最近在按照网上教程学习webgl,当做到纹理贴图的时候,发现在图片应该显示的区域上没有显示图片,取而代之的一片黑色,如下图:
(这里我把背景设置为蓝色,便于让异常区域与画布背景区分)
我当时纹理部分的代码如下:
function initTexture() {
gl.activeTexture(gl.TEXTURE0);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
//纹理图片上下反转,必须在gl.texImage2D之前执行
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
//image 对象
const image = new Image();
image.onload = function () {
showMap();
};
image.src = "../../images/test.jpg";
//贴图
function showMap() {
//配置纹理图像
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGB,
gl.RGB,
gl.UNSIGNED_BYTE,
image
)
//配置纹理参数
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
const u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
gl.uniform1i(u_Sampler, 0);
//渲染
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, sourceSize);
}
}
这也是网上大部分教程的做法。
在折磨一下午后,我终于发现问题出在纹理参数的设置上。webgl默认图像源的尺寸为2的n次幂,比如宽为256、高为256的图像可以正常显示,但宽为256、高为300的图像不能正常显示。为此,需要在原来的基础上添加如下两句:
//配置纹理参数
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
改完后渲染结果:
附上demo代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title></title>
<!-- glMatrix-0.9.6.min.js -->
<script src="https://searchcode.com/codesearch/raw/11610755"></script>
<script>
let gl;
const vertexString = `
attribute vec4 a_Position;
attribute vec2 a_Pin;
varying vec2 v_Pin;
void main(){
gl_Position = a_Position;
v_Pin = a_Pin;
}
`;
const fragmentString = `
precision mediump float;
uniform sampler2D u_Sampler;
varying vec2 v_Pin;
void main(){
gl_FragColor = texture2D(u_Sampler, v_Pin);
}
`;
//数据源
const source = new Float32Array([
-0.5, 0.5, 0.0, 1.0, -0.5, -0.5, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, 0.5,
-0.5, 1.0, 0.0,
]);
const FSIZE = source.BYTES_PER_ELEMENT;
//元素字节数
const elementBytes = source.BYTES_PER_ELEMENT;
//系列尺寸
const posSize = 2;
const pinSize = 2;
//类目尺寸
const categorySize = posSize + pinSize;
//类目字节数
const categoryBytes = categorySize * elementBytes;
//系列字节索引位置
const posByteIndex = 0;
const pinByteIndex = posSize * elementBytes;
//顶点总数
const sourceSize = source.length / categorySize;
function init() {
initgl();
initShader();
initBuffer();
initTexture();
}
function initgl() {
let glCanvas = document.getElementById("gl");
gl = glCanvas.getContext("webgl");
gl.viewport(0, 0, glCanvas.clientWidth, glCanvas.clientHeight);
}
function initShader() {
let vsShader = gl.createShader(gl.VERTEX_SHADER);
let fsShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vsShader, vertexString);
gl.shaderSource(fsShader, fragmentString);
gl.compileShader(vsShader);
gl.compileShader(fsShader);
let program = gl.createProgram();
gl.attachShader(program, vsShader);
gl.attachShader(program, fsShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.program = program;
}
function initBuffer() {
const sourceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, sourceBuffer);
gl.bufferData(gl.ARRAY_BUFFER, source, gl.STATIC_DRAW);
const a_Position = gl.getAttribLocation(gl.program, "a_Position");
gl.vertexAttribPointer(
a_Position,
posSize,
gl.FLOAT,
false,
categoryBytes,
posByteIndex
);
gl.enableVertexAttribArray(a_Position);
const a_Pin = gl.getAttribLocation(gl.program, "a_Pin");
gl.vertexAttribPointer(
a_Pin,
pinSize,
gl.FLOAT,
false,
categoryBytes,
pinByteIndex
);
gl.enableVertexAttribArray(a_Pin);
}
function initTexture() {
//纹理单元
gl.activeTexture(gl.TEXTURE0);
//纹理对象
const texture = gl.createTexture();
//把纹理对象装进纹理单元里
gl.bindTexture(gl.TEXTURE_2D, texture);
//纹理图片上下反转,必须在gl.texImage2D之前执行
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
//image 对象
const image = new Image();
image.onload = function () {
showMap();
};
// 用自己的图替换,注意图片的格式要是jpg
image.src = "../../images/test.jpg";
//贴图
function showMap() {
//配置纹理图像
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGB,
gl.RGB,
gl.UNSIGNED_BYTE,
image
)
//配置纹理参数
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
//获取u_Sampler
const u_Sampler = gl.getUniformLocation(gl.program, "u_Sampler");
//将0号纹理分配给着色器,0 是纹理单元编号
gl.uniform1i(u_Sampler, 0);
//渲染
render();
}
function render() {
// gl.clearColor(0, 0, 0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, sourceSize);
}
}
</script>
</head>
<body onload="init()">
<canvas
id="gl"
width="500"
height="500"
style="background-color: blue"
></canvas>
</body>
</html>