Webgl 2 0

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How to download an image object from webgl/javascript. 3 Unity3D - Upload a image from PC memory to WebGL app. 2 Unity WebGL communicate with web page. 2 Unity WebGL External Assets. 4 Save frames in UntyWebGl. 0 Download image from Webview

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How to Enable WebGL 2 0 on Microsoft Edge

The textured cubeThe changes to the drawScene() function are simple. Note: In the drawScene() function of your "draw-scene.js" module, add the following function: function setTextureAttribute(gl, buffers, programInfo) { const num = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord); gl.vertexAttribPointer( programInfo.attribLocations.textureCoord, num, type, normalize, stride, offset, ); gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);} Note: In the drawScene() function of your "draw-scene.js" module, replace the call to setColorAttribute() with the following line: setTextureAttribute(gl, buffers, programInfo); Then add code to specify the texture to map onto the faces. Note: In your drawScene() function, just after the two calls to gl.uniformMatrix4fv(), add the following code: gl.activeTexture(gl.TEXTURE0);gl.bindTexture(gl.TEXTURE_2D, texture);gl.uniform1i(programInfo.uniformLocations.uSampler, 0); WebGL provides a minimum of 8 texture units; the first of these is gl.TEXTURE0. We tell WebGL we want to affect unit 0. We then call bindTexture() which binds the texture to the TEXTURE_2D bind point of texture unit 0. We then tell the shader that for the uSampler use texture unit 0. Lastly, add texture as a parameter to the drawScene() function, both where it is defined and where it is called. Note: Update the declaration of your drawScene() function to add the new parameter: function drawScene(gl, programInfo, buffers, texture, cubeRotation) { Note: Update the place in your main() function where you call drawScene(): drawScene(gl, programInfo, buffers, texture, cubeRotation); At this point, the rotating cube should be good to go. View the complete code | Open this demo on a new pageCross-domain texturesLoading of WebGL textures is subject 4.25. Removes a group of handles owned by the object. Parameter groupKey * optional A group key or an array or collection of group keys to remove. Example obj.removeHandles(); // removes handles from default groupobj.removeHandles("handle-group");obj.removeHandles("other-handle-group"); render Method render(renderParameters) The method to implement that is responsible of drawing the content of the layer.This method is called every time the MapView's state changes, or if requestRender() has been called. Parameters Specification Specification TheWebGL or WebGL 2 context. Its concrete type depends on system configuration.Every time that render() is called, the API automatically resets WebGL to a conventionalstate which is almost the default one; the only two things that may be non-default arethe bound framebuffer and the viewport, which is set to match the entire framebuffer.The body of render() must not change these settings. The stationary state of the MapView. The object that describes view state. Example // Example of a render implementation that draws using a custom shader programrender(renderParameters) { const gl = this.context; gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.vertexAttribPointer(0, 2, gl.SHORT, false, 10, 0); gl.vertexAttribPointer(1, 3, gl.SHORT, true, 10, 4); gl.bindBuffer(gl.ARRAY_BUFFER, null); gl.enableVertexAttribArray(0); gl.enableVertexAttribArray(1); ... // Update uniforms as needed by calling gl.uniform... ... gl.useProgram(this._shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, this._vertexCount); gl.disableVertexAttribArray(0); gl.disableVertexAttribArray(1); gl.useProgram(null);} requestRender Method requestRender() The LayerView can call this method to ask the MapView to schedule a new rendering frame. Example // Call requestRender whenever the layer opacity has changedattach() { this._propertyHandle = reactiveUtils.watch( () => this.layer.opacity, () => this.requestRender() );} Since: ArcGIS Maps SDK for JavaScript 4.14 BaseLayerViewGL2D since 4.11, tessellateExtent added at

