What am I doing wrong in the following WebGL code? - webgl

I started from an example WebGL program that shows a single cube on the page. The example code does not use classes.
I want to be able to draw multiple cubes that can move independently. So I added a "Cube" class. Each instance of this class uses its own "program". I create two objects, but I draw only the first one. Unfortunately the later instantiated object is shown instead. E.g. in the code below "ground" is shown instead of "cube1".
Relevant parts of the code is below. Can you see any problem with it? How can I fix it?
...
////
class Cube {
constructor(gl, color) {
this.gl = gl;
this.program = initShaders(gl, "vertex-shader", "fragment-shader");
//// Model buffers and attributes
[this.pointsArray, this.colorsArray] = cubePointsAndColors(color);
this.numVertices = 36;
this.initAttributeBuffers();
//// Camera Related Uniforms Matrices
this.modelViewMatrixLoc = gl.getUniformLocation(
this.program,
"modelViewMatrix"
);
this.projectionMatrixLoc = gl.getUniformLocation(
this.program,
"projectionMatrix"
);
}
draw() {
this.gl.drawArrays(this.gl.TRIANGLES, 0, this.numVertices);
}
initAttributeBuffers() {
// arrange cube color data stuff
var cBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, cBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.colorsArray),
this.gl.STATIC_DRAW
);
var vColor = this.gl.getAttribLocation(this.program, "vColor");
this.gl.vertexAttribPointer(vColor, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vColor);
// arrange cube vertex data stuff
var vBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.pointsArray),
this.gl.STATIC_DRAW
);
var vPosition = this.gl.getAttribLocation(this.program, "vPosition");
this.gl.vertexAttribPointer(vPosition, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vPosition);
}
}
window.onload = function init() {
//// initialize WebGl System
const canvas = document.getElementById("gl-canvas");
const gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL isn't available");
}
gl.viewport(0, 0, canvas.width, canvas.height);
aspect = canvas.width / canvas.height;
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.enable(gl.DEPTH_TEST);
//// Initialize game objects
var cube1 = new Cube(gl, vec4(1.0, 0.0, 0.0, 1.0));
var ground = new Cube(gl, vec4(0.0, 1.0, 0.0, 1.0));
let gameObjects = [cube1];
// sliders for viewing parameters
readGUI();
render(gl, gameObjects);
};
////
var render = function(gl, gameObjects) {
//// clear the background
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//// camera settings
eye = vec3(
radius * Math.sin(theta) * Math.cos(phi),
radius * Math.sin(theta) * Math.sin(phi),
radius * Math.cos(theta)
);
modelViewMatrix = lookAt(eye, at, up);
projectionMatrix = perspective(fovy, aspect, near, far);
//// draw all objects
for (let objectI = 0; objectI < gameObjects.length; objectI++) {
const gameObject = gameObjects[objectI];
gl.useProgram(gameObject.program);
gl.uniformMatrix4fv(
gameObject.modelViewMatrixLoc,
false,
flatten(modelViewMatrix)
);
gl.uniformMatrix4fv(
gameObject.projectionMatrixLoc,
false,
flatten(projectionMatrix)
);
gameObject.draw();
}
requestAnimFrame(() => render(gl, gameObjects));
};
...

In WebGL 1.0 drawArrays, uses the vertices which are currently specified by vertexAttribPointer and enabled by enableVertexAttribArray.
Use properties to store the buffer objects (this.cBuffer, this.vBuffer) and attribute indices (this.vColor, this.vPosition):
initAttributeBuffers() {
// arrange cube color data stuff
this.cBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.cBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.colorsArray),
this.gl.STATIC_DRAW
);
this.vColor = this.gl.getAttribLocation(this.program, "vColor");
// arrange cube vertex data stuff
this.vBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.pointsArray),
this.gl.STATIC_DRAW
);
this.vPosition = this.gl.getAttribLocation(this.program, "vPosition");
}
Specify and enable the arrays of generic vertex attribute data right before the draw call:
draw() {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.cBuffer);
this.gl.vertexAttribPointer(this.vColor, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(this.vColor);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vBuffer);
this.gl.vertexAttribPointer(this.vPosition, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(this.vPosition);
this.gl.drawArrays(this.gl.TRIANGLES, 0, this.numVertices);
}
In WebGL 2.0 (or by the use of the extension OES_vertex_array_object), that can be simplified by the use of WebGLVertexArrayObjects.
The vertex specification is stated in the vertex array object:
initAttributeBuffers() {
// create vertex array object
this.vao = this.gl.createVertexArray();
this.gl.bindVertexArray(this.vao);
// arrange cube color data stuff
var cBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, cBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.colorsArray),
this.gl.STATIC_DRAW
);
var vColor = this.gl.getAttribLocation(this.program, "vColor");
this.gl.vertexAttribPointer(vColor, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vColor);
// arrange cube vertex data stuff
var vBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
flatten(this.pointsArray),
this.gl.STATIC_DRAW
);
var vPosition = this.gl.getAttribLocation(this.program, "vPosition");
this.gl.vertexAttribPointer(vPosition, 4, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vPosition);
}
It is sufficient to bind the vertex array before the draw call:
draw() {
this.gl.bindVertexArray(this.vao);
this.gl.drawArrays(this.gl.TRIANGLES, 0, this.numVertices);
}

Related

WebGL FBO (real-time drawing)

I'm trying to translate this example from Three.js - https://codepen.io/tutsplus/pen/PZmpEM
to pure WebGL. I experimented a lot with the code, I think there is an error in texture baking, but my attempts are unsuccessful, if not difficult, please!
