Texture not mapping to square correctly WebGL - javascript

For some reason why i map the texture to the boxes i have drawn on the 3d canvas it is not showing correctly, all i get is a blue box and not the full texture.
<script id="shader-fs" type="x-shader/x-fragment" type="text/javascript">
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
</script>
<script id="shader-vs" type="x-shader/x-vertex" type="text/javascript">
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
</script>
<script type="text/javascript">
var gl;
var neheTexture;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.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, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
var squareVertexPositionBuffer;
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
}
var z = -50.0;
var eye = vec3.create([0, 0, z]); // negation of actual eye position
var pvMatrix = mat4.create();
var pvMatrixInverse = mat4.create();
function drawScene() {
var canvas = document.getElementById("MyCanvas");
var widthamount = Math.round(canvas.width/20);
var heightamount = Math.round(canvas.height / 20);
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(90, gl.viewportWidth / gl.viewportHeight, 0.1, 3000.0, pMatrix);
mat4.identity(mvMatrix);
// calculate the view transform mvMatrix, and the projection-view matrix pvMatrix
mat4.translate(mvMatrix, eye);
mat4.multiply(pMatrix, mvMatrix, pvMatrix);
var startHeight = -((heightamount * 2.1) / 2);
var startWidth = -((widthamount * 2.1) / 2);
mat4.translate(mvMatrix, [startWidth, startHeight, 0.0]);
for (i = 0; i < heightamount; ++i) {
for (q = 0; q < widthamount; ++q) {
mat4.translate(mvMatrix, [2.1, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, neheTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
}
mat4.translate(mvMatrix, [-(widthamount*2.1), 2.1, 0.0]);
}
}
function webGLStart() {
resizeCanvas();
var canvas = document.getElementById("MyCanvas");
initGL(canvas);
initShaders();
initBuffers();
initTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
window.addEventListener('resize', resizeCanvas, false);
tick();
}
function resizeCanvas() {
var canvas = document.getElementById("MyCanvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
//drawScene();
}
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";
}
</script>
Image for texture looks like a full texture https://github.com/gpjt/webgl-lessons/blob/master/lesson05/nehe.gif
However boxes turn out to show like a blue box, i need 10 rep to put images :(((

You have no texture coordinates.
You need to set up a buffer with texture coordinates
squareTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareTextureCoordBuffer);
texcoords = [
1.0, 1.0,
0.0, 1.0,
1.0, 0.0,
0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
Then you're going to need to look up the location of the where the shader wants the texture coordinates
textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
And set up that attribute
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
Also while we're at it there's a bunch of minor things about the code you might want to consider
The code is turning on attributes in initShaders but if you have multiple shaders you'll need to turn on/off attributes in your draw call
The code is assigning properties to WebGL objects as in shaderProgram.pMatrixUniform = ... and squareVertexPositionBuffer.itemSize = 3; but if you ever decide to handle WebGLContextLost events that code will break because gl.createBuffer and gl.createShader will return null which means your code will be doing null.itemSize = 3 for example. It's better to make your own objects with WebGL as in var buffer = { id: gl.createBuffer(), itemSize: 3, ...}; so that if you do decide to handle WebGLContextLost events your code won't break.
The code is setting the attributes and uniforms for every face of the cube. But since they're the same for every face it would be more efficient to set the ones that don't change just once outside the loop.
The stuff about gl.viewportWidth and gl.viewportHeight is semi confusing since it makes it look like viewportWidth and viewportHeight are official parts of WebGL even though they are not. On top of that if you have a canvas that scales or changes shape they'll get out of sync which it does in resizeCanvas. Better just to use gl.canvas.width, gl.canvas.height directly or even better gl.drawBufferWidth, gl.drawingBufferHeight
The size the canvas is displayed is separate from its resolution. It's more appropriate to set your aspect ratio to the size it is displayed. In other words mat4.perspective(90, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.1, 3000.0, pMatrix); will make it render in the correct aspect ratio regardless of the resolution of the canvas.