How to Enable WebGL 2 0 on Google Chrome

GlUtilsglUtils is a bare-bones WebGL library abstracting away the more common boilerplate WebGL code,while still allowing one to use the API directly.Demonstrations of glUtils functionality can be found in the examples directory and in most of my WebGL experiments.UsageThe WebGL context is acquired using glUtils.getGL(), passing a canvas element to it as argument (it is assumed the canvas has already had its width and height set): var gl = glUtils.getGL(document.getElementById("webgl"));A program is set up using glUtils.getProgram() and passing it the WebGL context, and the ids of elementsin the page containing the vertex and fragment shader code: var program = glUtils.getProgram(gl, "vertex-shader", "fragment-shader");Any errors in the compilation or linking will be printed to the console.References to shader attributes and uniforms can be acquired using glUtils.getGLVars(): var gl_vars = glUtils.getGLVars(gl, program, { attributes: ["aPosition", "aColor"], uniforms: ["uMVP"] });glUtils.getGLVars() returns an object containing the variable names as keys and their referencesas values, e.g. gl_vars.aPosition, gl_vars.uMVP.Attribute buffers can be prepared using glUtils.setBuffer(), passing the WebGL context,attribute reference, data and item size as arguments. The created buffer object is returned: var position_buffer = glUtils.setBuffer(gl, gl_vars.aPosition, vertices, 3);When switching between programs, it might be necessary to rebind buffer objects,and this can be done using glUtils.enableBuffer(), passing the WebGL context,attribute reference, buffer object and item size as arguments: glUtils.enableBuffer(gl, gl_vars.aPosition, position_buffer, 3);Textures can be loaded using glUtils.loadTexture(), which takes the WebGLcontext, texture unit and image object as arguments: glUtils.loadTexture(gl, gl.TEXTURE0, texture_image);glUtils.loadTexture() defaults to common options for filtering and wrap modes. These can be overridden by passing it additional options: glUtils.loadTexture(gl, gl.TEXTURE0, texture_image, { min_filter: gl.LINEAR, mag_filter: gl.LINEAR, wrap_s: gl.CLAMP_TO_EDGE, wrap_t: gl.CLAMP_TO_EDGE });glUtils also provides two utility methods for creating the geometry of basic shapes: var sphere = glUtils.createSphere({ long_bands: 32, lat_bands: 32, radius: 1 }); var box = glUtils.createBox({ dimensions: [1, 2, 1] });Both return objects containing properties vertices, the vertex positions, normals, the vertex normals, andtexture_coords, the texture coordinates.Math ModulesglUtils provides two modules, glUtils.vec3 and glUtils.mat4, to help with common mathematical operations on the typed arrays used by WebGL. The API for these modules is heavily influenced by gl-matrix.glUtils.vec3 provides the following functions:vec3.create(x, y, z): create a vec3 (a 3-element Float32Array). Elements will default to 0.vec3.copy(v1, v2): copy elements of v2 into v1.vec3.clone(v): create a clone of v.vec3.length(v): calculate the length of vector v.vec3.scale(v, s): scale vector v by a factor of s.vec3.normalize(v): normalize vector v.vec3.add(out, v1, v2): add vectors v1 and v2, store result in out.vec3.sub(out, v1, v2): subtract vector v2 from vector v1, store result in out.vec3.dot(v1, v2): calculate the dot product of vectors v1 and v2.vec3.cross(out, v1, v2): calculate the cross product of vectors v1 and v2, store result in out.vec3.applyMat4(out, m, v, vector_transform): apply transformation represented by matrix m to the vector. How to download an image object from webgl/javascript. 3 Unity3D - Upload a image from PC memory to WebGL app. 2 Unity WebGL communicate with web page. 2 Unity WebGL External Assets. 4 Save frames in UntyWebGl. 0 Download image from Webview

