dke*_*ins 6 javascript opengl-es webgl typescript
我正在使用javascript和webgl编写游戏引擎.为了测试它,我编写了一个绘制立方体的程序.要使这个程序工作,必须在调用绑定缓冲区之后但在调用绘制三角形之前调用vertexAttribPointer.我想知道这个方法到底是做什么的,为什么我必须按此顺序调用这些方法?
我最好的猜测是它初始化属性,但我不明白为什么必须在客户端调用它,如果是这种情况.
我在下面列出了一些来源.一切都是用打字稿写的.有关完整资料,请参阅github.com/dkellycollins/nemesis
设置着色器:
var cubeShader = new shaderProgram();
cubeShader.addShader(shaders.colorVertexShader);
cubeShader.addShader(shaders.colorFragmentShader);
cubeShader.init();
cubeShader.enableAttrib("position", 3, 4 * (3 + 3), 0);
cubeShader.enableAttrib("color", 3, 4 * (3 + 3), 3 * 4);
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ShaderProgram:
class shaderProgram {
constructor() {
this.Id = gl.createProgram();
}
public Id;
public addShader(shader:WebGLShader[]):void {
if(shader instanceof Array) {
shader.forEach(s => {
gl.attachShader(this.Id, s);
});
} else {
gl.attachShader(this.Id, shader);
}
}
public init():void {
gl.linkProgram(this.Id);
}
public setActive() {
gl.useProgram(this.Id);
}
public enableAttrib(attribName: string, index: number, stride:number, offset: number) {
var attrib = gl.getAttribLocation(this.Id, attribName);
gl.enableVertexAttribArray(attrib);
gl.vertexAttribPointer(attrib, index, gl.FLOAT, false, stride, offset);
}
public setFloatAttrib(attribName:string, value:number) {
var attrib = gl.getAttribLocation(this.Id, attribName);
gl.vertexAttrib1f(attrib, value);
}
public setMatrix(uniName: string, value: number[]) {
var uniform = gl.getUniformLocation(this.Id, uniName);
gl.uniformMatrix4fv(uniform, false, value);
}
}
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渲染立方体:
public render():void {
gl.drawElements(gl.TRIANGLES, this._triangles, gl.UNSIGNED_SHORT, 0);
}
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顶点着色器源:
attribute vec3 position; //the position of the point
uniform mat4 Pmatrix;
uniform mat4 Vmatrix;
uniform mat4 Mmatrix;
attribute vec3 color; //the color of the point
varying vec3 vColor;
void main(void) { //pre-built function
gl_Position = Pmatrix*Vmatrix*Mmatrix*vec4(position, 1.); //0. is the z, and 1 is w
vColor=color;
}
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它告诉WebgL如何解释数据:
gl.vertexAttribPointer(attrib, index, gl.FLOAT, false, stride, offset);
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这意味着:对于属性,attrib有一些index类型的组件,从当前绑定的开始和分开开始gl.FLOAT进行not标准化.offsetstridegl.ARRAY_BUFFER
只要可以如上所述,客户端可以随意设置其数据.
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