const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
const vs = `
attribute vec4 position;
varying vec4 v_position;
uniform mat4 matrix;
void main() {
gl_Position = matrix * position;
v_position = abs(position);
}
`;
const fs = `
precision mediump float;
varying vec4 v_position;
uniform vec4 color;
void main() {
gl_FragColor = vec4(1. - v_position.xxx, 1) * color;
}
`;
// compiles shaders, links program, looks up attributes
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// calls gl.createBuffer, gl.bindBindbuffer, gl.bufferData for each array
const z0To1BufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: [
...makeQuad(.2, 0.00),
...makeQuad(.4, .25),
...makeQuad(.6, .50),
...makeQuad(.8, .75),
...makeQuad(1.0, 1.00),
],
});
const z1To0BufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: [
...makeQuad(.2, 1.00),
...makeQuad(.4, .75),
...makeQuad(.6, .50),
...makeQuad(.8, .25),
...makeQuad(1., 0.00),
],
});
function makeQuad(xy, z) {
return [
-xy, -xy, z,
xy, -xy, z,
-xy, xy, z,
-xy, xy, z,
xy, -xy, z,
xy, xy, z,
];
}
gl.useProgram(programInfo.program);
gl.enable(gl.DEPTH_TEST);
gl.clearDepth(1);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.depthFunc(gl.LESS);
drawRects(-0.66, z0To1BufferInfo, [1, 0, 0, 1]);
gl.clearDepth(0);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.depthFunc(gl.GEQUAL);
drawRects(0, z1To0BufferInfo, [0, 1, 0, 1]);
gl.clearDepth(1);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.depthFunc(gl.GEQUAL);
drawRects(0.66, z1To0BufferInfo, [0, 0, 1, 1]);
function drawRects(xoffset, bufferInfo, color) {
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
let mat = m4.translation([xoffset, 0, 0]);
mat = m4.scale(mat, [.3, .5, 1]);
// calls gl.uniformXXX
twgl.setUniforms(programInfo, {
color: color,
matrix: mat,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
}
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<canvas></canvas>
<pre>
red : depthFunc: LESS, clearDepth: 1
green: depthFunc: GEQUAL, clearDepth: 0
blue : depthFunc: GEQUAL, clearDepth: 1
</pre>
爲什麼將與Z A三角形= 1不被過度地z = 10的三角形繪製? 1 ** IS **小於或等於10. – BDL
我想要一個更高的Z值在上面,這實際上應該是'gl.GEQUAL',那麼好點。深度測試在我更新的'gl_Position'上仍然不起作用。 –
請在問題中發佈工作片段。 SO要求:「尋求調試幫助的問題(」爲什麼這個代碼不工作?「)必須包含所需的行爲,特定的問題或錯誤以及**在問題本身中重現*所需的最短代碼*** 。 – gman