I am trying to draw to a texture using a framebuffer. Both programs work individually but when trying to implement the framebuffer I just can't seem to get it to work.
I've created the texture and framebuffer as shown below.
const screenTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, screenTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.canvas.width, gl.canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const screenTextureFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, screenTextureFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, screenTexture, 0);
My first program simply draws a blue point in the centre of the screen.
#version 300 es
precision mediump float;
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
gl_PointSize = 15.0;
}
#version 300 es
precision mediump float;
out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
The second takes the texture and draws it to the screen.
#version 300 es
precision mediump float;
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
#version 300 es
precision mediump float;
uniform sampler2D screenTexture;
out vec4 fragColor;
void main() {
fragColor = texture(screenTexture, gl_FragCoord.xy);
}
I am using the programs as shown below.
gl.bindFramebuffer(gl.FRAMEBUFFER, screenTextureFramebuffer);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(agentProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, agentBuffer);
gl.vertexAttribPointer(gl.getAttribLocation(agentProgram, 'position'), 2, gl.FLOAT, false, 4 * 4, 0);
gl.enableVertexAttribArray(gl.getAttribLocation(agentProgram, 'position'));
gl.drawArrays(gl.POINTS, 0, AGENT_COUNT);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(screenProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, screenBuffer);
gl.bindTexture(gl.TEXTURE_2D, screenTexture);
gl.vertexAttribPointer(gl.getAttribLocation(screenProgram, 'position'), 2, gl.FLOAT, false, 2 * 4, 0);
gl.enableVertexAttribArray(gl.getAttribLocation(screenProgram, 'position'));
gl.drawArrays(gl.TRIANGLES, 0, 6);
Related
I am trying to create a texture (just grey everywhere) and render it to a canvas using WebGL.
I have attempted here:
function tryToDraw() {
vertexShaderCode = `#version 100
precision mediump float;
attribute vec2 vertex_attrib;
void main (void)
{
gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
}
`;
fragmentShaderCode = `#version 100
precision mediump float;
uniform sampler2D myTexture;
void main (void) {
vec2 texcoord = gl_FragCoord.xy / 1024.0;
gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
}
`;
var canvas = document.getElementById('waves_canvas');
var gl = canvas.getContext('webgl');
var program = gl.createProgram();
var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderCode);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderCode);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.validateProgram(program);
console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
gl.useProgram(program);
var location = gl.getUniformLocation(program, 'myTexture');
gl.uniform1i(location, 0);
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);
var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);
var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
gl.enableVertexAttribArray(vPosAttrLoc);
gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
tryToDraw();
<canvas id="waves_canvas"></canvas>
My understanding of loading textures in WebGL is that we load textures according to the following procedure:
We specify which texture unit we use for our uniform sampler2D by using gl.uniform1i(gl.getUniformLocation(program, 'myTexture'), 0).
We create a texture using gl.createTexture().
We then choose which texture unit we want to load onto using GL.activeTexture.
We bind the texture we just created to the texture unit by using GL.bindTexture.
We load the texture using GL.texImage2D.
I've tried to implement it in the JSFiddle above, but I don't think the texture is loading correctly. I'm expecting to see a grey screen (128,128,128) which should be the texture I loaded, however all I see is a black screen.
Does anyone know if I am loading the texture correctly?
When I run your code in Chrome I get this warning in the JavaScript console
[.WebGL-0x7f9d4101ce00]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?
Your texture has no mips so you either need to create mips by calling gl.generateMipmap(gl.TEXTURE_2D) or you need to set the filtering so mips are not needed by calling gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
See this
function tryToDraw() {
vertexShaderCode = `#version 100
precision mediump float;
attribute vec2 vertex_attrib;
void main (void)
{
gl_Position = vec4 (vertex_attrib, 0.0, 1.0) ;
}
`;
fragmentShaderCode = `#version 100
precision mediump float;
uniform sampler2D myTexture;
void main (void) {
vec2 texcoord = gl_FragCoord.xy / 1024.0;
gl_FragColor = vec4(texture2D (myTexture, texcoord).rgb, 1.0);
}
`;
var canvas = document.getElementById('waves_canvas');
var gl = canvas.getContext('webgl');
var program = gl.createProgram();
var textureArr = new Uint8Array(1024 * 1024 * 3).fill(128);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderCode);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderCode);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.validateProgram(program);
console.log(gl.getProgramParameter(program, gl.VALIDATE_STATUS));
gl.useProgram(program);
var location = gl.getUniformLocation(program, 'myTexture');
gl.uniform1i(location, 0);
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1024, 1024, 0, gl.RGB, gl.UNSIGNED_BYTE, textureArr);
var vertexPositions = new Float32Array([-1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0]);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexPositions, gl.STATIC_DRAW);
var vPosAttrLoc = gl.getAttribLocation(program, 'vertex_attrib');
gl.enableVertexAttribArray(vPosAttrLoc);
gl.vertexAttribPointer(vPosAttrLoc, 2, gl.FLOAT, false, 2 * vertexPositions.BYTES_PER_ELEMENT, null);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
tryToDraw();
<canvas id="waves_canvas"></canvas>
Please use a snippet next time.
