Here is a line made up by two triangles in WebGL2: https://codepen.io/Candleout/pen/bGMYpNM
At least on my computer, the line looks a bit weird and is not as smooth as you would expect:
Antialiasing is turned on, and has some effect, but as you can see in the picture above the line is still not entirely smooth.
The code is based on this article, with the same shaders as in the first example: https://wwwtyro.net/2019/11/18/instanced-lines.html
As you can see, the lines looks smoother in that article, maybe because regl is doing something in the background?
Is there something wrong with and/or missing from my setup, that causes the problem?
I'm running WebGL on a Macbook Air from 2013.
// HTML:
<canvas id="canvas"></canvas>
// JS:
// Setup WebGL context
const canvas = document.getElementById('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const gl = document.getElementById('canvas').getContext('webgl2', { antialias: true } );
// Shaders
const vertexShaderSrc = `
precision highp float;
attribute vec2 position, pointA, pointB;
uniform mat3 projection;
uniform float width;
void main() {
vec2 xBasis = pointB - pointA;
vec2 yBasis = normalize(vec2(-xBasis.y, xBasis.x));
vec2 point = pointA + xBasis * position.x + yBasis * width * position.y;
gl_Position = vec4(projection * vec3(point, 1), 1);
}`;
const fragmentShaderSrc = `
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}`;
// Setup program with shaders
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
gl.useProgram(program);
function main() {
const positionLoc = gl.getAttribLocation(program, 'position');
const pointALoc = gl.getAttribLocation(program, 'pointA');
const pointBLoc = gl.getAttribLocation(program, 'pointB');
const projectionLoc = gl.getUniformLocation(program, 'projection');
const widthLoc = gl.getUniformLocation(program, 'width');
// Line geometry:
const geometryData = new Float32Array([
// position
0.0, -0.5,
1.0, -0.5,
1.0, 0.5,
0.0, -0.5,
1.0, 0.5,
0.0, 0.5
]);
const geometryBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, geometryBuffer);
gl.bufferData(gl.ARRAY_BUFFER, geometryData, gl.STATIC_DRAW);
gl.vertexAttribPointer(
positionLoc, // attribute
2, // size
gl.FLOAT, // type
false, // normalize
8, // stride
0); // offset
gl.enableVertexAttribArray(positionLoc);
// End points:
const pointData = new Float32Array([
// pointA
6.123233995736766e-17,
1,
// pointB
-0.8660254037844387,
0.49999999999999994
]);
const pointsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pointsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, pointData, gl.STATIC_DRAW);
gl.vertexAttribPointer(
pointALoc, // attribute
2, // size
gl.FLOAT, // type
false, // normalize
16, // stride
0); // offset
gl.vertexAttribDivisor(pointALoc, 1);
gl.enableVertexAttribArray(pointALoc);
gl.vertexAttribPointer(
pointBLoc, // attribute
2, // size
gl.FLOAT, // type
false, // normalize
16, // stride
8); // offset
gl.vertexAttribDivisor(pointBLoc, 1);
gl.enableVertexAttribArray(pointBLoc);
// Projection matrix - for 90 degree angles
let aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
gl.uniformMatrix3fv(projectionLoc, false, new Float32Array([
2 / (aspect - -aspect), 0, 0,
0, 1, 0,
0, 0, 1
])
)
gl.uniform1f(
widthLoc, // uniform
0.025) // thickness
gl.drawArraysInstanced(
gl.TRIANGLES, // method
0, // offset
6, // number of vertices per instance
1 // number of instances
);
}
main();
I am trying to make a rotating octahedron display correctly, I have successfully achieved other shapes such as a cube and tetrahedron, but I am experiencing some difficulty with this one.