WebGL example
let a_Position, u_Mouse, u_Sampler, u_Resolution;
const position = {
screenRect: null,
xyz: [0.0, 0.0, 0.0],
mouseDown: false,
};
function main() {
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
const program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
gl.useProgram(program);
const tick = function() {
render(gl, canvas, fbo, plane);
window.requestAnimationFrame(tick, canvas);
};
a_Position = gl.getAttribLocation(program, 'a_position');
u_Mouse = gl.getUniformLocation(program, 'u_mouse');
u_Resolution = gl.getUniformLocation(program, 'u_resolution');
u_Sampler = gl.getUniformLocation(program, 'u_sampler');
const fbo = [initFramebufferObject(gl), initFramebufferObject(gl)];
const plane = initVertexBuffersForPlane(gl);
tick();
}
let src = 0, dst = 1, t;
function render(gl, canvas, fbo, plane) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo[dst]);
gl.viewport(0, 0, 1, 1);
drawTexture(gl, gl.program, plane, fbo[src].texture);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
drawTexture(gl, gl.program, plane, fbo[dst].texture);
t = src;
src = dst;
dst = t;
}
function drawTexture(gl, program, o, texture) {
gl.uniform3f(u_Mouse, ...position.xyz);
gl.uniform2f(u_Resolution, canvas.width, canvas.height);
initAttributeVariable(gl, a_Position, o.vertexBuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer);
gl.drawElements(gl.TRIANGLES, o.numIndices, o.indexBuffer.type, 0);
}
function initAttributeVariable(gl, a_attribute, buffer) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);
gl.enableVertexAttribArray(a_attribute);
}
function initFramebufferObject(gl) {
const framebuffer = gl.createFramebuffer(), texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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);
framebuffer.texture = texture;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
return framebuffer;
}
function initVertexBuffersForPlane(gl) {
const vertices = new Float32Array([1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0,-1.0, 0.0]);
const texCoords = new Float32Array([1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0]);
const indices = new Uint8Array([0, 1, 2, 0, 2, 3]);
const o = {};
o.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
o.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
o.numIndices = indices.length;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return o;
}
function initArrayBufferForLaterUse(gl, data, num, type) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.num = num;
buffer.type = type;
return buffer;
}
function initElementArrayBufferForLaterUse(gl, data, type) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.type = type;
return buffer;
}
function mouseHandlers() {
function getPosition(e) {
const x = e.clientX, y = window.innerHeight - e.clientY, z = 0.05;
position.xyz = [x, y, z];
}
function getRect() {
position.screnRect = canvas.getBoundingClientRect();
}
function mouseDown(e) {
position.mouseDown = true;
getPosition(e);
}
function move(e) {
if (position.mouseDown) getPosition(e);
else return;
}
function up() {
position.mouseDown = false;
}
getRect();
canvas.addEventListener('mousedown', mouseDown);
canvas.addEventListener('mousemove', move);
canvas.addEventListener('mouseup', up);
}
mouseHandlers();
main();
body {
margin: 0;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="canvas"></canvas>
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_sampler;
uniform vec2 u_resolution;
uniform vec3 u_mouse;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
gl_FragColor = texture2D(u_sampler, uv);
float dist = distance(u_mouse.xy, gl_FragCoord.xy);
gl_FragColor.rgb += u_mouse.z * max(15.0-dist,0.0);
//gl_FragColor.gb += 0.01; /* testing FBO */
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
So I have a result after moving the mouse but something is wrong:
It should be:
There is an obvious mistake when you create the texture objects for the frambuffer.
If you do not generate mipmaps (by gl.generateMipmap), then it is important to set gl.TEXTURE_MIN_FILTER. Since the default filter is gl.NEAREST_MIPMAP_LINEAR the texture would be mipmap incomplete, if you don't change the minifying function to gl.NEAREST or gl.LINEAR:
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
See further OpenGL ES 2.0 Full Specification - 3.7.10 Texture Completeness.
I recommend to check the completeness of the framebuffer:
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
// [...]
}
The size of the frame buffer textures has to be a power of 2 (WebGL 1.0). Create framebuffers with a fixed size (e.g. 1024x1024):
framebuffer.size = [1024, 1024];
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ...framebuffer.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(tblack));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
framebuffer.texture = texture;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("incomplete frambuffer");
}
Ensure that the uniforms are set correctly. Set the resolution (u_resolution) dependent on the size of the framebuffer. The position of the mouse (u_mouse) has to be relative to the size of the framebuffer:
function drawTexture(gl, program, o, texture, resolution) {
const mx = position.xyz[0] * resolution[0] / canvas.width;
const my = position.xyz[1] * resolution[1] / canvas.height;
gl.uniform3f(u_Mouse, mx, my, position.xyz[2]);
gl.uniform2f(u_Resolution, resolution[0], resolution[1]);
initAttributeVariable(gl, a_Position, o.vertexBuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer);
gl.drawElements(gl.TRIANGLES, o.numIndices, o.indexBuffer.type, 0);
}
Set the viewport rectangle when you switch the current frame buffer
let src = 0, dst = 1, t;
function render(gl, canvas, fbo, plane) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo[dst]);
gl.viewport(0, 0, ...fbo[dst].size);
drawTexture(gl, gl.program, plane, fbo[src].texture, fbo[src].size);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
drawTexture(gl, gl.program, plane, fbo[dst].texture, [canvas.width, canvas.height]);
t = src;
src = dst;
dst = t;
}
See the example, where the computation of the distance to the mouse is scaled, by the ration of the canvas resoultuion and the framebuffer:
let a_Position, u_Mouse, u_Sampler;
const position = {
screenRect: null,
xyz: [0.0, 0.0, 0.0],
mouseDown: false,
};
function main() {
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
const program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
gl.useProgram(program);
const tick = function() {
