This is the code I used to try to change the color of WebGL points:
I want to change the color of WebGL points when a user clicks the body element.
And FYI the shaders are compiling correctly.
The numbers in the color_obj object seem to be changing when I click on the screen. However, the WebGL colors don’t change. Can someone help me with this?
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
gl.clearColor(0.3, 0.6, 0.7, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT || gl.DEPTH_BUFFER_BIT);
if (!gl) {
throw new Error("WebGL not supported");
}
console.log("This is working");
const points = [
1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0
];
let color_obj = {
color_1: 0.4,
color_2: 0.7,
color_3: 0.8,
color_4: 0.0,
color_5: 0.5,
}
let colors = [
color_obj.color_1, color_obj.color_2, color_obj.color_3,
color_obj.color_3, color_obj.color_1, color_obj.color_3,
color_obj.color_4, color_obj.color_4, color_obj.color_4,
color_obj.color_1, color_obj.color_2, color_obj.color_3,
color_obj.color_4, color_obj.color_4, color_obj.color_4,
color_obj.color_5, color_obj.color_5, color_obj.color_5
];
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW);
const buffer_2 = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer_2);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW)
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, `
precision mediump float;
attribute vec3 pos;
attribute vec3 rgb;
varying vec3 rgbColor;
void main() {
rgbColor = rgb;
gl_Position = vec4(pos, 1);
}
`);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, `
precision mediump float;
varying vec3 rgbColor;
void main() {
gl_FragColor = vec4(rgbColor, 1);
}
`);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const positionRef = gl.getAttribLocation(program, `pos`);
gl.enableVertexAttribArray(positionRef);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(positionRef, 3, gl.FLOAT, false, 0, 0);
const colorRef = gl.getAttribLocation(program, `rgb`);
gl.enableVertexAttribArray(colorRef);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer_2);
gl.vertexAttribPointer(colorRef, 3, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
document.body.addEventListener("mouseup", () => {
console.log("Body Clicked");
color_obj.color_1 += 0.1;
color_obj.color_2 += 0.1;
color_obj.color_3 += 0.1;
color_obj.color_4 += 0.1;
color_obj.color_5 += 0.1;
console.log(color_obj.color_1);
console.log(color_obj.color_2);
console.log(color_obj.color_3);
console.log(color_obj.color_4);
console.log(color_obj.color_5);
});
function animate() {
requestAnimationFrame(animate);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
requestAnimationFrame(animate);
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width" />
<title>WebGL</title>
<style>
canvas {
position:fixed;
width:100%;
height:100%;
}
html, body {
margin:0 !important;
padding:0 !important;
overflow:hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="app.js"></script>
</body>
</html>