【发布时间】:2014-06-22 06:50:21
【问题描述】:
以前有一个颜色顶点来渲染这个小方块,现在我想使用一个图像。我使用了一个我躺过的图片精灵,它的宽度为 64x128。
我没有收到任何错误,但也没有出现任何错误。首先是着色器:
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
</script>
对于缓冲区:
initBuffers: function () {
this.planePositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.planePositionBuffer);
var vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
this.planePositionBuffer.itemSize = 3;
this.planePositionBuffer.numItems = 4;
this.textureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
var textureCoords = [
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
this.textureBuffer.itemSize = 2;
this.textureBuffer.numItems = 4;
}
初始化着色器:
initShaders: function () {
this.shader = new Shader("shader");
var shaderProgram = this.shader.shaderProgram;
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
}
还有draw call。
draw: function () {
this.resize();
var delta = this.getDeltaTime();
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.identity(this.mvMatrix);
mat4.identity(this.pMatrix);
mat4.perspective(this.pMatrix, 45 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.1, 100.0);
mat4.translate(this.pMatrix, this.pMatrix, [0.0, 0.0, -50.0]);
var shaderProgram = this.shader.shaderProgram;
for (var i = 0; i < this.objects.length; i++) {
this.objects[i].update(delta, this.mvMatrix);
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.planePositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, this.planePositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, this.textureBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, me.loader.getImage('test'));
gl.uniform1i(shaderProgram.samplerUniform, 0);
this.setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, this.planePositionBuffer.numItems);
requestAnimationFrame(this.draw.bind(this));
},
我的纹理坐标来自我在 android 上的 opengles 上找到的一篇文章。这个想法是坐标应该按照左下角 -> 左上角 -> 右下角 -> 右上角的顺序。
除了上面的 sn-ps 之外,还可以在此处找到其损坏状态的完整源代码:https://github.com/agmcleod/webgl-2dexperiment/tree/13f31f70037fdd4515c1336423337a1e82ab4e89
【问题讨论】:
-
如果您只是尝试绘制 2d 精灵,为什么要使用 3d 位置以及为什么要使用 3d 矩阵变换?
-
公平的问题。或多或少基于:learningwebgl.com/blog/?p=28。我实际上不知道向量可以只使用 2 个坐标值。
-
是的,see these articles 有什么想法吗?
-
@gman 一直在阅读一些文章,感谢提供链接。遗憾的是我没有早点遇到它:)
标签: javascript webgl