render(gl, canvas, fbo, plane);
window.requestAnimationFrame(tick, canvas);
};
a_Position = gl.getAttribLocation(program, 'a_position');
u_Mouse = gl.getUniformLocation(program, 'u_mouse');
u_Sampler = gl.getUniformLocation(program, 'u_sampler');
u_Resolution = gl.getUniformLocation(program, 'u_resolution');
u_CanvasSize = gl.getUniformLocation(program, 'u_canvasSize');
const fbo = [initFramebufferObject(gl), initFramebufferObject(gl)];
const plane = initVertexBuffersForPlane(gl);
tick();
}
let src = 0, dst = 1, t;
function render(gl, canvas, fbo, plane) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo[dst]);
gl.viewport(0, 0, ...fbo[dst].size);
drawTexture(gl, gl.program, plane, fbo[src].texture, fbo[src].size);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
drawTexture(gl, gl.program, plane, fbo[dst].texture, [canvas.width, canvas.height]);
t = src;
src = dst;
dst = t;
}
function drawTexture(gl, program, o, texture, resolution) {
const mx = position.xyz[0] * resolution[0] / canvas.width;
const my = position.xyz[1] * resolution[1] / canvas.height;
gl.uniform3f(u_Mouse, mx, my, position.xyz[2]);
gl.uniform2f(u_Resolution, resolution[0], resolution[1]);
gl.uniform2f(u_CanvasSize, canvas.width, canvas.height);
initAttributeVariable(gl, a_Position, o.vertexBuffer);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer);
gl.drawElements(gl.TRIANGLES, o.numIndices, o.indexBuffer.type, 0);
}
function initAttributeVariable(gl, a_attribute, buffer) {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);
gl.enableVertexAttribArray(a_attribute);
}
function initFramebufferObject(gl) {
let framebuffer = gl.createFramebuffer(), texture = gl.createTexture();
framebuffer.size = [1024, 1024];
let tblack = []
for (let i= 0; i < framebuffer.size[0]*framebuffer.size[1]; i ++) tblack.push(0, 0, 0, 255);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ...framebuffer.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(tblack));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
framebuffer.texture = texture;
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("incomplete frambuffer");
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
return framebuffer;
}
function initVertexBuffersForPlane(gl) {
const vertices = new Float32Array([1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0,-1.0, 0.0]);
const texCoords = new Float32Array([1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0]);
const indices = new Uint8Array([0, 1, 2, 0, 2, 3]);
const o = {};
o.vertexBuffer = initArrayBufferForLaterUse(gl, vertices, 3, gl.FLOAT);
o.indexBuffer = initElementArrayBufferForLaterUse(gl, indices, gl.UNSIGNED_BYTE);
o.numIndices = indices.length;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return o;
}
function initArrayBufferForLaterUse(gl, data, num, type) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.num = num;
buffer.type = type;
return buffer;
}
function initElementArrayBufferForLaterUse(gl, data, type) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);
buffer.type = type;
return buffer;
}
function mouseHandlers() {
function getPosition(e) {
const x = e.clientX, y = window.innerHeight - e.clientY, z = 0.05;
position.xyz = [x, y, z];
}
function getRect() {
position.screnRect = canvas.getBoundingClientRect();
}
function mouseDown(e) {
position.mouseDown = true;
getPosition(e);
}
function move(e) {
if (position.mouseDown) getPosition(e);
else return;
}
function up() {
position.mouseDown = false;
}
getRect();
canvas.addEventListener('mousedown', mouseDown);
canvas.addEventListener('mousemove', move);
canvas.addEventListener('mouseup', up);
}
mouseHandlers();
main();
<style>
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
</style>
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_sampler;
uniform vec2 u_resolution;
uniform vec2 u_canvasSize;
uniform vec3 u_mouse;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec4 texColor = texture2D(u_sampler, uv);
vec2 scale = u_canvasSize / u_resolution;
float dist = distance(u_mouse.xy * scale, gl_FragCoord.xy * scale);
float intensity = u_mouse.z * max(15.0-dist,0.0);
gl_FragColor = texColor + vec4(vec3(intensity), 0.0);
}
</script>
<canvas id="canvas"></canvas>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>

Webgl rotate two triangles using offset in vertex shader without using transformation matrix

The goal of this task is to display two triangles on the canvas using the same vertex data and an offset to display the triangles and have them rotated in the vertex shader. I can get two triangles to display (comment out the window.requestAnimFrame(render, canvas); in my render function) how ever when trying to animate this code only one of the triangles displays, is there something really obvious I'm missing? Code below.
canvas display with requestAnimFrame commented out
canvas display after trying to animate the triangles
var fRotation;
var uOffset;
window.onload = function init()
{
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {alter("WebGL is not available.");}
fRotation = 1;
gl.viewport(0, 0, 512, 512);
gl.clearColor(0, 0, 0, 1);
points = [
vec2(-1, 0),
vec2(1, 0),
vec2(0, 1)
];
colors = [
vec3(0, 1, 0),
vec3(1, 0, 0),
vec3(0, 0, 1)
];
var program = initShaders(gl, vBasicShaderCode, fBasicShaderCode);
gl.useProgram(program);
var posBufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW);
var vPos = gl.getAttribLocation(program, "aPosition");
console.log("position data loaded");
// load the data into GPU
var colBufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colBufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW);
// Associate shader variables with data buffer
var vCol = gl.getAttribLocation(program, "aColour");
gl.vertexAttribPointer(vCol, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vCol);
console.log("color data loaded");
render();
function drawtri(){
gl.enableVertexAttribArray(vPos);
gl.bindBuffer(gl.ARRAY_BUFFER, posBufferId);
gl.vertexAttribPointer(vPos, 2, gl.FLOAT, false, 0, 0);
fRotation += 0.1 / 144;
gl.uniform1f(gl.getUniformLocation(program, "fRotation"), fRotation );
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
function render(){
gl.clear(gl.COLOR_BUFFER_BIT);
drawtri();
var uOffset = gl.getUniformLocation(program, "uOffset"); // first need to get the location of the uniform variable
var offset = vec2(0.3, 0.1); // we define 'offset' which is a 2 dimensional vector
gl.uniform2fv(uOffset, offset); // we pass 'offset' to the variable in the Vertex Shader.
