Configure WebGL
gl.viewport(canvas.width/2, 0, canvas.width/2, canvas.height/2);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Load shaders and initialize attribute buffers using A/S utility initShaders
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
// Load the data into the GPU using A/S flatten function
var bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
// Associate our shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(
vPosition, // Specifies the index of the generic vertex attribute to be modified.
2, // Specifies the number of components per generic vertex attribute.
// Must be 1, 2, 3, or 4.
gl.FLOAT, // Specifies the data type of each component in the array.
// GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, or GL_FLOAT.
false, // Specifies whether fixed-point data values should be normalized (GL_TRUE)
// or converted directly as fixed-point values (GL_FALSE) when they are accessed.
0, // Specifies the byte offset between consecutive generic vertex attributes.
// If stride is 0, the generic vertex attributes are understood
// to be tightly packed in the array.
0 // Specifies a pointer to the first component
// of the first generic vertex attribute in the array.
);
gl.enableVertexAttribArray(vPosition);
render();
};
function render() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
我覺得它是與調用每次更改後渲染。另外,我不確定爲什麼這個形狀是藍色的。我對WebGL很陌生。有沒有人有任何建議的材料來學習它?
您只能在窗口onload中調用一次渲染。你需要再次調用它 –
這樣做的最佳做法是什麼? –
如果您是WebGL的新手,我建議您閱讀[這些教程](https://webglfundamentals.org) – gman