Related

How to keep textures distorted

I am a novice in webgl. I have written an effect of distorting the texture with the mouse.
I want to keep the distorted texture and not let the texture return to its original appearance.
My idea is to use FBO or copyteximage2d, but the implementation When it fails, it may be wrong in writing or thinking, how do I write to make it happen. Thanks in advance!
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_resolution;
varying vec2 v_texCoord;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 zeroToTwo = zeroToOne * 2.0;
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
v_texCoord = a_texCoord;
}
precision mediump float;
uniform sampler2D u_image;
uniform vec2 u_mouse;
varying vec2 v_texCoord;
vec2 pinch(vec2 vector)
{
vec2 center = u_mouse + vector;
float dist = distance(v_texCoord, u_mouse);
vec2 point = u_mouse + smoothstep(0., 1., dist / 0.1) * vector;
return (v_texCoord - center) + point;
}
void main() {
vec2 vector = vec2(0.035, 0.035);
vec2 tex = pinch(vector);
gl_FragColor = texture2D(u_image, tex);
}
var image = new Image();
function main() {
image.crossOrigin = "anonymous";
image.src = "https://hips.hearstapps.com/hmg-prod/images/face-wash-gettyimages-489974588-1557345669.jpg";
image.onload = function() {
render(image);
}
}
main();
function shaderSourceById(id) {
return document.getElementById(id).textContent;
}
function shader(glContext, type, source) {
const shader = glContext.createShader(type);
glContext.shaderSource(shader, source);
glContext.compileShader(shader);
if (!glContext.getShaderParameter(shader, glContext.COMPILE_STATUS)) {
throw 'err' + glContext.getShaderInfoLog(shader);
}
return shader;
}
function installProgram(glContext, vertexSource, fragSource) {
const vertexShader = shader(glContext, glContext.VERTEX_SHADER, vertexSource);
const fragShader = shader(glContext, glContext.FRAGMENT_SHADER, fragSource);
const prog = glContext.createProgram();
glContext.attachShader(prog, vertexShader);
glContext.attachShader(prog, fragShader);
glContext.linkProgram(prog);
if (!glContext.getProgramParameter(prog, glContext.LINK_STATUS)) {
throw 'err' + glContext.getProgramInfoLog(prog);
}
glContext.useProgram(prog);
return prog;
}
function getGLContext(glCanvas) {
glCanvas.width = glCanvas.clientWidth;
glCanvas.height = glCanvas.clientHeight;
const gl = glCanvas.getContext('webgl');
if (!gl) {
throw 'Browser not supported';
}
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return gl;
}
const gl = getGLContext(document.getElementById('glCanvas'), {preserveDrawingBuffer: true});
const prog = installProgram(gl,
shaderSourceById('vertex-shader'),
shaderSourceById('fragment-shader')
);
var mouseLocation = gl.getUniformLocation(prog, "u_mouse");
function render(image) {
var positionLocation = gl.getAttribLocation(prog, "a_position");
var resolutionLocation = gl.getUniformLocation(prog, "u_resolution");
var texCoordLocation = gl.getAttribLocation(prog, "a_texCoord");
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
setRectangle(gl, 0, 0, image.width, image.height);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, 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);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
var result = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (result != gl.FRAMEBUFFER_COMPLETE) {
alert("unsupported framebuffer");
return;
}
var newTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, newTex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); // 4
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.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, image.width, image.height, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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);
}
document.getElementById('glCanvas').addEventListener('mousemove', function(e) {
let x = e.x / image.width;
let y = e.y / image.height;
gl.uniform2f(mouseLocation, x, y);
gl.drawArrays(gl.TRIANGLES, 0, 6);
});

