在WebGL中绘制多个模型 [英] Draw multiple models in WebGL
问题描述
问题约束:
- 我没有使用three.js或类似文件,而是使用纯WebGL
- WebGL 2也不可行
我有几个模型存储为顶点
和 Normals
数组(来自STL读取器)。
I have a couple of models loaded stored as Vertices
and Normals
arrays (coming from an STL reader).
到目前为止,两个型号的尺寸相同都没有问题。每当我加载2个不同的模型时,浏览器中就会显示一条错误消息:
WebGL:INVALID_OPERATION:drawArrays:尝试访问越界数组
,所以我怀疑我无法正确操作多个缓冲区。
So far there is no problem when both models are the same size. Whenever I load 2 different models, an error message is shown in the browser:
WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays
so I suspect I am not manipulating multiple buffers correctly.
使用以下打字稿方法加载模型:
The models are loaded using the following typescript method:
public AddModel(model: Model)
{
this.models.push(model);
model.VertexBuffer = this.gl.createBuffer();
model.NormalsBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Vertices, this.gl.STATIC_DRAW);
model.CoordLocation = this.gl.getAttribLocation(this.shaderProgram, "coordinates");
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.NormalsBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Normals, this.gl.STATIC_DRAW);
model.NormalLocation = this.gl.getAttribLocation(this.shaderProgram, "vertexNormal");
this.gl.vertexAttribPointer(model.NormalLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.NormalLocation);
}
加载后,将调用Render方法绘制所有加载的图像型号:
After loaded, the Render method is called for drawing all loaded models:
public Render(viewMatrix: Matrix4, perspective: Matrix4)
{
this.gl.uniformMatrix4fv(this.viewRef, false, viewMatrix);
this.gl.uniformMatrix4fv(this.perspectiveRef, false, perspective);
this.gl.uniformMatrix4fv(this.normalTransformRef, false, viewMatrix.NormalMatrix());
// Clear the canvas
this.gl.clearColor(0, 0, 0, 0);
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
// Draw the triangles
if (this.models.length > 0)
{
for (var i = 0; i < this.models.length; i++)
{
var model = this.models[i];
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.enableVertexAttribArray(model.NormalLocation);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.uniformMatrix4fv(this.modelRef, false, model.TransformMatrix);
this.gl.uniform3fv(this.materialdiffuseRef, model.Color.AsVec3());
this.gl.drawArrays(this.gl.TRIANGLES, 0, model.TrianglesCount);
}
}
}
一个模型很好用。两个克隆的模型也可以正常工作。
One model works just fine. Two cloned models also work OK. Different models fail with the error mentioned.
我缺少什么?
推荐答案
使用WebGL的常规方法
The normal way to use WebGL
在初始化时间
-
对于每个着色器程序
for each shader program
- 创建并编译顶点着色器
- 创建并编译片段着色器
- 为每个模型创建程序,附加着色器,链接程序
每个模型
- 每种类型的顶点数据(位置,法线,颜色,texcoord
- 创建缓冲区
- 将数据复制到缓冲区
创建纹理
然后在渲染时
- 每个模型
- 使用适用于模型的着色器程序
- 绑定缓冲区,启用和设置属性
- bind纹理和设置制服
- 调用drawArrays或drawElements
- for each model
- use shader program appropriate for model
- bind buffers, enable and setup attributes
- bind textures and set uniforms
- call drawArrays or drawElements
但是查看您的代码是绑定缓冲区,并在初始化时间而不是渲染时间启用和设置属性。
But looking at your code it's binding buffers, and enabling and setting up attributes at init time instead of render time.
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