在webgl中调试GLSL代码 [英] Debug GLSL code in webgl

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本文介绍了在webgl中调试GLSL代码的处理方法,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

是否可以在使用webgl时调试GLSL代码或从glsl代码中打印变量值? three.js或scene.js是否包含任何此类功能?

Is it possible to debug GLSL code or print the variable values from within the glsl code while using it with webgl ? Do three.js or scene.js contain any such functionality?

推荐答案

不是真的,

我通常调试GLSL的方法是输出颜色。例如,给定2个着色器,如

The way I usually debug GLSL is to output colors. So for example, given 2 shaders like

// vertex shader
uniform mat4 worldViewProjection;
uniform vec3 lightWorldPos;
uniform mat4 world;
uniform mat4 viewInverse;
uniform mat4 worldInverseTranspose;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texCoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
  v_texCoord = texCoord;
  v_position = (worldViewProjection * position);
  v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
  v_surfaceToLight = lightWorldPos - (world * position).xyz;
  v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
  gl_Position = v_position;
}

// fragment-shader    
precision highp float;

uniform vec4 colorMult;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

uniform sampler2D diffuseSampler;
uniform vec4 specular;
uniform sampler2D bumpSampler;
uniform float shininess;
uniform float specularFactor;

vec4 lit(float l ,float h, float m) {
  return vec4(1.0,
              max(l, 0.0),
              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
              1.0);
}
void main() {
  vec4 diffuse = texture2D(diffuseSampler, v_texCoord) * colorMult;
  vec3 normal = normalize(v_normal);
  vec3 surfaceToLight = normalize(v_surfaceToLight);
  vec3 surfaceToView = normalize(v_surfaceToView);
  vec3 halfVector = normalize(surfaceToLight + surfaceToView);
  vec4 litR = lit(dot(normal, surfaceToLight),
                    dot(normal, halfVector), shininess);
  gl_FragColor = vec4((
  vec4(1,1,1,1) * (diffuse * litR.y
                        + specular * litR.z * specularFactor)).rgb,
      diffuse.a);
}

如果我在屏幕上看不到任何内容我会先更改片段着色器只需在末尾添加一行

If I didn't see something on the screen I'd first change the fragment shader to by just adding a line at the end

gl_FragColor = vec4(1,0,0,1);  // draw red

如果我开始看到我的几何体,那么我就知道问题可能在于片段着色器。我可以通过这样做检查我的法线

If I started to see my geometry then I'd know the issue is probably in the fragment shader. I might check my normals by doing this

gl_FragColor = vec4(v_normal * 0.5 + 0.5, 1);

如果法线看起来没问题,我可以查看UV坐标

If the normals looked okay I might check the UV coords with

gl_FragColor = vec4(v_texCoord, 0, 1);

等...

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