Why am i getting "out is null" (glmatrix) error? Webgl - javascript

The goal is a textured open cylinder. I believe the issue is with the setCamera() function. I havent made any changes from when I used the function as it is previously. Running on an http-server localhost in firefox(javascript is enabled). I would really appreciate a solution on how to make this work as well as any tips.
"glmatrix" is a Javascript Matrix and Vector library.
Here is the code:
var mat4 = glMatrix.mat4;
var segments = 64;
var cylVertices=[]; //sidevertices
var positionAttribLocation = null;
var gl = null;
var program = null;
var cylVertexBufferObject = null;
var matWorldUniformLocation =null;
var matViewUniformLocation =null;
var matProjectionUniformLocation =null;
var worldMatrix = null;
var viewMatrix = null;
var projectionMatrix = null;
var canvas = null;
var vertexShaderText =
[
'precision mediump float;',
'',
'attribute vec3 vertPosition;',
'attribute vec2 vertTexCoord;',
'varying vec2 fragTexCoord;',
'uniform mat4 mWorld;',
'uniform mat4 mView;',
'uniform mat4 mProjection;',
'',
'void main()',
'{',
' fragTexCoord = vertTexCoord;',
' gl_Position = mProjection * mView * mWorld * vec4(vertPosition, 1.0);',
'}'
].join('\n');
var fragmentTexShaderText =
[
'precision mediump float;',
'',
'varying vec2 fragTexCoord;',
'uniform sampler2D sampler;',
'void main()',
'{',
' gl_FragColor = texture2D(sampler,fragTexCoord);',
'}'
].join('\n');
var initDemo = function () {
console.log('This is working');
canvas = document.getElementById('game-surface');
gl = canvas.getContext('webgl');
if (!gl) {
console.log('WebGL not supported, falling back on experimental-webgl');
gl = canvas.getContext('experimental-webgl');
}
if (!gl) {
alert('Your browser does not support WebGL');
}
clear();
gl.enable(gl.DEPTH_TEST);//enable drawing over if closer to the virtual camera
//
//Create Shaders
//
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader,vertexShaderText);
gl.shaderSource(fragmentShader,fragmentTexShaderText);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader,gl.COMPILE_STATUS)){
console.error('ERROR compiling vertex shader!', gl.getShaderInfoLog(vertexShader));
return;
}
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader,gl.COMPILE_STATUS)){
console.error('ERROR compiling fragment shader!', gl.getShaderInfoLog(fragmentShader));
return;
}
program = gl.createProgram();
gl.attachShader(program,vertexShader);
gl.attachShader(program,fragmentShader)
gl.linkProgram(program);
if (!gl.getProgramParameter(program,gl.LINK_STATUS)){
console.error('ERROR linking program!', gl.getProgramInfoLog(program));
return;
}
a=0, b=0, y=0, u=0, v=0, s=0, t=0; //The origin
r=1.0,g=0.4,b=0.6;
theta = (Math.PI/180) * (360);
//theta = (Math.PI/180) * (360/(segments)); //Degrees = radians * (180 / )
for (i =0;i<=(segments);i++){
x = i*Math.cos(theta);
z = i*Math.sin(theta);
s=(theta+180)/360;
cylVertices.push(x, y, z, s,0); //Sidevertices along the bottom
cylVertices.push(x, y+2, z, s,2); //Sidevertices along the top
}
cylArray = new Float32Array(cylVertices); //sidearray
//
//------MAIN RENDER LOOP-------
//
var angle = 0;
var loop = function (){
setCamera();
angle = performance.now() / 1000 / 6 * 2 * Math.PI;
mat4.rotate(xRotationMatrix,identityMatrix, angle, [0,1,0]);//x rotation
gl.uniformMatrix4fv(matWorldUniformLocation, gl.FALSE, xRotationMatrix);
clear();
theVertexBufferObject = gl.createBuffer();
drawCylSide();
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
};
//
// --------------------functions--------------------
//
function drawCylSide(){
gl.bindBuffer(gl.ARRAY_BUFFER,theVertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cylArray),gl.STATIC_DRAW);
setPointer(5);
var texCoordAttribLocation = gl.getAttribLocation(program,'vertTexCoord');
gl.vertexAttribPointer(
texCoordAttribLocation, //Attribute location
2, //Number of vertix elements
gl.FLOAT, //Type of elements
gl.FALSE, //Normalised
5 * Float32Array.BYTES_PER_ELEMENT, //Size of individual vertex
3 * Float32Array.BYTES_PER_ELEMENT, //Offset
);
gl.enableVertexAttribArray(positionAttribLocation);
gl.enableVertexAttribArray(texCoordAttribLocation);
var boxTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, boxTexture);
gl.texParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);
gl.texParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
gl.texParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,gl.LINEAR);
gl.texParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER,gl.LINEAR);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
gl.UNSIGNED_BYTE,
document.getElementById('wall-img')
);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.useProgram(program);
gl.bindTexture(gl.TEXTURE_2D, boxTexture);
gl.activeTexture(gl.TEXTURE0);
gl.drawArrays(gl.TRIANGLE_STRIP,0, segments);
};
function setPointer(n){
positionAttribLocation = gl.getAttribLocation(program,'vertPosition');
gl.vertexAttribPointer(
positionAttribLocation, //Attribute location
3, //Number of vertix elements
gl.FLOAT, //Type of elements
gl.FALSE, //Normalised
n * Float32Array.BYTES_PER_ELEMENT, //Size of individual vertex
0 //Offset
);
};
function clear(){
gl.clearColor(0.75, 0.85, 0.8, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
};
function setCamera(){
mat4.identity(worldMatrix);
mat4.lookAt(viewMatrix,[0,1,-8],[0,0,0],[0,10,0]);
mat4.perspective(projectionMatrix,glMatrix.glMatrix.toRadian(45),canvas.width/canvas.height,0.1,1000.0);
gl.uniformMatrix4fv(matWorldUniformLocation,gl.FALSE,worldMatrix);
gl.uniformMatrix4fv(matViewUniformLocation,gl.FALSE,viewMatrix);
gl.uniformMatrix4fv(matProjectionUniformLocation,gl.FALSE,projectionMatrix);
};

You need to initialize vectors and matrices using the respective create function of glMatrix.