Here is the simple obj file I am using:
v 0 -1 0
v 1 0 0
v 0 0 1
v -1 0 0
v 0 1 0
v 0 0 -1
#
f 1 2 3
f 4 1 3
f 5 4 3
f 2 5 3
f 2 1 6
f 1 4 6
f 4 5 6
f 5 2 6
My code is as follows:
class Shape(context: Context) {
private var mProgram: Int = 0
// Use to access and set the view transformation
private var mMVPMatrixHandle: Int = 0
//For Projection and Camera Transformations
private var vertexShaderCode = (
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
//"attribute vec4 vColor;" +
//"varying vec4 vColorVarying;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
//"vColorVarying = vColor;"+
"}")
private var fragmentShaderCode = (
"precision mediump float;" +
"uniform vec4 vColor;" +
//"varying vec4 vColorVarying;"+
"void main() {" +
//" gl_FragColor = vColorVarying;" +
" gl_FragColor = vColor;" +
"}")
internal var shapeColor = arrayOf<FloatArray>(
//front face (grey)
floatArrayOf(0f, 0f, 0f, 1f), //black
floatArrayOf(0f, 0f, 1f, 1f),
floatArrayOf(0f, 1f, 0f, 1f),
floatArrayOf(1f, 0f, 0f, 1f), // red
floatArrayOf(1f, 1f, 0f, 1f),
floatArrayOf(1f, 0f, 1f, 1f),
floatArrayOf(1f, 0f, 1f, 1f),
floatArrayOf(0f, 1f, 1f, 1f)
)
private var mPositionHandle: Int = 0
private var mColorHandle: Int = 0
// var objLoader = ObjLoader(context, "tetrahedron.txt")
// var objLoader = ObjLoader(context, "cube.txt")
var objLoader = ObjLoader(context, "octahedron.txt")
var shapeCoords: FloatArray
var numFaces: Int = 0
var vertexBuffer: FloatBuffer
var drawOrder: Array<ShortArray>
lateinit var drawListBuffer: ShortBuffer
init {
//assign coordinates and order in which to draw them (obtained from obj loader class)
shapeCoords = objLoader.vertices.toFloatArray()
drawOrder = objLoader.faces.toTypedArray()
numFaces = objLoader.numFaces
// initialize vertex byte buffer for shape coordinates
val bb = ByteBuffer.allocateDirect(
// (# of coordinate varues * 4 bytes per float)
shapeCoords.size * 4
)
bb.order(ByteOrder.nativeOrder())
vertexBuffer = bb.asFloatBuffer()
vertexBuffer.put(shapeCoords)
vertexBuffer.position(0)
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram()
val vertexShader = loadShader(
GLES20.GL_VERTEX_SHADER,
vertexShaderCode
)
val fragmentShader = loadShader(
GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode
)
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader)
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader)
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram)
}
var vertexStride = COORDS_PER_VERTEX * 4 // 4 bytes per vertex
fun draw(mvpMatrix: FloatArray) { // pass in the calculated transformation matrix
for (face in 0 until numFaces) {
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram)
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition")
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor")
// Enable a handle to the cube vertices
GLES20.glEnableVertexAttribArray(mPositionHandle)
// Prepare the cube coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer
)
GLES20.glUniform4fv(mColorHandle, 1, shapeColor[face], 0)
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix")
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0)
// initialize byte buffer for the draw list
var dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder[face].size * 2
)
dlb.order(ByteOrder.nativeOrder())
drawListBuffer = dlb.asShortBuffer()
drawListBuffer.put(drawOrder[face])
drawListBuffer.position(0)
GLES20.glDrawElements(
GLES20.GL_TRIANGLES,
dlb.capacity(),
GLES20.GL_UNSIGNED_SHORT,
drawListBuffer //position indices
)
}
// Disable vertex array
GLES20.glDisableVertexAttribArray(mMVPMatrixHandle)
}
companion object {
// number of coordinates per vertex in this array
internal var COORDS_PER_VERTEX = 3
}
}
class MyGLRenderer1(val context: Context) : GLSurfaceView.Renderer {
private lateinit var mShape: Shape
#Volatile
var mDeltaX = 0f
#Volatile
var mDeltaY = 0f
#Volatile
var mTotalDeltaX = 0f
#Volatile
var mTotalDeltaY = 0f
private val mMVPMatrix = FloatArray(16)
private val mProjectionMatrix = FloatArray(16)
private val mViewMatrix = FloatArray(16)
private val mRotationMatrix = FloatArray(16)
private val mAccumulatedRotation = FloatArray(16)
private val mCurrentRotation = FloatArray(16)
private val mTemporaryMatrix = FloatArray(16)
override fun onDrawFrame(gl: GL10?) {
// Redraw background color
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT or GLES20.GL_DEPTH_BUFFER_BIT)
val scratch = FloatArray(16)
// Create a rotation transformation for the square
Matrix.setIdentityM(mRotationMatrix, 0)
Matrix.setIdentityM(mCurrentRotation, 0)
Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f)
// Matrix.rotateM(mCurrentRotation, 0, mDeltaY, 1.0f, 0.0f, 0.0f)
// Multiply the current rotation by the accumulated rotation, and then set the accumulated
// rotation to the result.
