在同一画布上绘制gl点和gl三角形



我正试图弄清楚如何根据鼠标事件绘制三角形而不是点。代码如下:

var gl;
var points = [];
var tpoints = [];
var index = 0;
var cIndex = 0;
var dTri = false;
var dPoint = true;
var count = 0;
var counter = 0;
function init() {
  var canvas = document.getElementById("gl-canvas");
  gl = WebGLUtils.setupWebGL(canvas);
  if (!gl) {
    alert("WebGL isn't available");
  }
  var colors = [
    vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
    vec4(0.0, 0.0, 0.0, 1.0), // black
    vec4(1.0, 0.0, 0.0, 1.0), // red
    vec4(1.0, 1.0, 0.0, 1.0), // yellow
    vec4(0.0, 1.0, 0.0, 1.0), // green
    vec4(0.0, 0.0, 1.0, 1.0), // blue
    vec4(1.0, 0.0, 1.0, 1.0), // magenta
    vec4(0.0, 1.0, 1.0, 1.0) // cyan
  ];
  gl.viewport(0, 0, canvas.width, canvas.height);
  var m = document.getElementById("mymenu");
  m.addEventListener("click", function() {
    cIndex = m.selectedIndex;
  });
  var a = colors[cIndex][0];
  var b = colors[cIndex][1];
  var c = colors[cIndex][2];
  var d = colors[cIndex][3];
  gl.clearColor(a, b, c, d);
  //  Load shaders and initialize attribute buffers
  var program = initShaders(gl, "vertex-shader", "fragment-shader");
  gl.useProgram(program);
  var vbuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
  gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);
  var vPosition = gl.getAttribLocation(program, "vPosition");
  gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vPosition);
  var cBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);
  var vColor = gl.getAttribLocation(program, "vColor");
  gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vColor);
  canvas.addEventListener("mousedown", function(event) {
    counter++;
    var i = index;
    x = 2 * (event.clientX - 12) / canvas.width - 1;
    y = 2 * (canvas.height - (event.clientY - 165)) / canvas.height - 1;
    var pts = [x, y];
    console.log(pts);
    if (dPoint || (dTri && counter % 3 != 0)) {
      points.push(pts);
    } else if (dTri) {
      index = index - 3;
      tpoints.push(pts);
      tpoints.push(points.pop());
      tpoints.push(points.pop());
      count++;
    }
    index++;
    gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 8 * i, flatten(pts));
    t = vec4(colors[cIndex]);
    gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 16 * i, flatten(t));
  });
  render();
};
function drawTriangles() {
  dTri = true;
  dPoint = false;
  counter = 0;
}
function drawPoints() {
  dTri = false;
  dPoint = true;
}
function render() {
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.drawArrays(gl.POINTS, 0, index);
  gl.drawArrays(gl.TRIANGLES, 0, count);
  window.requestAnimationFrame(render);
}
function clearC() {
  var oldcanv = document.getElementById('gl-canvas');
  document.body.removeChild(oldcanv);
  var canv = document.createElement('canvas');
  canv.id = 'gl-canvas';
  canv.width = 500;
  canv.height = 500;
  document.body.appendChild(canv);
  index = 0;
  count = 0;
  init();
}
<!DOCTYPE html>
<html>
<head>
  <title>CG - Part2</title>
  <meta http-equiv="Content-Type" content="text/html;charset=utf-8">
  <script id="vertex-shader" type="x-shader/x-vertex">
    attribute vec4 vPosition; attribute vec4 vColor; varying vec4 fColor; void main() { gl_Position = vPosition; gl_PointSize = 10.0; fColor = vColor; }
  </script>
  <script id="fragment-shader" type="x-shader/x-fragment">
    precision mediump float; varying vec4 fColor; void main() { gl_FragColor = fColor; }
  </script>
  <script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/initShaders.js"></script>
  <script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/MV.js"></script>
  <script src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
  <script>
    window.onload = init;
  </script>
</head>
<body>
  <div style="margin-top: 10px; margin-bottom: 10px">
    <input type="button" onClick="clearC()" value="Clear">
    <input type="button" onClick="drawTriangles()" value="Draw Triangles">
    <input type="button" onClick="drawPoints()" value="Draw Points">
    <select id="mymenu" size="8">
      <option selected value="0">Default</option>
      <option value="1">Black</option>
      <option value="2">Red</option>
      <option value="3">Yellow</option>
      <option value="4">Green</option>
      <option value="5">Blue</option>
      <option value="6">Magenta</option>
      <option value="7">Cyan</option>
    </select>
  </div>
  <canvas id="gl-canvas" width="500" height="500">
    Oops ... your browser doesn't support the HTML5 canvas element
  </canvas>
</body>
</html>

可以看到,画布使用点数组而不是三角形点数组来绘制三角形。有人能看出我哪里错了吗?