var worldMatrix = mat4.create();
var viewMatrix = mat4.create();
var projectionMatrix = mat4.create();

Related

WebGL Basics: Using Render Loops to Apply 2D Convolution Filters to Buffer Canvases

Very new to WebGL and attempting to port some 2D image processing shaders in order to get a handle on things. I initially was misled by the MDN tutorials into thinking WebGL was like OpenGL desktop, but then found these tutorials, which I found much more true to form as well as my purposes. However, I'm still having some trouble in formatting a render loop so I can pass a continually updating texture for processing. In cases where it does render, I just get a muddy mess and in cases where the vertex shader isn't a simple pass through I get nothing. I understand GLSL and the basics of how buffers work, but clearly am doing something very wrong here... Any help would be greatly appreciated. Thanks!
class GL {
constructor(canvas){
this.gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!this.gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
this.gl = null;
}
//init shaders
var fragmentShader = getShader(this.gl, "fshader");
var vertexShader = getShader(this.gl, "vshader");
var shaderProgram = this.gl.createProgram();
this.gl.attachShader(shaderProgram, vertexShader);
this.gl.attachShader(shaderProgram, fragmentShader);
this.gl.linkProgram(shaderProgram);
this.gl.useProgram(shaderProgram);
this.positionLocation = this.gl.getAttribLocation(shaderProgram, "position");
this.texCoordLocation = this.gl.getAttribLocation(shaderProgram, "texcoord");
var resolutionLocation = this.gl.getUniformLocation(shaderProgram, "resolution");
this.width = this.gl.getUniformLocation(shaderProgram, "width");
//set resolution
this.gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
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 {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
};
render(bufferCanvas, x, y) {
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
//texture coordinates
var texCoordBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.texCoordBuffer);
this.gl.enableVertexAttribArray(this.texCoordLocation);
this.gl.vertexAttribPointer(this.texCoordLocation, 2, this.gl.FLOAT, false, 8, 0);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0]),
this.gl.STATIC_DRAW);
//create texture
var texture = this.gl.createTexture();
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
//normalize image to powers of two
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
//load texture from 2d canvas
this.gl.texImage2D(this.gl.TEXTURE_2D,
0,
this.gl.RGBA,
this.gl.RGBA,
this.gl.UNSIGNED_BYTE,
bufferCanvas);
//load buffer
var buffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
this.gl.enableVertexAttribArray(this.positionLocation);
this.gl.vertexAttribPointer(this.positionLocation, 2, this.gl.FLOAT, false, 12, 0);
//draw size and position
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array([
x, y,
x + bufferCanvas.width, y,
x, y + bufferCanvas.height,
x, y + bufferCanvas.height,
x+ bufferCanvas.width, y,
x+ bufferCanvas.width, y + bufferCanvas.height]), this.gl.STATIC_DRAW);
//blur width
this.gl.enableVertexAttribArray(this.width);
this.gl.vertexAttribPointer(this.width, 1, this.gl.FLOAT, false, 12, 8);
//draw
this.gl.drawArrays(this.gl.TRIANGLES, 0, 6);
};
};
var canvas2d = document.getElementById('buffer-canvas');
var context2d = canvas2d.getContext("2d");
var canvasGL = new GL(document.getElementById('main-canvas'));
canvasGL.width = 5.0;
for(var i=0; i<10; i++) {
var r = Math.floor(Math.random() * 255);
var g = Math.floor(Math.random() * 255);
var b = Math.floor(Math.random() * 255);
var a = Math.floor(Math.random() * 255);
context2d.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a + ")";
var x = Math.random() * canvas2d.width;
var y = Math.random() * canvas2d.height;
var width = canvas2d.width - (Math.random() * canvas2d.width);
var height = canvas2d.height - (Math.random() * canvas2d.height);
context2d.fillRect(x, y, width , height);
canvasGL.render(canvas2d, canvas2d.getBoundingClientRect("left"), canvas2d.getBoundingClientRect("top"));
}
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/sylvester/0.1.3/sylvester.min.js"></script>
<script src="https://github.com/mdn/webgl-examples/blob/gh-pages/tutorial/glUtils.js"></script>
<script id="vshader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 position;
attribute vec2 texcoord;
uniform vec2 resolution;
uniform float width;
varying vec2 texcoord11;
varying vec2 texcoord00;
varying vec2 texcoord02;
varying vec2 texcoord20;
varying vec2 texcoord22;
void main()
{
gl_Position = vec4(((position / resolution) * 2.0 - 1.0) * vec2(1, -1), 0, 1);
// get texcoords
texcoord11 = texcoord;
texcoord00 = texcoord + vec2(-width, -width);
texcoord02 = texcoord + vec2( width, -width);
texcoord20 = texcoord + vec2( width, width);
texcoord22 = texcoord + vec2(-width, width);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D image;
varying vec2 texcoord11;
varying vec2 texcoord00;
varying vec2 texcoord02;
varying vec2 texcoord20;
varying vec2 texcoord22;
void main()
{
vec4 blur;
blur = texture2D(image, texcoord11);
blur += texture2D(image, texcoord00);
blur += texture2D(image, texcoord02);
blur += texture2D(image, texcoord20);
blur += texture2D(image, texcoord22);
gl_FragColor = 0.2 * blur;
}
</script>
</head>
<body>
<canvas id="main-canvas" width="400" height="300" style="border:1px solid black;"></canvas>
<canvas id="buffer-canvas" width="400" height="300" style="visibility:hidden;"></canvas>
</body>
There's several issues with the code
neither of the script tags seem to be needed
You assign this.width to a uniform location
this.width = this.gl.getUniformLocation(shaderProgram, "width");
But then later destroy that with
canvasGL.width = 5.0
width is a uniform but you're trying to set it as an attribute
wrong
this.gl.enableVertexAttribArray(this.width);
this.gl.vertexAttribPointer(this.width, 1, this.gl.FLOAT, false, 12, 8);
right
this.gl.uniform1f(this.width, whateverYouWantedWidthToBe);
You've got unneeded strides on all your attributes
wrong
this.gl.vertexAttribPointer(this.texCoordLocation, 2, this.gl.FLOAT, false, 8, 0);
this.gl.vertexAttribPointer(this.positionLocation, 2, this.gl.FLOAT, false, 12, 0);
right
this.gl.vertexAttribPointer(this.texCoordLocation, 2, this.gl.FLOAT, false, 0, 0);
this.gl.vertexAttribPointer(this.positionLocation, 2, this.gl.FLOAT, false, 0, 0);
Well I suppose the texcoord one is not wrong if you want to set strides but the position one is wrong since you're using 2 floats per position not 3. Why not just set them to 0?
