Loading an image using the Fetch API for use with WebGL - javascript

I want to load textures without callbacks like .onload(). I am trying to use texture from blob: https://plnkr.co/edit/n4CbWMEOAyJMQFYy
const response = await fetch("./assets/texture.png");
const imageBlob = await response.blob();
const imageBitmap = await createImageBitmap(imageBlob);
console.log(imageBitmap);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, imageBitmap);
Expected result is:
But I have this:
I can see in the Network tab that the image has been uploaded:
This line of code console.log(imageBitmap); says that the image exists:
texImage2D() documentation says that I can use ImageBitmap as source.
Updated
I tried to use the loadImage function from this answer: https://stackoverflow.com/a/52060802/4159530 Playground: https://plnkr.co/edit/n4CbWMEOAyJMQFYy
function loadImage(url) {
return new Promise(resolve => {
const image = new Image();
image.addEventListener('load', () => {
resolve(image);
});
image.src = url;
});
}
/* ... */
async function init() {
/* ... */
const image = await loadImage("./assets/texture.png");
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
/* ... */
}
But that didn't solve the problem.

This answer helped me to solve the problem: https://stackoverflow.com/a/52060802/4159530
Playground: https://plnkr.co/edit/n4CbWMEOAyJMQFYy
function loadImage(url) {
return new Promise(resolve => {
const image = new Image();
image.addEventListener("load", () => {
resolve(image);
});
image.src = url;
});
}
/* ... */
async function init() {
/* ... */
const image = await loadImage("./assets/texture.png");
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
draw();
/* ... */
}
As you can see, I call the draw() function after the gl.texImage2D() function. I don't understand why this draw() function is skipped:
function main() {
if (!init()) return;
draw();
}
Added 11/6/2022
function loadTexture(url) {
return new Promise(resolve => {
const image = new Image();
image.onload = () => {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
resolve(texture);
};
image.src = url;
});
}
async function init() {
const texture = await loadTexture("./assets/texture.png");
}
init();