Matrix.multiplyMM(
mTemporaryMatrix,
0,
mCurrentRotation,
0,
mAccumulatedRotation,
0
)
System.arraycopy(mTemporaryMatrix, 0, mAccumulatedRotation, 0, 16)
// Rotate the cube taking the overall rotation into account.
Matrix.multiplyMM(
mTemporaryMatrix,
0,
mRotationMatrix,
0,
mAccumulatedRotation,
0
)
System.arraycopy(mTemporaryMatrix, 0, mRotationMatrix, 0, 16)
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 2f, 2f, -5f, 0f, 0f, 0f, 0f, 1.0f, 0.0f)
//Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0)
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0)
gl?.glDisable(GL10.GL_CULL_FACE)
// Draw shape
mShape.draw(scratch)
}
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
GLES20.glViewport(0, 0, width, height);
val ratio: Float = width.toFloat() / height.toFloat()
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1.0f, 1.0f, 3.0f, 7.0f)
}
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
GLES20.glEnable(GLES20.GL_DEPTH_TEST)
// initialize a square
mShape = Shape(context)
// Initialize the accumulated rotation matrix
Matrix.setIdentityM(mAccumulatedRotation, 0)
}
}
fun loadShader(type: Int, shaderCode: String): Int {
return GLES20.glCreateShader(type).also { shader ->
GLES20.glShaderSource(shader, shaderCode)
GLES20.glCompileShader(shader)
}
}
class ObjLoader(context: Context, file: String) {
var numFaces: Int = 0
var vertices = Vector<Float>()
var normals = Vector<Float>()
var textures = Vector<Float>()
var faces = mutableListOf<ShortArray>()
init {
val reader: BufferedReader
val isr = InputStreamReader(context.assets.open(file))
reader = BufferedReader(isr)
var line = reader.readLine()
// read file until EOF
while (line != null) {
val parts = line.split((" ").toRegex()).dropLastWhile({ it.isEmpty() }).toTypedArray()
when (parts[0]) {
"v" -> {
var part1 = parts[1].toFloat()
var part2 = parts[2].toFloat()
var part3 = parts[3].toFloat()
// vertices
vertices.add(part1)
vertices.add(part2)
vertices.add(part3)
}
"vt" -> {
// textures
textures.add(parts[1].toFloat())
textures.add(parts[2].toFloat())
}
"vn" -> {
// normals
normals.add(parts[1].toFloat())
normals.add(parts[2].toFloat())
normals.add(parts[3].toFloat())
}
"f" -> {
// faces: vertex/texture/normal
faces.add(shortArrayOf(parts[1].toShort(), parts[2].toShort(), parts[3].toShort()))
println("dbg: points are "+ parts[1]+" "+parts[2]+" "+parts[3])
}
}
line = reader.readLine()
}
numFaces = faces.size
}}
The shape produced can be seen in the following screenshots, it is also visible on the black surface that there is possibly some sort of z fighting taking place? The black triangle flickers red and yellow:
Sometimes the following shapes are produced, flickering in and out of existence, in different colours:
Any help is much appreciated, thanks in advance.
Edit:
I have managed to make the vertices plot correctly thanks to the below answer however there is still this flickering going on, I really appreciate the help.
Array indices start at 0, but Wavefront (.obj) indices start at 1:
faces.add(shortArrayOf(parts[1].toShort(), parts[2].toShort(), parts[3].toShort()))
faces.add(shortArrayOf(
parts[1].toShort()-1, parts[2].toShort()-1, parts[3].toShort()-1))
I am learning WebGL and I've drawn a full screen quad with colors for each vertex. No lighting or normals or perspective matrix or depth buffer; I'm just drawing a gradient background. This is what I get:
It looks good but I cannot help noticing the diagonal smear from the bottom right to the top left. I feel this is an artifact of linear interpolating the far opposite vertices. I'm drawing two triangles: the bottom left, and the top right. I think I would get similar results using OpenGL instead of WebGL.
