Я пытаюсь отобразить 2 вращающихся объекта на одном полотне webGL, оба они вращаются по 3 осям (x, y, z).Это работает, когда я пытаюсь распечатать только куб, но я не могу использовать вторую программу для отображения тетраэдра.
JS файл:
"use strict";
var canvas;
var gl;
var CubeNumVertices = 36;
var CubePoints = [];
var TetrPoints = [];
var colorsT = [];
var colors = [];
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = 0;
var theta = [0, 0, 0];
var thetaLoc;
var program;
var program1;
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" ); // getting the canvas element
gl = WebGLUtils.setupWebGL( canvas ); // setting up webgl with the canvas
if ( !gl ) { alert( "WebGL isn't available" ); }
colorCube();
colorTetra();
// the size of the viewport
gl.viewport( 0, 0, canvas.width, canvas.height );
// the color of background!
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.enable(gl.DEPTH_TEST)
// CUBE!!!!!!!!!!!!!!!!!!!!!!!!!!!
var CubeProgram = initShaders( gl, "vertex-shader", "fragment-shader" ); // initializing shaders
gl.useProgram(CubeProgram);
/// SENDING THE DATA TO OUR SHADER!!!!!!!!
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( CubeProgram, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
var vBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(CubePoints), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( CubeProgram, "vPosition" );
gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
thetaLoc = gl.getUniformLocation(CubeProgram, "theta");
render();
// --------------- Tetrahedron -------------------
var TetraProgram = initShaders( gl, "vertex-shader", "fragment-shader" ); // initializing shaders
gl.useProgram(TetraProgram);
var tcBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, tcBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW );
var tvColor = gl.getAttribLocation( TetraProgram, "vColor" );
gl.vertexAttribPointer( tvColor, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( tvColor );
var tvBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, tvBuffer);
gl.bufferData( gl.ARRAY_BUFFER, flatten(TetrPoints), gl.STATIC_DRAW );
var tvPosition = gl.getAttribLocation( TetraProgram, "vPosition" );
gl.vertexAttribPointer( tvPosition, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( tvPosition );
document.getElementById( "xButton" ).onclick = function () {
axis = xAxis;
};
document.getElementById( "yButton" ).onclick = function () {
axis = yAxis;
};
document.getElementById( "zButton" ).onclick = function () {
axis = zAxis;
};
};
var render = function(){
gl.enable(gl.CULL_FACE);
gl.enable(gl.SCISSOR_TEST);
const {width, height} = gl.canvas;
const leftWidth = width / 2 | 0;
gl.viewport(0, 0, leftWidth, height);
gl.scissor(0, 0, leftWidth, height);
gl.clearColor(0, 0, 0, 1);
theta[axis] += 2.0;
gl.uniform3fv(thetaLoc, theta);
// Render cube
gl.drawArrays( gl.TRIANGLES, 0, CubeNumVertices );
gl.useProgram(TetraProgram);
const rightWidth = width - leftWidth;
gl.viewport(leftWidth, 0, rightWidth, height);
gl.scissor(leftWidth, 0, rightWidth, height);
gl.clearColor(0, 0, 1, 1);
gl.uniform3fv(thetaLoc, theta)
requestAnimFrame( render );
}
function colorTetra(){
var verticesT = [
vec3( 0.0000, 0.0000, -0.3500 ),
vec3( 0.0000, 0.3500, 0.1500 ),
vec3( -0.3500, -0.1500, 0.1500 ),
vec3( 0.3500, -0.1500, 0.1500 )
];
tetra(verticesT[0], verticesT[1], verticesT[2], verticesT[3]);
