问题
Problem constraints:
- I am not using three.js or similar, but pure WebGL
- WebGL 2 is not an option either
I have a couple of models loaded stored as Vertices
and Normals
arrays (coming from an STL reader).
So far there is no problem when both models are the same size. Whenever I load 2 different models, an error message is shown in the browser:
WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays
so I suspect I am not manipulating multiple buffers correctly.
The models are loaded using the following typescript method:
public AddModel(model: Model)
{
this.models.push(model);
model.VertexBuffer = this.gl.createBuffer();
model.NormalsBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Vertices, this.gl.STATIC_DRAW);
model.CoordLocation = this.gl.getAttribLocation(this.shaderProgram, "coordinates");
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.NormalsBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Normals, this.gl.STATIC_DRAW);
model.NormalLocation = this.gl.getAttribLocation(this.shaderProgram, "vertexNormal");
this.gl.vertexAttribPointer(model.NormalLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.NormalLocation);
}
After loaded, the Render method is called for drawing all loaded models:
public Render(viewMatrix: Matrix4, perspective: Matrix4)
{
this.gl.uniformMatrix4fv(this.viewRef, false, viewMatrix);
this.gl.uniformMatrix4fv(this.perspectiveRef, false, perspective);
this.gl.uniformMatrix4fv(this.normalTransformRef, false, viewMatrix.NormalMatrix());
// Clear the canvas
this.gl.clearColor(0, 0, 0, 0);
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
// Draw the triangles
if (this.models.length > 0)
{
for (var i = 0; i < this.models.length; i++)
{
var model = this.models[i];
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.enableVertexAttribArray(model.NormalLocation);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.uniformMatrix4fv(this.modelRef, false, model.TransformMatrix);
this.gl.uniform3fv(this.materialdiffuseRef, model.Color.AsVec3());
this.gl.drawArrays(this.gl.TRIANGLES, 0, model.TrianglesCount);
}
}
}
One model works just fine. Two cloned models also work OK. Different models fail with the error mentioned.
What am I missing?
回答1:
The normal way to use WebGL
At init time
for each shader program
- create and compile vertex shader
- create and compile fragment shader
- create program, attach shaders, link program
for each model
- for each type of vertex data (positions, normal, color, texcoord
- create a buffer
- copy data to buffer
create textures
Then at render time
- for each model
- use shader program appropriate for model
- bind buffers, enable and setup attributes
- bind textures and set uniforms
- call drawArrays or drawElements
But looking at your code it's binding buffers, and enabling and setting up attributes at init time instead of render time.
Maybe see this article and this one
来源:https://stackoverflow.com/questions/57379893/draw-multiple-models-in-webgl