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javascript - 在同一 Canvas 上绘制 gl.POINTS 和 gl.TRIANGLES

转载 作者:行者123 更新时间:2023-12-03 08:39:44 24 4
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我试图弄清楚如何根据鼠标事件绘制三 Angular 形而不是点。代码如下:

var gl;

var points = [];
var tpoints = [];

var index = 0;
var cIndex = 0;

var dTri = false;
var dPoint = true;

var count = 0;
var counter = 0;

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

var colors = [
vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
vec4(0.0, 0.0, 1.0, 1.0), // blue
vec4(1.0, 0.0, 1.0, 1.0), // magenta
vec4(0.0, 1.0, 1.0, 1.0) // cyan
];

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

var m = document.getElementById("mymenu");

m.addEventListener("click", function() {
cIndex = m.selectedIndex;
});
var a = colors[cIndex][0];
var b = colors[cIndex][1];
var c = colors[cIndex][2];
var d = colors[cIndex][3];
gl.clearColor(a, b, c, d);

// Load shaders and initialize attribute buffers

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

var vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);

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

var cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);

var vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);

canvas.addEventListener("mousedown", function(event) {
counter++;
var i = index;

x = 2 * (event.clientX - 12) / canvas.width - 1;
y = 2 * (canvas.height - (event.clientY - 165)) / canvas.height - 1;
var pts = [x, y];

console.log(pts);
if (dPoint || (dTri && counter % 3 != 0)) {

points.push(pts);

} else if (dTri) {
index = index - 3;

tpoints.push(pts);
tpoints.push(points.pop());
tpoints.push(points.pop());

count++;
}
index++;

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 8 * i, flatten(pts));

t = vec4(colors[cIndex]);
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 16 * i, flatten(t));

});

render();
};

function drawTriangles() {
dTri = true;
dPoint = false;
counter = 0;
}

function drawPoints() {
dTri = false;
dPoint = true;
}

function render() {
gl.clear(gl.COLOR_BUFFER_BIT);

gl.drawArrays(gl.POINTS, 0, index);
gl.drawArrays(gl.TRIANGLES, 0, count);

window.requestAnimationFrame(render);
}

function clearC() {
var oldcanv = document.getElementById('gl-canvas');
document.body.removeChild(oldcanv);

var canv = document.createElement('canvas');
canv.id = 'gl-canvas';
canv.width = 500;
canv.height = 500;
document.body.appendChild(canv);

index = 0;
count = 0;
init();
}
<!DOCTYPE html>
<html>

<head>
<title>CG - Part2</title>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">

<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition; attribute vec4 vColor; varying vec4 fColor; void main() { gl_Position = vPosition; gl_PointSize = 10.0; fColor = vColor; }
</script>

<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float; varying vec4 fColor; void main() { gl_FragColor = fColor; }
</script>
<script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/initShaders.js"></script>
<script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/MV.js"></script>
<script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
<script>
window.onload = init;
</script>
</head>

<body>
<div style="margin-top: 10px; margin-bottom: 10px">
<input type="button" onClick="clearC()" value="Clear">
<input type="button" onClick="drawTriangles()" value="Draw Triangles">
<input type="button" onClick="drawPoints()" value="Draw Points">
<select id="mymenu" size="8">
<option selected value="0">Default</option>
<option value="1">Black</option>
<option value="2">Red</option>
<option value="3">Yellow</option>
<option value="4">Green</option>
<option value="5">Blue</option>
<option value="6">Magenta</option>
<option value="7">Cyan</option>
</select>
</div>
<canvas id="gl-canvas" width="500" height="500">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>


</body>

</html>

正如你所看到的, Canvas 使用点数组而不是三 Angular 形点数组来绘制三 Angular 形。谁能看出我哪里出了问题吗?

更新:

var gl, canvas, program, colors, menu;

var points = [];
var tpoints = [];
var cpoints = [];

var colorsP = [];
var tcolorsP = [];
var ccolorsP = [];

var pointIndex = 0;
var triangleIndex = 0;
var circleIndex = 0;
var colorIndex = 0;

var counter = 0;
var numTris = 100;
var degPerTri = (2 * Math.PI) / numTris;

var dTri = false;
var dPoint = true;
var dCircle = false;

var vbuffer;
var cBuffer;

