I have some problems with understanding of how to rotate the figure by a quaternion. Can somebody please explain how to do it? In function render I want to rotate cubes by quaternions
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 100;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 3;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
function makeInstance(color, x, width, height, depth) {
const material = new THREE.MeshPhongMaterial({color});
const geometry = new THREE.BoxGeometry(width, height, depth);
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance(0x8844aa, -2, 3, 1, 1),
makeInstance(0xaa8844, 0.5, 2, 1, 1),
];
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
// cubes.forEach((cube, ndx) => {
//const speed = 1 + ndx * .1;
//const rot = time * speed;
//cube.rotation.x = rot;
//cube.rotation.y = rot;
//});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
You have an Object3d (Points, Lines, Meshes, etc.) that you want to rotate via quaternions. You have a mesh (the cube). The immediate answer is to:
cube.applyQuaternion(myquat);
And where does myquat come from? Probably from one of these:
myquat = new THREE.Quaternion(); // now, Probably from one of these:
myquat.setFromAxisAngle ( axis : Vector3, angle : Float )
myquat.setFromEuler ( euler : Euler )
myquat.setFromRotationMatrix ( m : Matrix4 )
myquat.setFromUnitVectors ( vFrom : Vector3, vTo : Vector3 )
I hope this gives you a start, even to ask a more specific question.
Related
I've tried to use leaflet.js to allow user to zoom and pan on big SVG files on my website. I've used the following script to display the SVG with leaflet :
// Using leaflet.js to pan and zoom a big image.
// See also: http://kempe.net/blog/2014/06/14/leaflet-pan-zoom-image.html
var factor = 1;
// create the slippy map
var map = L.map('image-map', {
minZoom: 1,
maxZoom: 5,
center: [0, 0],
zoom: 1,
crs: L.CRS.Simple
});
function getMeta(url) {
const img = new Image();
img.addEventListener("load", function () {
var w = this.naturalWidth;
var h = this.naturalHeight;
var southWest = map.unproject([0, h], map.getMaxZoom() - 1);
var northEast = map.unproject([w, 0], map.getMaxZoom() - 1);
var bounds = new L.LatLngBounds(southWest, northEast);
// add the image overlay,
// so that it covers the entire map
L.imageOverlay(img.src, bounds).addTo(map);
// tell leaflet that the map is exactly as big as the image
map.setMaxBounds(bounds);
map.fitBounds(bounds); // test
});
img.src = url;
}
getMeta("/assets/images/bhikkhu-patimokkha.svg")
You can see the result here. The probleme is that it works fine on my iPhone, the zoom level are approriate and it is easy to zoom in, but on the desktop version, you can only zoom out and not in.
I've tried to change the minZoom: 1 to different values, but it dosen't seem to do anything. The only way I was able to make it work on desktop was to add a multiplicating factor 10 to var w and var h, but then it would screw up on the mobile version.
I had more sucess with PNG images, but they are very slow to load. Maybe the code is inapropriate for SVG and particularly when calling naturalHeight ? But it looked fined when I debbuged it.
Thanks for your help.
Here is a codepen to play around if you want.
EDIT : Using the nicer code from #Grzegorz T. It works well on Desktop now. but on Safari iOS it is overzoomed and cannot unzoom... see picture below (it was working with the previous code on Iphone but not on Destop...)
Display the variables w and h you will see what small variables are returned. To increase them I increased them by * 5 for this I used fitBounds and it should now scale to the viewer window and at the same time it is possible to zoom.
To be able to also click more than once on the zoom, I changed map.getMaxZoom () - 1 to map.getMaxZoom () - 2
var map = L.map("image-map", {
minZoom: 1, // tried 0.1,-4,...
maxZoom: 4,
center: [0, 0],
zoom: 2,
crs: L.CRS.Simple
});
function getMeta(url) {
const img = new Image();
img.addEventListener("load", function () {
var w = this.naturalWidth * 5;
var h = this.naturalHeight * 5;
var southWest = map.unproject([0, h], map.getMaxZoom() - 2);
var northEast = map.unproject([w, 0], map.getMaxZoom() - 2);
var bounds = new L.LatLngBounds(southWest, northEast);
// add the image overlay,
// so that it covers the entire map
L.imageOverlay(img.src, bounds).addTo(map);
// tell leaflet that the map is exactly as big as the image
// map.setMaxBounds(bounds);
map.fitBounds(bounds);
});
img.src = url;
}
getMeta("https://fractalcitta.github.io/assets/images/bhikkhu-patimokkha.svg");
You don't need to increase (w, h) * 5 but just change to map.getMaxZoom () - 4
And one more important thing that you should always do with svg, which is optimizing these files.