Como Ativar O WebGL 2 0 No Microsoft Edge

« Previous Next » Now that our sample program has a rotating 3D cube, let's map a texture onto it instead of having its faces be solid colors.Loading texturesThe first thing to do is add code to load the textures. In our case, we'll be using a single texture, mapped onto all six sides of our rotating cube, but the same technique can be used for any number of textures. Note: It's important to note that the loading of textures follows cross-domain rules; that is, you can only load textures from sites for which your content has CORS approval. See Cross-domain textures below for details. Note: Add these two functions to your "webgl-demo.js" script: function loadTexture(gl, url) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); const level = 0; const internalFormat = gl.RGBA; const width = 1; const height = 1; const border = 0; const srcFormat = gl.RGBA; const srcType = gl.UNSIGNED_BYTE; const pixel = new Uint8Array([0, 0, 255, 255]); gl.texImage2D( gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, pixel, ); const image = new Image(); image.onload = () => { gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D( gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image, ); if (isPowerOf2(image.width) && isPowerOf2(image.height)) { gl.generateMipmap(gl.TEXTURE_2D); } else { 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); } }; image.src = url; return texture;}function isPowerOf2(value) { return (value & (value - 1)) === 0;} The loadTexture() routine starts by creating a WebGL texture object texture by calling the WebGL createTexture() function. It then uploads a single blue pixel WebGL 2A video series for learning WebGL 2 concepts=====================================================This repository contains all the final code files we've written in my series on WebGL 2 on YouTube. More will be added as new videos go up.Episode listHello World link to comeUniforms 1 link to comeAttributes 1 link to comePrecision link to comeAttributes 2 link to comedrawElements link to comeTargets link to comeAbout the seriesEvery video will attempt to demonstrate some aspect of WebGL 2 in isolation. We're avoiding all 3rd party dependencies. We're not building up to a grand application at the end. We're not even building our own WebGL library. All code will exist in a single page and, as much as possible, will focus on a single, isolated concept.Please don't get distracted by my set-up. I'm writing to TypeScript files, but you'll probably just use JavaScript files. I'm using VSCode with the GLSL Lint extension, but you should use whatever you are most comfortable using. I'm using Parcel.js for hot-reloading and TypeScript transpilation, but you can use whatever system you like (even if that's just writing to a file on your desktop and hitting Ctrl+R.) If you spend more than a minute setting your environment up, that's a minute wasted that you could be learning WebGL.I really hope you enjoy this series.Wait! Hang on! Why bother?Yeah. That's a great question. There are a lot of really, really, really good WebGL and OpenGL video tutorials out there. And I am pretty new to WebGL. I'm certainly no guru. So what

Comment Activer WebGL 2 0 Sur Microsoft Edge

Using libprojectM in EmscriptenprojectM supports OpenGL ES rendering, and can be compiled into WebAssembly for use in browsers. WebGL is similar toOpenGL ES, but not identical, so a few additional considerations apply to get projectM running with Emscripten.Additional Build SettingsA few additional build settings will be required when building an Emscripten wrapper. Pass these flags/parameterrs tothe Emscripten linker:-sUSE_SDL=2: It is highly recommended to use Emscripten's built-in SDL2 port to set up the rendering context. Thisflag will link the appropriate library.-sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2: Forces the use of WebGL 2, which is required for OpenGL ES 3 emulation.-sFULL_ES2=1 -sFULL_ES3=1: Enables full emulation support for both OpenGL ES 2.0 and 3.0 variants.-sALLOW_MEMORY_GROWTH=1: Allows allocating additional memory if necessary. This may be required to load additionaltextures etc. in projectM.Initializing Emscripten's OpenGL ContextIn addition to the above linker flags, some additional initialization steps must be performed to set up the OpenGLrendering context for projectM. Specifically, the OES_texture_float WenGL extension must be loaded explicitly tosupport the required texture format for the motion vector grid. The following code template can be used to set up aproper SDL2/WebGL context for projectM:#include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all other stuff below. return 0;}">#include #include #include #include int main(void){ // Init SDL's video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create the SDL window (will be tied to the Emscripten HTML5 canvas) SDL_window* window = NULL; SDL_renderer* renderer = NULL; SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer); if (window == NULL || renderer == NULL) { fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError()); return 1; } // Enable floating-point texture support for motion vector grid. auto webGlContext = emscripten_webgl_get_current_context(); emscripten_webgl_enable_extension(webGlContext, "OES_texture_float"); // Initialize projectM and put all

