webgl - 试图创建我的第一个小方框

the*_*ual 1 javascript canvas webgl

我是webGL的新手,并试图使用javascript在我的画布上显示一个简单的方框.我不知道如何调试.如果有人可以帮助我会很棒.谢谢!

    var gl,
        shaderProgram;
    initGL();
    createShaders();
    draw();
    
    function initGL() { 
      let canvas = document.getElementById("canvas");
      gl = canvas.getContext("webgl");
      gl.viewport(0.0, 0.0, canvas.width, canvas.height);
      gl.clearColor(0.0, 1.0, 1.0, 1.0);  // colors for r, g, b and alpha. these are all normalized values from 0 to 1.
    }
    
    function createShaders(){
      var vs="";
      vs+="void main(void) {";
      vs+="  gl_Position = vec4(0.0, 0.0, 0.0, 1.0)";
      vs+="  gl_PointSize = 10.0;";
      vs+="}";
      
      
      var vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vs);
      gl.compileShader(vertexShader);
      
      var fs="";
      fs+="void main(void) {";
      fs+="  gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0)"; // Fully opaque black
      fs+="}";
      
      var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fs);
      gl.compileShader(fragmentShader);
      
      shaderProgram = gl.createProgram();
      gl.attachShader(shaderProgram, vertexShader);
      gl.attachShader(shaderProgram, fragmentShader);
      gl.linkProgram(shaderProgram);
      gl.useProgram(shaderProgram);
      
    }
    
    function draw(){ 
      gl.clear(gl.COLOR_BUFFER_BIT);
      gl.drawArrays(gl.POINTS, 0, 1);
    }
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<canvas id="canvas" width="600" height="600"> </canvas>
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gma*_*man 5

请阅读WebGL上的一些不同的教程

问题是你得到着色器编译器错误.如果您打开JavaScript控制台,您可能会看到

在此输入图像描述

第一条消息意味着您的着色器程序很糟糕

无论您正在阅读什么书籍/网站,都应该告诉您检查这样的着色器编译错误

      { 
        const success = gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS);
        if (!success) {
           console.error(gl.getShaderInfoLog(vertexShader));
           return false;
        }
      }
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还有像这样的程序链接错误

      { 
        const success = gl.getProgramParameter(shaderProgram, gl.LINK_STATUS);
        if (!success) {
           console.error(gl.getProgramInfoLog(shaderProgram));
           return false;
        }
      }      
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这可能会指出你的着色器有问题.你错过了这一行的分号

      gl_Position = vec4(0.0, 0.0, 0.0, 1.0)
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请阅读一些更好的教程.还可以考虑使用JavaScript 多行模板文字.比连接字符串容易得多.

gl.useProgram在编译和链接着色器的函数内部调用也是一种反模式.WebGL应用程序通常具有多个着色器程序.

var gl,
        shaderProgram;
    initGL();
    createShaders();
    draw();
    
    function initGL() { 
      let canvas = document.getElementById("canvas");
      gl = canvas.getContext("webgl");
      gl.viewport(0.0, 0.0, canvas.width, canvas.height);
      gl.clearColor(0.0, 1.0, 1.0, 1.0);  // colors for r, g, b and alpha. these are all normalized values from 0 to 1.
    }
    
    function createShaders(){
      var vs=`
      void main(void) {
        gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
        gl_PointSize = 10.0;
      }`;
      
      var vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vs);
      gl.compileShader(vertexShader);
      { 
        const success = gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS);
        if (!success) {
           console.error(gl.getShaderInfoLog(vertexShader));
           return false;
        }
      }
      
      
      var fs=`
      void main(void) {
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); // Fully opaque black
      }`;
      
      var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fs);
      gl.compileShader(fragmentShader);
      { 
        const success = gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS);
        if (!success) {
           console.error(gl.getShaderInfoLog(fragmentShader));
           return false;
        }
      }
      
      shaderProgram = gl.createProgram();
      gl.attachShader(shaderProgram, vertexShader);
      gl.attachShader(shaderProgram, fragmentShader);
      gl.linkProgram(shaderProgram);
      { 
        const success = gl.getProgramParameter(shaderProgram, gl.LINK_STATUS);
        if (!success) {
           console.error(gl.getProgramInfoLog(shaderProgram));
           return false;
        }
      }      
      
      gl.useProgram(shaderProgram);
      return true;   // this is bad. You should be returning the program
    }
    
    function draw(){ 
      gl.clear(gl.COLOR_BUFFER_BIT);
      gl.drawArrays(gl.POINTS, 0, 1);
    }
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<canvas id="canvas" width="600" height="600"> </canvas>
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