更新:

var gl, canvas, program, colors, menu;
var points = [];
var tpoints = [];
var cpoints = [];
var colorsP = [];
var tcolorsP = [];
var ccolorsP = [];
var pointIndex = 0;
var triangleIndex = 0;
var circleIndex = 0;
var colorIndex = 0;
var counter = 0;
var numTris = 100;
var degPerTri = (2 * Math.PI) / numTris;
var dTri = false;
var dPoint = true;
var dCircle = false;
var vbuffer;
var cBuffer;
function begin() {
    canvas = document.getElementById("gl-canvas");
    gl = WebGLUtils.setupWebGL(canvas);
    if (!gl) { alert("WebGL isn't available"); }
    gl.viewport(0, 0, canvas.width, canvas.height);
    program = initShaders(gl, "vertex-shader", "fragment-shader");
    gl.useProgram(program);
    colors = [
        vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
        vec4(0.0, 0.0, 0.0, 1.0),  // black
        vec4(1.0, 0.0, 0.0, 1.0),  // red
        vec4(1.0, 1.0, 0.0, 1.0),  // yellow
        vec4(0.0, 1.0, 0.0, 1.0),  // green
        vec4(0.0, 0.0, 1.0, 1.0),  // blue
        vec4(1.0, 0.0, 1.0, 1.0),  // magenta
        vec4(0.0, 1.0, 1.0, 1.0)   // cyan
    ];
    r = colors[colorIndex][0];
    g = colors[colorIndex][1];
    b = colors[colorIndex][2];
    a = colors[colorIndex][3];
    gl.clearColor(r, g, b, a);
    menu = document.getElementById("mymenu");
}
function init() {
    begin();
    vbuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
    gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);
    var vPosition = gl.getAttribLocation(program, "vPosition");
    gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(vPosition);
    cBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);
    var vColor = gl.getAttribLocation(program, "vColor");
    gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(vColor);
    menu.addEventListener("click", function () {
        colorIndex = menu.selectedIndex;
    });
    canvas.addEventListener("mousedown", function (event) {
        var mousePos = getMousePos(canvas, event);
        x = 2 * (mousePos.x - 5) / canvas.width - 1;
        y = 2 * (canvas.height - (mousePos.y - 5)) / canvas.height - 1;
        var pts = [x, y];
        counter++;
        console.log('Punkt : ', pts);
        if (dPoint || (dTri && counter % 3 != 0) || (dCircle && counter % 2 != 0)) {
            points.push(pts);
            colorsP.push(vec4(colors[colorIndex]));
        } else if (dTri) {
            pointIndex = pointIndex - 3;
            tpoints.push(pts);
            tcolorsP.push(vec4(colors[colorIndex]));
            tpoints.push(points.pop());
            tcolorsP.push(colorsP.pop());
            tpoints.push(points.pop());
            tcolorsP.push(colorsP.pop());
            triangleIndex++;
        } else if (dCircle) {
            pointIndex = pointIndex - 2;
            cpoints.push(pts);
            ccolorsP.push(vec4(colors[colorIndex]));
            cpoints.push(points.pop());
            ccolorsP.push(colorsP.pop());
            var xs = cpoints[0][0] - cpoints[1][0];
            var ys = cpoints[0][1] - cpoints[1][1];
            console.log('Diff x:',xs, ' Diff y:',ys);
            var radius = Math.sqrt(Math.pow(xs, 2) + Math.pow(ys, 2));
            console.log(radius);
            cpoints = [
                 cpoints[0][0], cpoints[0][1],
                 cpoints[1][0], cpoints[1][1]
            ];
            console.log('Punkt nr: 0', 'X Koordinat:', cpoints[0], 'Y Koordinat:', cpoints[1]);
            console.log('Punkt nr: 1', 'X Koordinat:', cpoints[2], 'Y Koordinat:', cpoints[3]);
            for (var i = 0; i < numTris; i++) {
                var index = 2 * 2 + i * 2;
                var angle = degPerTri * (i+1);
                cpoints[index] = (Math.cos(angle) / 4);
                cpoints[index + 1] = (Math.sin(angle) / 4);
                console.log('Punkt nr:', index, 'X Koordinat:', cpoints[index], 'Y Koordinat:', cpoints[index+1]);
            }
            circleIndex++;
        }
        pointIndex++;
    });
    render();
};
function drawCircles() {
    dTri = false;
    dPoint = false;
    dCircle = true;
    counter = 0;
}
function drawTriangles() {
    dTri = true;
    dPoint = false;
    dCircle = false;
    counter = 0;
}
function drawPoints() {
    dTri = false;
    dPoint = true;
    dCircle = false;
}
function render() {
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
    gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
    gl.drawArrays(gl.POINTS, 0, pointIndex);
    gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
    gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
    gl.drawArrays(gl.TRIANGLES, 0, triangleIndex * 3);
    gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(cpoints));
    gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(ccolorsP));
    gl.drawArrays(gl.TRIANGLE_FAN, 0, 52 * (circleIndex * 2));
    window.requestAnimationFrame(render);
}
function clearC() {
    var oldcanv = document.getElementById('gl-canvas');
    document.body.removeChild(oldcanv);
    var canv = document.createElement('canvas');
    canv.id = 'gl-canvas';
    canv.width = 500;
    canv.height = 500;
    document.body.appendChild(canv);
    pointIndex = 0;
    triangleIndex = 0;
    circleIndex = 0;
    counter = 0;
    points = [];
    colorsP = [];
    tpoints = [];
    tcolorsP = [];
    cpoints = [];
    ccolorsP = [];
    init();
}
function getMousePos(canvas, evt) {
    var rect = canvas.getBoundingClientRect();
    return {
        x: evt.clientX - rect.left,
        y: evt.clientY - rect.top
    };
}