Related

WEBGL-FBO: Why is the DEPTH_COMPONENT texture blank after rendercall

To The Readers:
"The solution by gman works for the question, but my own Problem was a in a diffrent part of the Code".
I just wanted to render my Scene to a Framebuffer with a DepthComponent_texuture. And wanted to render this texture to the screen, so that i olny see the DepthComponent on my Screen. I want to get into Shadowmapping and throught this would be a good exercise.
Stuff i did:
-set read/drawBuffer(s) to gl.NONE because i dont hava a colorAttachment (probably dosent even matter).
-when creating the depth texture i tried gl.texImage2D but could not get it to work.
-When i am using a ColorAttachment isted of a DepthAttachment, i get a normal result(The color Attachment_texture just has the sceen)[obviously here i also added a DepthRenderbuffer(DEPTH24STENCTIL8)].
//creating the Framebuffer
id = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER,id);
atex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, atex);
gl.texStorage2D(gl.TEXTURE_2D,1,gl.DEPTH_COMPONENT16,width,height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, atex, 0);
gl.drawBuffers([gl.NONE]);
gl.readBuffer(gl.NONE);
gl.bindFramebuffer(gl.FRAMEBUFFER,null);
//----------------
//In the renderLoop
//renders the scene with the pbrShader to the Framebuffer
//The FragmentShader of the PBRShader is empty cause i dont have any
//ColorAttachments and the Vertex is just transforming the position and
//passing the uvs[...]
render(scene,pbrShader,framebuffer);
//renders a texture to the screen using a very simple vertex shader and
//a Fragment Shader that just takes the texture and mapps it to the Screen
renderScreen(framebuffer.atex);
//Some more Code for clarity:
renderScene(scene,shader,fbo=null){
if(fbo!=null){
fbo.activate();
}
this.gl.fClear();
let batches = new Map();
let modals = scene.getEntitiesByType("modal");
modals.forEach(modal=>{
if(batches.has(modal.mesh)){
batches.get(modal.mesh).push(modal);
}else{
batches.set(modal.mesh,[modal]);
}
})
shader.activate().prepareScene(scene);
batches.forEach((batch,mesh)=>{
shader.prepareVAO(mesh);
batch.forEach(modal=>{
shader.prepareInstance(modal);
shader.drawVAO(mesh);
});
shader.unbindVAO(mesh);
});
shader.deactivate();
if(fbo!=null){
fbo.deactivate();
}
}
Here's working example of using depth textures in WebGL2
const vs = `#version 300 es
layout(location = 0) in vec4 a_position;
out vec2 v_texcoord;
void main() {
gl_Position = a_position;
v_texcoord = a_position.xy * 0.5 + 0.5;
}
`;
const fs = `#version 300 es
precision mediump float;
in vec2 v_texcoord;
uniform sampler2D u_sampler;
out vec4 outColor;
void main() {
vec4 color = texture(u_sampler, v_texcoord);
outColor = vec4(color.r, 0, 0, 1);
}
`;
function main() {
var gl = document.querySelector("canvas").getContext('webgl2');
if (!gl) {
return alert("no WebGL2");
}
var program = twgl.createProgram(gl, [vs, fs]);
gl.useProgram(program);
var verts = [
1, 1, 1,
-1, 1, 0,
-1, -1, -1,
1, 1, 1,
-1, -1, -1,
1, -1, 0,
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
// create a depth texture.
var depthTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, depthTex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
const mipLevel = 0;
const depthTexWidth = 16;
const depthTexHeight = 16;
gl.texImage2D(
gl.TEXTURE_2D, mipLevel, gl.DEPTH_COMPONENT24,
depthTexWidth, depthTexHeight, 0,
gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
// Create a framebuffer and attach the textures.
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
gl.TEXTURE_2D, depthTex, 0);
// use some other texture to render with while we render to the depth texture.
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA8,
1, // width
1, // height
0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
// Turn on depth testing so we can write to the depth texture.
gl.enable(gl.DEPTH_TEST);
// note: we don't need to set u_sampler because uniforms
// default to 0 so it will use texture unit 0 which
// is the also the default active texture unit
// Render to the depth texture
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.viewport(0, 0, depthTexWidth, depthTexHeight);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Now draw with the texture to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.bindTexture(gl.TEXTURE_2D, depthTex);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
main();
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

WebGL texImage2D parameters

I am trying to load an image file into my webGL code and create a texture out of it but while loading the image i get the error:
Uncaught TypeError: Failed to execute 'texImage2D' on 'WebGLRenderingContext':
parameter 9 is not of type 'ArrayBufferView'.
at Image. (app.js:13)
var image = new Image();
image.src = "./js-logo.png";
image.addEventListener("load", function(){
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 10, 10, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
});
See WebGL Specification - 5.14 The WebGL context:
[...]
void texImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, [AllowShared] ArrayBufferView? pixels);
void texImage2D(GLenum target, GLint level, GLint internalformat,
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
Since image is image is a TexImageSource it has to be
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 10, 10, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
Note, the size of the bitmap is encode int the image object.
Further you should set the texture filtering parameters:
var image = new Image();
image.src = "./js-logo.png";
image.addEventListener("load", function(){
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 10, 10, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR );
gl.generateMipmap(gl.TEXTURE_2D);
});

Webgl - adding DEPTH_STENCIL renderbuffer prevents rendering to cubemap framebuffer

