WebGL Fragment Shader构造函数错误-参数太多

WebGL Fragment Shader constructor error - Too many arguments

本文关键字:参数 太多 错误 构造函数 Fragment Shader WebGL      更新时间:2023-09-26

我正在开发一个Javascript/OOpenGL(WebGL)程序,该程序旨在制作一个纹理着色的3D立方体,看起来像魔方。到目前为止,我已经很好地映射了纹理,立方体中的每个点似乎都显示得很好。

然而,如果不从碎片着色器中获得一些错误,我很难在上面显示颜色。目前,我遇到了一个错误,我一直在努力解决,但没有运气。这是错误消息。

Error: fragment shader compiler: ERROR: 0:11: 'constructor' : too many arguments

下面是我的片段着色器代码,具体来看一下。

<script id="fragment-shader" type="x-shader">
precision mediump float;
uniform sampler2D image0;
varying vec2 textureCoordinatesV;
varying vec4 pointColorV;
void main()
{
    // extract the RGBA color from image at given coordinates.
	vec4 oldColor = texture2D( image0, textureCoordinatesV );
	vec4 newColor;
	newColor = vec4(oldColor.r * pointColorV, oldColor.g * pointColorV, oldColor.b * pointColorV, 1.0);
	gl_FragColor = newColor;
}
</script>

这是我在这个程序中使用的图像。

http://tinypic.com/view.php?pic=2rpbbqq&s=9#.Vkj3jPmrTIU

这是我的全部代码。我知道在WebGL中渲染3D对象有三个.js,但目前的方法是让我更好地了解如何使用现有工具渲染对象。此外,如果您在查看多维数据集时遇到问题,请尝试在Firefox中运行此程序。

我在这个程序中使用了Vector4.js和Matrix4.js,但据我所知,它们与我收到的当前错误消息无关。Vector4只是一个为我建立Vector4结构的脚本,用于保存要渲染的顶点,而Matrix4是一个用于在这些顶点建立后移动这些顶点的脚本。如果需要,我会在评论中发布这些文件。

我们将感谢您提供的任何帮助,以找出为什么会出现这个错误,非常感谢。

<html>
<head>
  <title>Template WebGL file</title>
</head>
<body onload="main()">
<canvas id="myCanvas" width="400" height="400"></canvas>
<!-- Load external file with helper setup functions. -->
<script src="webgl-utils.js"></script>
<script src="Vector4.js"></script>
<script src="Matrix4.js"></script>
<!-- vertex shader code -->
<script id="vertex-shader" type="x-shader">
attribute vec4 pointPosition;
uniform mat4 transformation;
attribute vec4 pointColorA;
varying vec4 pointColorV;
attribute vec2 textureCoordinatesA;
varying   vec2 textureCoordinatesV;
void main()
{
	gl_Position = transformation * pointPosition;
	textureCoordinatesV = textureCoordinatesA;
	pointColorV = pointColorA;
}
</script>
<!-- fragment shader code -->
<script id="fragment-shader" type="x-shader">
precision mediump float;
uniform sampler2D image0;
varying vec2 textureCoordinatesV;
varying vec4 pointColorV;
void main()
{
    // extract the RGBA color from image at given coordinates.
	vec4 oldColor = texture2D( image0, textureCoordinatesV );
	vec4 newColor;
	newColor = vec4(oldColor.r * pointColorV, oldColor.g * pointColorV, oldColor.b * pointColorV, 1.0);
	gl_FragColor = newColor;
}
</script>
<!-- main Javascript program -->
<script>
// DECLARE GLOBAL JAVASCRIPT VARIABLES
var canvas = document.getElementById('myCanvas');
var gl; // the WebGL context
var transformationData, transformationAddress;
var x, y, z, angle, scale, time;
function main() 
{
	// STANDARD STARTUP CODE
	gl = setupWebGL(canvas);
	var program = initShaders( gl, "vertex-shader", "fragment-shader" );
	gl.useProgram( program );
	gl.enable(gl.DEPTH_TEST);
	  
    // WRITE MAIN JAVASCRIPT CODE HERE
	
	// [x,y,z,  r,g,b] 
	
	
	var v0 = [0,0,0]; // back; black
	var v1 = [0,0,1]; // z axis; blue
	var v2 = [0,1,0]; // y axis; green
	var v3 = [0,1,1]; // y+z; cyan
	
	var v4 = [1,0,0]; // x axis; red
	var v5 = [1,0,1]; // x+z; magenta
	var v6 = [1,1,0]; // x+y; yellow
	var v7 = [1,1,1]; // all; white
	
	var uv0 = [0,0];
	var uv1 = [0,1];
	var uv2 = [1,0];
	var uv3 = [1,1];
	
	var cr = [1,0,0]; //red
	var cg = [0,1,0]; //green
	var cb = [0,0,1]; //blue
	var cy = [1,1,0]; //yellow
	var co = [1,0.5,0]; //orange
	var cw = [1,1,1]; //white
	
	
	
	
	var data = [];
	