drawtri();
window.requestAnimFrame(render, canvas);
}
}
and the vertex shader
var vBasicShaderCode =`
attribute vec2 aPosition;
uniform vec2 uOffset;
attribute vec3 aColour;
uniform float fRotation;
varying vec3 vColour;
void
main()
{
vColour=aColour;
vec2 uPosition = vec2(0.0,0.0);
//translate
uPosition.x = aPosition.x;
uPosition.y = aPosition.y;
vec2 transformedVertexPosition = (aPosition + uOffset );
uPosition.x = (cos(fRotation)*transformedVertexPosition.x)-(sin(fRotation)*transformedVertexPosition.y);
uPosition.y = (cos(fRotation)*transformedVertexPosition.y)+(sin(fRotation)*transformedVertexPosition.x);
//gl_Position = vec4(transformedVertexPosition, 0.0, 1.0);
gl_Position = vec4(uPosition.x, uPosition.y, 0.0, 1.0);
}`;
any help would be greatly appreciated.
You need to set the uOffset for every draw.
The code is effectively doing this
uOffset = 0 // the default value
render
drawTri
uOffset = 0.3, 0.1
drawTri
requestAnimationFrame
render
drawTri // uOffset is still 0.3, 0.1 here. it doesn't magically go back to 0
uOffset = 0.3, 0.1
drawTri
Adding answer to show the code that fixed this issue, thanks to Gman for the advice.
gl.clear(gl.COLOR_BUFFER_BIT);
var uOffset = gl.getUniformLocation(program, "uOffset");
var offset = vec2(0.0, 0.0);
gl.uniform2fv(uOffset, offset);
drawtri();
var offset = vec2(0.3, 0.1);
gl.uniform2fv(uOffset, offset);
drawtri();
window.requestAnimFrame(render, canvas);
} ```

WebGL: cannot display two textures

I am trying to render a textured cube (using vertices, indices and tex coords) with a textured skybox (using cubemap) around it but somehow I always get the following error message:
WebGL: INVALID_OPERATION: bindTexture: textures can not be used with multiple targets
I have two textures and am probably using gl.activeTexture wrongly but I cannot figure it out.
As you can see, the textured cube breifly flashes before the skybox seems to be drawn over it.
temporary (24h) website with this code: http://priceless-dijkstra-4bf2a5.netlify.com/
Any ideas?
<!-- Licensed under a BSD license. See license.html for license -->
<!-- src: https://webglfundamentals.org/ -->
<!DOCTYPE html>
<html>
<head>
<meta charset = "utf-8">
<meta name = "viewport" content = "width=device-width, initial-scale=1.0, user-scalable=yes">
<title> WebGL - Textures - Data Texture 3 x2</title>
<link type = "text/css" href = "./webgl-tutorials.css" rel = "stylesheet" />
</head>
<body>
<div class = "description">
A 3 x2 texture <br />
</div>
<canvas id = "canvas"></canvas>
</body>
<!-- vertex shader -->
<script id = "3d-vertex-shader" type = "x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main()
{
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
</script>
<!-- fragment shader -->
<script id = "3d-fragment-shader" type = "x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec2 v_texcoord;
// The texture.
uniform sampler2D u_texture;
void main()
{
gl_FragColor = texture2D(u_texture, v_texcoord);
}
</script>
<!--skybox vertex shader-->
<script id="skybox-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
varying vec4 v_position;
void main()
{
v_position = a_position;
gl_Position = a_position;
}
</script>
<!--skybox fragment shader-->
<script id="skybox-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
varying vec4 v_position;
void main()
{
vec4 t = u_viewDirectionProjectionInverse * v_position;
gl_FragColor = textureCube(u_skybox, normalize(t.xyz / t.w));
}
</script>
<script src = "./webgl-utils.js"></script>
<script src = "./m4.js"></script>
<script src = "./primitives.js"></script>
<script type = "module">
"use strict";
function main()
{
// Get A WebGL context
/** #type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl)
{
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["3d-vertex-shader", "3d-fragment-shader"]);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
var texcoordLocation = gl.getAttribLocation(program, "a_texcoord");
// lookup uniforms
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
var textureLocation = gl.getUniformLocation(program, "u_texture");
//create program for skybox
const skyboxProgramInfo = webglUtils.createProgramInfo(gl, ["skybox-vertex-shader", "skybox-fragment-shader"]);
var sb_textureLocation = gl.getUniformLocation(skyboxProgramInfo.program, "u_skybox");
// create buffers and fill with vertex data
const cubeBufferInfo = primitives.createCubeBufferInfo(gl, 1);
const quadBufferInfo = primitives.createXYQuadBufferInfo(gl);
// Create a texture.
const sb_texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, sb_texture);
const faceInfos =
[
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_X, url: './pos-x.jpg', },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_X, url: './neg-x.jpg', },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Y, url: './pos-y.jpg', },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, url: './neg-y.jpg', },
{ target: gl.TEXTURE_CUBE_MAP_POSITIVE_Z, url: './pos-z.jpg', },
{ target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, url: './neg-z.jpg', },
];
faceInfos.forEach((faceInfo) =>
{
const {target, url} = faceInfo;
// Upload the canvas to the cubemap face.
const level = 0;
const internalFormat = gl.RGBA;
const width = 512;
const height = 512;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
// setup each face so it's immediately renderable
gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);
// Asynchronously load an image
const image = new Image();
image.src = url;
image.addEventListener('load', function()
{
// Now that the image has loaded make copy it to the skybox texture.
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, sb_texture);
gl.texImage2D(target, level, internalFormat, format, type, image);
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
});
});
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
// Create a buffer for positions
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put the positions in the buffer
setGeometry(gl);
// Create a buffer for positions
var indexBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Put the positions in the buffer
setIndices(gl);
// provide texture coordinates for the rectangle.
