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Hey π Welcome to WebGL month.
In one of our previous tutorials we've build some simple image filters, like "black and white", "sepia", etc.
Can we apply this "post effects" not only to an existing image, but to the whole 3d scene we're rendering?
Yes, we can! However we'll still need a texture to process, so we need to render our scene not to a canvas, but to a texture first
As we know from the very first tutorial, canvas is just a buffer of pixel colors (4 integers, r, g, b, a)
There's also a depth buffer (for Z coordinate of each pixel)
So the idea is to make webgl render to some different "buffer" instead of canvas.
There's a special type of buffer, called framebuffer
which can be treated as a render target
To create a framebuffer we need to call gl.createFramebuffer
π src/minecraft.js
mat4.fromTranslation(cameraFocusPointMatrix, cameraFocusPoint);
+ const framebuffer = gl.createFramebuffer();
+
function render() {
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
Framebuffer itself is not a storage, but rather a set of references to "attachments" (color, depth)
To render colors we'll need a texture
π src/minecraft.js
const framebuffer = gl.createFramebuffer();
+ const texture = gl.createTexture();
+
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
+
function render() {
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
Now we need to bind a framebuffer and setup a color attachment
π src/minecraft.js
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.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+
function render() {
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
Now our canvas is white. Did we break something? No β everything is fine, but our scene is now rendered to a texture instead of canvas
Now we need to render from texture to canvas
Vertex shader is very simple, we just need to render a canvas-size rectangle, so we can pass vertex positions from js without any transformations
π src/shaders/filter.v.glsl
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
Fragment shader needs a texture to read a color from and resolution to transform pixel coordinates to texture coordinates
π src/shaders/filter.f.glsl
precision mediump float;
uniform sampler2D texture;
uniform vec2 resolution;
void main() {
gl_FragColor = texture2D(texture, gl_FragCoord.xy / resolution);
}
Now we need to go through a program setup routine
π src/minecraft.js
import { prepare as prepareSkybox, render as renderSkybox } from './skybox';
import { prepare as prepareTerrain, render as renderTerrain } from './minecraft-terrain';
+ import vShaderSource from './shaders/filter.v.glsl';
+ import fShaderSource from './shaders/filter.f.glsl';
+ import { setupShaderInput, compileShader } from './gl-helpers';
+ import { GLBuffer } from './GLBuffer';
+ import { createRect } from './shape-helpers';
+
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ const vShader = gl.createShader(gl.VERTEX_SHADER);
+ const fShader = gl.createShader(gl.FRAGMENT_SHADER);
+
+ compileShader(gl, vShader, vShaderSource);
+ compileShader(gl, fShader, fShaderSource);
+
+ const program = gl.createProgram();
+
+ gl.attachShader(program, vShader);
+ gl.attachShader(program, fShader);
+
+ gl.linkProgram(program);
+ gl.useProgram(program);
+
+ const vertexPositionBuffer = new GLBuffer(
+ gl,
+ gl.ARRAY_BUFFER,
+ new Float32Array([...createRect(-1, -1, 2, 2)]),
+ gl.STATIC_DRAW
+ );
+
+ const indexBuffer = new GLBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0, 1, 2, 1, 2, 3]), gl.STATIC_DRAW);
+
+ const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
+
+ vertexPositionBuffer.bind(gl);
+ gl.vertexAttribPointer(programInfo.attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
+
+ gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
+
function render() {
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
In the beginning of each frame we need to bind a framebuffer to tell webgl to render to a texture
π src/minecraft.js
gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
function render() {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, 30]);
and after we rendered the scene to texture, we need to use our new program
π src/minecraft.js
renderSkybox(gl, viewMatrix, projectionMatrix);
renderTerrain(gl, viewMatrix, projectionMatrix);
+ gl.useProgram(program);
+
requestAnimationFrame(render);
}
Setup program attributes and uniforms
π src/minecraft.js
gl.useProgram(program);
+ vertexPositionBuffer.bind(gl);
+ gl.vertexAttribPointer(programInfo.attributeLocations.position, 2, gl.FLOAT, false, 0, 0);
+
+ gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
+
requestAnimationFrame(render);
}
Bind null framebuffer (this will make webgl render to canvas)
π src/minecraft.js
gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
requestAnimationFrame(render);
}
Bind texture to use it as a source of color data
π src/minecraft.js
gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
requestAnimationFrame(render);
}
And issue a draw call
π src/minecraft.js
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.drawElements(gl.TRIANGLES, indexBuffer.data.length, gl.UNSIGNED_BYTE, 0);
+
requestAnimationFrame(render);
}
Since we're binding different texture after we render terrain and skybox, we need to re-bind textures in terrain and skybox programs
π src/minecraft-terrain.js
await loadImage(textureSource).then((image) => {
const texture = createTexture(gl);
+ State.texture = texture;
+
setImage(gl, texture, image);
gl.generateMipmap(gl.TEXTURE_2D);
setupAttributes(gl);
+ gl.bindTexture(gl.TEXTURE_2D, State.texture);
+
gl.uniformMatrix4fv(State.programInfo.uniformLocations.viewMatrix, false, viewMatrix);
gl.uniformMatrix4fv(State.programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
π src/skybox.js
export function render(gl, viewMatrix, projectionMatrix) {
gl.useProgram(State.program);
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, State.texture);
+
gl.uniformMatrix4fv(State.programInfo.uniformLocations.viewMatrix, false, viewMatrix);
gl.uniformMatrix4fv(State.programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
We need to create a depth buffer. Depth buffer is a render buffer (object which contains a data which came from fragmnt shader output)
π src/minecraft.js
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ const depthBuffer = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+
const vShader = gl.createShader(gl.VERTEX_SHADER);
const fShader = gl.createShader(gl.FRAGMENT_SHADER);
and setup renderbuffer to store depth info
π src/minecraft.js
const depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
+
const vShader = gl.createShader(gl.VERTEX_SHADER);
const fShader = gl.createShader(gl.FRAGMENT_SHADER);
Now scene looks better, but only for a single frame, others seem to be drawn on top of previous. This happens because texture is
n't cleared before next draw call
We need to call a gl.clear
to clear the texture (clears currently bound framebuffer). This method accepts a bitmask which tells webgl which buffers to clear. We need to clear both color and depth buffer, so the mask is gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT
π src/minecraft.js
function render() {
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -30]);
mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, 30]);
NOTE: This also should be done before rendering to canvas if
preserveDrawingBuffer
context argument is set to true
Now we can reuse our filter function from previous tutorial to make the whole scene black and white
π src/shaders/filter.f.glsl
uniform sampler2D texture;
uniform vec2 resolution;
+ vec4 blackAndWhite(vec4 color) {
+ return vec4(vec3(1.0, 1.0, 1.0) * (color.r + color.g + color.b) / 3.0, color.a);
+ }
+
void main() {
- gl_FragColor = texture2D(texture, gl_FragCoord.xy / resolution);
+ gl_FragColor = blackAndWhite(texture2D(texture, gl_FragCoord.xy / resolution));
}
That's it!
Offscreen rendering (rendering to texture) might be used to apply different "post" effects like blur, water on camera, etc. We'll learn another useful usecase of offscreen rendering tomorrow
Thanks for reading! π
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