}
function makeTetra( a, b, c, color )
{
// add colors and vertices for one triangle
var baseColors = [
vec3(0.7, 0.7, 0.9, 1.0),
vec3(0.6, 0.8, 0.9, 1.0),
vec3(0.5, 0.6, 0.9, 1.0),
vec3(1.0, 1.0, 0.2, 1.0)
];
colors.push( baseColors[color] );
TetrPoints.push( a );
colors.push( baseColors[color] );
TetrPoints.push( b );
colors.push( baseColors[color] );
TetrPoints.push( c );
}
function tetra( p, q, r, s )
{
// tetrahedron with each side using
// a different color
makeTetra( p, r, q, 0 );
makeTetra( p, r, s, 1 );
makeTetra( p, q, s, 2 );
makeTetra( q, r, s, 3 );
}
function colorCube()
{
quad( 1, 0, 3, 2 );
quad( 2, 3, 7, 6 );
quad( 3, 0, 4, 7 );
quad( 6, 5, 1, 2 );
quad( 4, 5, 6, 7 );
quad( 5, 4, 0, 1 );
}
function colorPyramid()
{
quad(0, 3, 7, 4);
}
function quad(a, b, c, d)
{
var vertices = [
vec4( -0.25, -0.25, -0.25, 1.0 ), //1
vec4( -0.25, 0.25, -0.25, 1.0 ), //2
vec4( 0.25, 0.25, -0.25, 1.0 ), //3
vec4( 0.25, -0.25, -0.25, 1.0 ), //4
vec4( -0.25, -0.25, 0.25, 1.0 ), //5
vec4( -0.25, 0.25, 0.25, 1.0 ), //6
vec4( 0.25, 0.25, 0.25, 1.0 ), //7
vec4( 0.25, -0.25, 0.25, 1.0 ) //8
];
var vertexColors = [
[ 0.0, 0.0, 0.0, 1.0 ], // black
[ 1.0, 0.0, 0.0, 1.0 ], // red
[ 1.0, 1.0, 0.0, 1.0 ], // yellow
[ 0.0, 1.0, 0.0, 1.0 ], // green
[ 0.0, 0.0, 1.0, 1.0 ], // blue
[ 1.0, 0.0, 1.0, 1.0 ], // magenta
[ 0.0, 1.0, 1.0, 1.0 ], // cyan
[ 1.0, 1.0, 1.0, 1.0 ] // white
];
// We need to parition the quad into two triangles in order for
// WebGL to be able to render it. In this case, we create two
// triangles from the quad indices
//vertex color assigned by the index of the vertex
var indices = [ a, b, c, a, c, d ];
for ( var i = 0; i < indices.length; ++i ) {
CubePoints.push( vertices[indices[i]] );
//colors.push( vertexColors[indices[i]] );
// for solid colored faces use
colors.push(vertexColors[a]);
}
}
HTML-файл выглядитпримерно так:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8" >
<title>CG Lab0 <3</title>
<!-- vertex shader code block -->
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
uniform vec3 theta;
void main()
{
// Compute the sines and cosines of theta for each of
// the three axes in one computation.
vec3 angles = radians( theta );
vec3 c = cos( angles );
vec3 s = sin( angles );
// Remeber: thse matrices are column-major
mat4 rx = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, c.x, s.x, 0.0,
0.0, -s.x, c.x, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
0.0, 1.0, 0.0, 0.0,
s.y, 0.0, c.y, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
-s.z, c.z, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
fColor = vColor;
gl_Position = rz * ry * rx * vPosition;
gl_Position.z = -gl_Position.z;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
uniform vec4 u_colorMult;
void
main()
{
gl_FragColor = fColor;
}
</script>
<!-- including all scripts needed -->
<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="webgl-triangle.js"></script>
</head>
<body>
<!-- canvas element with size attributes!! -->
<canvas id="gl-canvas" width="1024" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
<br/>
<button id= "xButton">Rotate X</button>
<button id= "yButton">Rotate Y</button>
<button id= "zButton">Rotate Z</button>
</body>
</html>
Полагаю, вы не можете запустить 2 программы с одинаковым углом тета одновременно.
Я был бы очень признателен, если бы кто-нибудь мог помочь мне решить эту проблемупроблема.