对不起,我不是javascript大师,但这里是工作的代码:

var gl;
var points = [];
var tpoints = [];
var colorsP = [];
var tcolorsP = [];
var index = 0;
var cIndex = 0;
var dTri = false;
var dPoint = true;
var vbuffer;
var cBuffer;
var count = 0;
var counter = 0;
function init() {
  var canvas = document.getElementById("gl-canvas");
  gl = WebGLUtils.setupWebGL(canvas);
  if (!gl) {
    alert("WebGL isn't available");
  }
  colors = [
    vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
    vec4(0.0, 0.0, 0.0, 1.0), // black
    vec4(1.0, 0.0, 0.0, 1.0), // red
    vec4(1.0, 1.0, 0.0, 1.0), // yellow
    vec4(0.0, 1.0, 0.0, 1.0), // green
    vec4(0.0, 0.0, 1.0, 1.0), // blue
    vec4(1.0, 0.0, 1.0, 1.0), // magenta
    vec4(0.0, 1.0, 1.0, 1.0) // cyan
  ];
  gl.viewport(0, 0, canvas.width, canvas.height);
  var m = document.getElementById("mymenu");
  m.addEventListener("click", function() {
    cIndex = m.selectedIndex;
  });
  var a = colors[cIndex][0];
  var b = colors[cIndex][1];
  var c = colors[cIndex][2];
  var d = colors[cIndex][3];
  gl.clearColor(a, b, c, d);
  //  Load shaders and initialize attribute buffers
  var program = initShaders(gl, "vertex-shader", "fragment-shader");
  gl.useProgram(program);
  vbuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
  gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);
  var vPosition = gl.getAttribLocation(program, "vPosition");
  gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vPosition);
  cBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);
  var vColor = gl.getAttribLocation(program, "vColor");
  gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vColor);
  canvas.addEventListener("mousedown", function(event) {
    counter++;
    var i = index;
    x = 2 * (event.clientX - 12) / canvas.width - 1;
    y = 2 * (canvas.height - (event.clientY - 165)) / canvas.height - 1;
    var pts = [x, y];
    console.log(pts);
    if (dPoint || (dTri && counter % 3 != 0)) {
      points.push(pts);
      colorsP.push(vec4(colors[cIndex]));
    } else if (dTri) {
      index = index - 3;
      tpoints.push(pts);
      tcolorsP.push(vec4(colors[cIndex]));
      tpoints.push(points.pop());
      tcolorsP.push(colorsP.pop());
      tpoints.push(points.pop());
      tcolorsP.push(colorsP.pop());
      count++;
    }
    index++;
  });
  render();
};
function drawTriangles() {
  dTri = true;
  dPoint = false;
  counter = 0;
}
function drawPoints() {
  dTri = false;
  dPoint = true;
}
function render() {
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
  gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
  gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
  gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
  gl.drawArrays(gl.POINTS, 0, index);
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
  gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
  gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
  gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
  gl.drawArrays(gl.TRIANGLES, 0, count*3);
  window.requestAnimationFrame(render);
}
function clearC() {
  var oldcanv = document.getElementById('gl-canvas');
  document.body.removeChild(oldcanv);
  var canv = document.createElement('canvas');
  canv.id = 'gl-canvas';
  canv.width = 500;
  canv.height = 500;
  document.body.appendChild(canv);
  index = 0;
  count = 0;
  init();
}