Given the same four colors and the same size rectangle, is there a way to render this so the edge between the two triangles isn't so apparent? Maybe more vertices, or a different blending function? I'm not sure exactly what the colors should be at each pixel; I just want to know how to get rid of the diagonal smear.
The issue is the top right triangle has no knowledge of the bottom left corner so the top right triangle is not including any of the blue from the bottom left (and visa versa)
A couple of ways to fix that.
One is to use a 2x2 texture with linear sampling. You have to do some extra math to get the interpolation correct because a texture only interpolates between pixels
+-------+-------+
| | |
| +-------+ |
| | | | |
+---|---+---|---+
| | | | |
| +-------+ |
| | |
+-------+-------+
Above is a 4 pixel texture stretched to 14 by 6. Sampling happens between pixels so only this center area will get the gradient. Outside that area would be sampled with pixels outside the texture so using CLAMP_TO_EDGE or on the opposite side of the texture using REPEAT.
const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
const vec2 texSize = vec2(2, 2); // could pass this in
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex,
(v_texcoord * (texSize - 1.0) + 0.5) / texSize);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
canvas { border: 1px solid black; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
Note: to see what I mean about the extra math needed for the texture coordinates here is the same example without the extra math
const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
canvas { border: 1px solid black; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
Also of course, rather than do the math in the fragment shader we could fix the texture coordinates in JavaScript
const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254, 217, 138];
const tr = [252, 252, 252];
const bl = [18, 139, 184];
const br = [203, 79, 121];
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGB, // internal format
2, // width,
2, // height,
0, // border
gl.RGB, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([...bl, ...br, ...tl, ...tr]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0.25, 0.25,
0.75, 0.25,
0.25, 0.75,
0.25, 0.75,
0.75, 0.25,
0.75, 0.75,
]);
gl.useProgram(program);
// note: no need to set sampler uniform as it defaults
// to 0 which is what we'd set it to anyway.
gl.drawArrays(gl.TRIANGLES, 0, 6);
canvas { border: 1px solid black; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
Another way is to do the interpolation yourself based on those corners (which is effectively doing what the texture sampler is doing in the previous example, bi-linear interpolation of the 4 colors).
const gl = document.querySelector('canvas').getContext('webgl');
const tl = [254/255, 217/255, 138/255];
const tr = [252/255, 252/255, 252/255];
const bl = [ 18/255, 139/255, 184/255];
const br = [203/255, 79/255, 121/255];
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform vec3 tl;
uniform vec3 tr;
uniform vec3 bl;
uniform vec3 br;
void main() {
vec3 l = mix(bl, tl, v_texcoord.t);
vec3 r = mix(br, tr, v_texcoord.t);
vec3 c = mix(l, r, v_texcoord.s);
gl_FragColor = vec4(c, 1);
}
`;
const program = twgl.createProgram(gl, [vs, fs]);
const positionLoc = gl.getAttribLocation(program, 'position');
const texcoordLoc = gl.getAttribLocation(program, 'texcoord');
const tlLoc = gl.getUniformLocation(program, 'tl');
const trLoc = gl.getUniformLocation(program, 'tr');
const blLoc = gl.getUniformLocation(program, 'bl');
const brLoc = gl.getUniformLocation(program, 'br');
function createBufferAndSetupAttribute(loc, data) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
2, // 2 elements per iteration
gl.FLOAT, // type of data in buffer
false, // normalize
0, // stride
0, // offset
);
}
createBufferAndSetupAttribute(positionLoc, [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
createBufferAndSetupAttribute(texcoordLoc, [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
]);
gl.useProgram(program);
gl.uniform3fv(tlLoc, tl);
gl.uniform3fv(trLoc, tr);
gl.uniform3fv(blLoc, bl);
gl.uniform3fv(brLoc, br);
gl.drawArrays(gl.TRIANGLES, 0, 6);
canvas { border: 1px solid black; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
Number of dimensions
You should be passing the 2D coordinate space of the quad to the fragment shader rather than the one dimensional (per channel) color space.
Then in the fragment shader you can do the color interpolation in 2D space removing the color artifact due to the diagonal line interpolating in 1D.
