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javascript - 如何在 WebGL 中使用键盘更改对象颜色?

转载 作者:行者123 更新时间:2023-11-29 23:15:13 27 4
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我正在尝试更改我的三 Angular 形颜色,但它没有发生。当我按“k”时,颜色必须是随机的。有没有什么方法可以基本上或以不同的方式完成这个任务。这是我的代码;

<!DOCTYPE html>
<html>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;

void main() {
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="initShaders.js"></script>
<script type="text/javascript" src="MV.js"></script>
<script type="text/javascript" src="b.js"></script>
<body>
<canvas id="gl-canvas" width="640" height="360" style="border: solid;"></canvas>
</body>

还有我的脚本代码;

    var gl;

var color = [0.0, 0.0, 1.0, 1];

window.onload = function init() {

var triangle = new Float32Array(
[ 0.2 , -0.4,
0.8, -0.4,
0.5, 0.5 ]);

var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) { alert("WebGL isn’t available"); }


gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);

program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);

var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);

var vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData( gl.ARRAY_BUFFER, triangle, gl.STATIC_DRAW );

var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);

gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);

window.addEventListener("keydown", checkKeyPressed); }
function checkKeyPressed(e) {

if (e.keyCode == "84") {
color = [Math.random(), Math.random(), Math.random(), 1];
alert("t pressed");
}
}

当我按下 t 时,它会显示警报,但不会改变三 Angular 形的颜色。

最佳答案

您的三 Angular 形只渲染一次。您必须在按下键时重新绘制三 Angular 形。

创建一个函数来设置颜色统一变量的值并渲染三 Angular 形:

function render(time_ms) {

gl.clear(gl.COLOR_BUFFER_BIT);

var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);

gl.drawArrays(gl.TRIANGLES, 0, 3);
}

使用requestAnimationFrame 触发render 函数。另见 WebGLFundamentals - Animation :

function checkKeyPressed(e) {

if (e.keyCode == "84") {
color = [Math.random(), Math.random(), Math.random(), 1];
alert("t pressed");
requestAnimationFrame( render );
}
}

请注意,您也可以连续重绘三 Angular 形:

function render(time_ms) {

gl.clear(gl.COLOR_BUFFER_BIT);

var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);

gl.drawArrays(gl.TRIANGLES, 0, 3);

requestAnimationFrame( render );
}

我将更改应用于您的原始代码,请参见示例:

var gl, program;

var color = [0.0, 0.0, 1.0, 1];

window.onload = function init() {

var triangle = new Float32Array(
[ 0.2 , -0.4,
0.8, -0.4,
0.5, 0.5 ]);

var canvas = document.getElementById("gl-canvas");
gl = canvas.getContext( "experimental-webgl" );
if (!gl) { alert("WebGL isn’t available"); }


gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);

program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);

var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);

var vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData( gl.ARRAY_BUFFER, triangle, gl.STATIC_DRAW );

var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);

window.addEventListener("keydown", checkKeyPressed);

requestAnimationFrame( render );
}

function render(time_ms) {

gl.clear(gl.COLOR_BUFFER_BIT);

var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);

gl.drawArrays(gl.TRIANGLES, 0, 3);

requestAnimationFrame( render );
}


function checkKeyPressed(e) {

if (e.keyCode == "84") {
color = [Math.random(), Math.random(), Math.random(), 1];
}
}

function initShaders(gl, vertexShaderId, fragmentShaderId) {
var vertShdr;
var fragShdr;

var vertElem = document.getElementById(vertexShaderId);
if (!vertElem) {
alert("Unable to load vertex shader " + vertexShaderId);
return -1;
} else {
vertShdr = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShdr, vertElem.text);
gl.compileShader(vertShdr);
if (!gl.getShaderParameter(vertShdr, gl.COMPILE_STATUS)) {
var msg = "Vertex shader failed to compile. The error log is:" + "<pre>" + gl.getShaderInfoLog(vertShdr) + "</pre>";
alert(msg);
console.log(msg);
return -1;
}
}

var fragElem = document.getElementById(fragmentShaderId);
if (!fragElem) {
alert("Unable to load vertex shader " + fragmentShaderId);
return -1;
} else {
fragShdr = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShdr, fragElem.text);
gl.compileShader(fragShdr);
if (!gl.getShaderParameter(fragShdr, gl.COMPILE_STATUS)) {
var msg = "Fragment shader failed to compile. The error log is:" + "<pre>" + gl.getShaderInfoLog(fragShdr) + "</pre>";
alert(msg);
console.log(msg);
return -1;
}
}

var program = gl.createProgram();
gl.attachShader(program, vertShdr);
gl.attachShader(program, fragShdr);
gl.linkProgram(program);

if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var msg = "Shader program failed to link. The error log is:" + "<pre>" + gl.getProgramInfoLog(program) + "</pre>";
alert(msg);
console.log(msg);
return -1;
}

return program;
}
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;

void main() {
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<canvas id="gl-canvas" width="640" height="360" style="border: solid;"></canvas>

关于javascript - 如何在 WebGL 中使用键盘更改对象颜色?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53022366/

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