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是否可以在与 webgl 一起使用时调试 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?

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2 回答 2

19

并不真地,

我通常调试 GLSL 的方式是输出颜色。因此,例如,给定 2 个着色器,例如

// 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);
}

如果我没有在屏幕上看到任何东西,我会首先通过在末尾添加一行来更改片段着色器

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

如果我开始看到我的几何图形,那么我就会知道问题可能出在片段着色器中。我可以通过这样做来检查我的法线

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

如果法线看起来没问题,我可能会检查紫外线坐标

gl_FragColor = vec4(v_texCoord, 0, 1);

ETC...

于 2013-04-03T17:32:52.883 回答
-1

为此,您可以尝试使用WebGL-Inspector 。

于 2013-04-02T13:45:48.323 回答