You're assigning the texCoordLocation to a var but then using it as a property on this
wrong
var texCoordBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.texCoordBuffer);
right?
this.texCoordBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.texCoordBuffer);
On top of that the structure of the code is probably not what you intended.
In WebGL you don't generally call gl.createXXX functions in your render function. You'd call gl.createXXX functions those during initialization. See here for a more typical structure.
It's not clear at all what this line is trying to do
canvasGL.render(canvas2d, canvas2d.getBoundingClientRect("left"),
canvas2d.getBoundingClientRect("top"))
What do you think canvas2d.getBoundingClientRect() is going to return that's useful for rendering? Also that's not how getBoundingClientRect works. It returns a rect, it doesn't take any arguments.
Once you have all that fixed it's not clear what you want width to be. I'm assuming you want it to be pixels but in that case it needs to be 1 / canvas2D.width and you need a separate value for height in your shader since you'll need different values to move up and down a certain number of pixels vs left and right.
other suggestions
Pull gl into a local variable. Then you don't have to do this.gl everywhere. Less typing, shorter, and faster
You can get the contents of script tag with just this
var theSource = shaderScript.text;
You're checking for shader compile errors but not link errors.
visibility: hidden; doesn't do what I think you think it does. You probably want display: none;.
Here's one version that does something.
class GL {
constructor(canvas){
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
return;
}
this.gl = gl;
//init shaders
var fragmentShader = getShader(gl, "fshader");
var vertexShader = getShader(gl, "vshader");
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("An error occurred linking the shaders: " + gl.getProgramInfoLog(shaderProgram));
return;
}
this.shaderProgram = shaderProgram;
this.positionLocation = gl.getAttribLocation(shaderProgram, "position");
this.texCoordLocation = gl.getAttribLocation(shaderProgram, "texcoord");
this.resolutionLocation = gl.getUniformLocation(shaderProgram, "resolution");
this.blurOffsetLocation = gl.getUniformLocation(shaderProgram, "blurOffset");
// init texture coordinates
this.texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0]),
gl.STATIC_DRAW);
// create position buffer
this.positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
//create texture
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
//normalize image to powers of two
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);
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var theSource = shaderScript.text;
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 {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
};
render(bufferCanvas, x, y, blurAmount) {
var gl = this.gl;
gl.clear(this.gl.COLOR_BUFFER_BIT);
gl.useProgram(this.shaderProgram);
// setup buffers and attributes
gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);
gl.enableVertexAttribArray(this.texCoordLocation);
gl.vertexAttribPointer(this.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
//load buffer
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.enableVertexAttribArray(this.positionLocation);
gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, 0, 0);
//draw size and position
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x, y,
x + bufferCanvas.width, y,
x, y + bufferCanvas.height,
x, y + bufferCanvas.height,
x+ bufferCanvas.width, y,
x+ bufferCanvas.width, y + bufferCanvas.height]), gl.STATIC_DRAW);
//load texture from 2d canvas
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
bufferCanvas);
//blur width
gl.uniform2f(this.blurOffsetLocation,
blurAmount / bufferCanvas.width,
blurAmount / bufferCanvas.height);
//set resolution
gl.uniform2f(this.resolutionLocation,
gl.canvas.width,
gl.canvas.height);
//draw
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
};
var canvas2d = document.getElementById('buffer-canvas');
var context2d = canvas2d.getContext("2d");
var canvasGL = new GL(document.getElementById('main-canvas'));
function render(time) {
time *= 0.001;
var r = Math.floor(Math.random() * 255);
var g = Math.floor(Math.random() * 255);
var b = Math.floor(Math.random() * 255);
var a = Math.floor(Math.random() * 255);
context2d.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a + ")";
var x = Math.random() * canvas2d.width;
var y = Math.random() * canvas2d.height;
var width = canvas2d.width - (Math.random() * canvas2d.width);
var height = canvas2d.height - (Math.random() * canvas2d.height);
context2d.fillRect(x, y, width , height);
canvasGL.render(canvas2d, 0, 0, Math.sin(time) * 5);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
<script id="vshader" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 position;
attribute vec2 texcoord;
uniform vec2 resolution;
uniform vec2 blurOffset;
varying vec2 texcoord11;
varying vec2 texcoord00;
varying vec2 texcoord02;
varying vec2 texcoord20;
varying vec2 texcoord22;
void main()
{
gl_Position = vec4(((position / resolution) * 2.0 - 1.0) * vec2(1, -1), 0, 1);
// get texcoords
texcoord11 = texcoord;
texcoord00 = texcoord + blurOffset * vec2(-1, -1);
texcoord02 = texcoord + blurOffset * vec2( 1, -1);
texcoord20 = texcoord + blurOffset * vec2( 1, 1);
texcoord22 = texcoord + blurOffset * vec2(-1, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D image;
varying vec2 texcoord11;
varying vec2 texcoord00;
varying vec2 texcoord02;
varying vec2 texcoord20;
varying vec2 texcoord22;
void main()
{
vec4 blur;
blur = texture2D(image, texcoord11);
blur += texture2D(image, texcoord00);
blur += texture2D(image, texcoord02);
blur += texture2D(image, texcoord20);
blur += texture2D(image, texcoord22);
// do you really want to blend the alpha?
gl_FragColor = 0.2 * blur;
}
</script>
<canvas id="main-canvas" width="400" height="300" style="border:1px solid black;"></canvas>
<canvas id="buffer-canvas" width="400" height="300" style="display: none;"></canvas>

alpha blending in webgl works not correctly

code:
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
Problem in that on a figure "superfluous" is drawn:
how to correct it?
