Computergrafik
Web GL Textures
Modifizierter Shader für 2D Texturen:
Fragment-Shader
#ifdef GL_ES
precision highp float;
#endif
varying vec4 color;
varying vec2 texCoord;
uniform sampler2D sampler;
void main()
{
vec4 texColor = texture2D(sampler, texCoord);
gl_FragColor = color * texColor; // simulate GL_MODULATE
}
precision highp float;
#endif
varying vec4 color;
varying vec2 texCoord;
uniform sampler2D sampler;
void main()
{
vec4 texColor = texture2D(sampler, texCoord);
gl_FragColor = color * texColor; // simulate GL_MODULATE
}
Vertex-Shader
attribute vec3 vertexPosition;
attribute vec4 vertexColor;
attribute vec2 vertexTexCoord;
varying vec4 color;
varying vec2 texCoord;
uniform mat4 mvpMatrix;
void main()
{
color = vertexColor;
texCoord = vertexTexCoord;
gl_Position = mvpMatrix * vec4(vertexPosition, 1.0);
}
attribute vec4 vertexColor;
attribute vec2 vertexTexCoord;
varying vec4 color;
varying vec2 texCoord;
uniform mat4 mvpMatrix;
void main()
{
color = vertexColor;
texCoord = vertexTexCoord;
gl_Position = mvpMatrix * vec4(vertexPosition, 1.0);
}
Eine Textur muss geladen und als Textur-Objekt gespeichert werden:
var texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function()
{
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
texture.image.src = url;
texture.image = new Image();
texture.image.onload = function()
{
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
texture.image.src = url;
Das Textur-Objekt muss gebunden werden:
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(shader.samplerUniform, 0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(shader.samplerUniform, 0);
Nun müssen nur noch Textur-Koordinaten als weiteres Attribut definiert sein:
shader.vertexTexCoordAttribute = gl.getAttribLocation(shader, "vertexTexCoord");
gl.enableVertexAttribArray(shader.vertexTexCoordAttribute);
var crdBuffer = gl.createBuffer();
...
gl.bindBuffer(gl.ARRAY_BUFFER, crdBuffer);
gl.vertexAttribPointer(shader.vertexTexCoordAttribute, crdBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(shader.vertexTexCoordAttribute);
var crdBuffer = gl.createBuffer();
...
gl.bindBuffer(gl.ARRAY_BUFFER, crdBuffer);
gl.vertexAttribPointer(shader.vertexTexCoordAttribute, crdBuffer.itemSize, gl.FLOAT, false, 0, 0);
Web GL Shader mit 2D Texturen.
Weitere WebGL Beispiele: