Hi,
I encounter a problem when I pass the color buffer to the color attribute in shader vertex. I think this problem can be posted to this board too~~~
In this program, I want to set the red color to the sphere rather than map the texture. Therefore, I update the coding little based on [http://learningwebgl.com/cookbook/index.php/How_to_draw_a_sphere](http://learningwebgl.com/cookbook/index.php/How_to_draw_a_sphere) .
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
}
</script>
<script type="text/javascript">
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix;
var mvMatrixStack = [];
function mvPushMatrix(m) {
if (m) {
mvMatrixStack.push(m.dup());
mvMatrix = m.dup();
} else {
mvMatrixStack.push(mvMatrix.dup());
}
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
}
mvMatrix = mvMatrixStack.pop();
return mvMatrix;
}
function loadIdentity() {
mvMatrix = Matrix.I(4);
}
function multMatrix(m) {
mvMatrix = mvMatrix.x(m);
}
function mvTranslate(v) {
var m = Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
function createRotationMatrix(angle, v) {
var arad = angle * Math.PI / 180.0;
return Matrix.Rotation(arad, $V([v[0], v[1], v[2]])).ensure4x4();
}
function mvRotate(ang, v) {
var arad = ang * Math.PI / 180.0;
var m = Matrix.Rotation(arad, $V([v[0], v[1], v[2]])).ensure4x4();
multMatrix(m);
}
var pMatrix;
function perspective(fovy, aspect, znear, zfar) {
pMatrix = makePerspective(fovy, aspect, znear, zfar);
}
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.flatten()));
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.flatten()));
}
var z = -7.0;
var vertexPositionBuffer;
var vertexNormalBuffer;
var vertexColorBuffer;
var vertexIndexBuffer;
function initBuffers() {
var latitudeBands = 30;
var longitudeBands = 30;
var radius = 2;
var vertexPositionData = [];
var normalData = [];
var vertexColorData = [];
for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
var theta = latNumber * Math.PI / latitudeBands;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
var phi = longNumber * 2 * Math.PI / longitudeBands;
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var x = cosPhi * sinTheta;
var y = cosTheta;
var z = sinPhi * sinTheta;
var u = 1 - (longNumber / longitudeBands);
var v = 1 - (latNumber / latitudeBands);
normalData.push(x);
normalData.push(y);
normalData.push(z);
vertexColorData = vertexColorData.concat("[1.0, 0.0, 0.0, 1.0]");
vertexPositionData.push(radius * x);
vertexPositionData.push(radius * y);
vertexPositionData.push(radius * z);
}
}
var indexData = [];
for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
var first = (latNumber * (longitudeBands + 1)) + longNumber;
var second = first + longitudeBands + 1;
indexData.push(first);
indexData.push(second);
indexData.push(first + 1);
indexData.push(second);
indexData.push(second + 1);
indexData.push(first + 1);
}
}
vertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
vertexNormalBuffer.itemSize = 3;
vertexNormalBuffer.numItems = normalData.length / 3;
vertexColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexColorData), gl.STATIC_DRAW);
vertexColorBuffer.itemSize = 4;
vertexColorBuffer.numItems = vertexColorData.length / 4;
vertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
vertexPositionBuffer.itemSize = 3;
vertexPositionBuffer.numItems = vertexPositionData.length / 3;
vertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STREAM_DRAW);
vertexIndexBuffer.itemSize = 1;
vertexIndexBuffer.numItems = indexData.length;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
loadIdentity();
mvTranslate([0, 0.0, z]);
multMatrix(rotationMatrix);
mvPushMatrix();
mvTranslate([0, 0, 0]);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, vertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer);
gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, vertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
setMatrixUniforms();
gl.drawElements(gl.TRIANGLES, vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
mvPopMatrix();
}
var mouseDown = false;
var lastMouseX = null;
var lastMouseY = null;
var rotationMatrix = Matrix.I(4);
function handleMouseDown(event) {
mouseDown = true;
lastMouseX = event.clientX;
lastMouseY = event.clientY;
}
function handleMouseUp(event) {
mouseDown = false;
}
function handleMouseMove(event) {
if (!mouseDown) {
return;
}
var newX = event.clientX;
var newY = event.clientY;
var deltaX = (newX - lastMouseX) / 2;
var deltaY = (newY - lastMouseY) / 2;
var newRotationMatrix = createRotationMatrix(deltaX, [0, 1, 0]);
newRotationMatrix = newRotationMatrix.x(createRotationMatrix(deltaY, [1, 0, 0]));
rotationMatrix = newRotationMatrix.x(rotationMatrix);
lastMouseX = newX
lastMouseY = newY;
}
function tick() {
drawScene();
}
function webGLStart() {
var canvas = document.getElementById("lesson11-canvas");
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
canvas.onmousedown = handleMouseDown;
document.onmouseup = handleMouseUp;
document.onmousemove = handleMouseMove;
setInterval(tick, 15);
}
</script>
However, I find I cannot pass the color buffer to the color attribute in shader vertex. When I execute the coding, it only shows a sphere in multi-color. (see attachment)
When I try to comment the color buffer to test it, I find the sphere still is in multi-color. Therefore, is there any coding can update the color attribute in shader vertex?