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Set Texcoords.
setTexcoords(gl);
// Create a texture.
var texture = gl.createTexture();
//void gl.bindTexture(target, texture);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
// fill texture with 3x2 pixels
const level = 0;
const internalFormat = gl.RGB;
const width = 2;
const height = 2;
const border = 0;
const format = gl.RGB;
const type = gl.UNSIGNED_BYTE;
const data = new Uint8Array
([
255, 0, 0, 0, 255, 0,
0, 0, 255, 128, 128, 128,
]);
const alignment = 1;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, format, type, data);
// set the filtering so we don't need mips and it's not filtered
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);
function degToRad(d)
{
return d * Math.PI / 180;
}
var fieldOfViewRadians = degToRad(60);
var modelXRotationRadians = degToRad(0);
var modelYRotationRadians = degToRad(0);
// Get the starting time.
var then = 0;
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time)
{
// convert to seconds
time *= 0.001;
// Subtract the previous time from the current time
var deltaTime = time - then;
// Remember the current time for the next frame.
then = time;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Animate the rotation
modelYRotationRadians += -0.7 * deltaTime;
modelXRotationRadians += -0.4 * deltaTime;
// Clear the canvas AND the depth buffer.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the position attribute
gl.enableVertexAttribArray(positionLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 3; // 3 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer( positionLocation, size, type, normalize, stride, offset);
// Turn on the teccord attribute
gl.enableVertexAttribArray(texcoordLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer( texcoordLocation, size, type, normalize, stride, offset);
// Compute the projection matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
var cameraPosition = [0, 0, 2];
var up = [0, 1, 0];
var target = [0, 0, 0];
// Compute the camera's matrix using look at.
var cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
var viewMatrix = m4.inverse(cameraMatrix);
var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
matrix = m4.yRotate(matrix, modelYRotationRadians);
// Set the matrix.
gl.uniformMatrix4fv(matrixLocation, false, matrix);
// Tell the shader to use texture unit 0 for u_texture
gl.uniform1i(textureLocation, 0);
// Draw the geometry.
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
// Skybox: we only care about direction so remove the translation
var viewDirectionMatrix = m4.copy(viewMatrix);
viewDirectionMatrix[12] = 0;
viewDirectionMatrix[13] = 0;
viewDirectionMatrix[14] = 0;
var viewDirectionProjectionMatrix = m4.multiply(projectionMatrix, viewDirectionMatrix);
var viewDirectionProjectionInverseMatrix = m4.inverse(viewDirectionProjectionMatrix);
// draw the skybox
gl.useProgram(skyboxProgramInfo.program);
webglUtils.setBuffersAndAttributes(gl, skyboxProgramInfo, quadBufferInfo);
webglUtils.setUniforms(skyboxProgramInfo, {
u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
u_skybox: texture,
});
// Tell the shader to use texture unit 0 for u_texture
gl.uniform1i(sb_textureLocation, 1);
webglUtils.drawBufferInfo(gl, quadBufferInfo);
requestAnimationFrame(drawScene);
}
}
// Fill the buffer with the values that define a cube.
function setGeometry(gl)
{
var positions = new Float32Array
([
// Front face
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
// Back face
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
// Top face
-0.5, 0.5, -0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
// Bottom face
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
// Right face
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, -0.5, 0.5,
// Left face
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
}
// Fill the buffer with texture coordinates the cube.
function setTexcoords(gl)
{
gl.bufferData
(
gl.ARRAY_BUFFER,
new Float32Array
([
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Right
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Left
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]),
gl.STATIC_DRAW);
}
// Fill the buffer with vertex indices
function setIndices(gl)
{
var indices = new Uint16Array
([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23, // left
]);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
}
main();
</script>
</html>
To get the code to work I had to do 3 things
Bind the indexBuffer before drawing the cube
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
Don't set the texture at the bottom
gl.uniform1i(sb_textureLocation, 1);
Use the correct texture with the skybox
webglUtils.setUniforms(skyboxProgramInfo, {
u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
u_skybox: texture, // wrong---------------
u_skybox: sb_texture, // right---------------
});
A few things.
webglUtils.setBuffersAndAttributes sets all the buffers and attributes needed for draw the given object. In this case it means when you call
webglUtils.setBuffersAndAttributes(gl, skyboxProgramInfo, quadBufferInfo);
the indices needed for the skybox are bound to ELEMENT_ARRAY_BUFFER.
That means the second time through drawScene the indexBuffer is not bound
for your cube.
webglUtils.setUniforms manages active texture units for you. That means this call
webglUtils.setUniforms(skyboxProgramInfo, {
u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
u_skybox: texture,
});
was setting texture to active unit 0. setUniforms just starts at 0 and counts up for each texture used. texture the wrong texture for u_skybox which is why you got the error. the code above translates to
gl.uniformMatrix4fv(u_viewDirectionProjectionInverseLocation, false, viewDirectionProjectionInverseMatrix);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
gl.uniform1i(u_skyboxLocation, 0);
Texture units are generally something you only care about at draw time, not init time. They are an array of global places to attach textures for the next draw call. Between every draw call you're expected to set them up however is needed for the draw all you're about to make.
