2016-12-09 3 views
-1

WebGLを初めて使用しようとしていましたが、問題が発生したようです。すべてのコードはうまく見えますが、jshintを複数回実行しましたが、このプログラムを正しく動作させることができません。 Chrome OSでChrome 54を安定して使用しています。コードは以下のとおりです。WebGLシェーダプログラムが動作しない

"use strict"; 
 

 
//initWebGL function 
 
function initWebGL(canvas){ 
 
    //get a webGL context 
 
    var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); 
 

 
    //if we have a context, we're good to go. if not, alert, and return the nothing that is our empty context 
 
    if(!gl){ 
 
    alert("Your browser does not support WebGL"); 
 
    } 
 
    return gl; 
 
} 
 

 
//shader creation function 
 
function createShader(gl, type, source){ 
 
    //create and compile the shader 
 
    var shader = gl.createShader(type); 
 
    gl.shaderSource(shader, source); 
 
    gl.compileShader(shader); 
 

 
    //if success, then return the shader. if not, log the shader info, and then delete the shader. 
 
    if(gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ 
 
    return shader; 
 
    } 
 
    alert(gl.getShaderInfoLog(shader) + ""); 
 
    gl.deleteShader(shader); 
 
} 
 

 
//program creation function 
 
function createProgram(gl, vertexShader, fragmentShader){ 
 
    //create the program and attach the shaders 
 
    var program = gl.createProgram(); 
 
    gl.attachShader(program, vertexShader); 
 
    gl.attachShader(program, fragmentShader); 
 
    gl.linkProgram(program); 
 

 
    //if success, return the program. if not, log the program info, and delete it. 
 
    if(gl.getProgramParameter(program, gl.LINK_STATUS)){ 
 
    return program; 
 
    } 
 
    alert(gl.getProgramInfoLog(program) + ""); 
 
    gl.deleteProgram(program); 
 
} 
 

 
//main function 
 
function start(){ 
 
    //get the canvas 
 
    var canvas = document.getElementById("webgl_canvas"); 
 

 
    //initialize WebGL 
 
    var gl = initWebGL(canvas); 
 

 
    //keep going if we have a context 
 
    if(!gl){ 
 
    return; 
 
    } 
 

 
    //set the clear color 
 
    gl.clearColor(0.0, 0.0, 0.0, 1.0); 
 

 
    //set up depth testing 
 
    gl.enable(gl.DEPTH_TEST); 
 
    gl.depthFunc(gl.LEQUAL); 
 

 
    //clear the color and the depth buffer 
 
    gl.clear(gl.COLOR_BUFFER_BIT); 
 
    gl.clear(gl.DEPTH_BUFFER_BIT); 
 

 
    //set up the viewport 
 
    gl.viewport(0, 0, canvas.width, canvas.height); 
 

 
    //set up shaders 
 
    var vertexShaderSource = "attribute vec2 a_position; void main(){gl_Position = vec4(a_position, 0, 1);}"; 
 
    var fragmentShaderSource = "precision mediump float; void main(){gl_FragColor = vec4(1, 1, 1, 1);}"; 
 
    var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); 
 
    var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 
 

 
    //set up the program 
 
    var program = createProgram(gl, vertexShader, fragmentShader); 
 

 
    //get the attribute location 
 
    var positionAttributeLocation = gl.getAttributeLocation(program, "a_position"); 
 

 
    //set up a position buffer 
 
    var positionBuffer = gl.createBuffer(); 
 
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); 
 
    gl.bindBufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 0.5, 0.7, 0])); 
 

 
    //tell webGL to use the program 
 
    gl.useProgram(program); 
 

 
    //enable the vertex attribute array 
 
    gl.enableVertexAttribArray(positionAttributeLocation); 
 

 
    //tell webgl how to pull out the data 
 
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); 
 

 
    //render 
 
    gl.drawArrays(gl.TRIANGLES, 0, 3); 
 
