Webgl program not displaying shape when run in browser - graphics

I'm learning how to work with shaders and I'm currently trying to write a vertex and fragment shaders for a cartoon-style shape. I have example code for a sphere that is colored in, which works properly, so I copied the structure from that file into the one I'm creating. However, when I run my file, only a black background appears on the page without the shape being displayed. I tried comparing the two files to make sure that I had all of the boiler plate code and it seems so, but as I'm extremely new to computer graphics programming, there is probably something important that I'm leaving out. What does my program doing incorrectly or what should be added to it? The code for the program is below:
<script src=lib1.js></script>
<body bgcolor=black>
<center>
<canvas id='canvas1' width='600' height='600'>
</canvas>
</center>
</body>
<script id='vs' type='other'>
uniform vec3 lightDir;
varying float intensity;
void main(){
vec3 ld;
intensity = dot(lightDir, gl_Normal);
gl_Position = ftransform();
}
</script>
<script id='fs' type='other'>
varying float intensity;
void main(){
vec4 color;
if(intensity > 0.95)
color = vec4(1.0, 0.5, 0.5, 1.0);
else if(intensity > 0.5)
color = vec4(0.6, 0.3 , 0.3, 1.0);
else if(intensity > 0.25)
color = vec4(0.4 , 0.2, 0.2, 1.0);
else color = vec4(0.2, 0.1, 0.1, 1.0);
gl_FragColor = color;
}
</script>
<script>
start_gl("canvas1", getStringFromScript('vs'), getStringFromScript('fs'));
</script>

As #Reto eluded to in the comments there's no such thing as gl_Normal or fTransform in WebGL. Those are from old desktop OpenGL. They are not part of OpenGL ES 2.0 which is what WebGL is based on
Maybe you should start lower level

Related

How to color a texture in glsl

I need to modify during runtime the appearence of textures..
Some examples may be rendering them with a gray scale to indicate a deactivation, orange color for selection and so on
A little example that better shows what I would like to achieve
Right now my FS looks pretty simple
#version 330
in vec2 fragmentUV;
out vec4 outputColor;
uniform sampler2D textureNode;
void main()
{
outputColor = texture(textureNode, fragmentUV).rgba;
}
I thought I could control these few cases by setting an uniform variable to some hardcoded values...
That's how you can convert an image into grayscale: http://glsl.heroku.com/e#18369.1
float grayScale = dot(imageColor.rgb, vec3(0.299, 0.587, 0.114));
if (IsGrayScale){
gl_FragColor = vec4(grayScale, grayScale, grayScale, 1.0);
} else{
gl_FragColor = imageColor;
}

Blended lines do not look as expected

I use the following fragment shader, which uses the fog effect, to draw my scene:
precision mediump float;
uniform int EnableFog;
uniform float FogMinDist;
uniform float FogMaxDist;
varying lowp vec4 DestinationColor;
varying float EyeToVertexDist;
float computeFogFactor()
{
float fogFactor = 1.0;
if (EnableFog != 0)
{
//Use a bit lower vlaue of FogMaxDist to get a better fog effect - it will make the far end disappear quicker.
float fogMaxDistABitCloser = FogMaxDist * 0.98;
fogFactor = (fogMaxDistABitCloser - EyeToVertexDist) / (fogMaxDistABitCloser - FogMinDist);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}
return fogFactor;
}
void main(void)
{
float fogFactor = computeFogFactor();
gl_FragColor = DestinationColor * fogFactor;
}
And i enable alpha blending:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
The result is the following scene:
My problem is with the places in which the lines overlap - the result is that the color seems darker than the color of both lines:
How i can fix it?
As already described in the comment you are blending the newly drawn line with the background which may already contain colours from another object at certain pixels, in your case where lines overlap. To solve this you will either have to draw your lines without overlapping or make your drawing independent from the current buffer state.
In your specific case you may pass the background colour to your fragment shader via some uniform or even a texture and then do your blending manually in the fragment shader.
In general you might want to draw the grid to some frame buffer object (FBO) with attached texture and then draw the whole texture in a single draw call using your fog shader and blending. The drawing to FBO should then be with disabled blending.
There are other ways such as drawing the grid to a stencil buffer first and then redraw a full-screen rect applying a colour with your shader and blending.

OpenGL ES Overlay Blend Mode with Point Sprites

I'm trying to emulate Photoshop's Overlay blend mode on a point sprite. Is this possible in OpenGL ES?
EDIT - This might help you along:
Please note: I do not take credit for the code below; I found it on the powervr forums: http://www.imgtec.com/forum/forum_posts.asp?TID=949
uniform sampler2D s_renderTexture;
uniform sampler2D s_overlayMap;
varying mediump vec2 myTexCoord;
void main()
{
//Get the Texture colour values
lowp vec3 baseColor = texture2D(s_renderTexture, myTexCoord).rgb;
lowp float overlayTexture = texture2D(s_overlayMap, myTexCoord).r;
lowp vec3 finalMix = baseColor + (overlayTexture - 0.5) * (1.0 - abs(2.0 * baseColor - 1.0));
//Set the Fragments colour
gl_FragColor = vec4( finalMix, 1.0 );
}
Sure, call this before rendering the point sprites:
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
This should result in additive blending.
Here's a visual reference on the different blending mode combinations:
http://zanir.wz.cz/?p=60&lang=en
It's an old page, but it's a nice reference.
For more on opengl-es blending : http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml

OpenGL color/alpha output slightly dimmed

I'm seeing slightly dimmed color/alpha output from OpenGL in Linux. Instead of seeing a red component value of 1.0 I'm seeing ~.96988. For example, I have a fully red rectangle (red component = 1.0, alpha = 1.0, green and blue are zero). This dimming happens whether I enable my vertex/fragment shaders or not.
Lighting is disabled so no ambient or other light should be included in the color calculation.
glBegin(GL_POLYGON);
glColor4f(1.0, 0.0, 0.0, 1.0);
glVertex2f(0.0, 0.0);
glVertex2f(1.0, 0.0);
glVertex2f(1.0, 1.0);
glVertex2f(0.0, 1.0);
glEnd();
I take a screen-shot of the resulting window and then load the image into a paint program and examine any particular pixel. I see a red component integer value of 247 instead of 255 as I would expect. When I run this with the vertex shader enabled I see the gl_Color.r component is already < 1.0 and the gl_Color.a component is as well.
All OpenGL states are at the default values. What am I missing?
Edit due to question:
I determined that the value of the red component was ~.96988 by a crude and iterative process of inspecting it in the vertex shader and altering the blue component to signal when the red component was above a threshold value. I kept reducing the constant threashold value until I no longer saw purple. This did the trick:
if(gl_Color.r > 0.96988)
{
gl_Color.b = 1.0; \\ show purple instead of the slightly dimmed red.
}
Edit:
//VERTEX SHADER
varying vec2 texture_coordinate;
void main()
{
gl_Position = ftransform();
texture_coordinate = vec2(gl_MultiTexCoord0);
gl_FrontColor = gl_Color;
}
//FRAGMENT SHADER
varying vec2 texture_coordinate;
uniform sampler2D Texture0;
void main(void)
{
gl_FragColor = texture2D(Texture0, texture_coordinate) * gl_Color;
}
Texture0 in this instance is a fully saturated RED rectangle Red = 1.0, Alpha = 1.0. Without the texture, using vertex color, I get the same results; a slightly dimminished Red and Alpha component.
One more thing, the Red and Aplha channels are "dimmed" by the same amount. So something is causing a dimming of the entire color component. And as I stated in the main question this occurs whether I use shaders or the fixed punction pipeline.
Just for fun I performed a similar test in Windows using DirectX and this resulted in a rectangle with a Red component of 254; still slightly dimmed but just barely.
I'm answering my own question because I resolved the issue and I was the cause. It turns out that I was incorrectly calculating the color channels, including alpha, for the vertices in my models when converting from binary to floating point. A silly error that introduced this slight dimming.
For instance:
currentColor = m_pVertices[i].clr; // color format ARGB
float a = (1.0 / 256) * (m_pVertices[i].clr >> 24);
float r = (1.0 / 256) * ((m_pVertices[i].clr >> 16) % 256);
float g = (1.0 / 256) * ((m_pVertices[i].clr >> 8) % 256);
float b = (1.0 / 256) * (m_pVertices[i].clr % 256);
glColor4f(r, g, b, a);
I should be dividing by 255. Doh!
It seems the only dimming is in my brain and not in openGL.

A Question on OpenGL ES 2.0 and Alpha / Stencil Tests

I have a quad covering the area between -0.5, 0.5 and 0.5, -0.5 on a cleared viewport with a stencil and alpha buffer. In the fragment shader I apply a texture which happens to have a shape -- in this case a circle -- outside of which it is fully transparent.
I am trying to figure out how I can essentially "cut" that non-alpha textured shape out of the next draw of the shape, such that I draw the first quad, offset to some degree (say between -0.3, 0.5 and 0.8, -0.5) and draw again, and only the non-overlap of the non-alpha texture is drawn of the second quad's texture.
It is easy enough doing this with a stencil buffer, such that it applies to the quad and is blind to the texture, however I would like to apply it to the texture.
So as an example of the function what I want actually rendered of the conceptual circle texture would be a crescent in that case. I am not sure what tests I should be using for this.
I think you want to stick with the stencil buffer, but the alpha test isn't available in ES 2.0 per the philosophy that anything that can be done in a shader isn't supplied as fixed functionality.
Instead, you can insert one of your own choosing inside the fragment shader, thanks to the discard keyword. Supposing you had the most trivial textured fragment shader:
varying mediump vec2 texCoordVarying;
uniform sampler2D tex2D;
void main()
{
gl_FragColor = texture2D(tex2D, texCoordVarying);
}
You could throw in an alpha test so that pixels with an alpha of less than 0.1 don't proceed down the pipeline, and hence don't affect the stencil buffer with:
varying mediump vec2 texCoordVarying;
uniform sampler2D tex2D;
void main()
{
vec4 colour = texture2D(tex2D, texCoordVarying);
if(colour.a > 0.1)
gl_FragColor = colour;
else
discard;
}

Resources