qq_36400319 2020-05-09 17:05 采纳率: 16.7%
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WebGL多纹理只显示第二张,第一张不显示???

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>WebGL</title>
    <script src="glMatrix-0.9.5.min.js"></script>
    <script id="shader-vs" type="x-shader/x-vertex">
        attribute vec3 aVertexPosition;
        attribute vec2 inUV;
        uniform mat4 proj;
        varying vec2 outUV;
        void main(void) {
            gl_Position = proj * vec4(aVertexPosition, 1.0);
            outUV = inUV;
        }
    </script>
    <script id="shader-fs" type="x-shader/x-fragment">
        precision mediump float;
        uniform sampler2D u_Sampler0;
        uniform sampler2D u_Sampler1;
        varying vec2 outUV;
        void main(void) {
            vec4 color0 = texture2D(u_Sampler0, outUV);
            vec4 color1 = texture2D(u_Sampler1, outUV);
            gl_FragColor = color0 * color1;
        }
    </script>
    <script>
        var gl;
        var canvas;
        var shaderProgram;
        var vertexBuffer;
        var image0Loaded = false;
        var image1Loaded = false;
        var projectMat = mat4.create()
        function createGLContext(canvas) {
            var names = ["webgl", "experimental-webgl"];
            var context = null;
            for (var i = 0; i < names.length; i++) {
                try {
                    context = canvas.getContext(names[i]);
                } catch (e) { }
                if (context) {
                    break;
                }
            }
            if (context) {
                context.viewportWidth = canvas.width;
                context.viewportHeight = canvas.height;
            } else {
                alert("Failed to create WebGL context!");
            }
            return context;
        }
        function loadShaderFromDOM(id) {
            var shaderScript = document.getElementById(id);
            if (!shaderScript) {
                return null;
            }
            var shaderSource = "";
            var currentChild = shaderScript.firstChild;
            while (currentChild) {
                if (currentChild.nodeType == 3) { // 3 corresponds to TEXT_NODE
                    shaderSource += currentChild.textContent;
                }
                currentChild = currentChild.nextSibling;
            }
            mat4.ortho(0,canvas.clientWidth,canvas.clientHeight,0,-1000.0,+1000.0,projectMat)
            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, shaderSource);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert(gl.getShaderInfoLog(shader));
                return null;
            }
            return shader;
        }
        function setupShaders() {
            vertexShader = loadShaderFromDOM("shader-vs");
            fragmentShader = loadShaderFromDOM("shader-fs");
            shaderProgram = gl.createProgram();
            gl.attachShader(shaderProgram, vertexShader);
            gl.attachShader(shaderProgram, fragmentShader);
            gl.linkProgram(shaderProgram);
            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                alert("Failed to setup shaders");
            }
            gl.useProgram(shaderProgram);
            shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
            shaderProgram.projUniform = gl.getUniformLocation(shaderProgram, "proj");
            shaderProgram.uniformTexture = gl.getUniformLocation(shaderProgram, "u_Sampler0");
            shaderProgram.uniformTexture1 = gl.getUniformLocation(shaderProgram, "u_Sampler1");
            shaderProgram.attrUA = gl.getAttribLocation(shaderProgram, "inUV");
        }
        function setupBuffers() {
            vertexBuffer = gl.createBuffer();
            var jsArrayData = [
                100,100,0,0.0,0.0,
                400,100,0,1.0,0.0,
                400,400,0,1.0,1.0,

                100,100,0,0.0,0.0,
                400,400,0,1.0,1.0,
                100,400,0,0.0,1.0,
            ]
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(jsArrayData), gl.STATIC_DRAW);
        }
        function draw() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
            gl.uniformMatrix4fv(shaderProgram.projUniform,false,projectMat)
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,3,gl.FLOAT,false,4*5,0)
            gl.vertexAttribPointer(shaderProgram.attrUA,2,gl.FLOAT,false,4*5,12)
            gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
            gl.enableVertexAttribArray(shaderProgram.attrUA);
            textureHandle = gl.createTexture()
            var image = new Image()
            image.src = 'img/3.png'
            image.onload = function (){
                gl.activeTexture(gl.TEXTURE0)
                gl.bindTexture(gl.TEXTURE_2D,textureHandle)
                gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,gl.RGBA,gl.UNSIGNED_BYTE,image)
                gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST)
                gl.uniform1i(shaderProgram.uniformTexture,0)
                console.log("第一张")
            }
            var image1 = new Image()
            image1.src = 'img/1.png'
            image1.onload = function (){
                gl.activeTexture(gl.TEXTURE1)
                gl.bindTexture(gl.TEXTURE_2D,textureHandle)
                gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,gl.RGBA,gl.UNSIGNED_BYTE,image1)
                gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST)
                gl.uniform1i(shaderProgram.uniformTexture1,1)
                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLES,0,6)
            }
        }
        function startup() {
            canvas = document.getElementById("myGLCanvas");
            gl = createGLContext(canvas);
            setupShaders();
            setupBuffers();
            draw();
        }
    </script>
</head>
<body onload="startup()">
    <canvas id="myGLCanvas" width="640" height="480"></canvas>
</body>
</html>
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1条回答 默认 最新

  • dabocaiqq 2020-09-25 13:25
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