}
canvas{outline:1px solid red;}
<html> 
 
\t <head> 
 
\t \t <title>WebGL demo</title> 
 
\t </head> 
 
\t <body onload="start();"> 
 
\t \t <canvas id="webgl_canvas" width="640" height="480"></canvas> 
 
\t </body> 
 
</html>

+0

あなたがそれを実行してみたときにうーん...何が起こりますか? – duskwuff

答えて

1

それはすべてのブラウザがそれのデベロッパーコンソールを起動する別の方法があります(単にエラーメッセージを以下をコンソールにログインし、the api you're programming againstを検索することができます。ChromeでそれはView->Developer->JavaScript Consoleです。Firefoxの上それはTools->Web Developer->Web Consoleだ。他のサファリsee hereについて。エッジsee hereについて)

getAttributeLocationあなたがgetAttribLocationをしたい、存在しません。

bindBufferDataが存在しない場合は、bufferDataが必要で、第3引数として使用ヒント(ここではSTATIC_DRAWを使用)が必要です。

"use strict"; 
 

 
//initWebGL function 
 
function initWebGL(canvas){ 
 
    //get a webGL context 
 
    var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); 
 

 
    //if we have a context, we're good to go. if not, alert, and return the nothing that is our empty context 
 
    if(!gl){ 
 
    alert("Your browser does not support WebGL"); 
 
    } 
 
    return gl; 
 
} 
 

 
//shader creation function 
 
function createShader(gl, type, source){ 
 
    //create and compile the shader 
 
    var shader = gl.createShader(type); 
 
    gl.shaderSource(shader, source); 
 
    gl.compileShader(shader); 
 

 
    //if success, then return the shader. if not, log the shader info, and then delete the shader. 
 
    if(gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ 
 
    return shader; 
 
    } 
 
    alert(gl.getShaderInfoLog(shader) + ""); 
 
    gl.deleteShader(shader); 
 
} 
 

 
//program creation function 
 
function createProgram(gl, vertexShader, fragmentShader){ 
 
    //create the program and attach the shaders 
 
    var program = gl.createProgram(); 
 
    gl.attachShader(program, vertexShader); 
 
    gl.attachShader(program, fragmentShader); 
 
    gl.linkProgram(program); 
 

 
    //if success, return the program. if not, log the program info, and delete it. 
 
    if(gl.getProgramParameter(program, gl.LINK_STATUS)){ 
 
    return program; 
 
    } 
 
    alert(gl.getProgramInfoLog(program) + ""); 
 
    gl.deleteProgram(program); 
 
} 
 

 
//main function 
 
function start(){ 
 
    //get the canvas 
 
    var canvas = document.getElementById("webgl_canvas"); 
 

 
    //initialize WebGL 
 
    var gl = initWebGL(canvas); 
 

 
    //keep going if we have a context 
 
    if(!gl){ 
 
    return; 
 
    } 
 

 
    //set the clear color 
 
    gl.clearColor(0.0, 0.0, 0.0, 1.0); 
 

 
    //set up depth testing 
 
    gl.enable(gl.DEPTH_TEST); 
 
    gl.depthFunc(gl.LEQUAL); 
 

 
    //clear the color and the depth buffer 
 
    gl.clear(gl.COLOR_BUFFER_BIT); 
 
    gl.clear(gl.DEPTH_BUFFER_BIT); 
 

 
    //set up the viewport 
 
    gl.viewport(0, 0, canvas.width, canvas.height); 
 

 
    //set up shaders 
 
    var vertexShaderSource = "attribute vec2 a_position; void main(){gl_Position = vec4(a_position, 0, 1);}"; 
 
    var fragmentShaderSource = "precision mediump float; void main(){gl_FragColor = vec4(1, 1, 1, 1);}"; 
 
    var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); 
 
    var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 
 

 
    //set up the program 
 
    var program = createProgram(gl, vertexShader, fragmentShader); 
 

 
    //get the attribute location 
 
    var positionAttributeLocation = gl.getAttribLocation(program, "a_position"); 
 

 
    //set up a position buffer 
 
    var positionBuffer = gl.createBuffer(); 
 
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); 
 
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 0.5, 0.7, 0]), gl.STATIC_DRAW); 
 

 
    //tell webGL to use the program 
 
    gl.useProgram(program); 
 

 
    //enable the vertex attribute array 
 
    gl.enableVertexAttribArray(positionAttributeLocation); 
 

 
    //tell webgl how to pull out the data 
 
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); 
 

 
    //render 
 
    gl.drawArrays(gl.TRIANGLES, 0, 3); 
 
}
canvas{outline:1px solid red;}
<html> 
 
\t <head> 
 
\t \t <title>WebGL demo</title> 
 
\t </head> 
 
\t <body onload="start();"> 
 
\t \t <canvas id="webgl_canvas" width="640" height="480"></canvas> 
 
\t </body> 
 
</html>

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