I always use this site - svgomg
Second version width async/promise ----------
let map = L.map("map", {
crs: L.CRS.Simple,
minZoom: 1,
maxZoom: 4,
});
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.addEventListener("load", () => resolve(img));
img.addEventListener("error", reject);
img.src = url;
});
}
async function getImageData(url) {
const img = await loadImage(url);
return { img, width: img.naturalWidth, height: img.naturalHeight };
}
async function showOnMap(url) {
const { img, width, height } = await getImageData(url);
const southWest = map.unproject([0, height], map.getMaxZoom() - 4);
const northEast = map.unproject([width, 0], map.getMaxZoom() - 4);
const bounds = new L.LatLngBounds(southWest, northEast);
L.imageOverlay(img.src, bounds).addTo(map);
map.fitBounds(bounds);
}
showOnMap(
"https://fractalcitta.github.io/assets/images/bhikkhu-patimokkha.svg"
);
The third approach to the problem, I hope the last one ;)
You need a little description of what's going on here.
We get svg by featch we inject into hidden div which has width/height set to 0
Then we use the getBBox() property to get the exact dimensions from that injected svg.
I am not using map.unproject in this example. To have the exact dimensions of bounds it is enough that:
const bounds = [
[0, 0], // padding
[width, height], // image dimensions
];
All code below:
<div id="map"></div>
<div id="svg" style="position: absolute; bottom: 0; left: 0; width: 0; height: 0;"></div>
let map = L.map("map", {
crs: L.CRS.Simple,
minZoom: -4,
maxZoom: 1,
});
const url =
"https://fractalcitta.github.io/assets/images/bhikkhu-patimokkha.svg";
async function fetchData(url) {
try {
const response = await fetch(url);
const data = await response.text();
return data;
} catch (err) {
console.error(err);
}
}
fetchData(url)
.then((svg) => {
const map = document.getElementById("svg");
map.insertAdjacentHTML("afterbegin", svg);
})
.then(() => {
const svgElement = document.getElementById("svg");
const { width, height } = svgElement.firstChild.getBBox();
return { width, height };
})
.then(({ width, height }) => {
const img = new Image();
img.src = url;
const bounds = [
[0, 0], // padding
[width, height], // image dimensions
];
L.imageOverlay(img.src, bounds).addTo(map);
map.fitBounds(bounds);
});
OK, so finally I used the code from #Grzegorz T. with a small modification. Adding a const H = 100; that play the role of an arbitrary height and then the width W is calculated using the ratio of dimensions given by the browers. (ratio are the same, dimension of SVG are differents on different browsers)
Here is the code :
const W = 100; // this allow to get the correct ratio
// then it dosen't depend on browser giving different dimentions.
let map = L.map("image-map", {
crs: L.CRS.Simple,
minZoom: 1,
maxZoom: 4,
});
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.addEventListener("load", () => resolve(img));
img.addEventListener("error", reject);
img.src = url;
});
}
async function getImageData(url) {
const img = await loadImage(url);
return { img, width: img.naturalWidth, height: img.naturalHeight };
}
async function showOnMap(url) {
const { img, width, height } = await getImageData(url);
const H = W * width / height; // hopefuly height is not = 0 (mozilla ?)
const southWest = map.unproject([0, H], map.getMaxZoom() - 4);
const northEast = map.unproject([W, 0], map.getMaxZoom() - 4);
const bounds = new L.LatLngBounds(southWest, northEast);
L.imageOverlay(img.src, bounds).addTo(map);
map.fitBounds(bounds);
}
showOnMap(
"https://fractalcitta.github.io/assets/images/bhikkhu-patimokkha.svg"
);
I'm trying to render a simple discrete-time signal using a canvas element. However, the representation seems to be inaccurate. As you can see in the code snippet the signal appears to be amplitude modulated after the frequency reaches a certain threshold. Even though it's well below the Nyquist limit of <50Hz (assuming a sampling rate of 100Hz in this example).