	// left x2, right x2, front x2, back x2, up x2, down x2
	data = data.concat( v7,uv3,cr,v3,uv1,cr,v1,uv0,cr, v7,uv3,cr,v1,uv0,cr,v5,uv2,cr,     // front
 						v3,uv3,cy,v2,uv1,cy,v0,uv0,cy, v3,uv3,cy,v0,uv0,cy,v1,uv2,cy,     // left
						v6,uv3,cb,v2,uv1,cb,v3,uv0,cb, v6,uv3,cb,v3,uv0,cb,v7,uv2,cb,     // up
						v2,uv3,co,v6,uv1,co,v4,uv0,co, v2,uv3,co,v4,uv0,co,v0,uv2,co,     // back
						v6,uv3,cw,v7,uv1,cw,v5,uv0,cw, v6,uv3,cw,v5,uv0,cw,v4,uv2,cw,     // right
						v5,uv3,cg,v1,uv1,cg,v0,uv0,cg, v5,uv3,cg,v0,uv0,cg,v4,uv2,cg, v0 );  // down
	
	var attributeArray = new Float32Array( data );
		
	var attributeBuffer = gl.createBuffer();
	gl.bindBuffer( gl.ARRAY_BUFFER, attributeBuffer );
	gl.bufferData( gl.ARRAY_BUFFER, attributeArray, gl.STATIC_DRAW );
	
	var pointPositionAddress = 
		gl.getAttribLocation( program, "pointPosition" );
	var textureCoordinatesAddress =
	    gl.getAttribLocation( program, "textureCoordinatesA" );
	var pointColorAddress = 
		gl.getAttribLocation( program, "pointColorA" );		
	
	var BPE = attributeArray.BYTES_PER_ELEMENT;
	
	gl.vertexAttribPointer(
		pointPositionAddress, 3, gl.FLOAT, false, 8*BPE, 0*BPE );
	gl.enableVertexAttribArray( pointPositionAddress );
	
	gl.vertexAttribPointer(
		textureCoordinatesAddress, 3, gl.FLOAT, false, 8*BPE, 3*BPE );
	gl.enableVertexAttribArray( textureCoordinatesAddress );
	
	gl.vertexAttribPointer(
		pointColorAddress, 3, gl.FLOAT, false, 8 * BPE, 4*BPE);
	gl.enableVertexAttribArray(pointColorAddress);
	
	transformationAddress =	gl.getUniformLocation( program, "transformation" );
	transformationData = new Matrix4().setIdentity();
	
	x = 0;
	y = 0;
	z = 0;
	angle = 0;
	scale = 1;
	time = 0;
	
	// set up texture buffer
	var textureBuffer = gl.createTexture();
	var imageAddress = gl.getUniformLocation( program, "image0" );
	var imageData = new Image();
	
	// when image is done loading run some code (load into GPU)
	imageData.onload = function() { 
		loadTexture0(textureBuffer, imageData, imageAddress);  }
	
	// start loading the image
	imageData.src = "DDBingoGrid.png";
	
	gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
	
	loop();
}
// OTHER FUNCTIONS
function loadTexture0( tb, id, ia )
{
	gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
	gl.activeTexture( gl.TEXTURE0 );
	gl.bindTexture(gl.TEXTURE_2D, tb);
	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, 
		gl.UNSIGNED_BYTE, id);
    gl.uniform1i( ia, 0 );
}
function loop()
{
	update();
	render();
	setTimeout( loop, 16 );
}
// update JavaScript variables; send new data to GPU
function update()
{
	time += 0.016;  // 60 FPS!
	
	x += 0.00;
	y += 0.00;
	z += 0.00;
	angle += 0.01;
	scale += 0.00;
	
	var model = new Matrix4();
	
	var t = new Matrix4();
	t.setTranslation(-1/2, 0, -1/2);
	var rx = new Matrix4();
	rx.setRotationX( angle );
	var ry = new Matrix4();
	ry.setRotationY(angle);
	
	model = rx.multiply(ry).multiply(t);
	
	
	var camera = new Matrix4();
	camera.setTranslation(0,0,6);
	
	var view = camera.inverse();
	
	var projection = new Matrix4();
	projection.setPerspective( 45, 1, 0.1, 100 );
	
	transformationData = projection.multiply(view).multiply(model);
	
	gl.uniformMatrix4fv( transformationAddress, false, transformationData.toArray() );
}
// draw all the things
function render()
{
	gl.clear( gl.COLOR_BUFFER_BIT );
	gl.clear( gl.DEPTH_BUFFER_BIT );
	gl.drawArrays( gl.TRIANGLES, 0, 36 );
}
</script>
</body>
</html>

问题在于这一行:

newColor = vec4(oldColor.r * pointColorV,
                oldColor.g * pointColorV,
                oldColor.b * pointColorV,
                1.0);

在glsl中,float*vector运算返回一个向量。由于pointColorV是一个向量,因此尝试将三个vec4对象传递到vec4构造函数中,这是不可能的。您可以通过在pointColorV之后添加正确的swizzle运算符.r/.g/.b来解决这个问题。但更好的选择是将整个操作写成一个操作:

newColor = vec4(oldColor.rgb * pointColorV.rgb, 1.0);