WebGL sometimes draws solid color rather drawing a quad

Hi I was trying to render a quad and sometime it renders the quad with uv coordinate properly and sometime don't, while I use the console log trick the render loop still working but with no color it just blank black and I quite new to WebGL. I have been searched on google but nothing worked I'm only having a unity one than the real answer what I'm looking for I tried using gl.drawElement and still have same result on my editor webview when on my android browser chrome it works like normal. Here is my code :
<html>
<head>
<title>WebGL</title>
<style>
body { margin: 0; }
#glCanvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
</style>
</head>
<body onload="main();">
<canvas id="glCanvas"></canvas>
<script type="text/javascript">
function main() {
var canvas = document.querySelector("#glCanvas");
var gl = canvas.getContext("webgl");
if(gl == null) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, window.innerWidth, window.innerHeight);
var vertexShaderSc = `
precision highp float;
precision highp int;
attribute vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
var fragmentShaderSc = `
precision highp float;
precision highp int;
uniform vec2 resolution;
uniform float time;
void main(void) {
vec2 uv = gl_FragCoord.xy/resolution.xy;
gl_FragColor = vec4(uv+time, 0.0, 1.0);
}
`;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vertexShaderSc);
gl.shaderSource(fragmentShader, fragmentShaderSc);
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;
}
var 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;
}
gl.validateProgram(program);
if(!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
console.error('ERROR validating program!', gl.getProgramInfoLog(program));
return;
}
var vertex_data = [
// First triangle:
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
// Second triangle:
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0];
var buffer0 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertex_data), gl.STATIC_DRAW);
var positionAttrib = gl.getAttribLocation(program, "position");
gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, gl.FALSE, 2 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(positionAttrib);
gl.useProgram(program);
var resolutionUniform = gl.getUniformLocation(program, "resolution");
gl.uniform2fv(resolutionUniform, new Float32Array([canvas.width, canvas.height]));
var timeUniform = gl.getUniformLocation(program, "time");
var frameUniform = gl.getUniformLocation(program, "frame");
function render(timeStamp) {
gl.uniform1f(timeUniform, timeStamp*0.001);
gl.uniform1i(frameUniform, timeStamp);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
</script>
</body>
</html>```
This fault is pretty funny because I should call the loop function rather requesting out from the function, so here is what I wanted. Responsive canvas and have a time function so first create event listener and after that update the canvas resolution and webgl viewport and the uniform updates such as resolution. So this is the code :
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, window.innerWidth, window.innerHeight);
gl.uniform2fv(resolutionUniform, new Float32Array([canvas.width, canvas.height]));
}
And for the renderer loop will be like this :
function render(timeStamp) {
requestAnimationFrame(render);
gl.uniform1f(timeUniform, timeStamp*0.001);
gl.uniform1i(frameUniform, timeStamp);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
render();

How do you texture map a plane on WebGL?

