我一直在尝试使用三角形扇形方法创建一个完整的圆圈。但是,我尝试将粉丝数量从 80 增加到 360。然后我尝试将其增加到 500、5000、50000。它消失在 50000 只是因为切片太小了......我想知道如何填写那个缺失的切片。
这是我正在使用的代码:
// RotatingTriangle.js (c) 2012 matsuda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'void main() {\n' +
' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the rectangle
gl.drawArrays(gl.TRIANGLE_FAN, 0, n);
}
function initVertexBuffers(gl) {
var circle = {x: 0, y:0, r: 0.75};
var ATTRIBUTES = 2;
var numFans = 64;
var degreePerFan = (2* Math.PI) / numFans;
var vertexData = [
0.0, 0.0
];
// updated here, but the problem still persists
for(var i = 0; i <= numFans; i++) {
var index = 2 + i*2;
var angle = degreePerFan * (i+1);
//console.log(angle)
vertexData[index] = Math.cos(angle) * 0.5;
vertexData[index + 1] = Math.sin(angle) * 0.5;
}
//console.log(vertexData);
var vertexDataTyped = new Float32Array(vertexData);
// Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertexDataTyped, gl.STATIC_DRAW);
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
// Assign the buffer object to a_Position variable
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
return numFans;
}
// SOLUTION
for(var i = 0; i <= numFans; i++) {
var index = i*2; <--- (used to be 'var index = 2 + i*2;')
var angle = degreePerFan * (i+1);
//console.log(angle)
vertexData[index] = Math.cos(angle) * 0.5;
vertexData[index + 1] = Math.sin(angle) * 0.5;
}