javascript - WebGL着色器链接失败问题
阿神
阿神 2017-04-10 17:04:48
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今天学习<<javascript高级程序设计(第三版)>>的15.3WebGL部分的时候,运行书上的代码时在chrome和firefox浏览器下都报错如下:

WebGL.html:81 WebGL: INVALID_OPERATION: useProgram: program not valid
WebGL.html:83 WebGL: INVALID_OPERATION: getUniformLocation: program not  linked
WebGL.html:85 WebGL: INVALID_OPERATION: getAttribLocation: program not linked

代码如下:
<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <title>WebGL</title>
</head>
<body>
    <canvas id="drawing">浏览器不支持canvas</canvas>
    <script type="x-webgl/x-vertex-shader" id="vertexShader">
        attribute vec2 aVertexPosition;

        void main (void) {
            gl_Position = vec4(aVertexPosition, 0, 1.0);
        }
    </script>
    <script type="x-webgl/x-fragment-shader" id="fragmentShader">
        uniform vec4 uColor;
        
        void main (void) {
            gl_FragColor = uColor;
        }
    </script>
    <script type="text/javascript">
    
        var drawing = document.getElementById("drawing"),
            gl;

        drawing.width = 400;
        drawing.height = 400;
        try {
            gl = drawing.getContext("experimental-webgl");
        } catch (ex) {
            
        }
        if(gl) {
            // 先用实色清除canvas
            gl.clearColor(0, 0, 0, 1);
            gl.clear(gl.COLOR_BUFFER_BIT);
            // 视口
            gl.viewport(0, 0, drawing.width, drawing.height);
            // 创建缓冲区
            var buffer = gl.createBuffer();
            // 绑定到WebGL上下文
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            // 用数据填充缓冲区
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0.5, 1]), gl.STATIC_DRAW);
            // 创建着色器
            var vertexGlsl = document.getElementById("vertexShader").text;
            var fragmentGlsl = document.getElementById("fragmentShader").text;
            var vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexGlsl);
            gl.compileShader(vertexShader);
            var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentGlsl);
            gl.compileShader(fragmentShader);
            // 调试代码,alert的内容为ERROR: 0:2:" :No precision specified for (float)
            if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
                alert(gl.getShaderInfoLog(fragmentShader));
            }
            // 把两个对象链接到着色器程序中
            var program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            gl.useProgram(program);
            // 为着色器传入值
            var uColor = gl.getUniformLocation(program, "uColor");
            gl.uniform4fv(uColor, [0, 0, 0, 1]);
            var aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
            gl.enableVertexAttribArray(aVertexPosition);
            gl.vertexAttribPointer(aVertexPosition, 1, gl.FLOAT, false, 0, 0);
            
        } else {
            alert("gl is not exist");
        }
    </script>    
</body>
</html>

经过测试,问题应该就是出在fragmentShader。但是将错误语句ERROR: 0:2:" :No precision specified for (float) 搜索后也没有找到原因和解决方案。请高手帮忙看看,谢谢啦
看过但没有明白的网址:http://stackoverflow.com/questions/11998781/webgl-invalid-operation-useprogram

阿神
阿神

闭关修行中......

membalas semua(1)
阿神


很简单的小问题,它不是提示你了嘛,片段着色器第二行缺少精度描述,片段着色器必须加入精度描述,把24~26加进去,

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