P.S. alpha=0.9
What is your perspective zNear and zFar set to? Is it possible you're setting it too close and the back of your cube is being clipped? See sample below where it's set too close. That doesn't look like your issue but it's hard to tell.
Also are you sorting your polygons? When rendering transparent things you generally have to draw front to back. For a convex object like a sphere, pyramid, or cube you can draw twice with culling on, first with gl.cullFace(gl.FRONT) to draw only the backfacing triangles, the ones further from the camera, and then again with gl.cullFace(gl.BACK) to draw only the front facing triangles, the ones closer to the camera.
Yet another issue is are you correctly providing premultiplied alpha to the canvas? Most shaders do this
gl_FragColor = someUnpremultipliedAlphaColor;
But by default you need to provide pre-multiplied alpha colors
gl_FragColor = vec4(color.rgb * color.a, color.a);
Or you can set the canvas to use un-premultiplied colors
gl = someCanvas.getContext("webgl", { premultipliedAlpha: false });
window.onload = function() {
// Get A WebGL context
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
var programInfo = webglUtils.createProgramInfo(gl, ["vs", "fs"]);
var createFlattenedVertices = function(gl, vertices) {
return webglUtils.createBufferInfoFromArrays(
gl,
primitives.makeRandomVertexColors(
primitives.deindexVertices(vertices),
{
vertsPerColor: 6,
rand: function(ndx, channel) {
return channel < 3 ? ((128 + Math.random() * 128) | 0) : 255;
}
})
);
};
var bufferInfo = createFlattenedVertices(gl, primitives.createCubeVertices(1));
function degToRad(d) {
return d * Math.PI / 180;
}
var cameraAngleRadians = degToRad(0);
var fieldOfViewRadians = degToRad(60);
var uniforms = {
u_color: [1, 1, 1, 0.8],
u_matrix: null,
};
var zClose = false;
var zNear = 1;
var zFar = 3;
var zElem = document.getElementById("z");
var bElem = document.getElementById("b");
bElem.addEventListener('click', toggleZDepth, false);
toggleZDepth();
function toggleZDepth() {
zClose = !zClose;
zFar = zClose ? 3.5 : 4;
zElem.innerHTML = zFar;
}
function drawScene() {
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var aspect = canvas.clientWidth / canvas.clientHeight;
var projectionMatrix =
makePerspective(fieldOfViewRadians, aspect, zNear, zFar);
var time = Date.now() * 0.0005;
var radius = 3;
var cameraPosition = [Math.cos(time) * radius, 1, Math.sin(time) * radius];
var target = [0, 0, 0];
var up = [0, 1, 0];
var cameraMatrix = makeLookAt(cameraPosition, target, up);
var viewMatrix = makeInverse(cameraMatrix);
uniforms.u_matrix = matrixMultiply(viewMatrix, projectionMatrix);
gl.useProgram(programInfo.program);
webglUtils.setBuffersAndAttributes(gl, programInfo.attribSetters, bufferInfo);
webglUtils.setUniforms(programInfo.uniformSetters, uniforms);
// draw back facing polygons first
gl.cullFace(gl.FRONT);
gl.drawArrays(gl.TRIANGLES, 0, bufferInfo.numElements);
// now draw front facing polygons
gl.cullFace(gl.BACK);
gl.drawArrays(gl.TRIANGLES, 0, bufferInfo.numElements);
requestAnimationFrame(drawScene);
}
drawScene();
}
canvas {
border: 1px solid black;
}
#overlay {
position: absolute;
top: 20px;
left: 20px;
z-index: 2;
}
<script src="//webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="//webglfundamentals.org/webgl/resources/webgl-3d-math.js"></script>
<script src="//webglfundamentals.org/webgl/resources/primitives.js"></script>
<canvas id="c" width="400" height="200"></canvas>
<div id="overlay">
<button id="b">toggle z-far</button>
<div>z-far = <span id="z"></span></div>
</div>
<!-- vertex shader -->
<script id="vs" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * a_position;
v_color = a_color;
}
</script>
<!-- fragment shader -->
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
varying vec4 v_color;
void main() {
vec4 color = v_color * u_color;
gl_FragColor = vec4(color.rgb * color.a, color.a); // premultiply color
}
</script>

Transparent frame buffers in webgl

I'm working on creating an color-trail effect in webgl. Basically I'd like to be able to select a range of colors from a texture and have them trail after the texture as its animated across the screen. My strategy was to both draw the texture to the canvas as well as to a framebuffer, using the additionsl buffer to select and fade out the selected colors, resulting in a trail after the image.
I've had some success setting preserveAlphaBuffer to true and having the trail appear in the framebuffer but I can't seem to be able to get the framebuffer to blend with the backbuffer. All I get is the framebuffer with a solid background. I'm beginning to feel its not possible as I've tried just about every combination on blendFunc and blendFuncSeparate. Hopefully there's someone who can help me realize this effect?