The shader snippet for linear color interpolation, where coord2D is the 2D coordinate space
pixel = vec4(vec3(mix(
mix(colors[0], colors[1], coord2D.x),
mix(colors[2], colors[3], coord2D.x),
coord2D.y
)), 1);
Improved color interpolation
When interpolating colors by their RGB values the results can visually darken between opposing hues.
An easy fix is to use a closer approximation of the sRGB color model by interpolating between the squares of the color channel values. The final output is the square root of the interpolated values.
The interpolation snippet.
pixel = vec4(sqrt(vec3(mix(
mix(colors[0], colors[1], coord2D.x),
mix(colors[2], colors[3], coord2D.x),
coord2D.y
))) / 255.0, 1);
Note that the color channel values in the uniform colors are in logarithmic space. [R^2, G^2, B^2] and thus range from 0 to 65025.
Example
In the example click the canvas to switch between interpolation methods.
You will note that when using approx ~sRGB that the brightness in the center of the canvas out towards the center edges does not dip as much below the perceivable brightness at the corners.
Also note that the balance of the transition from the bottom blue and redish to the top orange and white moves down closer the the center. This is because interpolating the RGB model will darken colors that have strong components from 2 or more channels, Reds, greens, blues and blacks will dominate over yellows, cyans, magentas and whites making the interpolation seem to shift and stretch out the RGB primaries.
var program, colorsLoc, modelLoc, loc, text = " interpolation. Click for ", model = "RGB"; // or sRGB
const vertSrc = `#version 300 es
in vec2 verts;
out vec2 coord2D;
void main() {
coord2D = verts * 0.5 + 0.5; // convert to quad space 0,0 <=> 1, 1
gl_Position = vec4(verts, 1, 1);
}`;
const fragSrc = `#version 300 es
#define channelMax 255.0
// color location indexes
#define TR 3
#define TL 2
#define BR 1
#define BL 0
precision mediump float;
uniform vec3 colors[4];
uniform bool isRGB;
in vec2 coord2D;
out vec4 pixel;
void main() {
if (isRGB) {
pixel = vec4(vec3(mix(
mix(colors[BL], colors[BR], coord2D.x),
mix(colors[TL], colors[TR], coord2D.x),
coord2D.y
)) / channelMax, 1);
} else {
pixel = vec4(vec3(sqrt(mix(
mix(colors[BL], colors[BR], coord2D.x),
mix(colors[TL], colors[TR], coord2D.x),
coord2D.y
))) / channelMax, 1);
}
}`;
const fArr = arr => new Float32Array(arr);
const colors = [64,140,190, 224,81,141, 247,223,140, 245,245,245];
const gl = canvas.getContext("webgl2", {premultipliedAlpha: false, antialias: false, alpha: false});
addEventListener("resize", draw);
addEventListener("click", draw);
setup();
draw();
function compileShader(src, type, shader = gl.createShader(type)) {
gl.shaderSource(shader, src);
gl.compileShader(shader);
return shader;
}
function setup() {
program = gl.createProgram();
gl.attachShader(program, compileShader(vertSrc, gl.VERTEX_SHADER));
gl.attachShader(program, compileShader(fragSrc, gl.FRAGMENT_SHADER));
gl.linkProgram(program);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0,1,2,0,2,3]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, fArr([-1,-1,1,-1,1,1,-1,1]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc = gl.getAttribLocation(program, "verts"));
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
colorsLoc = gl.getUniformLocation(program, "colors");
modelLoc = gl.getUniformLocation(program, "isRGB");
gl.useProgram(program);
}
function draw() {
[info.textContent, model] = model != "RGB"? [`RGB${text}~sRGB.`, "RGB"]: [`~sRGB${text}RGB.`, "~sRGB"];
if (canvas.width !== innerWidth || canvas.height !== innerHeight) {
[canvas.width, canvas.height] = [innerWidth, innerHeight];
gl.viewport(0, 0, canvas.width, canvas.height);
}
gl.uniform3fv(colorsLoc, fArr(colors.map(v => model=="RGB"? v: v*v)), 0, 12);
gl.uniform1i(modelLoc, model=="RGB");
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}
body {
padding: 0px;
margin: 0px;
font-family: arial;
color: white;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
h2 {
position: absolute;
bottom: 0px;
left: 0px;
right: 0px;
text-align: center;
}
<canvas id="canvas"></canvas>
<h2 id="info"></h2>