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

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

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

colors = [
vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
vec4(0.0, 0.0, 1.0, 1.0), // blue
vec4(1.0, 0.0, 1.0, 1.0), // magenta
vec4(0.0, 1.0, 1.0, 1.0) // cyan
];

r = colors[colorIndex][0];
g = colors[colorIndex][1];
b = colors[colorIndex][2];
a = colors[colorIndex][3];

gl.clearColor(r, g, b, a);

menu = document.getElementById("mymenu");
}

function init() {
begin();

vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);

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

cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);

var vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);

menu.addEventListener("click", function () {
colorIndex = menu.selectedIndex;
});

canvas.addEventListener("mousedown", function (event) {
var mousePos = getMousePos(canvas, event);
x = 2 * (mousePos.x - 5) / canvas.width - 1;
y = 2 * (canvas.height - (mousePos.y - 5)) / canvas.height - 1;
var pts = [x, y];

counter++;

console.log('Punkt : ', pts);

if (dPoint || (dTri && counter % 3 != 0) || (dCircle && counter % 2 != 0)) {
points.push(pts);
colorsP.push(vec4(colors[colorIndex]));
} else if (dTri) {
pointIndex = pointIndex - 3;

tpoints.push(pts);
tcolorsP.push(vec4(colors[colorIndex]));

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

triangleIndex++;
} else if (dCircle) {

pointIndex = pointIndex - 2;

cpoints.push(pts);
ccolorsP.push(vec4(colors[colorIndex]));

cpoints.push(points.pop());
ccolorsP.push(colorsP.pop());

var xs = cpoints[0][0] - cpoints[1][0];
var ys = cpoints[0][1] - cpoints[1][1];

console.log('Diff x:',xs, ' Diff y:',ys);

var radius = Math.sqrt(Math.pow(xs, 2) + Math.pow(ys, 2));
console.log(radius);

cpoints = [
cpoints[0][0], cpoints[0][1],
cpoints[1][0], cpoints[1][1]
];

console.log('Punkt nr: 0', 'X Koordinat:', cpoints[0], 'Y Koordinat:', cpoints[1]);
console.log('Punkt nr: 1', 'X Koordinat:', cpoints[2], 'Y Koordinat:', cpoints[3]);
for (var i = 0; i < numTris; i++) {
var index = 2 * 2 + i * 2;
var angle = degPerTri * (i+1);

cpoints[index] = (Math.cos(angle) / 4);
cpoints[index + 1] = (Math.sin(angle) / 4);

console.log('Punkt nr:', index, 'X Koordinat:', cpoints[index], 'Y Koordinat:', cpoints[index+1]);
}
circleIndex++;
}
pointIndex++;
});
render();
};

function drawCircles() {
dTri = false;
dPoint = false;
dCircle = true;
counter = 0;
}

function drawTriangles() {
dTri = true;
dPoint = false;
dCircle = false;
counter = 0;
}

function drawPoints() {
dTri = false;
dPoint = true;
dCircle = false;
}

function render() {
gl.clear(gl.COLOR_BUFFER_BIT);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
gl.drawArrays(gl.POINTS, 0, pointIndex);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
gl.drawArrays(gl.TRIANGLES, 0, triangleIndex * 3);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(cpoints));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(ccolorsP));
gl.drawArrays(gl.TRIANGLE_FAN, 0, 52 * (circleIndex * 2));

window.requestAnimationFrame(render);
}

function clearC() {
var oldcanv = document.getElementById('gl-canvas');
document.body.removeChild(oldcanv);

var canv = document.createElement('canvas');
canv.id = 'gl-canvas';
canv.width = 500;
canv.height = 500;
document.body.appendChild(canv);

pointIndex = 0;
triangleIndex = 0;
circleIndex = 0;
counter = 0;

points = [];
colorsP = [];
tpoints = [];
tcolorsP = [];
cpoints = [];
ccolorsP = [];

init();
}

function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}

最佳答案

抱歉,我不是 JavaScript 大师,但这里是有效的代码:

var gl;

var points = [];
var tpoints = [];

var colorsP = [];
var tcolorsP = [];

var index = 0;
var cIndex = 0;

var dTri = false;
var dPoint = true;

var vbuffer;
var cBuffer;

var count = 0;
var counter = 0;

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

colors = [
vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
vec4(0.0, 0.0, 1.0, 1.0), // blue
vec4(1.0, 0.0, 1.0, 1.0), // magenta
vec4(0.0, 1.0, 1.0, 1.0) // cyan
];