We're working in Webgl 1 and attempting to render to a cubemap using a stencil. Rendering to the cubemap on its own works fine. When we add a DEPTH_STENCIL renderbuffer it stops writing to the cubemap and issues no error.
This doesn't happen with a normal TEXTURE_2D instead of a TEXTURE_CUBE_MAP.
Depth/stencil/scissor tests are disabled.
The call to framebufferRenderbuffer is what breaks it.
Switching the renderbuffer to be either just a stencil or just a depth has the same effect.
Switching the renderbuffer to be a colour buffer makes it work again.
Here's a minimal-ish recreation. As you can see, we're getting a console output with the correct values for the first three calls and zeroes for the last call.
Why is this happening and what little thing are we missing to make renderbuffers work with cubemaps?
const canvas = document.createElement("canvas");
const gl = canvas.getContext("webgl");
console.log(TEST(false, false));
console.log(TEST(false, true));
console.log(TEST(true, false));
console.log(TEST(true, true));
function TEST(useCubemap, useBuffer) {
const size = 512;
const textureType = useCubemap ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
// SETUP THE PROGRAM
{
const program = gl.createProgram();
const vertShader = gl.createShader(gl.VERTEX_SHADER);
const fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertShader, `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.2, 1.0);
}
`);
gl.compileShader(vertShader);
gl.attachShader(program, vertShader);
gl.shaderSource(fragShader, `
void main() {
gl_FragColor = vec4(0.1, 0.2, 0.3, 0.4);
}
`);
gl.compileShader(fragShader);
gl.attachShader(program, fragShader);
gl.linkProgram(program);
gl.useProgram(program);
}
// SETUP THE QUAD
{
const posBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, +1, -1, -1, +1, +1, +1, -1]), gl.STATIC_DRAW);
}
// SETUP THE FRAMEBUFFER
{
const fb = gl.createFramebuffer();
const targetTexture = gl.createTexture();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.bindTexture(textureType, targetTexture);
gl.texParameteri(textureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(textureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(textureType, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(textureType, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// SWITCH TEXTURE TYPE
if (textureType === gl.TEXTURE_2D) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, targetTexture, 0);
} else {
for (let i = 0; i < 6; i++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, targetTexture, 0);
}
}
// SETUP THE RENDER BUFFER
{
const rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size);
// TAKING THIS OUT MAKES IT WORK
if (useBuffer) gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb);
}
// DISABLE THE OBVIOUS CULPRITS
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.STENCIL_TEST);
gl.disable(gl.SCISSOR_TEST);
// DO A RENDERYFUCK
gl.viewport(0, 0, size, size);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// GET THE OUTFUCK
const pixels = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
return pixels;
}
It works for me. I get the same values for all 4 calls in the code you posted. What OS/GPU/Driver are you using? Can you pastebin your about:gpu contents if you're using Chrome?
It sounds like a bug in your drivers. It's possible it's a also a bug in the WebGL spec.
The OpenGL ES spec does not require any combinations of framebuffer attachments to work (zero, zilch, nada). The WebGL spec require 3 combinations to work. From the spec, section 6.8:
The following combinations of framebuffer object attachments, when all of the attachments are framebuffer attachment complete, non-zero, and have the same width and height, must result in the framebuffer being framebuffer complete:
COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
But looking at the WebGL Conformance tests only TEXTURE_2D is tested.
So, first off that suggests your driver/gpu doesn't support that combination with cubemaps. Test by calling gl.checkFramebufferStatus. If it doesn't return gl.FRAMEBUFFER_COMPLETE your setup doesn't support rendering to a cubemap with a depth stencil attachment.
const canvas = document.createElement("canvas");
const gl = canvas.getContext("webgl");
TEST("TEXTURE_2D", "DEPTH_COMPONENT16");
TEST("TEXTURE_2D", "DEPTH_STENCIL");
TEST("TEXTURE_CUBE_MAP", "DEPTH_COMPONENT16");
TEST("TEXTURE_CUBE_MAP", "DEPTH_STENCIL");
function TEST(target, depthBufferFormat) {
const size = 16;
const textureType = gl[target];
// SETUP THE FRAMEBUFFER
{
const fb = gl.createFramebuffer();
const targetTexture = gl.createTexture();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.bindTexture(textureType, targetTexture);
gl.texParameteri(textureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(textureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(textureType, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(textureType, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// SWITCH TEXTURE TYPE
if (textureType === gl.TEXTURE_2D) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, targetTexture, 0);
} else {
for (let i = 0; i < 6; i++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, targetTexture, 0);
}
}
// SETUP THE RENDER BUFFER
{
const rb = gl.createRenderbuffer();
const format = gl[depthBufferFormat];
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorage(gl.RENDERBUFFER, format, size, size);
// TAKING THIS OUT MAKES IT WORK
const attachmentPoint = depthBufferFormat === "DEPTH_COMPONENT16"
? gl.DEPTH_ATTACHMENT
: gl.DEPTH_STENCIL_ATTACHMENT;
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentPoint, gl.RENDERBUFFER, rb);
}
const success = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
console.log(target, depthBufferFormat, success ? "PASS" : "**FAIL**");
}
Do you need the stencil or just the depth buffer? Does this sample run for you? It's using a DEPTH_COMPONENT16 attachment.