var sketch;
function init() {
sketch = new Sketch();
document.body.appendChild(sketch);
sketch.width = window.innerWidth;
sketch.height = window.innerHeight;
loop();
}
function loop() {
requestAnimationFrame(loop);
sketch.draw();
}
var Sketch = function () {
var _canvas = document.createElement("canvas");
var _gl;
var _image;
var _program, _fboProgram;
var _loaded = false;
var _fbo, _fboTexture,_texture;
var pos = {
x: 0, y: 0
};
var speed = {
x: 10,
y: 10
}
function init() {
//start preloading image
_image = new Image();
_image.onload = function () {
setTimeout(function () {
render();
}, 1);
}
_image.src = "img/texture.png";
}
function render() {
_gl = _canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});//setupWebGL(canvas, {preserveDrawingBuffer: true});//getWebGLContext(_canvas);
initCanvas();
initFbo();
_loaded = true;
}
function initCanvas() {
_program = initShaders(_gl, "vertex-shader", "fragment-shader");
_gl.useProgram(_program);
initVertexShaderLocations(_program);
_gl.clearColor(1, 1, 1, 0); // red
_gl.clear(_gl.COLOR_BUFFER_BIT);
_texture = initTexture(_gl, _image);
_gl.enable(_gl.BLEND);
_gl.disable(_gl.DEPTH_TEST);
_gl.colorMask(1, 1, 1, 1);
}
function initFbo() {
_fboProgram = initShaders(_gl, "vertex-shader", "fbo-fragment-shader");//"2d-fragment-shader");
_gl.useProgram(_fboProgram);
initVertexShaderLocations(_fboProgram);
_texture = initTexture(_gl, _image);
// create an empty texture
_fboTexture = _gl.createTexture();
_gl.bindTexture(_gl.TEXTURE_2D, _fboTexture);
_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);
_gl.texImage2D(_gl.TEXTURE_2D, 0, _gl.RGBA, _gl.canvas.width, _gl.canvas.height, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null);
// Create a framebuffer and attach the texture.
_fbo = _gl.createFramebuffer();
_gl.bindFramebuffer(_gl.FRAMEBUFFER, _fbo);
_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, _fboTexture, 0);
_gl.viewport(0, 0, _gl.canvas.width, _gl.canvas.height);
_gl.clearColor(1, 1, 1, 0.2);
_gl.clear(_gl.COLOR_BUFFER_BIT);
}
function drawCanvas() {
_gl.useProgram(_program);
_gl.clearColor(1, 1, 1, 1); // red
_gl.clear(_gl.COLOR_BUFFER_BIT);
renderTexture(_program);
renderFbo(_program);
_loaded = true;
}
function drawFbo() {
_gl.bindFramebuffer(_gl.FRAMEBUFFER, _fbo);
_gl.useProgram(_fboProgram);
_gl.blendFunc(_gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
var blur = [
0, 1, 0,
1, 1, 1,
0, 1, 0
];
var kernelLocation = _gl.getUniformLocation(_fboProgram, "u_kernel[0]");
_gl.uniform1fv(kernelLocation, blur);
var textureSizeLocation = _gl.getUniformLocation(_fboProgram, "u_textureSize");
_gl.uniform2f(textureSizeLocation, _image.width, _image.height);
// Render to the texture (using clear because it's simple)
_gl.clearColor(1, 1, 1, 0); // green;
_gl.clear(_gl.COLOR_BUFFER_BIT);
renderTexture(_fboProgram);
_gl.bindFramebuffer(_gl.FRAMEBUFFER, null);
}
function renderFbo(program) {
_gl.uniform2f(program.resolutionLocation, _gl.canvas.width, _gl.canvas.height);
_gl.uniform1f(program.flipYLocation, 1);
_gl.bindBuffer(_gl.ARRAY_BUFFER, program.texCoordBuffer);
setRectangle(_gl, 0, 0, 1, 1);
_gl.enableVertexAttribArray(program.texCoordLocation);
_gl.vertexAttribPointer(program.texCoordLocation, 2, _gl.FLOAT, false, 0, 0);
_gl.bindBuffer(_gl.ARRAY_BUFFER, program.positionBuffer);
setRectangle(_gl, 0, 0, _gl.canvas.width, _gl.canvas.height);
_gl.vertexAttribPointer(program.positionLocation, 2, _gl.FLOAT, false, 0, 0);
_gl.bindTexture(_gl.TEXTURE_2D, _fboTexture);
_gl.drawArrays(_gl.TRIANGLES, 0, 6);
}
function renderTexture(program) {
_gl.uniform1f(program.flipYLocation, 1.0);
_gl.bindBuffer(_gl.ARRAY_BUFFER, program.texCoordBuffer);
setRectangle(_gl, 0, 0, 1, 1);
_gl.enableVertexAttribArray(program.texCoordLocation);
_gl.vertexAttribPointer(program.texCoordLocation, 2, _gl.FLOAT, false, 0, 0);
_gl.bindBuffer(_gl.ARRAY_BUFFER, program.positionBuffer);
setRectangle(_gl, pos.x, pos.y, _image.width, _image.height);
_gl.vertexAttribPointer(program.positionLocation, 2, _gl.FLOAT, false, 0, 0);
_gl.enableVertexAttribArray(program.positionLocation);
// Tell the shader the resolution of the framebuffer.
_gl.uniform2f(program.resolutionLocation, _gl.canvas.width, _gl.canvas.height);
_gl.bindTexture(_gl.TEXTURE_2D, _texture);
_gl.drawArrays(_gl.TRIANGLES, 0, 6);
}
function setRectangle(gl, x, y, width, height) {
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1,
x2, y1,
x1, y2,
x1, y2,
x2, y1,
x2, y2]), gl.STATIC_DRAW);
}
function initVertexShaderLocations(program){
program.texCoordLocation = _gl.getAttribLocation(program, "a_texCoord");
program.positionLocation = _gl.getAttribLocation(program, "a_position");
program.resolutionLocation = _gl.getUniformLocation(program, "u_resolution");
program.flipYLocation = _gl.getUniformLocation(program, "u_flipY");
program.positionBuffer = _gl.createBuffer();
program.texCoordBuffer = _gl.createBuffer();
}
function initTexture(gl, image) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
function initShaders(gl, vert, frag) {
// setup a GLSL program
var vertexShader = createShaderFromScriptElement(gl, vert);
var fragmentShader = createShaderFromScriptElement(gl, frag);
return createProgram(gl, [vertexShader, fragmentShader]);
}
_canvas.draw = function () {
if (!_loaded)
return;
if (pos.x + 256 > _gl.canvas.width || pos.x < 0) speed.x *= -1;
if (pos.y + 256 > _gl.canvas.height || pos.y < 0) speed.y *= -1;
pos.x += speed.x;
pos.y += speed.y;
drawFbo();
drawCanvas();
}
init();
return _canvas;
}
init();
<body>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
uniform vec2 u_resolution;
uniform float u_flipY;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, u_flipY), 0, 1);
v_texCoord = a_texCoord;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
// Look up a color from the texture.