I'm trying to render the 2d image in WebGL with no animation. I'm getting the issue. Since i have passed the proper image data. Here is the code.What am i missing? Or how to render the text or image.
Without matrix can't we render the image or text?
When i say image or text it means it is purely 2d not 3d.
const vsSource = `
attribute vec4 a_position;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = u_matrix * a_position;
v_texcoord = a_texcoord;
}
`;
// Fragment shader program
const fsSource = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2D(u_texture, v_texcoord);
}
`;
function loadTexture(gl, url) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
var textureInfo = {
width: 1, // we don't know the size until it loads
height: 1,
texture: texture,
};
var img = new Image();
img.src = url;
//img.crossOrigin="*"
img.addEventListener('load', function() {
textureInfo.width = img.width;
textureInfo.height = img.height;
gl.bindTexture(gl.TEXTURE_2D, textureInfo.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
});
return textureInfo;
}
drawImage(texture);
function drawImage(tex) {
// gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clearColor(1, 1, 0.0, 1.0); // Clear to black, fully opaque
// gl.clearDepth(1.0); // Clear everything
// gl.enable(gl.DEPTH_TEST); // Enable depth testing
// gl.depthFunc(gl.LEQUAL);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put a unit quad in the buffer
var positions = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Put texcoords in the buffer
var texcoords = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
gl.bindTexture(gl.TEXTURE_2D, tex.texture);
// Tell WebGL to use our shader program pair
gl.useProgram(programInfo.program);
// Setup the attributes to pull data from our buffers
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, 2, gl.FLOAT, false, 0, 0);
gl.uniform1i(programInfo.uniformLocations.textureLocation, 0);
>
Here getting issue
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
Your code never creates a texture. It never calls loadImage. If it did call loadImage the code doesn't draw after the image has loaded.
I'd suggest you call loadImage and inside the load handler you call drawImage.
I'd also suggest you initialize the texture with a single pixel so it's usable immediately if you happen to want to draw before the image has loaded. That is what this article does
Is it possible to create a sequence of WebGL commands that gives a different output if a spurious readPixels command (writing to an otherwise unused buffer) is inserted into the middle of the program?
Context
I've run into a situation where I'm applying a series of shaders in WebGL, and they sometimes compute the wrong thing. Isolating the bug has proved extremely difficult because it seems to depend on random details of the shaders and the presence of certain calls that should be redundant. As far as I can tell, I am not doing anything wrong or even particularly out of the ordinary. I suspect a GPU driver bug, with some sort of race condition since it is not consistent how many iterations it takes to catch a bad result, but I could be a lot more confident in that inference if I knew that behavior when a readPixels line was present should match the behavior when it is not present.
For reference, this is code that reproduces the bug on my desktop (Windows, NVidia GeForce RTX 2060, AMD Ryzen 7 2700X). It does not reproduce on other machines I own:
const gl = document.createElement('canvas').getContext('webgl');
const GL = WebGLRenderingContext;
{
gl.getExtension('OES_texture_float');
gl.getExtension('WEBGL_color_buffer_float');
let positionBuffer = gl.createBuffer();
let positions = new Float32Array([-1, +1, +1, +1, -1, -1, +1, -1]);
gl.bindBuffer(GL.ARRAY_BUFFER, positionBuffer);
gl.bufferData(GL.ARRAY_BUFFER, positions, GL.STATIC_DRAW);
let indexBuffer = gl.createBuffer();
let indices = new Uint16Array([0, 2, 1, 2, 3, 1]);
gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(GL.ELEMENT_ARRAY_BUFFER, indices, GL.STATIC_DRAW);
gl.viewport(0, 0, 4, 2);
}
function shader(fragmentShaderSource) {
let glVertexShader = gl.createShader(GL.VERTEX_SHADER);
gl.shaderSource(glVertexShader, `
precision highp float;
precision highp int;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}`);
gl.compileShader(glVertexShader);
let glFragmentShader = gl.createShader(GL.FRAGMENT_SHADER);
gl.shaderSource(glFragmentShader, `
precision highp float;
precision highp int;
${fragmentShaderSource}`);
gl.compileShader(glFragmentShader);
let program = gl.createProgram();
gl.attachShader(program, glVertexShader);
gl.attachShader(program, glFragmentShader);
gl.linkProgram(program);
gl.deleteShader(glVertexShader);
gl.deleteShader(glFragmentShader);
return program;
}
function tex() {
let texture = gl.createTexture();
let framebuffer = gl.createFramebuffer();
gl.bindTexture(GL.TEXTURE_2D, texture);
gl.bindFramebuffer(GL.FRAMEBUFFER, framebuffer);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, 4, 2, 0, GL.RGBA, GL.FLOAT, null);
gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, texture, 0);
return {texture, framebuffer};
}
let shader_less_than = shader(`
uniform float lim;
void main() {
gl_FragColor = vec4(float(gl_FragCoord.y < lim), 0.0, 0.0, 0.0);
}`);
let shader_zero = shader(`
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}`);
let shader_tricky = shader(`
uniform sampler2D tex_unused_dep;
uniform sampler2D tex_c;
void main() {
float c = texture2D(tex_c, gl_FragCoord.xy / vec2(4.0, 2.0)).x;
vec2 unused = texture2D(tex_unused_dep, vec2(0.0, c)).xy; // Without this line, test passes.