Load texture from GL.textures array

I have textures that loaded into the array GL.textures[some_index].
for example GL.textures[1] return WebGLTexture.
Im trying to load it to texture in webgl:
var neheTexture;
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function initTexture() {
neheTexture = GL.textures[1];
handleLoadedTexture(neheTexture);
}
initTexture();
but all I get is black screen although there is data in GL.textures[1].
What am I missing?
UPDATE
first, I rendered the scene with this code, which worked, and then replaced the 'src' of the texture to GL.texture[1].
var neheTexture;
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function initTexture() {
neheTexture = gl.createTexture();
neheTexture.image = new Image();
neheTexture.image.onload = function () {
handleLoadedTexture(neheTexture)
}
neheTexture.image.src = "nehe.gif";
}
initTexture();

Rendering to a cubemap texture with a framebuffer

I'm trying to use a framebuffer to render to a cubemap, but I'm getting an "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" error. I can used the code with a 2d texture, with the type set to FLOAT or UNSIGNED_BYTE. Is there some mistake in the way I've set-up the texture cube parameters or attached in it in this code:
this.inscatterTexture_ = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.inscatterTexture_);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
for (let i = 0; i < 6; i++) {
// Create framebuffer
this.inscatterFrameBuffers_[i] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.inscatterFrameBuffers_[i]);
// Create and attach depth buffer
this.inscatterDepthBuffers_[i] = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// Attach one face of cube map
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION, 0, gl.RGBA, gl.FLOAT, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, this.inscatterTexture_, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
let status_code = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
console.log("Inscatter frame buffer, " + i + ", is not complete: " + FramebufferStatus[status_code]);
}
this.CreateInscatterTexture(gl, i);
}
Apparently you need to create all faces of the cubemap first.
"use strict";
function log() {
var pre = document.createElement("pre");
pre.appendChild(document.createTextNode(Array.prototype.join.call(arguments, " ")));
document.body.appendChild(pre);
}
function glEnumToString(gl, value) {
for(var key in gl) {
if (gl[key] === value) {
return key;
}
}
return "0x" + value.toString(16);
}
var INSCATTER_RESOLUTION = 64;
var gl = document.createElement("canvas").getContext("webgl");
var ext = gl.getExtension("OES_texture_float");
if (!ext) { log("need OES_texture_float"); }
ext = gl.getExtension("OES_texture_float_linear");
if (!ext) { log("need OES_texture_float_linear"); }
var o = {};
(function() {
this.inscatterFrameBuffers_ = [];
this.inscatterDepthBuffers_ = [];
this.inscatterTexture_ = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.inscatterTexture_);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
for (let i = 0; i < 6; i++) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION, 0, gl.RGBA, gl.FLOAT, null);
}
for (let i = 0; i < 6; i++) {
// Create framebuffer
this.inscatterFrameBuffers_[i] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.inscatterFrameBuffers_[i]);
// Create and attach depth buffer
this.inscatterDepthBuffers_[i] = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// Attach one face of cube map
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, this.inscatterTexture_, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
let status_code = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
log("Inscatter frame buffer, " + i + ", is not complete: " + glEnumToString(gl, status_code));
} else {
log("success");
}
}
}).call(o);
This kinds of seems like a driver bug. I know that at least in the past Nvidia required a texture to be renderable before it would give FRAMEBUFFER_COMPLETE even though you might not yet be using the texture for rendering. For example if you make a texture with no mips and don't set its filtering it would fail.

Categories

Resources