vec4 color = texture2D(u_image, v_texCoord);
if(color.a < 0.9)
color.a = 0.1;
gl_FragColor = color;
}
</script>
<script id="fbo-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
if(color.r > 0.5)
color.a = 0.01;
gl_FragColor = color;
}
</script>
</body>
So I did this short demo:
http://jsfiddle.net/windkiller/c46Lvbzp/
// custom fn
function createShaderFromScriptElement(gl, scriptId) {
var shaderSource = "",
shaderType;
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw ("*** Error: unknown script element" + scriptId);
}
shaderSource = shaderScript.text;
if (shaderScript.type == "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
throw ("*** Error: unknown shader type");
return null;
}
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling shader '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl, shaders) {
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, shaders[0]);
gl.attachShader(shaderProgram, shaders[1]);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
// HINT dont use program here
return shaderProgram;
}
I had to do few things manually, this is summary:
* createShaderFromScript and createProgram functions were missing, so I did it. Im sure you have them, so just ignore it.
* I didnt have texture, so I made base64 image with green and red colors and used it as texture. It is quite long, so I didnt append code here.
After this, demo started to work. But as you reported, it is just floating image. I tried to investigate your code, but I was too lazy and didnt have that much time.
But I had feeling that you have error in order how you work with frame buffers! So I tried to swap draw calls:
drawCanvas();
drawFbo();
And it did something! So I also:
* augment speed
* change shaders a little (just variables for alpha calculation)
* made button stop/start
Now when you run the demo and use stop, you will see two pictures, one greenred and second blended greenred, where more red = less visible (green color does bigger trail then red).
So I think you are very close to finish it. Problem must be with order how you draw in frame buffers and when you generate texture. Did you see link which I provided in comments?

Single color from javascript to fragment shader

I'm trying to generate a random color everytime the code executes and passing it to the fragment shader(to draw a triangle).
Reading other posts, I've decided that the most effective solutions seems to be:
set a uniform variable in the fragment shader
link it to a javascript variable
write to the fragment shader with uniform4f providing the data
Trying to structure this, my snippet doesn't display the triangle but only the background. If I take
away all the lines that deal with the color, the triangle appears again.
var can = document.getElementById('cont');
var gl = can.getContext('experimental-webgl');
gl.clearColor(0.0, 0.1, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
red = Math.random();
green = Math.random();
blue = Math.random();
alpha = Math.random();
var vertices = [-1,-1,1,-1,0,0.5];
var colorData = [red,green,blue,alpha];
//Create color buffer
var cbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,cbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colorData),gl.STATIC_DRAW);
//Create vertex buffer
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(vertices),gl.STATIC_DRAW);
//Shaders
var vshaderCode = 'attribute vec2 pos;' + 'void main() {gl_Position = vec4 (pos,0.,1.);}';
var fshaderCode = 'precision mediump float;' + 'uniform vec4 uColor' + 'void main() {gl_FragColor = uColor;}';
function getShader(shaderSource,type) {
var shad = gl.createShader(type);
gl.shaderSource(shad,shaderSource);
gl.compileShader(shad);
return shad;
}
var vertexShader = getShader (vshaderCode,gl.VERTEX_SHADER);
var fragmentShader = getShader (fshaderCode,gl.FRAGMENT_SHADER);
//Create the program to link shaders
var prog = gl.createProgram();
gl.attachShader(prog,vertexShader);
gl.attachShader(prog,fragmentShader);
gl.linkProgram(prog);
var _position = gl.getAttribLocation(prog, "pos");
var u_ColorLocation = gl.getUniformLocation(prog, "uColor");
//Draw
gl.enableVertexAttribArray(_position);
gl.useProgram(prog);
gl.vertexAttribPointer(_position, 2, gl.FLOAT, false, 0,0);
gl.uniform4f(u_ColorLocation, colorData);
gl.drawArrays(gl.TRIANGLES, 0, 3);
The console says that gl.uniform4f(u_ColorLocation, colorData); wants five arguments. That point is not clear to me.
Even if I change that line to something like gl.uniform4f(u_colorLocation, 0, 0, 1, 1); the program doesn't link.
How do I pass then my values from javascript to the fragment on the gpu so that my triangle has only one color, driven by javascript variables?
You were missing a ; on your fshaderCode shader so it wasn't compiling.
Reading the COMPILE_STATUS of the shader can help you work out if your have any syntax problems.
if (!gl.getShaderParameter(shad, gl.COMPILE_STATUS)) {
console.log("COMPILE_STATUS", gl.getShaderInfoLog(shad));
}
Updated code to show random colour triangle
var can = document.getElementById('cont');
var gl = can.getContext('experimental-webgl');
gl.clearColor(0.0, 0.1, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
red = Math.random();
green = Math.random();
blue = Math.random();
alpha = Math.random();
var vertices = [-1,-1,1,-1,0,0.5];
var colorData = [red,green,blue,alpha];
//Create color buffer
var cbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,cbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colorData),gl.STATIC_DRAW);
//Create vertex buffer
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(vertices),gl.STATIC_DRAW);
//Shaders
var vshaderCode = 'attribute vec2 pos;' + 'void main()' + '{gl_Position = vec4 (pos,0.,1.);' + '}';
var fshaderCode = 'precision mediump float;' + 'uniform vec4 uColor;' + 'void main() {gl_FragColor = uColor;}';
function getShader(shaderSource,type) {
var shad = gl.createShader(type);
gl.shaderSource(shad,shaderSource);
gl.compileShader(shad);
if (!gl.getShaderParameter(shad, gl.COMPILE_STATUS)) {
console.log("COMPILE_STATUS", gl.getShaderInfoLog(shad));
}
return shad;
}
var vertexShader = getShader (vshaderCode,gl.VERTEX_SHADER);
var fragmentShader = getShader (fshaderCode,gl.FRAGMENT_SHADER);
//Create the program to link shaders
var prog = gl.createProgram();
gl.attachShader(prog,vertexShader);
gl.attachShader(prog,fragmentShader);
gl.linkProgram(prog);
var _position = gl.getAttribLocation(prog, "pos");
var u_ColorLocation = gl.getUniformLocation(prog, "uColor");
//Draw
var r = Math.random(), g= Math.random(), b = Math.random();
gl.enableVertexAttribArray(_position);
gl.useProgram(prog);
gl.vertexAttribPointer(_position, 2, gl.FLOAT, false, 0,0);
gl.uniform4f(u_ColorLocation, r, g, b, 1.0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
<canvas id="cont"></canvas>
In your fragmentshader you're missing a colon behind your uniform declaration:
var fshaderCode = 'precision mediump float;' + 'uniform vec4 uColor;' + 'void main() {gl_FragColor = uColor;}';
As mentioned in the answer below checking the compile status is helpful here, as writing shaders in its own files is.