For very low frequencies like 5Hz it looks perfectly fine.
How would I go about rendering this properly? And does it work for more complex signals (say, the waveform of a song)?
window.addEventListener('load', () => {
const canvas = document.querySelector('canvas');
const frequencyElem = document.querySelector('#frequency');
const ctx = canvas.getContext('2d');
const renderFn = t => {
const signal = new Array(100);
const sineOfT = Math.sin(t / 1000 / 8 * Math.PI * 2) * 0.5 + 0.5;
const frequency = sineOfT * 20 + 3;
for (let i = 0; i < signal.length; i++) {
signal[i] = Math.sin(i / signal.length * Math.PI * 2 * frequency);
}
frequencyElem.innerText = `${frequency.toFixed(3)}Hz`
render(ctx, signal);
requestAnimationFrame(renderFn);
};
requestAnimationFrame(renderFn);
});
function render(ctx, signal) {
const w = ctx.canvas.width;
const h = ctx.canvas.height;
ctx.clearRect(0, 0, w, h);
ctx.strokeStyle = 'red';
ctx.beginPath();
signal.forEach((value, i) => {
const x = i / (signal.length - 1) * w;
const y = h - (value + 1) / 2 * h;
if (i === 0) {
ctx.moveTo(x, y);
} else {
ctx.lineTo(x, y);
}
});
ctx.stroke();
}
#media (prefers-color-scheme: dark) {
body {
background-color: #333;
color: #f6f6f6;
}
}
<canvas></canvas>
<br/>
Frequency: <span id="frequency"></span>
It looks right to me. At higher frequencies, when the peak falls between two samples, the sampled points can be a lot lower than the peak.
If the signal only has frequencies < Nyquist, then the signal can be reconstructed from its samples. That doesn't mean that the samples look like the signal.
As long as your signal is oversampled by 2x or more (or so), you can draw it pretty accurately by using cubic interpolation between the sample points. See, for example, Catmull-Rom interpolation in here: https://en.wikipedia.org/wiki/Cubic_Hermite_spline
You can use the bezierCurveTo method in HTML Canvas to draw these interpolated curves. If you need to use lines, then you should find any maximum or minimum points that occur between samples and include those in your path.
I've edited your snippet to use the bezierCurveTo method with Catmull-Rom interpolation below:
window.addEventListener('load', () => {
const canvas = document.querySelector('canvas');
const frequencyElem = document.querySelector('#frequency');
const ctx = canvas.getContext('2d');
const renderFn = t => {
const signal = new Array(100);
const sineOfT = Math.sin(t / 1000 / 8 * Math.PI * 2) * 0.5 + 0.5;
const frequency = sineOfT * 20 + 3;
for (let i = 0; i < signal.length; i++) {
signal[i] = Math.sin(i / signal.length * Math.PI * 2 * frequency);
}
frequencyElem.innerText = `${frequency.toFixed(3)}Hz`
render(ctx, signal);
requestAnimationFrame(renderFn);
};
requestAnimationFrame(renderFn);
});
function render(ctx, signal) {
const w = ctx.canvas.width;
const h = ctx.canvas.height;
ctx.clearRect(0, 0, w, h);
ctx.strokeStyle = 'red';
ctx.beginPath();
const dx = w/(signal.length - 1);
const dy = -(h-2)/2.0;
const c = 1.0/2.0;
for (let i=0; i < signal.length-1; ++i) {
const x0 = i * dx;
const y0 = h*0.5 + signal[i]*dy;
const x3 = x0 + dx;
const y3 = h*0.5 + signal[i+1]*dy;
let x1,y1,x2,y2;
if (i>0) {
x1 = x0 + dx*c;
y1 = y0 + (signal[i+1] - signal[i-1])*dy*c/2;
} else {
x1 = x0;
y1 = y0;
ctx.moveTo(x0, y0);
}
if (i < signal.length-2) {
x2 = x3 - dx*c;
y2 = y3 - (signal[i+2] - signal[i])*dy*c/2;
} else {
x2 = x3;
y2 = y3;
}
ctx.bezierCurveTo(x1,y1,x2,y2,x3,y3);
}
ctx.stroke();
}
#media (prefers-color-scheme: dark) {
body {
background-color: #333;
color: #f6f6f6;
}
}
<canvas></canvas>
<br/>
Frequency: <span id="frequency"></span>
I have imported a test SVG using the SVGLoader and am able to tween the SVG object using Tween.js.