For each texture the shaders used by the next draw call need
gl.activeTexture(gl.TEXTURE0 + n);
gl.bindTexture(targetTypeForTexture, texture);
gl.uniform1i(n);
Also see https://webglfundamentals.org/webgl/lessons/webgl-texture-units.html
"use strict";
function main() {
// Get A WebGL context
/** #type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["3d-vertex-shader", "3d-fragment-shader"]);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
var texcoordLocation = gl.getAttribLocation(program, "a_texcoord");
// lookup uniforms
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
var textureLocation = gl.getUniformLocation(program, "u_texture");
//create program for skybox
const skyboxProgramInfo = webglUtils.createProgramInfo(gl, ["skybox-vertex-shader", "skybox-fragment-shader"]);
var sb_textureLocation = gl.getUniformLocation(skyboxProgramInfo.program, "u_skybox");
// create buffers and fill with vertex data
const cubeBufferInfo = primitives.createCubeBufferInfo(gl, 1);
const quadBufferInfo = primitives.createXYQuadBufferInfo(gl);
// Create a texture.
const sb_texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, sb_texture);
const faceInfos = [
{
target: gl.TEXTURE_CUBE_MAP_POSITIVE_X,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/pos-x.jpg',
},
{
target: gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/neg-x.jpg',
},
{
target: gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/pos-y.jpg',
},
{
target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/neg-y.jpg',
},
{
target: gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/pos-z.jpg',
},
{
target: gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,
url: 'https://webglfundamentals.org/webgl/resources/images/computer-history-museum/neg-z.jpg',
},
];
faceInfos.forEach((faceInfo) => {
const {
target,
url
} = faceInfo;
// Upload the canvas to the cubemap face.
const level = 0;
const internalFormat = gl.RGBA;
const width = 512;
const height = 512;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
// setup each face so it's immediately renderable
gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);
// Asynchronously load an image
const image = new Image();
image.src = url;
image.crossOrigin = 'anonymous';
image.addEventListener('load', function() {
// Now that the image has loaded make copy it to the skybox texture.
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, sb_texture);
gl.texImage2D(target, level, internalFormat, format, type, image);
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
});
});
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
// Create a buffer for positions
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put the positions in the buffer
setGeometry(gl);
// Create a buffer for positions
var indexBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Put the positions in the buffer
setIndices(gl);
// provide texture coordinates for the rectangle.
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Set Texcoords.
setTexcoords(gl);
// Create a texture.
var texture = gl.createTexture();
//void gl.bindTexture(target, texture);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
// fill texture with 3x2 pixels
const level = 0;
const internalFormat = gl.RGB;
const width = 2;
const height = 2;
const border = 0;
const format = gl.RGB;
const type = gl.UNSIGNED_BYTE;
const data = new Uint8Array([
255, 0, 0, 0, 255, 0,
0, 0, 255, 128, 128, 128,
]);
const alignment = 1;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, format, type, data);
// set the filtering so we don't need mips and it's not filtered
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);
function degToRad(d) {
return d * Math.PI / 180;
}
var fieldOfViewRadians = degToRad(60);
var modelXRotationRadians = degToRad(0);
var modelYRotationRadians = degToRad(0);
// Get the starting time.
var then = 0;
requestAnimationFrame(drawScene);
// Draw the scene.
function drawScene(time) {
// convert to seconds
time *= 0.001;
// Subtract the previous time from the current time
var deltaTime = time - then;
// Remember the current time for the next frame.
then = time;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
// Animate the rotation
modelYRotationRadians += -0.7 * deltaTime;
modelXRotationRadians += -0.4 * deltaTime;
// Clear the canvas AND the depth buffer.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the position attribute
gl.enableVertexAttribArray(positionLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 3; // 3 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(positionLocation, size, type, normalize, stride, offset);
// Turn on the teccord attribute
gl.enableVertexAttribArray(texcoordLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(texcoordLocation, size, type, normalize, stride, offset);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// Compute the projection matrix
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
var cameraPosition = [0, 0, 2];
var up = [0, 1, 0];
var target = [0, 0, 0];
// Compute the camera's matrix using look at.
var cameraMatrix = m4.lookAt(cameraPosition, target, up);
// Make a view matrix from the camera matrix.
var viewMatrix = m4.inverse(cameraMatrix);
var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
matrix = m4.yRotate(matrix, modelYRotationRadians);
// Set the matrix.
gl.uniformMatrix4fv(matrixLocation, false, matrix);
// Tell the shader to use texture unit 0 for u_texture
gl.uniform1i(textureLocation, 0);
// Draw the geometry.
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
// Skybox: we only care about direction so remove the translation
var viewDirectionMatrix = m4.copy(viewMatrix);
viewDirectionMatrix[12] = 0;
viewDirectionMatrix[13] = 0;
viewDirectionMatrix[14] = 0;
var viewDirectionProjectionMatrix = m4.multiply(projectionMatrix, viewDirectionMatrix);
var viewDirectionProjectionInverseMatrix = m4.inverse(viewDirectionProjectionMatrix);
// draw the skybox
gl.useProgram(skyboxProgramInfo.program);
webglUtils.setBuffersAndAttributes(gl, skyboxProgramInfo, quadBufferInfo);
webglUtils.setUniforms(skyboxProgramInfo, {
u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
u_skybox: sb_texture,
});
// Tell the shader to use texture unit 0 for u_texture
webglUtils.drawBufferInfo(gl, quadBufferInfo);
requestAnimationFrame(drawScene);
}
}
// Fill the buffer with the values that define a cube.
function setGeometry(gl) {
var positions = new Float32Array([
// Front face
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5, -0.5, 0.5, 0.5,
// Back face
-0.5, -0.5, -0.5, -0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
// Top face
-0.5, 0.5, -0.5, -0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
// Bottom face
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5, -0.5, -0.5, 0.5,
// Right face
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, -0.5, 0.5,
// Left face
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
}
// Fill the buffer with texture coordinates the cube.
function setTexcoords(gl) {
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Right
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Left
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]),
gl.STATIC_DRAW);
}
// Fill the buffer with vertex indices
function setIndices(gl) {
var indices = new Uint16Array([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23, // left
]);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
}
main();
<div class = "description">
A 3 x2 texture <br />
</div>
<canvas id = "canvas"></canvas>
<!-- vertex shader -->
<script id = "3d-vertex-shader" type = "x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main()
{
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
</script>
<!-- fragment shader -->
<script id = "3d-fragment-shader" type = "x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec2 v_texcoord;
// The texture.
uniform sampler2D u_texture;
void main()
{
gl_FragColor = texture2D(u_texture, v_texcoord);
}
</script>
<!--skybox vertex shader-->
<script id="skybox-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
varying vec4 v_position;
void main()
{
v_position = a_position;
gl_Position = a_position;
}
</script>
<!--skybox fragment shader-->
<script id="skybox-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
varying vec4 v_position;
void main()
{
vec4 t = u_viewDirectionProjectionInverse * v_position;
gl_FragColor = textureCube(u_skybox, normalize(t.xyz / t.w));
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/m4.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/primitives.js"></script>

WebGL vertexAttribPointer points to the wrong VBO

I am trying to create two meshes, a square and a triangle. The code is at the bottom.