gl_FragColor = vec4(0.0, c, 0.0, 0.0);
}`);
let tex_unrelated = tex();
let tex_lim = tex();
let tex_unused_dep = tex();
let tex_out = tex();
let out_buf = new Float32Array(32);
for (let k = 0; k < 1000; k++) {
let flag = k % 2 === 0;
gl.useProgram(shader_zero);
gl.bindFramebuffer(GL.FRAMEBUFFER, tex_unused_dep.framebuffer);
gl.drawElements(GL.TRIANGLES, 6, GL.UNSIGNED_SHORT, 0);
gl.useProgram(shader_less_than);
gl.uniform1f(gl.getUniformLocation(shader_less_than, 'lim'), flag ? 1 : 2);
gl.bindFramebuffer(GL.FRAMEBUFFER, tex_unrelated.framebuffer);
gl.drawElements(GL.TRIANGLES, 6, GL.UNSIGNED_SHORT, 0);
gl.uniform1f(gl.getUniformLocation(shader_less_than, 'lim'), flag ? 1 : 2); // Commenting this line makes a pass more likely, but not guaranteed.
gl.bindFramebuffer(GL.FRAMEBUFFER, tex_lim.framebuffer);
gl.drawElements(GL.TRIANGLES, 6, GL.UNSIGNED_SHORT, 0);
// gl.readPixels(0, 0, 4, 2, GL.RGBA, GL.FLOAT, out_buf); // Uncommenting this line seems to guarantee a pass.
gl.useProgram(shader_tricky);
gl.uniform1i(gl.getUniformLocation(shader_tricky, 'tex_unused_dep'), 0);
gl.uniform1i(gl.getUniformLocation(shader_tricky, 'tex_c'), 1);
gl.activeTexture(GL.TEXTURE0 + 0);
gl.bindTexture(GL.TEXTURE_2D, tex_unused_dep.texture);
gl.activeTexture(GL.TEXTURE0 + 1);
gl.bindTexture(GL.TEXTURE_2D, tex_lim.texture);
gl.enableVertexAttribArray(gl.getAttribLocation(shader_tricky, 'position'));
gl.vertexAttribPointer(gl.getAttribLocation(shader_tricky, 'position'), 2, GL.FLOAT, false, 0, 0);
gl.bindFramebuffer(GL.FRAMEBUFFER, tex_out.framebuffer);
gl.drawElements(GL.TRIANGLES, 6, GL.UNSIGNED_SHORT, 0);
gl.readPixels(0, 0, 4, 2, GL.RGBA, GL.FLOAT, out_buf);
if (out_buf[17] !== (flag ? 0 : 1)) {
throw new Error("Bad output.")
}
}
console.log("PASS");
I am new in webgl and trying to learn it.
I am trying to learn framebuffer and rendering to texture but I am stuck.
What I am trying to do is to copy the colors (pixel data) of a texture to another texture by using framebuffer. I have some other things in mind like doing some calculations before rendering to texture etc. but will do that afterwards.
I have created two 2x2 textures, put some random colors in one of them and bind other to the framebuffer. But I am not getting expected output.