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

var m = document.getElementById("mymenu");

m.addEventListener("click", function() {
cIndex = m.selectedIndex;
});
var a = colors[cIndex][0];
var b = colors[cIndex][1];
var c = colors[cIndex][2];
var d = colors[cIndex][3];
gl.clearColor(a, b, c, d);

// Load shaders and initialize attribute buffers

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

vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);

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

cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);

var vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);

canvas.addEventListener("mousedown", function(event) {
counter++;
var i = index;

x = 2 * (event.clientX - 12) / canvas.width - 1;
y = 2 * (canvas.height - (event.clientY - 165)) / canvas.height - 1;
var pts = [x, y];

console.log(pts);
if (dPoint || (dTri && counter % 3 != 0)) {
points.push(pts);
colorsP.push(vec4(colors[cIndex]));
} else if (dTri) {
index = index - 3;

tpoints.push(pts);
tcolorsP.push(vec4(colors[cIndex]));

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

count++;
}
index++;
});

render();
};

function drawTriangles() {
dTri = true;
dPoint = false;
counter = 0;
}

function drawPoints() {
dTri = false;
dPoint = true;
}

function render() {
gl.clear(gl.COLOR_BUFFER_BIT);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
gl.drawArrays(gl.POINTS, 0, index);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
gl.drawArrays(gl.TRIANGLES, 0, count*3);

window.requestAnimationFrame(render);
}

function clearC() {
var oldcanv = document.getElementById('gl-canvas');
document.body.removeChild(oldcanv);

var canv = document.createElement('canvas');
canv.id = 'gl-canvas';
canv.width = 500;
canv.height = 500;
document.body.appendChild(canv);

index = 0;
count = 0;
init();
}

出了什么问题以及我做了什么:

gl.drawArrays(gl.TRIANGLES, 0, count); -> gl.drawArrays(gl.TRIANGLES, 0, count*3);

drawArrays 需要点数,因此需要 3 * 三 Angular 形数量。

我假设您想要将点与三 Angular 形分开,因此您不能混合三 Angular 形顶点和点。每次鼠标单击后,您都会发送有关 1 个点及其颜色的数据。并且永远不会更改以前的数据,因此 gl.drawArrays(gl.POINTS, 0, index); 工作正常。但随后您想要绘制三 Angular 形,因此您需要提供新数据。您将三 Angular 形的顶点存储在 tpoints 中,但从未将其发送到 GPU 内存中。因此,您需要在 2 个 VAO 中创建 4 个缓冲区(2 个位置、2 个颜色),或者(这更简单,我在上面展示过)为每个帧复制数据两次 - 一次为点提供数据,一次为三 Angular 形提供数据。

希望对您有帮助,欢迎提出更多问题。

编辑:

var gl, canvas, program, colors, menu;

var points = [];
var tpoints = [];
var cpoints = [];

var colorsP = [];
var tcolorsP = [];
var ccolorsP = [];

var pointIndex = 0;
var triangleIndex = 0;
var circleIndex = 0;
var colorIndex = 0;

var counter = 0;
var numTris = 20;
var degPerTri = (2 * Math.PI) / numTris;

var dTri = false;
var dPoint = true;
var dCircle = false;

var vbuffer;
var cBuffer;

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

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

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

colors = [
vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
vec4(0.0, 0.0, 1.0, 1.0), // blue
vec4(1.0, 0.0, 1.0, 1.0), // magenta
vec4(0.0, 1.0, 1.0, 1.0) // cyan
];

r = colors[colorIndex][0];
g = colors[colorIndex][1];
b = colors[colorIndex][2];
a = colors[colorIndex][3];

gl.clearColor(r, g, b, a);

menu = document.getElementById("mymenu");
}

function init() {
begin();

vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);

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

cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);

var vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);

menu.addEventListener("click", function () {
colorIndex = menu.selectedIndex;
});

canvas.addEventListener("mousedown", function (event) {
var mousePos = getMousePos(canvas, event);
x = 2 * (mousePos.x - 5) / canvas.width - 1;
y = 2 * (canvas.height - (mousePos.y - 5)) / canvas.height - 1;
var pts = [x, y];

counter++;

console.log('Punkt : ', pts);

if (dPoint || (dTri && counter % 3 != 0) || (dCircle && counter % 2 != 0)) {
points.push(pts);
colorsP.push(vec4(colors[colorIndex]));
} else if (dTri) {
pointIndex = pointIndex - 3;

tpoints.push(pts);
tcolorsP.push(vec4(colors[colorIndex]));