Como Habilitar O WebGL 2 0 No Google Chrome

Height and Radius t('relOffsetX,0,'relOffsetZ) PlantVisualization####################################################### Analytical Model# PlantAnalytical --> i(_getAsset) PlantAnalytical(_getScaleY,_getScaleXZ) PlantAnalytical(scaleY,scaleXZ) --> s('scaleXZ,'scaleY,'scaleXZ) center(xz) PlantVisualization####################################################### Fan # PlantFan --> i(_getAsset) PlantFan(_getScaleY,_getScaleXZ) PlantFan(scaleY,scaleXZ) --> s('scaleXZ,'scaleY,'scaleXZ) center(xz) r(scopeCenter,0,_randomRotation,0) PlantVisualization ####################################################### Post operations#PlantVisualization --> case OverwriteColor != "" && _roundTransparency > 0.01: # leaf cards will not work in webgl anymore (CE2013) set(material.opacity,1-_roundTransparency) set(material.colormap,"") color(OverwriteColor) PlantReporting case OverwriteColor != "": # leaf cards will not work in webgl anymore (CE2013) set(material.colormap,"") color(OverwriteColor) PlantReporting case _roundTransparency > 0.01: # leaf cards will not work in webgl anymore (CE2013) set(material.opacity,1-_roundTransparency) PlantReporting case RandomBrightness: color(40%: "#ffffff" 33%: "#dddddd" else: "#bbbbbb") # variation in brightness for better looks (but tripples the instance count...) PlantReporting else: PlantReporting PlantReporting --> case Reporting == "Metadata": report( "Common Name", _plantName ) report( "Genus", _genus(_plantNbr) ) report( "Species", _species(_plantNbr) ) report( "Total Height", _plantHeight ) report( "Trunk Height", _trunkHeight(_plantNbr,_plantHeight) ) report( "Trunk Radius", _trunkRadius(_plantNbr,_plantRadius) ) report( "Crown Radius", _plantRadius ) report( "Crown Shape", _crownShape(_plantNbr) ) report( "Wikipedia URL for Species",_wikipediaURL(_plantNbr) ) report( "Minimun Height of Species",_heightMin(_plantNbr) ) report( "Maximum Height of Species",_heightMax(_plantNbr) ) report( "Hardiness Zone Min", _zoneMin(_plantNbr) ) report( "Hardiness Zone Max", _zoneMax(_plantNbr) ) report( "Contintents of Species", _regions(_plantNbr) ) PlantFinal. case Reporting == "Instance Information": PlantFinal. report("asset", "Plants/" + _plantName ) report("scale", _plantHeight ) # report position in world coords s(0.001,'1,0.001) center(xz) report("xpos", convert(x,scope,world,pos,0,0,0) ) report("ypos", convert(y,scope,world,pos,0,0,0) ) report("zpos", convert(z,scope,world,pos,0,0,0) ) # report rotation in world coords report("xrot", -(convert(x,scope,world,orient,0,0,0)) ) report("yrot", -(convert(y,scope,world,orient,0,0,0)) ) report("zrot", convert(z,scope,world,orient,0,0,0) ) else: PlantFinal./**/. How to download an image object from webgl/javascript. 3 Unity3D - Upload a image from PC memory to WebGL app. 2 Unity WebGL communicate with web page. 2 Unity WebGL External Assets. 4 Save frames in UntyWebGl. 0 Download image from Webview Unity WebGL crashing on loadscene. Ask Question Asked 8 years, 1 month ago. Chrome webgl rendering / flashing issue. 2 Unity WebGL for Chrome [Browser-Fix-Needed] 0