哪里错了,我做了什么:

gl.drawArrays(gl.TRIANGLES, 0, count); -> gl.drawArrays(gl.TRIANGLES, 0, count*3);

drawArrays需要点的数量,所以是3 *三角形的数量。

我假设你想从三角形中分离点,所以你不能混合三角形顶点和点。每次鼠标点击后,你都要发送关于1个点及其颜色的数据。不改变以前的数据,所以gl.drawArrays(gl.POINTS, 0, index);工作得很好。但如果你想画三角形,你需要提供新的数据。你将三角形的顶点存储在tpoints中,但从未将其发送到GPU内存中。所以你需要在2个vao中创建4个缓冲区(2个位置,2种颜色),或者(这更简单,我在上面展示过)为每帧复制两次数据——一次为点提供数据,一次为三角形提供数据。

我希望这是有帮助的,请随时提出更多的问题。

编辑:

var gl, canvas, program, colors, menu;
  var points = [];
  var tpoints = [];
  var cpoints = [];
  var colorsP = [];
  var tcolorsP = [];
  var ccolorsP = [];
  var pointIndex = 0;
  var triangleIndex = 0;
  var circleIndex = 0;
  var colorIndex = 0;
  var counter = 0;
  var numTris = 20;
  var degPerTri = (2 * Math.PI) / numTris;
  var dTri = false;
  var dPoint = true;
  var dCircle = false;
  var vbuffer;
  var cBuffer;
  function begin() {
      canvas = document.getElementById("gl-canvas");
      gl = WebGLUtils.setupWebGL(canvas);
      if (!gl) { alert("WebGL isn't available"); }
      gl.viewport(0, 0, canvas.width, canvas.height);
      program = initShaders(gl, "vertex-shader", "fragment-shader");
      gl.useProgram(program);
      colors = [
          vec4(0.3921, 0.5843, 0.9294, 1.0), //Default
          vec4(0.0, 0.0, 0.0, 1.0),  // black
          vec4(1.0, 0.0, 0.0, 1.0),  // red
          vec4(1.0, 1.0, 0.0, 1.0),  // yellow
          vec4(0.0, 1.0, 0.0, 1.0),  // green
          vec4(0.0, 0.0, 1.0, 1.0),  // blue
          vec4(1.0, 0.0, 1.0, 1.0),  // magenta
          vec4(0.0, 1.0, 1.0, 1.0)   // cyan
      ];
      r = colors[colorIndex][0];
      g = colors[colorIndex][1];
      b = colors[colorIndex][2];
      a = colors[colorIndex][3];
      gl.clearColor(r, g, b, a);
      menu = document.getElementById("mymenu");
  }
  function init() {
      begin();
      vbuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
      gl.bufferData(gl.ARRAY_BUFFER, 8 * 200, gl.STATIC_DRAW);
      var vPosition = gl.getAttribLocation(program, "vPosition");
      gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
      gl.enableVertexAttribArray(vPosition);
      cBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, 16 * 200, gl.STATIC_DRAW);
      var vColor = gl.getAttribLocation(program, "vColor");
      gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
      gl.enableVertexAttribArray(vColor);
      menu.addEventListener("click", function () {
          colorIndex = menu.selectedIndex;
      });
      canvas.addEventListener("mousedown", function (event) {
          var mousePos = getMousePos(canvas, event);
          x = 2 * (mousePos.x - 5) / canvas.width - 1;
          y = 2 * (canvas.height - (mousePos.y - 5)) / canvas.height - 1;
          var pts = [x, y];
          counter++;
          console.log('Punkt : ', pts);
          if (dPoint || (dTri && counter % 3 != 0) || (dCircle && counter % 2 != 0)) {
              points.push(pts);
              colorsP.push(vec4(colors[colorIndex]));
          } else if (dTri) {
              pointIndex = pointIndex - 3;
              tpoints.push(pts);
              tcolorsP.push(vec4(colors[colorIndex]));
              tpoints.push(points.pop());
              tcolorsP.push(colorsP.pop());
              tpoints.push(points.pop());
              tcolorsP.push(colorsP.pop());
              triangleIndex++;
          } else if (dCircle) {
              pointIndex = pointIndex - 2;
              var p2 = pts;
              var p1 = points.pop();
              var c2 = vec4(colors[colorIndex]);
              var c1 = colorsP.pop();
              var xs = p1[0] - p2[0];
              var ys = p1[1] - p2[1];
              console.log('Diff x:',xs, ' Diff y:',ys);
              var radius = Math.sqrt(Math.pow(xs, 2) + Math.pow(ys, 2));
              console.log(radius);
              console.log('Punkt nr: 0', 'X Koordinat:', p1, 'Y Koordinat:', cpoints[1]);
              console.log('Punkt nr: 1', 'X Koordinat:', cpoints[2], 'Y Koordinat:', cpoints[3]);
              for (var i = 0; i < numTris; i++) {
                var angle1 = degPerTri * (i);
                var angle2 = degPerTri * (i+1);
                var pt2 = vec2(Math.cos(angle1)*radius, Math.sin(angle1)*radius);
                var pt3 = vec2(Math.cos(angle2)*radius, Math.sin(angle2)*radius);
                var p2 = vec2(p1[0]+pt2[0], p1[1]+pt2[1]);
                var p3 = vec2(p1[0]+pt3[0], p1[1]+pt3[1]);
                cpoints.push(p1);
                cpoints.push(p2);
                cpoints.push(p3);
                ccolorsP.push(c1);
                ccolorsP.push(c2);
                ccolorsP.push(c2);
              }
              console.log(cpoints);
              circleIndex++;
          }
          pointIndex++;
      });
      render();
  };
  function drawCircles() {
      dTri = false;
      dPoint = false;
      dCircle = true;
      counter = 0;
  }
  function drawTriangles() {
      dTri = true;
      dPoint = false;
      dCircle = false;
      counter = 0;
  }
  function drawPoints() {
      dTri = false;
      dPoint = true;
      dCircle = false;
  }
  function render() {
      gl.clear(gl.COLOR_BUFFER_BIT);
      gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(points));
      gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(colorsP));
      gl.drawArrays(gl.POINTS, 0, pointIndex);
      gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tpoints));
      gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(tcolorsP));
      gl.drawArrays(gl.TRIANGLES, 0, triangleIndex * 3);
      gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(cpoints));
      gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, flatten(ccolorsP));
      gl.drawArrays(gl.TRIANGLES, 0, 3*circleIndex*numTris);
      window.requestAnimationFrame(render);
  }
  function clearC() {
      var oldcanv = document.getElementById('gl-canvas');
      document.body.removeChild(oldcanv);
      var canv = document.createElement('canvas');
      canv.id = 'gl-canvas';
      canv.width = 500;
      canv.height = 500;
      document.body.appendChild(canv);
      pointIndex = 0;
      triangleIndex = 0;
      circleIndex = 0;
      counter = 0;
      points = [];
      colorsP = [];
      tpoints = [];
      tcolorsP = [];
      cpoints = [];
      ccolorsP = [];
      init();
  }
  function getMousePos(canvas, evt) {
      var rect = canvas.getBoundingClientRect();
      return {
          x: evt.clientX - rect.left,
          y: evt.clientY - rect.top
      };
  }

