This is a series of blog posts related to WebGL. New post will be available every day
Join mailing list to get new posts right to your inbox
Built with
Hey π
Welcome to WebGL month.
In previous tutorials we've rendered objects without any surroundings, but what if we want to add sky to our scene?
There's a special texture type which mught help us with it
We can treat our scene as a giant cube where camera is always in the center of this cube.
So all we need it render this cube and apply a texture, like below
Vertex shader will have vertex positions and texCoord attribute, view and projection matrix uniforms. We don't need model matrix as our "world" cube is static
π src/shaders/skybox.v.glsl
attribute vec3 position;
varying vec3 vTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main() {
}
If our cube vertices coordinates are in [-1..1]
range, we can use this coordinates as texture coordinates directly
π src/shaders/skybox.v.glsl
uniform mat4 viewMatrix;
void main() {
-
+ vTexCoord = position;
}
And to calculate position of transformed vertex we need to multiply vertex position, view matrix and projection matrix
π src/shaders/skybox.v.glsl
void main() {
vTexCoord = position;
+ gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}
Fragment shader should have a vTexCoord varying to receive tex coords from vertex shader
π src/shaders/skybox.f.glsl
precision mediump float;
varying vec3 vTexCoord;
void main() {
}
and a special type of texture β sampler cube
π src/shaders/skybox.f.glsl
precision mediump float;
varying vec3 vTexCoord;
+ uniform samplerCube skybox;
void main() {
-
}
and all we need to calculate fragment color is to read color from cubemap texture
π src/shaders/skybox.f.glsl
uniform samplerCube skybox;
void main() {
+ gl_FragColor = textureCube(skybox, vTexCoord);
}
As usual we need to get a canvas reference, webgl context, and make canvas fullscreen
π src/skybox.js
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
const width = document.body.offsetWidth;
const height = document.body.offsetHeight;
canvas.width = width * devicePixelRatio;
canvas.height = height * devicePixelRatio;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
Setup webgl program
π src/skybox.js
+ import vShaderSource from './shaders/skybox.v.glsl';
+ import fShaderSource from './shaders/skybox.f.glsl';
+
+ import { compileShader, setupShaderInput } from './gl-helpers';
+
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
+
+ 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 programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
Create cube object and setup buffer for vertex positions
π src/skybox.js
import fShaderSource from './shaders/skybox.f.glsl';
import { compileShader, setupShaderInput } from './gl-helpers';
+ import { Object3D } from './Object3D';
+ import { GLBuffer } from './GLBuffer';
+
+ import cubeObj from '../assets/objects/cube.obj';
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
gl.useProgram(program);
const programInfo = setupShaderInput(gl, program, vShaderSource, fShaderSource);
+
+ const cube = new Object3D(cubeObj, [0, 0, 0], [0, 0, 0]);
+ const vertexBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, cube.vertices, gl.STATIC_DRAW);
Setup position attribute
π src/skybox.js
const cube = new Object3D(cubeObj, [0, 0, 0], [0, 0, 0]);
const vertexBuffer = new GLBuffer(gl, gl.ARRAY_BUFFER, cube.vertices, gl.STATIC_DRAW);
+
+ vertexBuffer.bind(gl);
+ gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);
Setup view, projection matrices, pass values to uniforms and set viewport
π src/skybox.js
import { GLBuffer } from './GLBuffer';
import cubeObj from '../assets/objects/cube.obj';
+ import { mat4 } from 'gl-matrix';
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
vertexBuffer.bind(gl);
gl.vertexAttribPointer(programInfo.attributeLocations.position, 3, gl.FLOAT, false, 0, 0);
+
+ const viewMatrix = mat4.create();
+ const projectionMatrix = mat4.create();
+
+ mat4.lookAt(viewMatrix, [0, 0, 0], [0, 0, -1], [0, 1, 0]);
+
+ mat4.perspective(projectionMatrix, (Math.PI / 360) * 90, canvas.width / canvas.height, 0.01, 100);
+
+ gl.uniformMatrix4fv(programInfo.uniformLocations.viewMatrix, false, viewMatrix);
+ gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
+
+ gl.viewport(0, 0, canvas.width, canvas.height);
And define a function which will render our scene
π src/skybox.js
gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
gl.viewport(0, 0, canvas.width, canvas.height);
+
+ function frame() {
+ gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.data.length / 3);
+
+ requestAnimationFrame(frame);
+ }
Now the fun part. Texture for each side of the cube should be stored in separate file, so we need to laod all images. Check out this site for other textures
π src/skybox.js
import vShaderSource from './shaders/skybox.v.glsl';
import fShaderSource from './shaders/skybox.f.glsl';
- import { compileShader, setupShaderInput } from './gl-helpers';
+ import { compileShader, setupShaderInput, loadImage } from './gl-helpers';
import { Object3D } from './Object3D';
import { GLBuffer } from './GLBuffer';
import cubeObj from '../assets/objects/cube.obj';
import { mat4 } from 'gl-matrix';
+ import rightTexture from '../assets/images/skybox/right.JPG';
+ import leftTexture from '../assets/images/skybox/left.JPG';
+ import upTexture from '../assets/images/skybox/up.JPG';
+ import downTexture from '../assets/images/skybox/down.JPG';
+ import backTexture from '../assets/images/skybox/back.JPG';
+ import frontTexture from '../assets/images/skybox/front.JPG';
+
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
requestAnimationFrame(frame);
}
+
+ Promise.all([
+ loadImage(rightTexture),
+ loadImage(leftTexture),
+ loadImage(upTexture),
+ loadImage(downTexture),
+ loadImage(backTexture),
+ loadImage(frontTexture),
+ ]).then((images) => {
+ frame();
+ });
Now we need to create a webgl texture
π src/skybox.js
loadImage(backTexture),
loadImage(frontTexture),
]).then((images) => {
+ const texture = gl.createTexture();
+
frame();
});
And pass a special texture type to bind method β gl.TEXTURE_CUBE_MAP
π src/skybox.js
loadImage(frontTexture),
]).then((images) => {
const texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
frame();
});
Then we need to setup texture
π src/skybox.js
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+
frame();
});
and upload each image to gpu
Targets are:
-
gl.TEXTURE_CUBE_MAP_POSITIVE_X
β right -
gl.TEXTURE_CUBE_MAP_NEGATIVE_X
β left -
gl.TEXTURE_CUBE_MAP_POSITIVE_Y
β top -
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y
β bottom -
gl.TEXTURE_CUBE_MAP_POSITIVE_Z
β front -
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
β back
Since all these values are integers, we can iterate over all images and add image index to TEXTURE_CUBE_MAP_POSITIVE_X
target
π src/skybox.js
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ images.forEach((image, index) => {
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
+ });
+
frame();
});
and finally let's reuse the code from previous tutorial to implement camera rotation animation
π src/skybox.js
import { GLBuffer } from './GLBuffer';
import cubeObj from '../assets/objects/cube.obj';
- import { mat4 } from 'gl-matrix';
+ import { mat4, vec3 } from 'gl-matrix';
import rightTexture from '../assets/images/skybox/right.JPG';
import leftTexture from '../assets/images/skybox/left.JPG';
gl.viewport(0, 0, canvas.width, canvas.height);
+ const cameraPosition = [0, 0, 0];
+ const cameraFocusPoint = vec3.fromValues(0, 0, 1);
+ const cameraFocusPointMatrix = mat4.create();
+
+ mat4.fromTranslation(cameraFocusPointMatrix, cameraFocusPoint);
+
function frame() {
+ mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, -1]);
+ mat4.rotateY(cameraFocusPointMatrix, cameraFocusPointMatrix, Math.PI / 360);
+ mat4.translate(cameraFocusPointMatrix, cameraFocusPointMatrix, [0, 0, 1]);
+
+ mat4.getTranslation(cameraFocusPoint, cameraFocusPointMatrix);
+
+ mat4.lookAt(viewMatrix, cameraPosition, cameraFocusPoint, [0, 1, 0]);
+ gl.uniformMatrix4fv(programInfo.uniformLocations.viewMatrix, false, viewMatrix);
+
gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.data.length / 3);
requestAnimationFrame(frame);
That's it, we now have a skybox which makes scene look more impressive π
Thanks for reading!
See you tomorrow π
Join mailing list to get new posts right to your inbox
Built with
Top comments (0)