كيفية تمكين WebGL 2 0 على جوجل كروم

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.Engines and libraries ⚙️NameStarsLast CommitDescriptionthree.jsJavaScript 3D librarystack.glan open software ecosystem for WebGL, built on top of browserify and npm.PixiJSSuper fast HTML 5 2D rendering engine that uses webGL with canvas fallbackPexPex is a javascript 3d library / engine allowing for seamless development between Plask and WebGL in the browser.Babylon.jsa complete JavaScript framework for building 3D games with HTML 5 and WebGLFilamentFilament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGLClayGLA WebGL graphic library helping you to build scalable Web3D applicationsAwayJSAwayJS is a graphics library for javascript written in typescriptSceneJSAn extensible WebGL-based engine for high-detail 3D visualisationBlend4Weba tool for interactive 3D visualization on the InternetPlayCanvasJavaScript game engine built on WebGL and WebVRTurbulenzTurbulenz is a modular 3D and 2D game framework for making HTML5 powered games for browsers, desktops and mobile devices.Hilo3da WebGL Rendering Engine.litesceneA WebGL 3D Engine library with component-based node hierarchy. Used by WebGLStudio.Two.jsA renderer agnostic two-dimensional drawing api for the web.webgl-operateA TypeScript based WebGL rendering framework.RhodoniteRhodonite Web3D Library in TypeScriptZograA simple WebGL2 renderer.LayaAirLayaAir is an open-source 2D/3D engine. LayaAir Engine is designed for high performance games.libGDXDesktop/Android/HTML5/iOS Java game development framework.LittleJSLittleJS is a HTML5 game engine with many features and no dependencies.Galacean EngineA typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF.NameStarsLast CommitDescriptiondawnDawn, a WebGPU implementationwgpuSafe and portable GPU abstraction in Rust, implementing WebGPU API.RedGPURedGPU - Javascript webGPU Enginesokol3D-API wrapperwgpuNative WebGPU implementation based on gfx-haldgelA WebGPU engine.YUEPersonal WebGPU based 3D renderer.Simple-GPUFunctional WebGPU.VelloAn experimental GPU compute-centric 2D renderer.GWebGPUEngineA WebGPU Engine for real-time rendering and GPGPU.OrillusionOrillusion is a pure Web3D rendering engine which is fully developed based on the WebGPU standard.SWGPUA complete, fast and fun web game engine with examples.XGPUa higher-level, easy-to-use interface for building rendering engines or processing numeric data.webgpu-rendererA simple renderer implemented by WebGPU, includes a builtin path tracing pipeline.pointsA Generative Art library made in WebGPUWebGPU RaytracerRealtime path tracing via WebGPU compute shadersWebGPU-KitA minimal webGPU toolkit for rendering and compute pipelinesshadeupA language for WebGPU that makes writing shaders easierSundown EngineWebGPU game engine for fun and games.CobaltWebGpu 2D renderer.Toolkits and micro frameworks 🧰NameStarsLast CommitDescriptionreglFast functional WebGLlightgl.jsA lightweight WebGL libraryTWGLA Tiny WebGL helper Libraryp5.jsa new interpretation of Processing, not an emulation or port.Foura slightly higher level graphics API based on WebGL 1.0TDLTDL is a low-level library for WebGL apps (see TWGL)KickJSA WebGL game engine for modern web-browsersnanoglwebgl micro frameworkAlfridA WebGL tool setMediumProgressive WebGL toolkit for artPicoGL.jsA minimal WebGL 2-only rendering libraryO-GLMinimal WebGL frameworkmini-webglMini toy WebGL libraryphenomenon-pxThe fastest way to create pixel shaders.zen-3dJavaScript 3D library.GLOWGLOW is a WebGL wrapper, which focuses on easy creation and use of shaders.HelixA

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User5271

The textured cubeThe changes to the drawScene() function are simple. Note: In the drawScene() function of your "draw-scene.js" module, add the following function: function setTextureAttribute(gl, buffers, programInfo) { const num = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord); gl.vertexAttribPointer( programInfo.attribLocations.textureCoord, num, type, normalize, stride, offset, ); gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);} Note: In the drawScene() function of your "draw-scene.js" module, replace the call to setColorAttribute() with the following line: setTextureAttribute(gl, buffers, programInfo); Then add code to specify the texture to map onto the faces. Note: In your drawScene() function, just after the two calls to gl.uniformMatrix4fv(), add the following code: gl.activeTexture(gl.TEXTURE0);gl.bindTexture(gl.TEXTURE_2D, texture);gl.uniform1i(programInfo.uniformLocations.uSampler, 0); WebGL provides a minimum of 8 texture units; the first of these is gl.TEXTURE0. We tell WebGL we want to affect unit 0. We then call bindTexture() which binds the texture to the TEXTURE_2D bind point of texture unit 0. We then tell the shader that for the uSampler use texture unit 0. Lastly, add texture as a parameter to the drawScene() function, both where it is defined and where it is called. Note: Update the declaration of your drawScene() function to add the new parameter: function drawScene(gl, programInfo, buffers, texture, cubeRotation) { Note: Update the place in your main() function where you call drawScene(): drawScene(gl, programInfo, buffers, texture, cubeRotation); At this point, the rotating cube should be good to go. View the complete code | Open this demo on a new pageCross-domain texturesLoading of WebGL textures is subject

