我正在努力学习 WebGL 并且玩得很开心!我决定使用 glTF 作为这个项目的 3d 格式。我让它运行良好,有一个奇怪的例外。当索引计数较低时(例如简单的三角立方体),索引计数等于索引缓冲区大小。这不可能。在我拥有的所有其他模型中,索引计数是缓冲区大小的 1/2。
这些会导致渲染错误,例如“错误:WebGL 警告:drawElements:索引缓冲区太小。”。下面是相关代码。
可渲染构造函数:
constructor(type,indexCount,vertBuffer,indexBuffer,uvBuffer,normalBuffer,modelMatrix){
this.type = type;
this.indexCount = indexCount;
this.name = "NONE";
this.vertBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.vertBuffer);
GL.bufferData(GL.ARRAY_BUFFER, vertBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);
this.uvBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.uvBuffer);
GL.bufferData(GL.ARRAY_BUFFER, uvBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);
this.indexBuffer = GL.createBuffer();
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
GL.bufferData(GL.ELEMENT_ARRAY_BUFFER, indexBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null);
this.normalBuffer = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, this.normalBuffer);
GL.bufferData(GL.ARRAY_BUFFER, normalBuffer, GL.STATIC_DRAW);
GL.bindBuffer(GL.ARRAY_BUFFER, null);
this.matrix = modelMatrix;
this.witMatrix = mat4.create();
this.textures = [];
//Create defaults
this.setTexture(new dTexture(TEX.COLOR,"res/missingno.png"));
this.setTexture(new dTexture(TEX.LIGHT,"res/rawLight.png"));
}
GLTF 到“可渲染”
static fromGLTF(type,gltf){
console.log("GLTF: loading "+gltf.nodes[0].name);
return new Renderable(type,
gltf.nodes[0].mesh.primitives[0].indicesLength,
gltf.nodes[0].mesh.primitives[0].attributes.POSITION.bufferView.data,
gltf.accessors[gltf.nodes[0].mesh.primitives[0].indices].bufferView.data,
gltf.nodes[0].mesh.primitives[0].attributes.TEXCOORD_0.bufferView.data,
gltf.nodes[0].mesh.primitives[0].attributes.NORMAL.bufferView.data,
gltf.nodes[0].matrix);
}
这是渲染代码(它不是很漂亮,但为了完整起见,这里是):
render(){
GL.viewport(0.0,0.0,this.canvas.width,this.canvas.height);
GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
this.renderables.forEach(renderable => {
//mat4.identity(renderable.witMatrix);
mat4.invert(renderable.witMatrix,renderable.matrix);
mat4.transpose(renderable.witMatrix,renderable.witMatrix);
GL.useProgram(this.programs[renderable.type].program);
GL.uniformMatrix4fv(this.programs[renderable.type].pMatrix, false, this.projectionMatrix);
GL.uniformMatrix4fv(this.programs[renderable.type].vMatrix, false, this.viewMatrix);
GL.uniformMatrix4fv(this.programs[renderable.type].mMatrix, false, renderable.matrix);
GL.enableVertexAttribArray(this.programs[renderable.type].positon);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.vertBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].positon, 3, GL.FLOAT, false,0,0);
GL.enableVertexAttribArray(this.programs[renderable.type].uv);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.uvBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].uv, 2, GL.FLOAT, false,0,0);
if(renderable.type == SHADER.STATIC){
GL.uniform1i(this.programs[renderable.type].colorPos, 0); // texture unit 0
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.COLOR].data);
GL.uniform1i(this.programs[renderable.type].lightPos, 1); // texture unit 1
GL.activeTexture(GL.TEXTURE1);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.LIGHT].data);
}else if(renderable.type == SHADER.DYNAMIC){
GL.uniform1i(this.programs[renderable.type].colorPos, 0); // texture unit 0
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, renderable.textures[TEX.COLOR].data);
GL.enableVertexAttribArray(this.programs[renderable.type].normalPos);
GL.bindBuffer(GL.ARRAY_BUFFER,renderable.normalBuffer);
GL.vertexAttribPointer(this.programs[renderable.type].normalPos, 3, GL.FLOAT, false,0,0);
GL.uniformMatrix4fv(this.programs[renderable.type].witMatrix, false, renderable.witMatrix);
// set the light position
GL.uniform3fv(this.programs[renderable.type].lightPosPos, [
Math.sin(this.counter)*0.75,
Math.cos(this.counter)*0.75+1,
0
]);
this.counter+=this.dt*0.25;
}
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, renderable.indexBuffer);
GL.drawElements(GL.TRIANGLES,renderable.indexCount,GL.UNSIGNED_SHORT,0);
GL.activeTexture(GL.TEXTURE1);
GL.bindTexture(GL.TEXTURE_2D,this.nullLightmap.data);
});
GL.flush();
}
有任何想法吗?