WebGL-无法读取null的属性createShader

WebGL - cannot reader property createShader of null

本文关键字:属性 createShader null 读取 WebGL-      更新时间:2023-09-26

我正在关注一本名为专业WebGL的书,我正在手写一些东西以确保我的理解,我有这样的代码:

<!DOCTYPE HTML>
<html lang="en">
<head>
    <title>2-1 A first WebGL example</title>
    <meta charset="utf-8">
    <script id="shader-vs" type="x-shader/x-vertex">
        attribute vec3 aVertexPosition;
        void main() {
            gl_Position = vec4(aVertexPosition, 1.0);
        }
    </script>
    <script id="shader-fs" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
    </script>
    <script type="text/javascript">
        var gl;
        var canvas;
        var shaderProgram;
        var vertexBuffer;
        /*Function to create the webgl context*/
        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 we don't find an element with the specified id
            //we do an early exit
            if(!shaderScript) {
                return null;
            }
            //loop through the children for the found DOM element and
            //build up the shader source code as a string.
            var shaderSource = "";
            var currentChild = shaderScript.firstChild;
            while(currentChild) {
                if(currentChild.nodeType == 3) {
                    //3 corresponds to TEXT_NODE
                    shaderSource += currentChild.textContent;
                }
                currentChild = currentChild.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, shaderSource);
            gl.compileShader(shader);
            if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert(gl.getShaderInfoLog(shader));
                return null;
            }
            return shader;
        }
        /*Function to setup the shaders*/
        function setupShaders() {
            var vertexShader = loadShaderFromDOM("shader-vs");
            var 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 toe setup shaders");
            }
            gl.useProgram(shaderProgram);
            shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        }
        /*Function to setup the buffers*/
        function setupBuffers() {
            vertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            var triangleVertices = [
                0.0, 0.5, 0.0,
                -0.5, -0.5, 0.0,
                0.5, -0.5, 0.0
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
            vertexBuffer.itemSize = 3;
            vertexBuffer.numberOfItems = 3;
        }
        /*Function to draw the triangle*/
        function draw() {
            gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
            gl.celar(gl.COLOR_BUFFER_BIT);
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
            gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numberOfItems);
        }
        /*Function to kick everything off*/
        function startup() {
            canvas = document.getElementById("myGLCanvas");
            gl = createGLContext(canvas);
            setupShaders();
            setupBuffers();
            gl.clearColor(0.0, 0.0, 0.0, 0.1);
            draw();
        }
    </script>
</head>
<body onload="startup()">
<canvas id="myGLCnvas" width="500" height="300"></canvas>
</body>
</html>

出于某种原因,它表示无法在此处读取createShader的属性null:shader = gl.createShader(gl.VERTEX_SHADER);

但是,对于相同的声明,它一点也不抱怨,而是使用片段着色器。

版本略有更改。gl.celar是错误的,并且是获取上下文的主循环。

<!DOCTYPE HTML>
<html lang="en">
<head>
    <title>2-1 A first WebGL example</title>
    <meta charset="utf-8">
    <script id="shader-vs" type="x-shader/x-vertex">
        attribute vec3 aVertexPosition;
        void main() {
            gl_Position = vec4(aVertexPosition, 1.0);
        }
    </script>
    <script id="shader-fs" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
    </script>
    <script type="text/javascript">
        var gl;
        var canvas;
        var shaderProgram;
        var vertexBuffer;
        /*Function to create the webgl context*/
        function createGLContext(canvas) {
            var names = ["webgl", "experimental-webgl"];
            gl = null;
            for(var i = 0; i < names.length; i++) {
                gl = canvas.getContext(names[i]);
                if(gl)
                    break;
            }
            if(gl) {
                gl.viewportWidth = canvas.width;
                gl.viewportHeight = canvas.height;
            } else {
                console.log("Failed to create webgl context");
            }
        }
        function loadShaderFromDOM(id) {
            var shaderScript = document.getElementById(id);
            //if we don't find an element with the specified id
            //we do an early exit
            if(!shaderScript) {
                return null;
            }
            //loop through the children for the found DOM element and
            //build up the shader source code as a string.
            var shaderSource = "";
            var currentChild = shaderScript.firstChild;
            while(currentChild) {
                if(currentChild.nodeType == 3) {
                    //3 corresponds to TEXT_NODE
                    shaderSource += currentChild.textContent;
                }
                currentChild = currentChild.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, shaderSource);
            gl.compileShader(shader);
            if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert(gl.getShaderInfoLog(shader));
                return null;
            }
            return shader;
        }
        /*Function to setup the shaders*/
        function setupShaders() {
            var vertexShader = loadShaderFromDOM("shader-vs");
            var 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 toe setup shaders");
            }
            gl.useProgram(shaderProgram);
            shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
        }
        /*Function to setup the buffers*/
        function setupBuffers() {
            vertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            var triangleVertices = [
                0.0, 0.5, 0.0,
                -0.5, -0.5, 0.0,
                0.5, -0.5, 0.0
            ];
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
            vertexBuffer.itemSize = 3;
            vertexBuffer.numberOfItems = 3;
        }
        /*Function to draw the triangle*/
        function draw() {
            gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
            gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numberOfItems);
        }
        /*Function to kick everything off*/
        function startup() {
            canvas = document.getElementById("myGLCnvas");
            createGLContext(canvas);
            setupShaders();
            setupBuffers();
            gl.clearColor(0.0, 0.0, 0.0, 0.1);
            draw();
        }
    </script>
</head>
<body onload="startup()">
<canvas id="myGLCnvas" width="500" height="300"></canvas>
</body>
</html>

我也遇到了同样的问题,其中一个页面是一个打开的场景,以一个可以工作的html开始,而另一个页面则是一个死亡匹配,使用外部主文件和map和unitsize,并且没有硬编码,因此不起作用。两个页面的代码相同

CCD_ 4与CCD_。.min文件有效。