2025-04-05
User8551

4.25. Removes a group of handles owned by the object. Parameter groupKey * optional A group key or an array or collection of group keys to remove. Example obj.removeHandles(); // removes handles from default groupobj.removeHandles("handle-group");obj.removeHandles("other-handle-group"); render Method render(renderParameters) The method to implement that is responsible of drawing the content of the layer.This method is called every time the MapView's state changes, or if requestRender() has been called. Parameters Specification Specification TheWebGL or WebGL 2 context. Its concrete type depends on system configuration.Every time that render() is called, the API automatically resets WebGL to a conventionalstate which is almost the default one; the only two things that may be non-default arethe bound framebuffer and the viewport, which is set to match the entire framebuffer.The body of render() must not change these settings. The stationary state of the MapView. The object that describes view state. Example // Example of a render implementation that draws using a custom shader programrender(renderParameters) { const gl = this.context; gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.vertexAttribPointer(0, 2, gl.SHORT, false, 10, 0); gl.vertexAttribPointer(1, 3, gl.SHORT, true, 10, 4); gl.bindBuffer(gl.ARRAY_BUFFER, null); gl.enableVertexAttribArray(0); gl.enableVertexAttribArray(1); ... // Update uniforms as needed by calling gl.uniform... ... gl.useProgram(this._shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, this._vertexCount); gl.disableVertexAttribArray(0); gl.disableVertexAttribArray(1); gl.useProgram(null);} requestRender Method requestRender() The LayerView can call this method to ask the MapView to schedule a new rendering frame. Example // Call requestRender whenever the layer opacity has changedattach() { this._propertyHandle = reactiveUtils.watch( () => this.layer.opacity, () => this.requestRender() );} Since: ArcGIS Maps SDK for JavaScript 4.14 BaseLayerViewGL2D since 4.11, tessellateExtent added at

2025-04-15
User8367

GlUtilsglUtils is a bare-bones WebGL library abstracting away the more common boilerplate WebGL code,while still allowing one to use the API directly.Demonstrations of glUtils functionality can be found in the examples directory and in most of my WebGL experiments.UsageThe WebGL context is acquired using glUtils.getGL(), passing a canvas element to it as argument (it is assumed the canvas has already had its width and height set): var gl = glUtils.getGL(document.getElementById("webgl"));A program is set up using glUtils.getProgram() and passing it the WebGL context, and the ids of elementsin the page containing the vertex and fragment shader code: var program = glUtils.getProgram(gl, "vertex-shader", "fragment-shader");Any errors in the compilation or linking will be printed to the console.References to shader attributes and uniforms can be acquired using glUtils.getGLVars(): var gl_vars = glUtils.getGLVars(gl, program, { attributes: ["aPosition", "aColor"], uniforms: ["uMVP"] });glUtils.getGLVars() returns an object containing the variable names as keys and their referencesas values, e.g. gl_vars.aPosition, gl_vars.uMVP.Attribute buffers can be prepared using glUtils.setBuffer(), passing the WebGL context,attribute reference, data and item size as arguments. The created buffer object is returned: var position_buffer = glUtils.setBuffer(gl, gl_vars.aPosition, vertices, 3);When switching between programs, it might be necessary to rebind buffer objects,and this can be done using glUtils.enableBuffer(), passing the WebGL context,attribute reference, buffer object and item size as arguments: glUtils.enableBuffer(gl, gl_vars.aPosition, position_buffer, 3);Textures can be loaded using glUtils.loadTexture(), which takes the WebGLcontext, texture unit and image object as arguments: glUtils.loadTexture(gl, gl.TEXTURE0, texture_image);glUtils.loadTexture() defaults to common options for filtering and wrap modes. These can be overridden by passing it additional options: glUtils.loadTexture(gl, gl.TEXTURE0, texture_image, { min_filter: gl.LINEAR, mag_filter: gl.LINEAR, wrap_s: gl.CLAMP_TO_EDGE, wrap_t: gl.CLAMP_TO_EDGE });glUtils also provides two utility methods for creating the geometry of basic shapes: var sphere = glUtils.createSphere({ long_bands: 32, lat_bands: 32, radius: 1 }); var box = glUtils.createBox({ dimensions: [1, 2, 1] });Both return objects containing properties vertices, the vertex positions, normals, the vertex normals, andtexture_coords, the texture coordinates.Math ModulesglUtils provides two modules, glUtils.vec3 and glUtils.mat4, to help with common mathematical operations on the typed arrays used by WebGL. The API for these modules is heavily influenced by gl-matrix.glUtils.vec3 provides the following functions:vec3.create(x, y, z): create a vec3 (a 3-element Float32Array). Elements will default to 0.vec3.copy(v1, v2): copy elements of v2 into v1.vec3.clone(v): create a clone of v.vec3.length(v): calculate the length of vector v.vec3.scale(v, s): scale vector v by a factor of s.vec3.normalize(v): normalize vector v.vec3.add(out, v1, v2): add vectors v1 and v2, store result in out.vec3.sub(out, v1, v2): subtract vector v2 from vector v1, store result in out.vec3.dot(v1, v2): calculate the dot product of vectors v1 and v2.vec3.cross(out, v1, v2): calculate the cross product of vectors v1 and v2, store result in out.vec3.applyMat4(out, m, v, vector_transform): apply transformation represented by matrix m to the vector