I have created a basic scene consisting of a floor(plane), table, and a cube. I now want to move onto texturing the floor with a wooden texture image Click to see the wooden texture. I know very little about texturing and fairly new to WebGL.
I have some idea of having to load the image from my directory, but not sure on how to apply it to the floor. In addition to this, I am unsure on the texture vertex coordinates needed for the plane(floor).
I am also aware I will need to add new attributes to allow texturing. Would you need to change the overall layout of the object for the texture to take place?
Would appreciate any advice on where to start and how I can go about this task.
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Drawing In 3D </title>
<meta charset="utf-8">
<script src="glMatrix.js"></script>
<script src="webgl-debug.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
void main() {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
</script>
<script type="text/javascript">
var gl;
var canvas;
var shaderProgram;
var floorVertexPositionBuffer;
var floorVertexIndexBuffer;
var cubeVertexPositionBuffer;
var cubeVertexIndexBuffer;
var modelViewMatrix;
var projectionMatrix;
var modelViewMatrixStack;
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 (!shaderScript) {
return null;
}
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 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 to setup shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
shaderProgram.uniformMVMatrix = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.uniformProjMatrix = gl.getUniformLocation(shaderProgram, "uPMatrix");
// Initialise the matrices
modelViewMatrix = mat4.create();
projectionMatrix = mat4.create();
modelViewMatrixStack = [];
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
}
function pushModelViewMatrix() {
var copyToPush = mat4.create(modelViewMatrix);
modelViewMatrixStack.push(copyToPush);
}
function popModelViewMatrix() {
if (modelViewMatrixStack.length == 0) {
throw "Error popModelViewMatrix() - Stack was empty ";
}
modelViewMatrix = modelViewMatrixStack.pop();
}
function setupFloorBuffers() {
floorVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexPositionBuffer);
var floorVertexPosition = [
// Plane in y=0
5.0, 0.0, 5.0, //v0
5.0, 0.0, -5.0, //v1
-5.0, 0.0, -5.0, //v2
-5.0, 0.0, 5.0]; //v3
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(floorVertexPosition), gl.STATIC_DRAW);
floorVertexPositionBuffer.itemSize = 3;
floorVertexPositionBuffer.numberOfItems = 4;
floorVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, floorVertexIndexBuffer);
var floorVertexIndices = [0, 1, 2, 3];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(floorVertexIndices), gl.STATIC_DRAW);
floorVertexIndexBuffer.itemSize = 1;
floorVertexIndexBuffer.numberOfItems = 4;
}
function setupCubeBuffers() {
cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
var cubeVertexPosition = [
1.0, 1.0, 1.0, //v0
-1.0, 1.0, 1.0, //v1
-1.0, -1.0, 1.0, //v2
1.0, -1.0, 1.0, //v3
1.0, 1.0, -1.0, //v4
-1.0, 1.0, -1.0, //v5
-1.0, -1.0, -1.0, //v6
1.0, -1.0, -1.0, //v7
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeVertexPosition), gl.STATIC_DRAW);
cubeVertexPositionBuffer.itemSize = 3;
cubeVertexPositionBuffer.numberOfItems = 8;
cubeVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
var cubeVertexIndices = [
0, 1, 2, 0, 2, 3, // Front face
4, 6, 5, 4, 7, 6, // Back face
1, 5, 6, 1, 6, 2, //left
0, 3, 7, 0, 7, 4, //right
0, 5, 1, 0, 4, 5, //top
3, 2, 6, 3, 6, 7 //bottom
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
cubeVertexIndexBuffer.itemSize = 1;
cubeVertexIndexBuffer.numberOfItems = 36;
}
function setupBuffers() {
setupFloorBuffers();
setupCubeBuffers();
}
function uploadModelViewMatrixToShader() {
gl.uniformMatrix4fv(shaderProgram.uniformMVMatrix, false, modelViewMatrix);
}
function uploadProjectionMatrixToShader() {
gl.uniformMatrix4fv(shaderProgram.uniformProjMatrix, false, projectionMatrix);
}
function drawFloor(r, g, b, a) {