I would like to tween the individual paths and polygons within the loaded SVG object - is this possible?
SVGLoader:
var loader = new THREE.SVGLoader();
loader.load( 'svg/test.svg', function ( paths ) {
var group = new THREE.Group();
group.scale.multiplyScalar( 0.25 );
group.position.x = -150;
group.position.y = 70;
group.scale.y *= - 1;
for ( var i = 0; i < paths.length; i ++ ) {
var path = paths[ i ];
var material = new THREE.MeshBasicMaterial( {
color: path.color,
side: THREE.DoubleSide,
depthWrite: false
} );
var shapes = path.toShapes( true );
for ( var j = 0; j < shapes.length; j ++ ) {
var shape = shapes[ j ];
var geometry = new THREE.ShapeBufferGeometry( shape );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
}
}
scene.add( group );
} );
Tween Function:
triggerTweens();
function triggerTweens() {
new TWEEN.Tween( title.position ).to( { x: 10 }, 5000 ).start();
}
I have found the following solution to this. Essentially adding the tween trigger into the loader function and passing the variable mesh, ( not group ) - allows tweening on the constituent paths and polygons etc of the SVG. To take this a step further I will figure out how to perform the tween for each separately which shouldn't be too tricky at this point.
New SVG Loader:
var loader = new THREE.SVGLoader();
loader.load( 'svg/test.svg', function ( paths ) {
var group = new THREE.Group();
group.scale.multiplyScalar( 0.25 );
group.position.x = -150;
group.position.y = 70;
group.scale.y *= - 1;
for ( var i = 0; i < paths.length; i ++ ) {
var path = paths[ i ];
var material = new THREE.MeshBasicMaterial( {
// color: path.color,
color: 0xff0000,
side: THREE.DoubleSide,
depthWrite: false
} );
var shapes = path.toShapes( true );
for ( var j = 0; j < shapes.length; j ++ ) {
var shape = shapes[ j ];
var geometry = new THREE.ExtrudeGeometry(shape, {
depth: 1,
bevelEnabled: false
});
var mesh = new THREE.Mesh( geometry, material );
// Randomly position each constituent mesh to demo
randX = Math.random() * (20000 - -20000) + -20000;
randY = Math.random() * (20000 - -20000) + -20000;
randZ = Math.random() * (20000 - -20000) + -20000;
mesh.position.set( randX, randY, randZ );
group.add( mesh );
}
triggerTweens(mesh); // Trigger tweens passing mesh variable
}
scene.add( group );
} );
New Tween Function:
// Bring all meshes back to position 0,0,0 Over 5000ms
function triggerTweens(mesh) {
new TWEEN.Tween( mesh.position ).to( { x: 0, y: 0, z: 0 }, 5000 ).easing(TWEEN.Easing.Cubic.In).start();
}
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Upon running there is a slow but consistent drop in fps. I have tried to identify the responsible function and it seems to be that:
updatepoints() and rotateTriangle() seem to be the main culprits but it's clear I have misunderstood something or used an inefficient means of calculating something somewhere
Upon further inspection using browser tools it seems to be an array and an object that are filling up the memory which I'm guessing is what is causing the frame drops.
I have also noticed that the buffer in the performance tab for the browser tools is filling up
I know bufferGeometry is the more efficient means of creating objects but I'd still like to know the cause the performance issues
Sorry to just dump code but I feel as though it'll be something obvious.
