我想做什么
我正在尝试将我自己的基于WebGL的引擎移植到WeChat MiniGame环境中,并且目前只尝试使用粉红颜色清除WebGL上下文:

有什么问题
我学习了腾讯提供的例子,以及如何设置游戏项目的ThreeJS示例。它在WeChat Developer工具中工作得很好(如上面的图像所示),但是当我试图在我的设备(安卓手机)上打开它时,它被卡在100%的加载屏幕上:

它这样停留大约1分钟,然后显示黑色屏幕。
我的代码
我的代码中没有资源加载。以下是我的main.js中的内容
var ctx = canvas.getContext('webgl', {
antialias: true,
depth: true,
preserveDrawingBuffer: true
});
ctx.viewport(0,0,ctx.canvas.width,ctx.canvas.height)
ctx.colorMask(true,true,true,true)
ctx.depthMask(true)
ctx.enable(ctx.BLEND)
ctx.blendFunc(ctx.SRC_ALPHA, ctx.ONE_MINUS_SRC_ALPHA)
ctx.clearColor(1.0,0.0,1.0,1.0)
export default class Main {
constructor() {
window.requestAnimationFrame(this.loop.bind(this), canvas)
}
render() {
ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT)
}
update() {
}
loop() {
this.update()
this.render()
window.requestAnimationFrame(this.loop.bind(this), canvas)
}
}我的game.js也很简单:
import './weapp-adapter/index.js'
import './symbol'
import Main from './js/main'
new Main()我的game.json只包含以下内容:
{
"deviceOrientation": "portrait"
}更多信息
我还注意到,当我尝试Threejs示例(它在设备上工作)和呈现函数中的注释行时,它的行为将是相同的(陷入100%加载中)。
发布于 2019-01-11 08:10:19
解决方案
我终于想出了解决办法:
当我将WebGL上下文初始化放在动画帧的第一次调用中,而在所有其他调用中实际呈现时,它在我的安卓设备上就像预期的那样工作了。以下是我更改的main.js:
export default class Main {
constructor() {
this.render = this.render_first
requestAnimationFrame(() => this.animate())
}
showmsg(t,c) {
wx.showModal({
title: ""+t,
content: ""+c,
showCancel: false,
confirmText:'OK',
success: function(res){}
});
}
animate() {
this.render();
requestAnimationFrame(() => this.animate())
}
render_first() {
this.render = this.render_normal
var _this = this
this.domElement = canvas
var contextAttributes = {
alpha: false,
depth: true,
stencil: false,
antialias: false
}
this.domElement.addEventListener("webglcontextlost", function(e){
_this.showmsg("WebGL","Context lost");
}, false)
this.domElement.addEventListener("webglcontextrestored", function(e){
_this.showmsg("WebGL","Context restored");
}, false)
this._gl = this.domElement.getContext( 'webgl', contextAttributes ) || this.domElement.getContext( 'experimental-webgl', contextAttributes )
var _gl = this._gl
var vsrc = ""
vsrc += "uniform mat4 uModelView;"
vsrc += "uniform mat4 uProjView;"
vsrc += "attribute highp vec4 aPosition;"
vsrc += "void main(void) {"
vsrc += " gl_Position = ( uProjView * uModelView ) * aPosition;"
vsrc += "}"
var vid = _gl.createShader(_gl.VERTEX_SHADER)
_gl.shaderSource(vid,vsrc)
_gl.compileShader(vid)
if (!_gl.getShaderParameter(vid, _gl.COMPILE_STATUS)) {
console.error("Vertex shader failed: ", _gl.getShaderInfoLog(vid))
}
this._vid = vid
var fsrc = ""
fsrc += "void main(void) {"
fsrc += " gl_FragColor = vec4(1.0,1.0,0.0,1.0);"
fsrc += "}"
var fid = _gl.createShader(_gl.FRAGMENT_SHADER)
_gl.shaderSource(fid,fsrc)
_gl.compileShader(fid)
if (!_gl.getShaderParameter(fid, _gl.COMPILE_STATUS)) {
console.error("Fragment shader failed: ", _gl.getShaderInfoLog(fid))
}
this._fid = fid
var pid = _gl.createProgram()
_gl.attachShader(pid,vid)
_gl.attachShader(pid,fid)
_gl.linkProgram(pid)
if (!_gl.getProgramParameter(pid, _gl.LINK_STATUS)) {
let info = _gl.getProgramInfoLog(pid)
console.error("Program link failed:", info )
}
_gl.useProgram(pid)
this._pid = pid
var aPosition = _gl.getAttribLocation(pid,"aPosition")
var uModelView = _gl.getUniformLocation(pid,"uModelView")
var uProjView = _gl.getUniformLocation(pid,"uProjView")
_gl.uniformMatrix4fv( uModelView, false, [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1] )
_gl.uniformMatrix4fv( uProjView, false, [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1] )
this.uni = [uModelView, uProjView]
this.phase = 0.0
var data = [0,0,0,1,0,0,0,1,0]
var idata = [0,1,2]
var vbID = _gl.createBuffer()
_gl.bindBuffer(_gl.ARRAY_BUFFER,vbID)
_gl.bufferData(_gl.ARRAY_BUFFER, new Float32Array(data), _gl.STATIC_DRAW)
var vbiID = _gl.createBuffer();
_gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, vbiID)
_gl.bufferData(_gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(idata), _gl.STATIC_DRAW)
_gl.vertexAttribPointer( aPosition, 3, _gl.FLOAT, false, 0, 0 )
_gl.enableVertexAttribArray( aPosition )
_gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, vbiID)
this.vb = [vbID,vbiID]
_gl.clearColor(1.0,0.0,1.0,1.0)
}
render_normal() {
var _gl = this._gl
var et = 60.0 / 1000.0
this.phase += 180.0 * 60.0 / 1000.0
var py = Math.sin(this.phase * Math.PI/180.0) * 0.5
_gl.uniformMatrix4fv( this.uni[0], false, [1,0,0,0,0,1,0,0,0,0,1,0,py,0,0,1] )
_gl.clear( _gl.COLOR_BUFFER_BIT )
_gl.drawElements(_gl.TRIANGLES, 3, _gl.UNSIGNED_SHORT, 0)
}
}出了什么问题
似乎在一个实际的设备上,WeChat迷你游戏在一个独立的线程中运行动画循环,而不是主要的JavaScript执行。由于WebGL (OpenGL)上下文只能在同一个线程中访问(除非在本机应用程序中,多个线程可以共享相同的上下文),因此它会崩溃,因为呈现函数将尝试访问在不同线程中初始化的gl上下文。
这在WeChat开发人员工具中是不可见的,因为该工具并不完全模拟设备体系结构的工作方式,动画框架和JavaScript执行似乎是在同一个线程中进行的。
https://stackoverflow.com/questions/54107987
复制相似问题