2025-04-16
User6574

« Previous Next » Now that our sample program has a rotating 3D cube, let's map a texture onto it instead of having its faces be solid colors.Loading texturesThe first thing to do is add code to load the textures. In our case, we'll be using a single texture, mapped onto all six sides of our rotating cube, but the same technique can be used for any number of textures. Note: It's important to note that the loading of textures follows cross-domain rules; that is, you can only load textures from sites for which your content has CORS approval. See Cross-domain textures below for details. Note: Add these two functions to your "webgl-demo.js" script: function loadTexture(gl, url) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); const level = 0; const internalFormat = gl.RGBA; const width = 1; const height = 1; const border = 0; const srcFormat = gl.RGBA; const srcType = gl.UNSIGNED_BYTE; const pixel = new Uint8Array([0, 0, 255, 255]); gl.texImage2D( gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, pixel, ); const image = new Image(); image.onload = () => { gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D( gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image, ); if (isPowerOf2(image.width) && isPowerOf2(image.height)) { gl.generateMipmap(gl.TEXTURE_2D); } else { 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); } }; image.src = url; return texture;}function isPowerOf2(value) { return (value & (value - 1)) === 0;} The loadTexture() routine starts by creating a WebGL texture object texture by calling the WebGL createTexture() function. It then uploads a single blue pixel

2025-03-30
User1552

WebGL 2A video series for learning WebGL 2 concepts=====================================================This repository contains all the final code files we've written in my series on WebGL 2 on YouTube. More will be added as new videos go up.Episode listHello World link to comeUniforms 1 link to comeAttributes 1 link to comePrecision link to comeAttributes 2 link to comedrawElements link to comeTargets link to comeAbout the seriesEvery video will attempt to demonstrate some aspect of WebGL 2 in isolation. We're avoiding all 3rd party dependencies. We're not building up to a grand application at the end. We're not even building our own WebGL library. All code will exist in a single page and, as much as possible, will focus on a single, isolated concept.Please don't get distracted by my set-up. I'm writing to TypeScript files, but you'll probably just use JavaScript files. I'm using VSCode with the GLSL Lint extension, but you should use whatever you are most comfortable using. I'm using Parcel.js for hot-reloading and TypeScript transpilation, but you can use whatever system you like (even if that's just writing to a file on your desktop and hitting Ctrl+R.) If you spend more than a minute setting your environment up, that's a minute wasted that you could be learning WebGL.I really hope you enjoy this series.Wait! Hang on! Why bother?Yeah. That's a great question. There are a lot of really, really, really good WebGL and OpenGL video tutorials out there. And I am pretty new to WebGL. I'm certainly no guru. So what

2025-03-28

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