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

tpoints.push(points.pop());
tcolorsP.push(colorsP.pop());

triangleIndex++;
} else if (dCircle) {

pointIndex = pointIndex - 2;

var p2 = pts;
var p1 = points.pop();

var c2 = vec4(colors[colorIndex]);
var c1 = colorsP.pop();

var xs = p1[0] - p2[0];
var ys = p1[1] - p2[1];

console.log('Diff x:',xs, ' Diff y:',ys);

var radius = Math.sqrt(Math.pow(xs, 2) + Math.pow(ys, 2));
console.log(radius);

console.log('Punkt nr: 0', 'X Koordinat:', p1, 'Y Koordinat:', cpoints[1]);
console.log('Punkt nr: 1', 'X Koordinat:', cpoints[2], 'Y Koordinat:', cpoints[3]);
for (var i = 0; i < numTris; i++) {
var angle1 = degPerTri * (i);
var angle2 = degPerTri * (i+1);
var pt2 = vec2(Math.cos(angle1)*radius, Math.sin(angle1)*radius);
var pt3 = vec2(Math.cos(angle2)*radius, Math.sin(angle2)*radius);
var p2 = vec2(p1[0]+pt2[0], p1[1]+pt2[1]);
var p3 = vec2(p1[0]+pt3[0], p1[1]+pt3[1]);
cpoints.push(p1);
cpoints.push(p2);
cpoints.push(p3);

ccolorsP.push(c1);
ccolorsP.push(c2);
ccolorsP.push(c2);

}
console.log(cpoints);
circleIndex++;
}
pointIndex++;
});
render();
};

function drawCircles() {
dTri = false;
dPoint = false;
dCircle = true;
counter = 0;
}

function drawTriangles() {
dTri = true;
dPoint = false;
dCircle = false;
counter = 0;
}

function drawPoints() {
dTri = false;
dPoint = true;
dCircle = false;
}

function render() {
gl.clear(gl.COLOR_BUFFER_BIT);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
gl.drawArrays(gl.POINTS, 0, pointIndex);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
gl.drawArrays(gl.TRIANGLES, 0, triangleIndex * 3);

gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(cpoints));
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(ccolorsP));
gl.drawArrays(gl.TRIANGLES, 0, 3*circleIndex*numTris);

window.requestAnimationFrame(render);
}

function clearC() {
var oldcanv = document.getElementById('gl-canvas');
document.body.removeChild(oldcanv);

var canv = document.createElement('canvas');
canv.id = 'gl-canvas';
canv.width = 500;
canv.height = 500;
document.body.appendChild(canv);

pointIndex = 0;
triangleIndex = 0;
circleIndex = 0;
counter = 0;

points = [];
colorsP = [];
tpoints = [];
tcolorsP = [];
cpoints = [];
ccolorsP = [];

init();
}

function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}

我改变了什么:

var numTris = 20;

使用gl.bufferData,您可以在GPU上分配一些内存并复制一些数据(或不复制)。使用gl.bufferSubData,您只需复制数据而不分配任何内存。如果您的数据大于分配的内存,您将遇到大麻烦。

gl.drawArrays(gl.TRIANGLES, 0, 3*circleIndex*numTris);

使用gl.TRIANGLE_FAN,您将无法绘制多个圆圈,因为扇形中的三 Angular 形是相连的。我还删除了魔法常数。

for (var i = 0; i < numTris; i++) {
var angle1 = degPerTri * (i);
var angle2 = degPerTri * (i+1);
var pt2 = vec2(Math.cos(angle1)*radius, Math.sin(angle1)*radius);
var pt3 = vec2(Math.cos(angle2)*radius, Math.sin(angle2)*radius);
var p2 = vec2(p1[0]+pt2[0], p1[1]+pt2[1]);
var p3 = vec2(p1[0]+pt3[0], p1[1]+pt3[1]);
cpoints.push(p1);
cpoints.push(p2);
cpoints.push(p3);

ccolorsP.push(c1);
ccolorsP.push(c2);
ccolorsP.push(c2);
}

你在这里做了一些疯狂的事情,将一些值分配给cpoints而不是改变它,一团糟。在这里,我为圆圈中的每个三 Angular 形推送 3 个位置和 3 种颜色。抱歉,额外的作业,但是 javascript 字符串连接而不是加法让我发疯;) p1 也是圆的中心

关于javascript - 在同一 Canvas 上绘制 gl.POINTS 和 gl.TRIANGLES,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33086376/

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