当我寻找独立绘制两个对象时,我在使用 Glsl 时遇到了一些问题。当我搜索查看代码结果时,编译器考虑的对象是第一个纹理,而纹理是第二个。此外,我不明白如何使用独立的方式设置对象的初始位置相同的着色器。 这是我的代码:
var program;
var gl;
var shaderDir;
var baseDir;
var missileModel;
var pigModel;
var missileStr = 'model/R73-Ready.obj';
var missileTexture = 'model/R73 Texture.png';
var modelStr = 'model/mount.obj';
var modelTexture = 'model/ground_grass_3264_4062_Small.jpg';
function main() {
var lastUpdateTime = (new Date).getTime();
var Rx = 0.0;
var Ry = 0.0;
var Rz = 0.0;
var S = 0.5;
utils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.85, 1.0, 0.85, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
//Here we extract the position of the vertices, the normals, the indices, and the uv coordinates
var missileVertices = missileModel.vertices;
var missileNormals = missileModel.vertexNormals;
var missileIndices = missileModel.indices;
var missileTexCoords = missileModel.textures;
var pigVertices = pigModel.vertices;
var pigNormals = pigModel.vertexNormals;
var pigIndices = pigModel.indices;
var pigTexCoords = pigModel.textures;
//###################################################################################
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var uvAttributeLocation = gl.getAttribLocation(program, "a_uv");
var matrixLocation = gl.getUniformLocation(program, "matrix");
var textLocation = gl.getUniformLocation(program, "u_texture");
var perspectiveMatrix = utils.MakePerspective(120, gl.canvas.width/gl.canvas.height, 0.1, 100.0);
var viewMatrix = utils.MakeView(0, 0.0, 3.0, 0.0, 0.0);
//drawing land
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pigVertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pigTexCoords), gl.STATIC_DRAW);
gl.enableVertexAttribArray(uvAttributeLocation);
gl.vertexAttribPointer(uvAttributeLocation, 2, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(pigIndices), gl.STATIC_DRAW);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
var image = new Image();
image.src = baseDir+modelTexture;
image.onload= function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
};
//drawing the missile
var missile = gl.createVertexArray();
gl.bindVertexArray(missile);
var misspositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, misspositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(missileVertices), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
var missileuvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, missileuvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(missileTexCoords), gl.STATIC_DRAW);
gl.enableVertexAttribArray(uvAttributeLocation);
gl.vertexAttribPointer(uvAttributeLocation, 2, gl.FLOAT, false, 0, 0);
var missindexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, missindexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(missileIndices), gl.STATIC_DRAW);
var misstexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, misstexture);
var missimage = new Image();
missimage.src = baseDir+missileTexture;
missimage.onload= function() {
gl.bindTexture(gl.TEXTURE_2D, misstexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, missimage);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
};
drawScene();
function animate(){
var currentTime = (new Date).getTime();
if(lastUpdateTime != null){
//var deltaC = 0; //(30 * (currentTime - lastUpdateTime)) / 1000.0;
Rx = 90;
Ry = 90;
Rz = 90;
}
worldMatrix = utils.MakeWorld(0.0, 0.0, 0.0, Rx, Ry, Rz, S);
lastUpdateTime = currentTime;
}
function drawScene() {
animate();
utils.resizeCanvasToDisplaySize(gl.canvas);
gl.clearColor(0.85, 0.85, 0.85, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var viewWorldMatrix = utils.multiplyMatrices(viewMatrix, worldMatrix);
var projectionMatrix = utils.multiplyMatrices(perspectiveMatrix, viewWorldMatrix);
gl.uniformMatrix4fv(matrixLocation, gl.FALSE, utils.transposeMatrix(projectionMatrix));
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(textLocation, misstexture);
gl.bindVertexArray(missile);
gl.drawElements(gl.TRIANGLES, missileIndices.length, gl.UNSIGNED_SHORT, 0 );
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(textLocation, texture);
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, pigIndices.length, gl.UNSIGNED_SHORT, 0 );
window.requestAnimationFrame(drawScene);
}
}
async function init(){
var path = window.location.pathname;
var page = path.split("/").pop();
baseDir = window.location.href.replace(page, '');
shaderDir = baseDir+"shaders/";
var canvas = document.getElementById("c");
gl = canvas.getContext("webgl2");
if (!gl) {
document.write("GL context not opened");
return;
}
await utils.loadFiles([shaderDir + 'vs.glsl', shaderDir + 'fs.glsl'], function (shaderText) {
var vertexShader = utils.createShader(gl, gl.VERTEX_SHADER, shaderText[0]);
var fragmentShader = utils.createShader(gl, gl.FRAGMENT_SHADER, shaderText[1]);
program = utils.createProgram(gl, vertexShader, fragmentShader);
});
gl.useProgram(program);
//###################################################################################
//This loads the obj model in the pigModel variable
var pigObjStr = await utils.get_objstr(baseDir+ missileStr);
missileModel = new OBJ.Mesh(pigObjStr);
var pigObjStr1 = await utils.get_objstr(baseDir+ modelStr);
pigModel = new OBJ.Mesh(pigObjStr1);
main();
}
window.onload = init;
最佳答案
bindTexture
将命名纹理绑定(bind)到纹理目标和当前纹理单元。当前纹理单元由activeTexture
设置。
纹理单元是命名纹理对象和纹理采样器制服之间的绑定(bind)点。采样器制服必须由纹理单元设置,而不是纹理对象名称。
您必须将纹理单元(索引)分配给纹理采样器制服,并且在绘制对象之前必须将纹理绑定(bind)到纹理单元:
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, misstexture);
gl.uniform1i(textLocation, 0); // 0 because 'misstexture' is bound to texture unit 0
gl.bindVertexArray(missile);
gl.drawElements(gl.TRIANGLES, missileIndices.length, gl.UNSIGNED_SHORT, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(textLocation, 0); // 0 because 'texture' is bound to texture unit 0
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, pigIndices.length, gl.UNSIGNED_SHORT, 0);
当然可以将纹理绑定(bind)到不同的纹理单元:
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, misstexture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
并在绘制对象之前设置纹理采样器统一
gl.uniform1i(textLocation, 0); // 0 because 'misstexture' is bound to texture unit 0
gl.bindVertexArray(missile);
gl.drawElements(gl.TRIANGLES, missileIndices.length, gl.UNSIGNED_SHORT, 0);
gl.uniform1i(textLocation, 1); // 1 because 'texture' is bound to texture unit 1
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, pigIndices.length, gl.UNSIGNED_SHORT, 0);
关于javascript - 多个对象 Glsl,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63550572/