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I am currently in the process of learning both WebGL and Javascript. An assignment is requiring me to create multiple shapes using WebGL and for them to all be different colours, however, I am unable to figure out how to set it so that each shape has it's own colour.

// HelloTriangle.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
  'attribute vec4 a_Position;
' +
  'void main() {
' +
  '  gl_Position = a_Position;
' +
  '}
';
 
// Fragment shader program
var FSHADER_SOURCE =
  'precision mediump float;
' +
  'uniform vec4 u_FragColor;
' +
  'void main() {
' +
  '  gl_FragColor = u_FragColor;
' +
  '}
';
 
function main() {
  // Retrieve <canvas> element
  var canvas = document.getElementById('webgl');
 
  // Get the rendering context for WebGL
  var gl = getWebGLContext(canvas);
  if (!gl) {
    console.log('Failed to get the rendering context for WebGL');
    return;
  }
 
  // Initialize shaders
  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
    console.log('Failed to intialize shaders.');
    return;
  }
 
  // Write the positions of vertices to a vertex shader
  var n = initVertexBuffers(gl);
  if (n < 0) {
    console.log('Failed to set the positions of the vertices');
    return;
  }
 
  // Specify the color for clearing <canvas>
  gl.clearColor(0, 0, 0, 1);
 
  // Clear <canvas>
  gl.clear(gl.COLOR_BUFFER_BIT);
 
  // Draw the rectangle
  gl.drawArrays(gl.TRIANGLES, 0, 3); // Triangle One
  gl.drawArrays(gl.TRIANGLES, 3, 3); // Triangle Two
  gl.drawArrays(gl.TRIANGLE_FAN, 6, 6); // Triangle Fan
}
 
function randColor() // Assign Random color values
{
    setR = Math.random();
    setG = Math.random();
    setB = Math.random();
}
 
function initVertexBuffers(gl) {
  var vertices = new Float32Array([
    0.1,   0.1,   -0.1,  -0.1,   0.1,  -0.1,  // First Triangle
    0.15,  0.25,   0.1,   0.2,  -0.1,   0.2,  // Second Triangle
    0.75,  0.65,   0.35,  0.25,  0.65,  0.55,
    0.65,  0.25,   0.35,  0.45,  0.25,  0.15  // Triangle Fan
  ]);
  var n = 6; // The number of vertices
 
  // Create a buffer object
  var vertexBuffer = gl.createBuffer();
  if (!vertexBuffer) {
    console.log('Failed to create the buffer object');
    return -1;
  }
 
  // Bind the buffer object to target
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  // Write date into the buffer object
  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
 
  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
  if (a_Position < 0) {
    console.log('Failed to get the storage location of a_Position');
    return -1;
  }
 
  // Get the storage location of u_FragColor
  var u_FragColor = gl.getUniformLocation(gl.program, 'u_FragColor');
  if (!u_FragColor) {
    console.log('Failed to get the storage location of u_FragColor');
    return;
  }
 
  //Pass color of point to u_FragColor
  randColor();
  gl.uniform4f(u_FragColor, setR, setG, setB, 1.0);
 
  // Assign the buffer object to a_Position variable
  gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
 
  // Enable the assignment to a_Position variable
  gl.enableVertexAttribArray(a_Position);
 
  return n;
}
<canvas id="webgl" width="400" height="400">
  Please use a browser that supports "canvas"
</canvas>

<script src="../lib/webgl-utils.js"></script>
<script src="../lib/webgl-debug.js"></script>
<script src="../lib/cuon-utils.js"></script>
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1 Answer

What did you try? There's a lot of issues with that code and it gets errors trying to run it.

First off initShaders returns the shader on gl.program which makes zero sense. WebGL applications usually have multiple shader programs. Instead you want initShaders to return a program so you can do things like

var program1 = initShaders(gl, vertex1ShaderSource, fragment1ShaderSource);
var program2 = initShaders(gl, vertex2ShaderSource, fragment2ShaderSource);
var program3 = initShaders(gl, vertex3ShaderSource, fragment3ShaderSource);
..etc...

Next up initVertexBuffers references a variable called program but no such variable exists.

initVertexBuffers is setting uniforms but you want to set uniforms just before you start drawing, not when initializing vertices.

initVertexBuffers is also looking up attribute and uniform locations and checking for errors. On the one hand it's not bad to check for those kinds of errors per se but it makes your code harder to debug in other ways. In most WebGL programs, if you get no errors but something doesn't appear on the screen the first thing to do is make your fragment shader return a solid color

precision mediump float;
uniform vec4 u_FragColor;
void main() {
  //gl_FragColor = u_FragColor;
  gl_FragColor = vec4(1, 0, 0, 1); // return red
}

When you do that WebGL will optimize out the unsued u_FragColor and your code that's checking that you got the location for u_FragColor will fail making it impossible to debug your shaders.

I'd suggest reading some other tutorials on WebGL.

To draw multiple copies of the same shape the process is generally

At init time

 set up program
 look up attribute locations and uniform locations
 setup vertices for shape

At draw time

 setup attributes for shape
 gl.useProgram(program for shape)
 for each instance of shape
   set uniforms
     set a matrix uniform to position and orient the shape
     set a color uniform for the color
   drawArrays/drawElements

To draw multiple different shapes the process is usually

At init time

 set up programs
 look up attribute locations and uniform locations
 for each shape
   setup vertices for shape

At draw time

 for each shape
   gl.useProgram(program for shape) (if different from last shape)
   setup attributes for shape (if different from last shape)
   set uniforms
     set a matrix uniform to position and orient the shape
     set a color uniform for the color
   drawArrays/drawElements

As for matrices for positioning and orienting shapes see this article


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