As to setting uniforms there are uniformXX(ie. uniform4f) and uniformXXv(ie. uniform4fv) variants. the v stands for vector and needs to be used when you provide a vector of data like your color.
So you want to change this to uniform4fv too.
var can = document.getElementById('cont');
var gl = can.getContext('experimental-webgl');
gl.clearColor(0.0, 0.1, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
red = Math.random();
green = Math.random();
blue = Math.random();
alpha = Math.random();
var vertices = [-1,-1,1,-1,0,0.5];
var colorData = [red,green,blue,alpha];
//Create color buffer
var cbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,cbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colorData),gl.STATIC_DRAW);
//Create vertex buffer
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,vbo);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(vertices),gl.STATIC_DRAW);
//Shaders
var vshaderCode = 'attribute vec2 pos;' + 'void main() {gl_Position = vec4 (pos,0.,1.);}';
var fshaderCode = 'precision mediump float;' + 'uniform vec4 uColor;' + 'void main() {gl_FragColor = uColor;}';
function getShader(shaderSource,type) {
var shad = gl.createShader(type);
gl.shaderSource(shad,shaderSource);
gl.compileShader(shad);
return shad;
}
var vertexShader = getShader (vshaderCode,gl.VERTEX_SHADER);
var fragmentShader = getShader (fshaderCode,gl.FRAGMENT_SHADER);
//Create the program to link shaders
var prog = gl.createProgram();
gl.attachShader(prog,vertexShader);
gl.attachShader(prog,fragmentShader);
gl.linkProgram(prog);
var _position = gl.getAttribLocation(prog, "pos");
var u_ColorLocation = gl.getUniformLocation(prog, "uColor");
//Draw
gl.enableVertexAttribArray(_position);
gl.useProgram(prog);
gl.vertexAttribPointer(_position, 2, gl.FLOAT, false, 0,0);
gl.uniform4fv(u_ColorLocation, colorData);
gl.drawArrays(gl.TRIANGLES, 0, 3);
<canvas id="cont"></canvas>

WebGL draw loop and translation

I'm want my javascript program to be shifting a triangle to the right.
What I'm focusing on right now are matrices and draw loops. I've never done such a thing so I may be off road but what I'm attempting to do, for study purposes is this:
-Setup the webgl pipeline so I display correctly a triangle (OK)
-Write a function with a matrix that allows me to pass in the values of translation (seems ok but I'm not sure)
var translation_prototype = [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,0,1];
Leaving out for the moment rotation a scaling and modelview, since I'm perfectly happy(just for the sake of an exercise) with the orthographic view webgl provides.
-Setup a loop that cycles through the drawArrays (even here I'm not sure if the loop starts and ends in the correct place)
I suspect I'm really close, but the triangle doesn't move (tx remains constant).
Here's the code(I think I don't even need to clear the color and depth buffer since I'm only translating on x axis)
<!DOCTYPE HTML>
<html>
<canvas id = "can" width="400" height="400">
</canvas>
<script>
var webgl_canvas = document.getElementById('can');
var gl = webgl_canvas.getContext('experimental-webgl');
var triangles = [-0.8,-0.8,0,0.8,-0.8,0,0,0.8,0];
var vertexBuffer = gl.createBuffer();
var tx = 0.1;
var ty = 0;
var translation_prototype = [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,0,1];
var vertexShader_source = 'attribute vec3 a_position;' + 'uniform vec4 u_translation;' + 'void main() { gl_Position = u_translation * vec4 (a_position,1);}';
var fragmentShader_source = 'precision mediump float;' + 'void main() { gl_FragColor = vec4 (0.9,0,0.1,1); }';
function getTimeInSeconds () {
return Date.now() * 0.001;
}
function makeTranslation (tx, ty) {
return translation_prototype;
}
//Compile shaders
var buildShader = function (shaderSource, typeOfShader) {
var shader = gl.createShader(typeOfShader);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert (gl.getShaderInfoLog(shader));
}
return shader;
}
var compiledVertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER);
var compiledFragmentShader = buildShader (fragmentShader_source, gl.FRAGMENT_SHADER);
//setup GLSL program
program = gl.createProgram();
gl.attachShader(program,compiledVertexShader);
gl.attachShader(program,compiledFragmentShader);
gl.linkProgram(program);
//Fill the buffer with vertex data
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(triangles), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numItems = 3;
gl.clear(gl.COLOR_BUFFER_BIT);
var positionLocation = gl.getAttribLocation(program,"a_position");
gl.enableVertexAttribArray(positionLocation);
gl.useProgram(program);
var shaderTranlsationMatrix = gl.getUniformLocation(program, "u_translation");
gl.uniformMatrix4fv(shaderTranlsationMatrix,false,new Float32Array(translation_prototype));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
var startTime = 0;
function animate (time) {
//Draw loop
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var deltaTime = (time - startTime);
makeTranslation((tx*deltaTime),(ty*deltaTime));
console.log(tx,ty,deltaTime);
gl.drawArrays (gl.TRIANGLES, 0, vertexBuffer.numItems);
startTime = time;
window.requestAnimationFrame(animate);
}
animate(0);
</script>
</html>
<!-- start last edited snippet -->
<!DOCTYPE HTML>
<html>
<canvas id = "can" width="400" height="400">
</canvas>
<script>
var webgl_canvas = document.getElementById('can');
