我正在学习 WebGL,并且正在学习与照明有关的教程。我是 JavaScript 新手,所以我还不太擅长调试它。我不断收到这些错误,有人知道我为什么会遇到这些错误以及如何解决吗?
WebGL: INVALID_OPERATION: useProgram: program not valid http://insanergamer.zxq.net/:1
WebGL: INVALID_OPERATION: getAttribLocation: program not linked http://insanergamer.zxq.net/:1
WebGL: INVALID_OPERATION: getUniformLocation: program not linked http://insanergamer.zxq.net/:1
WebGL: too many errors, no more errors will be reported to the console for this context.
索引.html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf 8" />
<link rel="stylesheet" href="main.css">
<script type="text/javascript" language="javascript" src="gl-matrix.js"></script>
<script type="text/javascript" language="javascript" src="webgl-utils.js"></script>
<script type="text/javascript" language="javascript" src="first.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
uniform bool uUseLighting;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
if (!uUseLighting) {
vLightWeighting = vec3(1.0, 1.0, 1.0);
} else {
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
}
</script>
</head>
<body onLoad="webGLStart()">
<header>
</header>
<nav>
</nav>
<section>
<h3><a href="todo.html">Link to the TODO page.</a></h3>
<form>
<input type="checkbox" id="lighting"></input>Lighting On/Off<br />
Ambient Lighting Color: Red:<input type="text" id="ambientR"></input> Green:<input type="text" id="ambientG"></input> Blue:<input type="text" id="ambientB"></input> <br />
Light Direction: X:<input type="text" id="lightDirectionX"></input> Y:<input type="text" id="lightDirectionY"></input> Z:<input type="text" id="lightDirectionZ"></input> <br />
Direction Lighting Color: Red:<input type="text" id="directionalR"></input> Green:<input type="text" id="directionalG"></input> Blue:<input type="text" id="directionalB"></input> <br />
</form>
<p>Press 'F' to change Texture quality.</p>
<p>Use Arrow Keys to rotate cube.</p>
<p>Page Up and Page down to zoom in and out.</p>
<canvas canvasProperties="prop" id="canvas1" style="border: none;" width="1280" height="720"></canvas>
<article>
<header>
</header>
<footer>
</footer>
</article>
</section>
<aside>
</aside>
<footer>
</footer>
</body>
第一个.js
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
shaderProgram.lightingDirectionUniform = gl.getUniformLocation(shaderProgram, "uLightingDirection");
shaderProgram.directionalColorUniform = gl.getUniformLocation(shaderProgram, "uDirectionalColor");
}
var cubeTextures = Array();
function initTexture()
{
var cubeImage = new Image();
for(var i=0;i < 3; i++)
{
var texture = gl.createTexture();
texture.image = cubeImage;
cubeTextures.push(texture);
}
cubeImage.onload = function()
{
handleLoadedTexture(cubeTextures);
}
cubeImage.src = "cube.png";
}
function handleLoadedTexture(texture)
{
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D,texture[0]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[0].image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, texture[1]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[1].image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.bindTexture(gl.TEXTURE_2D, texture[2]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture[2].image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
var mvMatrix = mat4.create();
var mvMatrixStack = []
var pMatrix = mat4.create();
function mvPushMatrix()
{
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix()
{
if(mvMatrixStack.length == 0)
{
throw "No Matrix to Pop!";
}
mvMatrix = mvMatrixStack.pop();
}
function degToRad(degrees)
{
return degrees * Math.PI / 180;
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
var normalMatrix = mat3.create();
mat4.toInverseMat3(mvMatrix, normalMatrix);
mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(shaderProgram.nMatrixUniform, false, normalMatrix);
}
var cubeVertexPositionBuffer;
var cubeVertexTextureCoordBuffer;
var cubeVertexIndexBuffer;
function initBuffers() {
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
vertices = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numItems = 24;
cubeVertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
var vertexNormals = [
// Front face
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back face
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top face
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom face
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right face
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left face
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
cubeVertexNormalBuffer.itemSize = 3;
cubeVertexNormalBuffer.numItems = 24;
cubeVertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
var textureCoords = [
// Front face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Top face
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
// Bottom face
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
// Right face
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
// Left face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
cubeVertexTextureCoordBuffer.itemSize = 2;
cubeVertexTextureCoordBuffer.numItems = 24;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
8, 9, 10, 8, 10, 11, // Top face
12, 13, 14, 12, 14, 15, // Bottom face
16, 17, 18, 16, 18, 19, // Right face
20, 21, 22, 20, 22, 23 // Left face
]
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numItems = 36;
}
var rCubeX = 0;
var SpeedX = 0;
var rCubeY = 0;
var SpeedY = 0;
var z = -5.0;
var filter = 0;
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, z]);
mvPushMatrix();
mat4.rotate(mvMatrix, degToRad(rCubeX), [1, 0, 0]);
mat4.rotate(mvMatrix, degToRad(rCubeY), [0, 1, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, cubeVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, cubeTextures[filter]);
gl.uniform1i(shaderProgram.samplerUniform, 0);
var lighting = document.getElementById("lighting").checked;
gl.uniform1i(shaderProgram.useLightingUniform, lighting);
if(lighting)
{
gl.uniform3f(
shaderProgram.ambientColorUniform,
parseFloat(document.getElementById("ambientR").value),
parseFloat(document.getElementById("ambientG").value),
parseFloat(document.getElementById("ambientB").value)
);
}
var lightingDirection = [
parseFloat(document.getElementById("lightDirectionX").value),
parseFloat(document.getElementById("lightDirectionY").value),
parseFloat(document.getElementById("lightDirectionZ").value)
];
var adjustedLD = vec3.create();
vec3.normalize(lightingDirection, adjustedLD);
vec3.scale(adjustedLD, -1);
gl.uniform3fv(shaderProgram.lightingDirectionUniform, adjustedLD);
gl.uniform3f(
shaderProgram.directionalColorUniform,
parseFloat(document.getElementById("directionalR").value),
parseFloat(document.getElementById("directionalG").value),
parseFloat(document.getElementById("directionalB").value)
);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
}
var lastTime = 0;
function animate()
{
var timeNow = new Date().getTime();
if(lastTime != 0)
{
var elapsed = timeNow - lastTime;
rCubeX += (SpeedX * elapsed) / 1000.0;
rCubeY += (SpeedY * elapsed) / 1000.0;
}
lastTime = timeNow;
}
var currentlyPressedKeys = {};
function handleKeyDown(event){
currentlyPressedKeys[event.keyCode] = true;
if(String.fromCharCode(event.keyCode) == "F"){
filter += 1;
if(filter == 3){
filter = 0;
}
}
}
function handleKeyUp(event){
currentlyPressedKeys[event.keyCode] = false;
}
function handleKeys()
{
if(currentlyPressedKeys[33])
{
z -= 0.05;
}
if(currentlyPressedKeys[34])
{
z += 0.05;
}
if(currentlyPressedKeys[37])
{
SpeedY --;
} else if (SpeedY < 0){
SpeedY ++;
}
if(currentlyPressedKeys[39])
{
SpeedY ++;
}else if(SpeedY > 0){
SpeedY --;
}
if (currentlyPressedKeys[38]) {
SpeedX --;
} else if(SpeedX < 0){
SpeedX ++;
}
if (currentlyPressedKeys[40]) {
SpeedX ++;
} else if(SpeedX > 0){
SpeedX--;
}
}
function update()
{
requestAnimFrame(update);
handleKeys();
drawScene();
animate();
}
function webGLStart() {
var canvas = document.getElementById("canvas1");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
document.onkeydown = handleKeyDown;
document.onkeyup = handleKeyUp;
update();
}