I first create a shader program "program1", array buffer "vertexBuffer1" and an element array buffer "indexBuffer1" for the first mesh. The first mesh is a square.
Then I do the same thing for the second mesh. The second mesh is a triangle.
When I run the code I get the error:
[.Offscreen-For-WebGL-000002B76A973870]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
I don't get the error if I comment out this line:
//gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
I think what is happening is that somehow the triangle's vbo ("vertexBuffer2") gets connected to the square's shader program ("program1"). This causes
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
to fail as it is trying to draw a square from the triangles vertex buffer.
I don't understand why
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
causes "program1" to connect to "vertexBuffer2", if that is even the problem. How do I make theese two programs ("program1" and "program2") connect to each their buffers?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body>
<canvas id="canvas" width="500" height="450" style="border:1px solid black"></canvas>
<script>
// setup gl
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
// setup mesh 1
// // vertex shader
var vertexShader1 = gl.createShader(gl.VERTEX_SHADER);
var vertexShaderCode = `
// in
attribute vec3 position;
void main(void) {
gl_Position = vec4(position, 1.);
}
`;
gl.shaderSource(vertexShader1, vertexShaderCode);
gl.compileShader(vertexShader1);
// // fragment shader
var fragmentShader1 = gl.createShader(gl.FRAGMENT_SHADER);
var fragmentShaderCode = `
precision mediump float;
// in
void main(void) {
gl_FragColor = vec4(1., 0., 0., 1.);
}
`;
gl.shaderSource(fragmentShader1, fragmentShaderCode);
gl.compileShader(fragmentShader1);
// // program1
var program1 = gl.createProgram();
gl.attachShader(program1, vertexShader1);
gl.attachShader(program1, fragmentShader1);
gl.linkProgram(program1);
gl.useProgram(program1);
// // create buffer 1
var vertices1 = [ // suqare
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
-0.5, 0.5, 0,
];
var vertexBuffer1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices1), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(program1, "position");
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
var indices1 = [
0,1,2,
0,2,3,
];
var indexBuffer1 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices1), gl.STATIC_DRAW);
// setup mesh 2
// // vertex shader
var vertexShader2 = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader2, vertexShaderCode); // uses same vertexShaderCode as above
gl.compileShader(vertexShader2);
// // fragment shader
var fragmentShader2 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader2, fragmentShaderCode);
gl.compileShader(fragmentShader2);
// // program2
var program2 = gl.createProgram();
gl.attachShader(program2, vertexShader2);
gl.attachShader(program2, fragmentShader2);
gl.linkProgram(program2);
gl.useProgram(program2);
// // create buffer 2
var vertices2 = [ // triangle one less vertex than in buffer 1
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
];
var vertexBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(program2, "position");
// On the line below it seems like program1 instead of program2 gets connected to the vertexBuffer2
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0); // <- problem!
gl.enableVertexAttribArray(loc);
var indices2 = [
0,1,2,
];
var indexBuffer2 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer2);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices2), gl.STATIC_DRAW);
// render
// // clear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// // render mesh 1 (the square)
gl.useProgram(program1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0); // <- this line fail
</script>
</body>
</html>
Note, gl.vertexAttribPointer specifies the state for a generic vertex attribute array.
First you create and bind vertexBuffer1, indexBuffer1 and program1. And you specify:
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
....
var loc = gl.getAttribLocation(program1, "position"); // loc == 0
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
Second you create and bind vertexBuffer2, indexBuffer2 and program2. And you specify:
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
....
var loc = gl.getAttribLocation(program2, "position"); // loc == 0
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
Finally you call:
gl.useProgram(program1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
At this moment the vertex buffer state still refers to vertexBuffer2, because this is the last state which you specified for the generic vertex attribute with index 0.
Change yor code like this:
gl.linkProgram(program1);
var loc1 = gl.getAttribLocation(program1, "position");
....
gl.useProgram(program1);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.vertexAttribPointer(loc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0);
Note, it is sufficient to set the vertex attribute sate immediately before you draw a mesh. For managing different states of vertex attributes you may use VertexArrayObjects, which are supported in WebGL 2.0 or available via extension in WebGL 1.0.
See the code snippet:
// setup gl
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.clearDepth(1.0);
gl.viewport(0.0, 0.0, canvas.width, canvas.height);
// setup mesh 1
// // vertex shader
var vertexShader1 = gl.createShader(gl.VERTEX_SHADER);
var vertexShaderCode = `
// in
attribute vec3 position;
void main(void) {
gl_Position = vec4(position, 1.);
}
`;
gl.shaderSource(vertexShader1, vertexShaderCode);
gl.compileShader(vertexShader1);
// // fragment shader
var fragmentShader1 = gl.createShader(gl.FRAGMENT_SHADER);
var fragmentShaderCode = `
precision mediump float;
// in
void main(void) {
gl_FragColor = vec4(1., 0., 0., 1.);
}
`;
gl.shaderSource(fragmentShader1, fragmentShaderCode);
gl.compileShader(fragmentShader1);
// // program1
var program1 = gl.createProgram();
gl.attachShader(program1, vertexShader1);
gl.attachShader(program1, fragmentShader1);
gl.linkProgram(program1);
var loc1 = gl.getAttribLocation(program1, "position");
// // create buffer 1
var vertices1 = [ // suqare
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
-0.5, 0.5, 0,
];
var vertexBuffer1 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices1), gl.STATIC_DRAW);
var indices1 = [
0,1,2,
0,2,3,
];
var indexBuffer1 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices1), gl.STATIC_DRAW);
// setup mesh 2
// // vertex shader
var vertexShader2 = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader2, vertexShaderCode); // uses same vertexShaderCode as above
gl.compileShader(vertexShader2);
// // fragment shader
var fragmentShader2 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader2, fragmentShaderCode);
gl.compileShader(fragmentShader2);
// // program2
var program2 = gl.createProgram();
gl.attachShader(program2, vertexShader2);
gl.attachShader(program2, fragmentShader2);
gl.linkProgram(program2);
var loc2 = gl.getAttribLocation(program2, "position");
// // create buffer 2
var vertices2 = [ // triangle one less vertex than in buffer 1
-0.5, -0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0,
];
var vertexBuffer2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices2), gl.STATIC_DRAW);
var indices2 = [
0,1,2,
];
var indexBuffer2 = gl.createBuffer ();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer2);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices2), gl.STATIC_DRAW);
// render
// // clear
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// // render mesh 1 (the square)
gl.useProgram(program1);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1);
gl.vertexAttribPointer(loc1, 3, gl.FLOAT, false, 0, 0); // <- problem!
