【发布时间】:2018-12-26 09:36:26
【问题描述】:
我正在创建一个简单的 webgl 程序,它在画布上放置 3 个随机顶点并将它们连接成一个三角形。我尝试添加平移以将三角形向右移动(增加每个顶点的 X 值),但当然,如果它永远消失,三角形就会离开画布。有谁知道如何检测顶点的 x 值是否大于 1,如果是,则重置给定顶点的位置,因为我的解决方案似乎没有做任何事情,它甚至没有触发
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
gl.clearColor(0.1, 0.2, 0.2, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
var indices = [0, 0, 0, 0, 0, 0];
for (var points = 0; points < 6; points++) {
indices[points] = (Math.random() * 2) - 1;
//indices[points + 1] = Math.random() < 0.5 ? -1 : 1;
}
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices),
gl.STATIC_DRAW);
var vert = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vert, `
precision mediump float;
attribute vec2 position;
uniform vec2 translation;
void main(){
gl_Position = vec4(position + translation, 0.0, 1.0);
}
`);
gl.compileShader(vert);
var success1 = gl.getShaderParameter(vert, gl.COMPILE_STATUS);
if (!success1) {
// Something went wrong during compilation; get the error
throw gl.getShaderInfoLog(vert);
}
var frag = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(frag, `
precision mediump float;
void main(){
gl_FragColor = vec4(0.3, 0.6, 0.4, 1.0);
}
`);
gl.compileShader(frag);
var success2 = gl.getShaderParameter(frag, gl.COMPILE_STATUS);
if (!success2) {
// Something went wrong during compilation; get the error
throw gl.getShaderInfoLog(frag);
}
var program = gl.createProgram();
gl.attachShader(program, vert);
gl.attachShader(program, frag);
gl.linkProgram(program);
var vertLoc = gl.getAttribLocation(program, "position");
gl.vertexAttribPointer(vertLoc, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.enableVertexAttribArray(vertLoc);
gl.useProgram(program);
var trans = gl.getUniformLocation(program, "translation");
var translation = [0.0, 0.0];
gl.uniform2fv(trans, translation);
gl.drawArrays(gl.TRIANGLES, 0, 3);
function loop() {
gl.clearColor(0.1, 0.2, 0.2, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
translation[0] += 0.01;
gl.uniform2fv(trans, translation);
gl.drawArrays(gl.TRIANGLES, 0, 3);
for (var points = 0; points < 6; points++) {
if (indices[points] % 2 == 0) {
if (indices[points] + translation[0] > 1) {
indices[points] = (Math.random() * 2) - 1;
}
}
//indices[points + 1] = Math.random() < 0.5 ? -1 : 1;
}
requestAnimationFrame(loop);
}
loop();
<canvas id="canvas"></canvas>
【问题讨论】:
-
只有在您调用
gl.bufferData或gl.bufferSubData时,顶点才会被复制到 GPU 进行渲染,因此您更新indices数组的部分不会执行任何操作,除非您将顶点重新上传到显卡。 Here's some articles on WebGL you might find helpful
标签: javascript random webgl