WebGL-加载纹理时出现问题

宾利·卡尔

我正在尝试创建纹理(到处都是灰色),然后使用WebGL将其渲染到画布上。

我在这里尝试过:

function tryToDraw() {
  vertexShaderCode = `#version 100
      precision mediump float;
      attribute vec2 vertex_attrib;

      void main (void)
      {
          gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
      }
  `;

  fragmentShaderCode = `#version 100
      precision mediump float;

      uniform sampler2D myTexture;

      void main (void) {
          vec2 texcoord = gl_FragCoord.xy / 1024.0;
          gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
      }
  `;

  var canvas = document.getElementById('waves_canvas');
  var gl = canvas.getContext('webgl');
  var program = gl.createProgram();

  var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);

  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexShaderCode);
  gl.compileShader(vertexShader);
  gl.attachShader(program, vertexShader);

  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentShaderCode);
  gl.compileShader(fragmentShader);
  gl.attachShader(program, fragmentShader);

  gl.linkProgram(program);
  gl.validateProgram(program);
  console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
  gl.useProgram(program);

  var location = gl.getUniformLocation(program, 'myTexture');
  gl.uniform1i(location, 0);
  var texture = gl.createTexture();
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);

  var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
  var vertexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);

  var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
  gl.enableVertexAttribArray(vPosAttrLoc);
  gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
}

tryToDraw();
<canvas id="waves_canvas"></canvas>

我对在WebGL中加载纹理的理解是,我们根据以下过程加载纹理:

  • 我们uniform sampler2D通过使用指定用于我们纹理单元gl.uniform1i(gl.getUniformLocation(program, 'myTexture'), 0)
  • 我们使用创建纹理gl.createTexture()
  • 然后,我们使用选择要加载到的纹理单元GL.activeTexture
  • 通过使用将刚创建的纹理绑定到纹理单元GL.bindTexture
  • 我们使用加载纹理GL.texImage2D

我尝试在上面的JSFiddle中实现它,但是我认为纹理加载不正确。我期望看到一个灰色屏幕(128,128,128),应该是我加载的纹理,但是我所看到的只是一个黑色屏幕。

有人知道我是否正确加载纹理吗?

man

当我在Chrome中运行您的代码时,我在JavaScript控制台中收到此警告

[.WebGL-0x7f9d4101ce00]渲染警告:绑定到纹理单元0的纹理不可渲染。它可能不是2的幂,或是纹理过滤不兼容(也许)?

您的纹理没有mips,因此您要么需要通过调用创建mips,要么需要gl.generateMipmap(gl.TEXTURE_2D)设置过滤条件,因此调用就不需要mipsgl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

看到这个

function tryToDraw() {
  vertexShaderCode = `#version 100
      precision mediump float;
      attribute vec2 vertex_attrib;

      void main (void)
      {
          gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
      }
  `;

  fragmentShaderCode = `#version 100
      precision mediump float;

      uniform sampler2D myTexture;

      void main (void) {
          vec2 texcoord = gl_FragCoord.xy / 1024.0;
          gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
      }
  `;

  var canvas = document.getElementById('waves_canvas');
  var gl = canvas.getContext('webgl');
  var program = gl.createProgram();

  var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);

  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexShaderCode);
  gl.compileShader(vertexShader);
  gl.attachShader(program, vertexShader);

  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentShaderCode);
  gl.compileShader(fragmentShader);
  gl.attachShader(program, fragmentShader);

  gl.linkProgram(program);
  gl.validateProgram(program);
  console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
  gl.useProgram(program);

  var location = gl.getUniformLocation(program, 'myTexture');
  gl.uniform1i(location, 0);
  var texture = gl.createTexture();
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);

  var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
  var vertexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);

  var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
  gl.enableVertexAttribArray(vPosAttrLoc);
  gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
}

tryToDraw();
<canvas id="waves_canvas"></canvas>

下次使用摘要

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