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javascript - GLTF 索引计数与缓冲区大小错误相同

转载 作者:行者123 更新时间:2023-11-29 10:02:53 25 4
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我正在努力学习 WebGL,玩得很开心!我决定使用 glTF 作为这个项目的 3d 格式。我让它运行良好,但有一个奇怪的异常(exception)。当索引计数较低时(比如一个简单的三 Angular 立方体),索引计数等于索引缓冲区大小。这不可能是对的。在我拥有的所有其他模型中,索引计数是缓冲区大小的 1/2。

这些会导致像这样的渲染错误“错误:WebGL 警告:drawElements:索引缓冲区太小。”。下面是相关代码。

可渲染构造函数:

constructor(type,indexCount,vertBuffer,indexBuffer,uvBuffer,normalBuffer,modelMatrix){
this.type = type;
this.indexCount = indexCount;

this.name = "NONE";

this.vertBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.vertBuffer);
GL.bufferData(GL.ARRAY_BUFFER, vertBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);

this.uvBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.uvBuffer);
GL.bufferData(GL.ARRAY_BUFFER, uvBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);

this.indexBuffer = GL.createBuffer();
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
GL.bufferData(GL.ELEMENT_ARRAY_BUFFER, indexBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null);

this.normalBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.normalBuffer);
GL.bufferData(GL.ARRAY_BUFFER, normalBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);

this.matrix = modelMatrix;
this.witMatrix = mat4.create();

this.textures = [];

//Create defaults
this.setTexture(new dTexture(TEX.COLOR,"res/missingno.png"));
this.setTexture(new dTexture(TEX.LIGHT,"res/rawLight.png"));
}

GLTF 到“可渲染”

static fromGLTF(type,gltf){
console.log("GLTF: loading "+gltf.nodes[0].name);
return new Renderable(type,
gltf.nodes[0].mesh.primitives[0].indicesLength,
gltf.nodes[0].mesh.primitives[0].attributes.POSITION.bufferView.data,
gltf.accessors[gltf.nodes[0].mesh.primitives[0].indices].bufferView.data,
gltf.nodes[0].mesh.primitives[0].attributes.TEXCOORD_0.bufferView.data,
gltf.nodes[0].mesh.primitives[0].attributes.NORMAL.bufferView.data,
gltf.nodes[0].matrix);
}

这是渲染代码(不是很漂亮,但为了完整起见,就在这里):

render(){
GL.viewport(0.0,0.0,this.canvas.width,this.canvas.height);
GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);

this.renderables.forEach(renderable => {

//mat4.identity(renderable.witMatrix);
mat4.invert(renderable.witMatrix,renderable.matrix);
mat4.transpose(renderable.witMatrix,renderable.witMatrix);

GL.useProgram(this.programs[renderable.type].program);
GL.uniformMatrix4fv(this.programs[renderable.type].pMatrix, false, this.projectionMatrix);
GL.uniformMatrix4fv(this.programs[renderable.type].vMatrix, false, this.viewMatrix);
GL.uniformMatrix4fv(this.programs[renderable.type].mMatrix, false, renderable.matrix);

GL.enableVertexAttribArray(this.programs[renderable.type].positon);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.vertBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].positon, 3, GL.FLOAT, false,0,0);

GL.enableVertexAttribArray(this.programs[renderable.type].uv);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.uvBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].uv, 2, GL.FLOAT, false,0,0);

if(renderable.type == SHADER.STATIC){
GL.uniform1i(this.programs[renderable.type].colorPos, 0); // texture unit 0
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.COLOR].data);

GL.uniform1i(this.programs[renderable.type].lightPos, 1); // texture unit 1
GL.activeTexture(GL.TEXTURE1);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.LIGHT].data);
}else if(renderable.type == SHADER.DYNAMIC){
GL.uniform1i(this.programs[renderable.type].colorPos, 0); // texture unit 0
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.COLOR].data);

GL.enableVertexAttribArray(this.programs[renderable.type].normalPos);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.normalBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].normalPos, 3, GL.FLOAT, false,0,0);

GL.uniformMatrix4fv(this.programs[renderable.type].witMatrix, false, renderable.witMatrix);

// set the light position
GL.uniform3fv(this.programs[renderable.type].lightPosPos, [
Math.sin(this.counter)*0.75,
Math.cos(this.counter)*0.75+1,
0
]);
this.counter+=this.dt*0.25;
}

GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, renderable.indexBuffer);
GL.drawElements(GL.TRIANGLES,renderable.indexCount,GL.UNSIGNED_SHORT,0);

GL.activeTexture(GL.TEXTURE1);
GL.bindTexture(GL.TEXTURE_2D,this.nullLightmap.data);
});

GL.flush();
}

有什么想法吗?

最佳答案

When the index count is low (say a simple triangulated cube), the index count equals the index buffer size. This can't be right. In every other model I have, the index count is 1/2 the size of the buffer.

索引缓冲区的大小取决于索引的数量和componentType
参见 Accessor Element Size :

componentType         Size in bytes
5120 (BYTE) 1
5121 (UNSIGNED_BYTE) 1
5122 (SHORT) 2
5123 (UNSIGNED_SHORT) 2
5125 (UNSIGNED_INT) 4
5126 (FLOAT) 4

componentType 指定单个索引的数据类型。当索引数量较少时(<= 256),则使用数据类型UNSIGNED_BYTE,而索引缓冲区的类型为UNSIGNED_SHORT甚至UNSIGNED_INT ,如果有更多的索引。如果类型是 UNSIGNED_BYTE,那么索引的数量当然等于缓冲区的大小(以字节为单位)。

根据元素索引的类型,您必须熟悉绘图调用,例如GL.UNSIGNED_BYTE:

GL.drawElements(GL.TRIANGLES,renderable.indexCount,GL.UNSIGNED_BYTE,0); 

请注意,componentType (5120, 5121, ...) 的值似乎是任意的,是 OpenGL 枚举器常量 GL.BYTE 的值, GL.UNSIGNED_BYTE, ...

我建议将 componentType 传递给 constructor,就像您使用索引数 (indexCount) 一样

constructor(
type,indexCount,componentType,
vertBuffer,indexBuffer,uvBuffer,normalBuffer,modelMatrix){

this.indexCount = indexCount;
this.componentType = componentType;

并在绘制几何图形时使用它:

GL.drawElements(
GL.TRIANGLES,
renderable.indexCount,
renderable.componentType,
0);

关于javascript - GLTF 索引计数与缓冲区大小错误相同,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51559473/

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