Javascript和WebGL,外部脚本 [英] Javascript and WebGL, external scripts

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本文介绍了Javascript和WebGL,外部脚本的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

好奇;如何将我的webgl着色器放在外部文件中?

Just curious; How do I place my webgl shaders, in an external file?

目前我有;

    <script id="shader-fs" type="x-shader/x-fragment">
        #ifdef GL_ES
            precision highp float;
        #endif

        void main(void)
        {
            gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
    </script>

    <script id="shader-vs" type="x-shader/x-vertex">
        attribute vec3 aVertexPosition;

        uniform mat4 uMVMatrix;
        uniform mat4 uPMatrix;

        void main(void)
        {
            gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        }
    </script>

在我的html标题中,如何从外部文件中链接? - 我尝试了通常的javascript方法;

In my html header, how do I link in this from an external file? - I tried the usual javascript approach;

<script type="text/javascript" src="webgl_shader.js"></script>


推荐答案

对于外部文件,您需要停止使用脚本标签。我建议使用 XMLHttpRequest 之类的内容。我还建议重命名你的文件,它们是着色器而不是Javascript所以使用不同的扩展名以避免混淆。我使用类似shiny_surface.shader的东西。

For external files, you need to stop using the script tag. I suggest using something like XMLHttpRequest. I would also suggest renaming your files, they are shaders not Javascript so use a different extension to avoid confusion. I use something like "shiny_surface.shader".

这就是我的工作:

function loadFile(url, data, callback, errorCallback) {
    // Set up an asynchronous request
    var request = new XMLHttpRequest();
    request.open('GET', url, true);

    // Hook the event that gets called as the request progresses
    request.onreadystatechange = function () {
        // If the request is "DONE" (completed or failed)
        if (request.readyState == 4) {
            // If we got HTTP status 200 (OK)
            if (request.status == 200) {
                callback(request.responseText, data)
            } else { // Failed
                errorCallback(url);
            }
        }
    };

    request.send(null);    
}

function loadFiles(urls, callback, errorCallback) {
    var numUrls = urls.length;
    var numComplete = 0;
    var result = [];

    // Callback for a single file
    function partialCallback(text, urlIndex) {
        result[urlIndex] = text;
        numComplete++;

        // When all files have downloaded
        if (numComplete == numUrls) {
            callback(result);
        }
    }

    for (var i = 0; i < numUrls; i++) {
        loadFile(urls[i], i, partialCallback, errorCallback);
    }
}

var gl;
// ... set up WebGL ...

loadFiles(['vertex.shader', 'fragment.shader'], function (shaderText) {
    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertexShader, shaderText[0]);
    // ... compile shader, etc ...
    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragmentShader, shaderText[1]);

    // ... set up shader program and start render loop timer
}, function (url) {
    alert('Failed to download "' + url + '"');
}); 

如果您使用的是像JQuery这样的库,它们可能具有与我的loadFiles类似的功能。

If you're using a library like JQuery, they probably have a function similar to my loadFiles one.

这篇关于Javascript和WebGL,外部脚本的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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