【发布时间】:2021-02-12 17:05:50
【问题描述】:
我正在尝试将 4x4 矩阵作为属性传递给 WebGL2 顶点着色器。在密切关注this SO answer 之后,我一直在纠结为什么我无法成功渲染并在控制台中出现glDrawArrays: attempt to access out of range vertices in attribute 0 错误。
据我了解,mat4 在 WebGL 中表示为 vec4 的 4 倍。当我在 GPU 上查询 a_modelMatrix 位置时,我可以看到它占据了从 0 到 3 的位置,所以这看起来没问题。我将作业分成这样的 4 个部分:
for (let i = 0; i < 4; ++i) {
gl.enableVertexAttribArray(a_modelMatrix + i)
gl.vertexAttribPointer(a_modelMatrix + i, 4, gl.FLOAT, false, 64, i * 16)
}
但还是报错。
这是我的代码:
console.clear()
const canvas = document.createElement('canvas')
const gl = canvas.getContext('webgl')
document.body.appendChild(canvas)
canvas.width = 500
canvas.height = 500
gl.viewport(0, 0, 500, 500)
const vertexShaderSrc = `
attribute mat4 a_modelMatrix;
attribute vec4 a_pos;
void main () {
gl_Position = a_modelMatrix * a_pos;
}
`
const fragmentShaderSrc = `
precision highp float;
void main () {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
`
const vShader = makeShader(gl.VERTEX_SHADER, vertexShaderSrc)
const fShader = makeShader(gl.FRAGMENT_SHADER, fragmentShaderSrc)
const program = makeProgram(vShader, fShader)
gl.useProgram(program)
const modelMatrix = mat4.create()
const scale = vec3.create()
vec3.set(scale, 2, 2, 2)
mat4.scale(modelMatrix, modelMatrix, scale)
const a_pos = gl.getAttribLocation(program, 'a_pos')
const a_modelMatrix = gl.getAttribLocation(program, 'a_modelMatrix')
const posBuffer = gl.createBuffer()
const modelMatrixBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -0.1, 0.1, 0.1, 0.1, 0.0, 0.0 ]), gl.STATIC_DRAW)
gl.vertexAttribPointer(a_pos, 2, gl.FLOAT, false, 0, 0)
gl.enableVertexAttribArray(a_pos)
gl.bindBuffer(gl.ARRAY_BUFFER, modelMatrixBuffer)
gl.bufferData(gl.ARRAY_BUFFER, modelMatrix, gl.STATIC_DRAW)
for (let i = 0; i < 4; ++i) {
gl.enableVertexAttribArray(a_modelMatrix + i)
gl.vertexAttribPointer(a_modelMatrix + i, 4, gl.FLOAT, false, 64, i * 16)
}
gl.drawArrays(gl.LINE_LOOP, 0, 3)
function makeShader (type, src) {
const shader = gl.createShader(type)
gl.shaderSource(shader, src)
gl.compileShader(shader)
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader
}
console.log(gl.getShaderInfoLog(shader))
}
function makeProgram (vShader, fShader) {
const program = gl.createProgram()
gl.attachShader(program, vShader)
gl.attachShader(program, fShader)
gl.linkProgram(program)
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program
}
console.log(gl.getProgramInfoLog(shader))
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
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标签: javascript glsl webgl vertex-shader webgl2