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我不確定此代碼中存在什麼問題,但是當我嘗試繪製遠離相機視圖的遠端(最後4行)的立方體線條而不是對象消失時。但是,我可以繪製立方體的8條邊線。在WebGL中繪製多維數據集
立方體的線條(點)如下。只有前8行(16分)顯示,但其餘4行(8分)我不能添加到立方體。
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(0.5, -0.5, 0.5, 1.0) //8
/*
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(0.5, -0.5, 0.5, 1.0) //8
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, -0.5, 0.5, 1.0) //8
*/
非常感謝任何幫助。
這裏是代碼:
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main()
{
gl_Position = projectionMatrix*modelViewMatrix*vPosition;
fColor = vColor;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
void
main()
{
gl_FragColor = fColor;
}
</script>
var canvas;
var gl;
var NumVertices = 24;
var vertices = [
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(-0.5, -0.5, 1.5, 1.0),//1
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(-0.5, 0.5, 1.5, 1.0),//2
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(0.5, 0.5, 1.5, 1.0),//3
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, -0.5, 1.5, 1.0),//4
vec4(0.5, -0.5, 0.5, 1.0) //8
/*
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(-0.5, -0.5, 0.5, 1.0),//5
vec4(0.5, -0.5, 0.5, 1.0) //8
vec4(-0.5, 0.5, 0.5, 1.0),//6
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, 0.5, 0.5, 1.0),//7
vec4(0.5, -0.5, 0.5, 1.0) //8
*/
];
var vertexColors = [
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
/*
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 0.0, 0.0, 1.0), // red
*/
];
var near = 0.3;
var far = 10.0;
var radius = 4.0;
var theta = 0.0;
var phi = 0.0;
var dr = 5.0 * Math.PI/180.0;
var fovy = 90.0; // Field-of-view in Y direction angle (in degrees)
var aspect; // Viewport aspect ratio
var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var eye;
const at = vec3(0.0, 0.0, 0.0);
const up = vec3(0.0, 1.0, 0.0);
var program;
var program_originline;
var cBuffer;
var vColor;
var vBuffer;
var vPosition;
var l_vBuffer;
var l_vPosition;
var l_cBuffer;
var l_vColor;
window.onload = function init() {
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) { alert("WebGL isn't available"); }
gl.viewport(0, 0, canvas.width, canvas.height);
aspect = canvas.width/canvas.height;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
// Load shaders and initialize attribute buffers
program_originline = initShaders(gl, "vertex-shader", "fragment-shader");
program = initShaders(gl, "vertex-shader", "fragment-shader");
//CUBE Buffers
cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
//gl.bufferData(gl.ARRAY_BUFFER, flatten(colorsArray), gl.STATIC_DRAW);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertexColors), gl.STATIC_DRAW);
vColor = gl.getAttribLocation(program, "vColor");
//gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
//gl.enableVertexAttribArray(vColor);
vBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
//gl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
vPosition = gl.getAttribLocation(program, "vPosition");
//Static Line
var l_vertices = [
vec4(0.0, 0.0, 0.0, 1.0),
vec4(5.0, 0.0, 0.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0),
vec4(0.0, 5.0, 0.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0),
vec4(0.0, 0.0, 5.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0),
vec4(-5.0, 0.0, 0.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0),
vec4(0.0, -5.0, 0.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0),
vec4(0.0, 0.0, -5.0, 1.0),
];
// Load the data into the GPU
l_vBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, l_vBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(l_vertices), gl.STATIC_DRAW);
// Associate out shader variables with our data buffer
l_vPosition = gl.getAttribLocation(program_originline, "vPosition");
var l_colors = [
vec4(1.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(1.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
];
l_cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, l_cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(l_colors), gl.STATIC_DRAW);
l_vColor = gl.getAttribLocation(program_originline, "vColor");
// buttons for viewing parameters
document.getElementById("Button1").onclick = function(){near *= 1.1; far *= 1.1;};
document.getElementById("Button2").onclick = function(){near *= 0.9; far *= 0.9;};
document.getElementById("Button3").onclick = function(){radius *= 2.0;};
document.getElementById("Button4").onclick = function(){radius *= 0.5;};
document.getElementById("Button5").onclick = function(){theta += dr;};
document.getElementById("Button6").onclick = function(){theta -= dr;};
document.getElementById("Button7").onclick = function(){phi += dr;};
document.getElementById("Button8").onclick = function(){phi -= dr;};
render();
}
var render = function(){
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//LINE PROGRAM
gl.useProgram(program_originline);
gl.enableVertexAttribArray(l_vPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, l_vBuffer);
gl.vertexAttribPointer(l_vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(l_vColor);
gl.bindBuffer(gl.ARRAY_BUFFER, l_cBuffer);
gl.vertexAttribPointer(l_vColor, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.LINES, 0, 12);
modelViewMatrixLoc = gl.getUniformLocation(program_originline, "modelViewMatrix");
projectionMatrixLoc = gl.getUniformLocation(program_originline, "projectionMatrix");
eye = vec3(radius*Math.sin(theta)*Math.cos(phi),
radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta));
modelViewMatrix = lookAt(eye, at , up);
projectionMatrix = perspective(fovy, aspect, near, far);
gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix));
gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix));
//CUBE PROGRAM
gl.useProgram(program);
gl.enableVertexAttribArray(vPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.LINES, 0, 18);
modelViewMatrixLoc = gl.getUniformLocation(program, "modelViewMatrix");
projectionMatrixLoc = gl.getUniformLocation(program, "projectionMatrix");
eye = vec3(radius*Math.sin(theta)*Math.cos(phi),radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta));
modelViewMatrix = lookAt(eye, at , up);
projectionMatrix = perspective(fovy, aspect, near, far);
gl.uniformMatrix4fv(modelViewMatrixLoc, false, flatten(modelViewMatrix));
gl.uniformMatrix4fv(projectionMatrixLoc, false, flatten(projectionMatrix));
requestAnimFrame(render);
}
你好安東,非常感謝您的解決方案。剛纔我發現問題在哪裏。在聲明立方體的頂點時,我忘記在第16和第20行放置逗號。你也在你的解決方案中提到過「(並確保數組中沒有任何缺失或額外的逗號)」。非常感謝你,它爲我節省了很多時間。 – 2014-11-05 07:19:55