Any advice or ways of going about finding the problem and solution would be greatly appreciated
//every scene needs these
var scene, camera, renderer, controls;
//links div with canvas
var canvas = document.getElementById('canvas');
// What I need are number of particles and the length the curve goes to be uncoupled
// Each part of degree array serves one particles
// If I added a factor so:
// factor * coord *
//creating particles
var particleCount = 360;
var particles = [];
var particles2 = [];
var particles3 = [];
var SPEED = 0.01;
var radians, y, x;
var centerX = 0;
var centerY = 0;
var radius = 231.84;
var pointPositions=[];
var vupdateXvertices, updateYvertices, updateXvertices2, updateYvertices2,
updateXvertices3, updateYvertices3;
var pivot1;
var parent;
var pointsX = [];
var pointsY = [];
var particleMaterial = new THREE.MeshBasicMaterial({
color: 0x7a7a7a,
transparent: true,
opacity: 0.8
});
init();
animate();
function init() {
scene = new THREE.Scene();
//setup camera for scene
//PerspectiveCamera(fov, aspect, near, far [In terms of camera frustum plane])
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
//setup renderer for scene (generation of whatever you've made)
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x31AED1, 1);
renderer.setSize( window.innerWidth, window.innerHeight );
//OrbitControls(Camera, HTMLDOMElement)
controls = new THREE.OrbitControls( camera, renderer.domElement );
// Set to true to enable damping (inertia), which can be used to give a sense
//of weight to the controls. Default is false.
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
console.log("Called");
fillSceneWithParticles();
fillSceneWithShapes();
canvas.appendChild( renderer.domElement );
renderer.render( scene, camera );
}
function fillSceneWithParticles() {
var particleGeometry = new THREE.SphereGeometry(3, 32, 32);
parent = new THREE.Object3D();
scene.add(parent);
for (var i = 0; i < particleCount; i++) {
particles[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles[i].position.x = 0;
particles[i].position.y = 0;
particles[i].position.z = (0);
particles2[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles2[i].position.x = (200);
particles2[i].position.y = (-115.57);
particles2[i].position.z = (0);
particles3[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles3[i].position.x = (0);
particles3[i].position.y = (231.84);
particles3[i].position.z = (0);
scene.add(particles[i]);
scene.add(particles2[i]);
scene.add(particles3[i]);
}
}
function fillSceneWithShapes() {
//Add a 2d Triangle W centre = 200, 115.57
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3(-200, -115.57, 0));
geometry.vertices.push( new THREE.Vector3( 200, -115.57, 0 ));
geometry.vertices.push( new THREE.Vector3( 0, 231.84, 0 ));
geometry.vertices.push( new THREE.Vector3( -200, -115.57, 0 ));
var material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 10 } );
line = new THREE.Line( geometry, material );
scene.add(line);
}
function rotateTriangle() {
var geom = line.geometry.clone();
geom.applyMatrix(line.matrix);
updateXvertices = geom.vertices[0].x;
//The circle that we use to place our points
var centerX = 0;
var centerY = 0;
var radius = 231.84;
for(var degree = 90; degree < 450; degree++){
var radians = degree * Math.PI/180;
var x = centerX + radius * Math.cos(radians);
var y = centerY + radius * Math.sin(radians);
pointsX[degree - 90] = x;
pointsY[degree - 90] = y;
}
}
function updatePoints() {
//link counter with number of degrees initially created
//These are intialised because V1 = 120 degrees from V0 and V2 = 240 degrees
var counter = 120;
var counter2 = 240;
var zCounter = 0;
var curveFactor = 1;
var material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 10 } );
var secondTriangle = new THREE.Geometry();
for (var i = 0; i < particleCount; i++) {
parent.add(particles[i]);
//Plot points around the circle relative to vertices of triangle
particles[i].position.x = (pointsX[i]);
particles[i].position.y = (pointsY[i]);
particles[i].position.z = zCounter * curveFactor;
//If array index out of bounds then loop back to the start of array
//i.e. Go back around the circle relative to the triangle vertices
parent.add(particles2[i]);
if (counter == 360) {
counter = 0;
}
particles2[i].position.x = (pointsX[counter]);
particles2[i].position.y = (pointsY[counter]);
particles2[i].position.z = zCounter * curveFactor;
counter++;
if (counter2 == 360) {
counter2 = 0;
}
parent.add(particles3[i]);
particles3[i].position.x = (pointsX[counter2]);
particles3[i].position.y = (pointsY[counter2]);
particles3[i].position.z = zCounter * curveFactor;
counter2++;
zCounter++;
}
//Give the second triangle the position of the last particles in array
secondTriangle.vertices.push( new THREE.Vector3(particles[particleCount-1].position.x, particles[particleCount-1].position.y, particles[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles2[particleCount-1].position.x, particles2[particleCount-1].position.y, particles2[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles3[particleCount-1].position.x, particles3[particleCount-1].position.y, particles3[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles[particleCount-1].position.x, particles[particleCount-1].position.y, particles[particleCount-1].position.z ));
line1 = new THREE.Line( secondTriangle, material );
scene.add(line1);
parent.add(line1);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
rotateTriangle();
updatePoints();
line1.rotation.z -= SPEED *2;
line.rotation.z -= SPEED *2;
parent.rotation.z -= SPEED *2;
renderer.render( scene, camera );
}
In retrospect it seems obvious what the problem was.