var gl = webgl_canvas.getContext('experimental-webgl');
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1,-1,0,1,-1,0,0,1,0]), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numItems = 3;
var identityMatrix = [1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1];
function translation (tx,ty,tz) {
return [1,0,0,0,
0,1,0,0,
0,0,1,0,
tx,ty,tz,1]
}
var vertexShader_source = 'attribute vec3 a_position;' + 'uniform mat4 u_move;' + 'void main() { gl_Position = u_move * vec4 (a_position,1); }';
var fragmentShader_source = 'precision mediump float;' + 'void main() { gl_FragColor = vec4 (0.9,0,0.1,1); }';
//Compile shaders
var buildShader = function (shaderSource, typeOfShader) {
var shader = gl.createShader(typeOfShader);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert (gl.getShaderInfoLog(shader));
}
return shader;
}
var compiledVertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER);
var compiledFragmentShader = buildShader (fragmentShader_source, gl.FRAGMENT_SHADER);
//setup GLSL program
program = gl.createProgram();
gl.attachShader(program,compiledVertexShader);
gl.attachShader(program,compiledFragmentShader);
gl.linkProgram(program);
var positionLocation = gl.getAttribLocation(program,"a_position");
gl.enableVertexAttribArray(positionLocation);
gl.useProgram(program);
var tx = 0, ty = 0, tz = 0;
var translate = gl.getUniformLocation (program, "u_move");
gl.uniformMatrix4fv(translate,false,new Float32Array(identityMatrix));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
//Draw
var start_time =0;
var animate=function(time) {
var dt= time-start_time;
tx+=0.5;
translation((dt*tx),0,0);
console.log(dt);
console.log(tx);
start_time=time;
gl.drawArrays (gl.TRIANGLES, 0, vertexBuffer.numItems);
window.requestAnimationFrame(animate);
}
animate(0);
</script>
</html>
<!-- end last edited snippet -->
Here is the working snippet
JSFIDDLE
Your vertex shader should look like this:
attribute vec3 a_position;' + 'uniform mat4 u_translation;' + 'void main() { gl_Position = u_translation*vec4 (a_position,1);}
In order to make objects move in space you have to multiply all your vectors and matrices with the position vector to get the result. Tranlation Wiki
You have to update your translation_prototype variable every loop cycle:
deltaTime += 0.005;
makeTranslation(tx+deltaTime,ty+deltaTime);
the deltaTime was declared outside the loop and incremented every cycle
Also your makeTranslation function should look like this:
function makeTranslation (x, y) {
translation_prototype =
[1,0,0,0,
0,1,0,0,
0,0,1,0,
x,y,0,1]
return translation_prototype;
}
(you can get rid of the return statement if you are using global variables, though is recommended to use local variables)
(I had to try this new snippet feature :D)
var webgl_canvas = document.getElementById('can');
var gl = webgl_canvas.getContext('experimental-webgl');
var triangles = [-0.5,-0.5,0,0.5,-0.5,0,0,0.5,0];
var vertexBuffer = gl.createBuffer();
var tx = 0;
var ty = 0;
var translation_prototype = [1,0,0,0,
- 0,1,0,0,
0,0,1,0,
0,0,0,1];
var vertexShader_source = 'attribute vec3 a_position;' + 'uniform mat4 u_translation;' + 'void main() { gl_Position = u_translation*vec4 (a_position,1);}';
var fragmentShader_source = 'precision mediump float;' + 'void main() { gl_FragColor = vec4 (0.9,0,0.1,1); }';
function getTimeInSeconds () {
return Date.now() * 0.001;
}
function makeTranslation (x, y) {
translation_prototype =
[1,0,0,0,
0,1,0,0,
0,0,1,0,
x,y,0,1]
return translation_prototype;
}
//Compile shaders
var buildShader = function (shaderSource, typeOfShader) {
var shader = gl.createShader(typeOfShader);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert (gl.getShaderInfoLog(shader));
}
return shader;
}
var compiledVertexShader = buildShader (vertexShader_source, gl.VERTEX_SHADER);
var compiledFragmentShader = buildShader (fragmentShader_source, gl.FRAGMENT_SHADER);
//setup GLSL program
program = gl.createProgram();
gl.attachShader(program,compiledVertexShader);
gl.attachShader(program,compiledFragmentShader);
gl.linkProgram(program);
//Fill the buffer with vertex data
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(triangles), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
vertexBuffer.numItems = 3;
gl.clear(gl.COLOR_BUFFER_BIT);
var positionLocation = gl.getAttribLocation(program,"a_position");
gl.enableVertexAttribArray(positionLocation);
gl.useProgram(program);
var shaderTranlsationMatrix = gl.getUniformLocation(program, "u_translation");
gl.uniformMatrix4fv(shaderTranlsationMatrix,false,new Float32Array(translation_prototype));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
var startTime = 0;
var deltaTime = 0;
function animate (time) {
//Draw loop
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
deltaTime += 0.005;
makeTranslation(tx+deltaTime,ty+deltaTime);
gl.useProgram(program);
var shaderTranlsationMatrix = gl.getUniformLocation(program, "u_translation");
gl.uniformMatrix4fv(shaderTranlsationMatrix,false,new Float32Array(translation_prototype));
gl.vertexAttribPointer(positionLocation, vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays (gl.TRIANGLES, 0, vertexBuffer.numItems);
startTime = time;
window.requestAnimationFrame(animate);
}
animate(0);
<canvas id = "can" width="300" height="300">
</canvas>

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