Vertex shader
precision mediump float;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main() {
// Convert texture coordinate to render coordinate
gl_Position = vec4(2.0 * a_texcoord.x - 1.0, 1.0 - 2.0 * a_texcoord.y, 0, 1);
gl_PointSize = 1.0;
v_texcoord = a_texcoord;
}
Fragment shader
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main() {
vec4 data = texture2D(u_texture, v_texcoord);
gl_FragColor = data;
}
Javascript
var canvas = document.getElementById("canvas");
// WebGL context
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) {
console.log("WebGL not supported");
}
// Set canvas dimensions
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Create program with shaders
var program = glUtils.createProgram(gl, 'vshader', 'fshader');
// Texture dimensions
var textureWidth = 2,
textureHeight = 2;
// Texture coordinates
var coords = [];
for (var i = 0; i < textureWidth; ++i) {
for (var j = 0; j < textureHeight; ++j) {
coords.push(i / textureWidth, j / textureHeight);
}
}
// Random colors for texture
var d = [];
for (var i = 0; i < textureWidth * textureHeight; ++i) {
d.push(
Math.floor(Math.random() * 256),
Math.floor(Math.random() * 256),
Math.floor(Math.random() * 256),
Math.floor(Math.random() * 256)
);
}
// Texture with random colors
var data = new Uint8Array(d);
var texture0 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture0);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureWidth, textureHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
// Texture to render to
var texture1 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureWidth, textureHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindTexture(gl.TEXTURE_2D, null);
// Framebuffer
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
// Program
gl.useProgram(program);
// Bind texture0
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture0);
gl.uniform1i(program.uniforms.u_texture, 0);
// Bind framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
// Set coordinate array
sendCoords(program);
// Set WebGL viewport
setupViewport(gl, textureWidth, textureHeight);
// Clear
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw
gl.drawArrays(gl.POINTS, 0, textureWidth * textureHeight);
// Read pixels
var pixels = new Uint8Array(textureWidth * textureHeight * 4);
gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
gl.deleteFramebuffer(fb);
console.log(pixels);
// Enable and bind data to attribute for the texture coordinates
function sendCoords(program) {
var coordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, coordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(coords), gl.STATIC_DRAW);
gl.vertexAttribPointer(
program.attribs.a_texcoord,
2,
gl.FLOAT,
gl.FALSE,
0,
0
);
gl.enableVertexAttribArray(program.attribs.a_texcoord);
}
// Viewport setup
function setupViewport(gl, width, height) {
gl.viewport(0, 0, width, height);
}
I am expecting exact same data that I have in texture0 but not getting that in gl.readPixels(). Maybe I am doing wrong calculations.
Update:
Here is sample data to make my problem clear.
// Texture coordinates
[0, 0,
0, 0.5,
0.5, 0,
0.5, 0.5]
// Random colors to copy from
[197, 103, 13, 0,
199, 17, 0, 18,
61, 177, 5, 14,
15, 72, 18, 10]
// Data getting by gl.readPixels()
[61, 177, 5, 14,
15, 72, 18, 10,
197, 103, 13, 0,
199, 17, 0, 18]
As you can see, the order is not same. I would like to know why.
Any help would be much appreciated. Thanks.
I'm learning how to manipulate particles with FBO in webGL, I tried to store the position with a texture and use it a position reference, but nothing came up on the stage.
Fragment Shaders
precision mediump float;
void main() {
gl_FragColor = vec4(vec3(1.0), 1.0);
}
</script>
Vertex Render Shader script
attribute vec2 aTextureUV;
uniform sampler2D uTexture;
void main() {
vec4 texture = texture2D( uTexture, aTextureUV );
gl_Position = vec4( texture.rgb, 1.0 );
gl_PointSize = 3;
}
</script>
JS Script
// Determine the UVs
var uvs = new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0
])
var uvBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, uvBuffer );
gl.bufferData( gl.ARRAY_BUFFER, uvs, gl.STATIC_DRAW );
gl.enableVertexAttribArray( defaultProgram.aTextureUVLoc );
gl.vertexAttribPointer( defaultProgram.aTextureUVLoc, 2, gl.FLOAT, false, 0, 0);
// Texture initialization
for(var i = 0; i < particleCount; i++) {
initialData.push(
Math.random(),
Math.random(),
Math.random(),
0
);
}
var texture = gl.createTexture();
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture );
gl.pixelStorei( gl.UNPACK_ALIGNMENT, 1 );
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, fboWidth, fboWidth, 0,
gl.RGBA, gl.FLOAT, new Float32Array(initialData)
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
.....
function draw() {
requestAnimationFrame( draw );
gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays( gl.POINTS, 0, particleCount );
}
Can't comment yet, but just as a desktop GL remark, I can see that 1) there are no actual draw calls in your script i.e. glDrawElements/glDrawArrays (unless you've left some parts of it out), and 2) you're missing a fragment shader. Refer to e.g. this.