Since I had geometry.vertices.push inside my animate loop it was continuously pushing new Vectors to a buffer.
I just had to move the pushing of those vertices and that solved any frame rate and memory problems I was having
So I am trying to create circles using the midpoint algorithm. I'm having trouble on how to handle buffers and basically get WebGL properly set up. Using the console I can see that the algorithm is working fine and making the vertex arrray, but I need help understanding what to do with the use.Program, createBuffers, drawArrays. Where should I place them?
Also, should I concat the circle everytime I call it in the START() function?
like: circle(blah blah).concat(circle(blah blah));
var vertexShaderText =
[
'precision mediump float;',
'',
'attribute vec2 vertPosition;',
'attribute vec3 vertColor;',
'varying vec3 fragColor;',
'',
'void main()',
'{',
' fragColor = vertColor;',
' gl_Position = vec4(vertPosition, 0.0, 1.0);',
'}'
].join('\n');
var fragmentShaderText =
[
'precision mediump float;',
'',
'varying vec3 fragColor;',
'void main()',
'{',
' gl_FragColor = vec4(fragColor, 1.0);',
'}'
].join('\n');
var START = function () {
console.log('This is working');
var canvas = document.getElementById('sky');
var gl = canvas.getContext('webgl');
if (!gl) {
console.log('WebGL not supported, falling back on experimental-webgl');
gl = canvas.getContext('experimental-webgl');
}
if (!gl) {
alert('Your browser does not support WebGL');
}
gl.clearColor(.3, .3, .7, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create shaders
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader =
gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, vertexShaderText);
gl.shaderSource(fragmentShader, fragmentShaderText);
//create a program for the shaders
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
var circle = function (xmid, ymid, r) {
var points = [];
var x = 0;
var y = r;
var pk = 5/4 - r;
while (x < y)
{
if (pk < 0)
{
x++;
pk += 2*x + 1;
}
else
{
x++;
y--;
pk += 2 * (x-y) + 1;
}
points.push(x+xmid, y+ymid);
points.push(x+xmid, -y+ymid);
points.push(-x+xmid, y+ymid);
points.push(-x+xmid, -y+ymid);
points.push(y+xmid, x+ymid);
points.push(y+xmid, -x+ymid);
points.push(-y+xmid, x+ymid);
points.push(-y+xmid, -x+ymid);
}
var cbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cbuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points),
gl.STATIC_DRAW);
gl.drawArrays(gl.POINTS, 0, points.length/2);
var positionAttribLocation = gl.getAttribLocation(program,
'vertPosition');
var colorAttribLocation = gl.getAttribLocation(program,
'vertColor');
gl.vertexAttribPointer(
positionAttribLocation, // Attribute location
2, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
5 * Float32Array.BYTES_PER_ELEMENT, // Size of an individual vertex
0 // Offset from the beginning of a single vertex to this attribute
);
gl.enableVertexAttribArray(positionAttribLocation);
gl.enableVertexAttribArray(colorAttribLocation);
return points;
}
circle(0.6, 0.6, 0.18);
circle(0.9, 0.6, 0.18);
circle(0.5, 0.4, 0.18);
circle(1.0, 0.4, 0.18);
circle(0.75, 0.4, 0.18);
circle(0.75, 0.4, 0.18);
}
START();
<canvas id="sky"></canvas>
This is what my console log is saying:
6WebGL: INVALID_OPERATION: useProgram: program not
valid
6WebGL: INVALID_OPERATION: drawArrays: no valid shader
program in use
12WebGL: INVALID_OPERATION: getAttribLocation: program
not linked
You can clearly see that I am linking and using the program at the very beginning. So what gives?