// Disable vertex attrib array and use constant color for the floor.
gl.disableVertexAttribArray(shaderProgram.vertexColorAttribute);
// Set colour
gl.vertexAttrib4f(shaderProgram.vertexColorAttribute, r, g, b, a);
// Draw the floor
gl.bindBuffer(gl.ARRAY_BUFFER, floorVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, floorVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, floorVertexIndexBuffer);
gl.drawElements(gl.TRIANGLE_FAN, floorVertexIndexBuffer.numberOfItems, gl.UNSIGNED_SHORT, 0);
}
function drawCube(r, g, b, a) {
// Disable vertex attrib array and use constant color for the cube.
gl.disableVertexAttribArray(shaderProgram.vertexColorAttribute);
// Set color
gl.vertexAttrib4f(shaderProgram.vertexColorAttribute, r, g, b, a);
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer.numberOfItems, gl.UNSIGNED_SHORT, 0);
}
function drawTable() {
// Draw table top
pushModelViewMatrix();
mat4.translate(modelViewMatrix, [0.0, 1.0, 0.0], modelViewMatrix);
mat4.scale(modelViewMatrix, [2.0, 0.1, 2.0], modelViewMatrix);
uploadModelViewMatrixToShader();
// Draw the scaled cube
drawCube(0.72, 0.53, 0.04, 1.0); // brown color
popModelViewMatrix();
// Draw table legs
for (var i = -1; i <= 1; i += 2) {
for (var j = -1; j <= 1; j += 2) {
pushModelViewMatrix();
mat4.translate(modelViewMatrix, [i * 1.9, -0.1, j * 1.9], modelViewMatrix);
mat4.scale(modelViewMatrix, [0.1, 1.0, 0.1], modelViewMatrix);
uploadModelViewMatrixToShader();
drawCube(0.72, 0.53, 0.04, 1.0); // argument sets brown color
popModelViewMatrix();
}
}
}
function draw() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(60, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, projectionMatrix);
mat4.identity(modelViewMatrix);
mat4.lookAt([8, 5, -10], [0, 0, 0], [0, 1, 0], modelViewMatrix);
uploadModelViewMatrixToShader();
uploadProjectionMatrixToShader();
// Draw floor in red color
drawFloor(1.0, 0.0, 0.0, 1.0);
// Draw table
pushModelViewMatrix();
mat4.translate(modelViewMatrix, [0.0, 1.1, 0.0], modelViewMatrix);
uploadModelViewMatrixToShader();
drawTable(); //Call drawTable() function
popModelViewMatrix();
// Draw box on top of the table
pushModelViewMatrix();
mat4.translate(modelViewMatrix, [0.0, 2.7, 0.0], modelViewMatrix);
mat4.scale(modelViewMatrix, [0.5, 0.5, 0.5], modelViewMatrix);
uploadModelViewMatrixToShader();
drawCube(0.0, 0.0, 1.0, 1.0);
popModelViewMatrix()
}
function startup() {
canvas = document.getElementById("myGLCanvas");
gl = WebGLDebugUtils.makeDebugContext(createGLContext(canvas));
setupShaders();
setupBuffers();
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.enable(gl.DEPTH_TEST);
draw();
}
</script>
</head>
<body onload="startup();">
<canvas id="myGLCanvas" width="500" height="500"></canvas>
</body>
</html>
You can use loadTexture() method to load textures in WebGL project.
The loadTexture() routine starts by creating a WebGL texture object
texture by calling the WebGL createTexture() function. It then uploads
a single blue pixel using texImage2D(). This makes the texture
immediately usable as a solid blue color even though it may take a few
moments for our image to download.
To load the texture from the image file, it then creates an Image
object and assigned the src to the URL for our image we wish to use as
our texture. The function we assign to image.onload will be called
once the image has finished downloading. At that point, we again call
texImage2D() this time using the image as the source of the texture.
After that we setup filtering and wrapping for the texture based on
whether or not the image we download was a power of 2 in both
dimensions or not.
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Because images have to be download over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// No, it's not a power of 2. Turn of mips and set
// wrapping to clamp to edge
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.LINEAR);
}
};
image.src = url;
return texture;
}
Or have a look at this cube with texture WebGL tutorial on git hub.