gl.enableVertexAttribArray(loc1);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer1);
gl.drawElements(gl.TRIANGLES, indices1.length, gl.UNSIGNED_SHORT, 0); // <- this line fail
<canvas id="canvas" width="500" height="450" style="border:1px solid black"></canvas>

Draw Multiple Shapes in WebGL

I am facing the same issue of creating multiple objects ( One rotating and One static). I want to draw a static rectangle in the following code (The rotating rectangle code is from Edward Angels WebGL examples). I try to follow the instructions that gman has said from the link Drawing many shapes in WebGL, but still not able to solve. It would be nice to get some help on this to create another static object such as rectangle along with this rotating rectangle in the code. Thanks.
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform float theta;
void
main()
{
float s = sin( theta );
float c = cos( theta );
gl_Position.x = -s * vPosition.x + c * vPosition.y;
gl_Position.y = s * vPosition.y + c * vPosition.x;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void
main()
{
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
}
</script>
var canvas;
var gl;
var theta = 0.0;
var thetaLoc;
window.onload = function init()
{
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
var program = initShaders( gl, "vertex-shader", "fragment-shader" );
gl.useProgram( program );
var vertices = [
vec2( 0, 1 ),
vec2( 1, 0 ),
vec2( -1, 0 ),
vec2( 0, -1 )
];
var bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
thetaLoc = gl.getUniformLocation( program, "theta" );
render();
};
function render() {
gl.clear( gl.COLOR_BUFFER_BIT );
theta += 0.1;
gl.uniform1f( thetaLoc, theta );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
window.requestAnimFrame(render);
}
So, were you define your vertices for the rectangle, simply add on more vertices to create an additional rectangle at a different point on the canvas. This one you only need to draw once, so if you have say:
var render = function(){
//Insert rest of code
if(!not_First_Time)
{
gl.drawArrays(gl.TRIANGLE_STRIP , 4 , 8 );
}
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
//Insert rest of code
But that's more or less the cheating way of doing it as you're still modifying the points to rotate, and if you ever re-drew them, they would rotate as the main square did.
I also notice you stripped out a few of the include commands from the HTML code. You're going to need those.
Here is what my solution...
SHADER CODE:
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform float theta;
void
main()
{
float s = sin( theta );
float c = cos( theta );
gl_Position.x = -s * vPosition.x + c * vPosition.y;
gl_Position.y = s * vPosition.y + c * vPosition.x;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void
main()
{
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
}
</script>
JAVASCRIPT CODE:
var canvas;
var gl;
var theta = 0.0;
var thetaLoc;
var program;
var program1;
window.onload = function init()
{
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
//
// Configure WebGL
//
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
// Load shaders and initialize attribute buffers
program = initShaders( gl, "vertex-shader", "fragment-shader" );
program1 = initShaders( gl, "vertex-shader", "fragment-shader" );
//Rotating Rectangle
var rr_vertices = [
vec2( 0, 0.25),
vec2( 0.25, 0),
vec2(-0.25, 0 ),
vec2( 0, -0.25)
];
// Load the data into the GPU
rr_bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, rr_bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(rr_vertices), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
rr_vPosition = gl.getAttribLocation( program, "vPosition" );
gl.vertexAttribPointer( rr_vPosition, 2, gl.FLOAT, false, 0, 0 );
//Static Rectangle
var sr_vertices = [
vec2( 0.5, 0.5),
vec2( 1.0, 0.5),
vec2( 0.5, 1.0 ),
vec2( 1.0, 1.0)
];
// Load the data into the GPU
sr_bufferId = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, sr_bufferId );
gl.bufferData( gl.ARRAY_BUFFER, flatten(sr_vertices), gl.STATIC_DRAW );
// Associate out shader variables with our data buffer
sr_vPosition = gl.getAttribLocation( program, "vPosition" );
render();
};
var rr_vPosition;
var sr_vPosition;
var rr_bufferId;
var sr_bufferId;
function render() {
gl.clear( gl.COLOR_BUFFER_BIT );
gl.useProgram( program1 );
gl.enableVertexAttribArray( sr_vPosition );
gl.bindBuffer( gl.ARRAY_BUFFER, sr_bufferId );
gl.vertexAttribPointer( sr_vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
gl.useProgram( program );
thetaLoc = gl.getUniformLocation( program, "theta" );
gl.enableVertexAttribArray( rr_vPosition );
gl.bindBuffer( gl.ARRAY_BUFFER, rr_bufferId );
gl.vertexAttribPointer( rr_vPosition, 2, gl.FLOAT, false, 0, 0 );
theta += 0.1;
gl.uniform1f( thetaLoc, theta );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
window.requestAnimFrame(render);
}

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