There's more than one issue with the code
The shaders are not compiled
After setting the shader source with gl.shaderSource you need
to compile them with gl.compileShader. You should also
be checking for errors by calling gl.getShaderParameter(shader, gl.COMPILE_STATUS)
and you should be checking for errors after linking by calling
gl.getProgramParameter(program, gl.LINK_STATUS)
gl.drawArrays is called before setting the attributes
The code is enabling 2 attributes but only supplying data for 1 attribute.
The code is drawing gl.POINTS but the vertex shader is not setting gl_PointSize
I also don't really understand your circle code but since I don't know what it's really trying to do I can't fix it.
And finally you should probably read some tutorials on WebGL
I'd also suggest you use multiline template literals for your shaders
const vertexShaderText = `
precision mediump float;
attribute vec2 vertPosition;
attribute vec3 vertColor;
varying vec3 fragColor;
void main()
{
fragColor = vertColor;
gl_Position = vec4(vertPosition, 0.0, 1.0);
gl_PointSize = 5.;
}
`;
const fragmentShaderText = `
precision mediump float;
varying vec3 fragColor;
void main()
{
gl_FragColor = vec4(fragColor, 1.0);
}
`;
const start = function () {
console.log('This is working');
const canvas = document.getElementById('sky');
const gl = canvas.getContext('webgl');
if (!gl) {
alert('Your browser does not support WebGL');
return;
}
gl.clearColor(.3, .3, .7, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
//create a shader program
const program = createProgram(gl, vertexShaderText, fragmentShaderText);
gl.useProgram(program);
const circle = function (xmid, ymid, r) {
const points = [];
let x = 0;
let y = r;
let pk = 5/4 - r;
while (x < y)
{
if (pk < 0)
{
x++;
pk += 2*x + 1;
}
else
{
x++;
y--;
pk += 2 * (x-y) + 1;
}
points.push(x+xmid, y+ymid);
points.push(x+xmid, -y+ymid);
points.push(-x+xmid, y+ymid);
points.push(-x+xmid, -y+ymid);
points.push(y+xmid, x+ymid);
points.push(y+xmid, -x+ymid);
points.push(-y+xmid, x+ymid);
points.push(-y+xmid, -x+ymid);
}
const cbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cbuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW);
const positionAttribLocation = gl.getAttribLocation(program, 'vertPosition');
const colorAttribLocation = gl.getAttribLocation(program, 'vertColor');
gl.vertexAttribPointer(
positionAttribLocation, // Attribute location
2, // Number of elements per attribute
gl.FLOAT, // Type of elements
gl.FALSE,
0, // Size of an individual vertex
0 // Offset from the beginning of a single vertex to this attribute
);
gl.enableVertexAttribArray(positionAttribLocation);
// you probably meant to supply colors for this attribute
// since if you wanted a constant color you'd have probably
// used a uniform but since you didn't we'll set a constant
// color
gl.vertexAttrib4f(colorAttribLocation, 1, 0, 0, 1);
gl.drawArrays(gl.POINTS, 0, points.length/2);
return points;
}
circle(0.6, 0.6, 0.18);
circle(0.9, 0.6, 0.18);
circle(0.5, 0.4, 0.18);
circle(1.0, 0.4, 0.18);
circle(0.75, 0.4, 0.18);
circle(0.75, 0.4, 0.18);
}
function createProgram(gl, vertexShaderText, fragmentShaderText) {
// Create shaders
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderText);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderText);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
start();
<canvas id="sky"></canvas>