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>

Perspective projection showing nothing

I'm trying to follow WebGLFundamentals.org and LearningWebGL tutorials and I reached the projection part.
I create my scene something like LearningWebGL Tutorial 01 (with only the square):
var canvas;
var gl;
var shaderProgram;
// Vertex Shader
var positionLocation;
var uvMatrixLocation;
var pMatrixLocation;
var uvMatrix = mat4.create();
var pMatrix = mat4.create();
// Fragment Shader
var colorLocation;
var buffer = [];
function initGL() {
canvas = document.getElementById("webgl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
function createShader(gl, id, type) {
var shader;
var shaderSrc = document.getElementById(id);
if (type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSrc.text);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = createShader(gl, "fshader", "fragment");
var vertexShader = createShader(gl, "vshader", "vertex");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// Linka os parametros do shader
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
uvMatrixLocation = gl.getUniformLocation(shaderProgram, "uvMatrix");
pMatrixLocation = gl.getUniformLocation(shaderProgram, "pMatrix");
gl.enableVertexAttribArray(positionLocation);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Não foi possível inicializar os shaders"); }
}
function initBuffers() {
createPoly([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]);
}
function draw() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
mat4.perspective(pMatrix, Math.PI/3, 1, -10, 10);
gl.uniformMatrix4fv(pMatrixLocation, false, pMatrix);
gl.uniformMatrix4fv(uvMatrixLocation, false, uvMatrix);
buffer.forEach(function(e) {
gl.bindBuffer(gl.ARRAY_BUFFER, e.buffer);
gl.vertexAttribPointer(positionLocation, e.vertSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(e.primtype, 0, e.nVerts());
});
}
window.onload = function() {
initGL();
initShaders();
initBuffers();
draw();
}
// ---------------------------------------------------------------
// --------------------------- Utils -----------------------------
// ---------------------------------------------------------------
function createPoly(vertices) {
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var poly = {
buffer: vertexBuffer,
vertSize: 3,
nVerts: function() { return vertices.length/this.vertSize; },
primtype: gl.TRIANGLE_STRIP
};
buffer.push(poly);
}
<script src="https://www.khronos.org/registry/webgl/sdk/demos/common/webgl-utils.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 a_position;
uniform mat4 uvMatrix;
uniform mat4 pMatrix;
varying vec4 v_color;
void main() {
gl_Position = pMatrix * uvMatrix * vec4(a_position, 1);
v_color = gl_Position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
</script>
<canvas id="webgl-canvas" width="800" height="600"></canvas>
Then I set the projection on line 85:
Using orthogonal projection mat4.ortho(pMatrix, -5, 5, -5, 5, -5, 5); the square appears on my canvas
when I use perspective mat4.perspective(pMatrix, Math.PI/3, 1, -10, 10); it won't work
I've already tried several parameters
First off normally you'd make zNear and zFar positive numbers. They represent how the area in front of the camera that will be visible. Second is because your uvMatrix is the identity matrix your object as at the origin. The view is also at the origin (see cameras and perspective)
That means in order to view the object you either need to move the object away from the camera or add in a view matrix (which also effectively moves the object away from the origin)
I changed the code to this and it worked
// set zNear to 0.1
mat4.perspective(pMatrix, Math.PI/3, 1, 0.1, 10);
// move the object out from the camera
mat4.translate(uvMatrix, uvMatrix, [0, 0, -5]);
var canvas;
var gl;
var shaderProgram;
// Vertex Shader
var positionLocation;
var uvMatrixLocation;
var pMatrixLocation;
var uvMatrix = mat4.create();
var pMatrix = mat4.create();
// Fragment Shader
var colorLocation;
var buffer = [];
function initGL() {
canvas = document.getElementById("webgl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
function createShader(gl, id, type) {
var shader;
var shaderSrc = document.getElementById(id);
if (type == "fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderSrc.text);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initShaders() {
var fragmentShader = createShader(gl, "fshader", "fragment");
var vertexShader = createShader(gl, "vshader", "vertex");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// Linka os parametros do shader
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
uvMatrixLocation = gl.getUniformLocation(shaderProgram, "uvMatrix");
pMatrixLocation = gl.getUniformLocation(shaderProgram, "pMatrix");
gl.enableVertexAttribArray(positionLocation);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Não foi possível inicializar os shaders"); }
}
function initBuffers() {
createPoly([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]);
}
function draw() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
mat4.perspective(pMatrix, Math.PI/3, 1, 0.1, 10);
mat4.translate(uvMatrix, uvMatrix, [0, 0, -5]);
gl.uniformMatrix4fv(pMatrixLocation, false, pMatrix);
gl.uniformMatrix4fv(uvMatrixLocation, false, uvMatrix);
buffer.forEach(function(e) {
gl.bindBuffer(gl.ARRAY_BUFFER, e.buffer);
gl.vertexAttribPointer(positionLocation, e.vertSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(e.primtype, 0, e.nVerts());
});
}
window.onload = function() {
initGL();
initShaders();
initBuffers();
draw();
}
// ---------------------------------------------------------------
// --------------------------- Utils -----------------------------
// ---------------------------------------------------------------
function createPoly(vertices) {
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var poly = {
buffer: vertexBuffer,
vertSize: 3,
nVerts: function() { return vertices.length/this.vertSize; },
primtype: gl.TRIANGLE_STRIP
};
buffer.push(poly);
}
<script src="https://www.khronos.org/registry/webgl/sdk/demos/common/webgl-utils.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 a_position;
uniform mat4 uvMatrix;
uniform mat4 pMatrix;
varying vec4 v_color;
void main() {
gl_Position = pMatrix * uvMatrix * vec4(a_position, 1);
v_color = gl_Position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
</script>
<canvas id="webgl-canvas" width="800" height="600"></canvas>
Change zNear to a small, positive number.

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