我改变了什么:

var numTris = 20;

使用gl.bufferData,您在GPU上分配一些内存并复制一些数据(或不)。使用gl.bufferSubData,您只复制数据而不分配任何内存。如果你的数据比分配的内存大,你就有大麻烦了。

gl.drawArrays(gl.TRIANGLES, 0, 3*circleIndex*numTris);

使用gl.TRIANGLE_FAN,您将无法绘制多个圆圈,因为扇形中的三角形是连接的。我还删除了魔法常数。

for (var i = 0; i < numTris; i++) {
  var angle1 = degPerTri * (i);
  var angle2 = degPerTri * (i+1);
  var pt2 = vec2(Math.cos(angle1)*radius, Math.sin(angle1)*radius);
  var pt3 = vec2(Math.cos(angle2)*radius, Math.sin(angle2)*radius);
  var p2 = vec2(p1[0]+pt2[0], p1[1]+pt2[1]);
  var p3 = vec2(p1[0]+pt3[0], p1[1]+pt3[1]);
  cpoints.push(p1);
  cpoints.push(p2);
  cpoints.push(p3);
  ccolorsP.push(c1);
  ccolorsP.push(c2);
  ccolorsP.push(c2);
}

你在这里做了一些疯狂的事情,给cpoints赋值而不是改变它,一团糟。这里我为圆中的每个三角形推3个位置和3种颜色。抱歉额外的分配,但javascript字符串连接而不是加法让我疯了;)p1也是圆心

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