I have a canvas on which I render a given image by applying some WebGL filter on it. The canvas that is displayed must be reused. That is I keep getting different images (other part of the program) which I should draw on this canvas with the same filter (fragment shader) being applied.
I created a function drawoncanvas(gl, img, img.width, img.height)
here the gl is the webglrenderingcontext of the canvas , img is the html element with image to be used. The function has all the WebGL processing part.
So, whenever I get a new image to be processed and display on canvas. I call this function with the new img element and webglrenderingcontext of the same canvas.
The issue I am facing is that I can see the previously painted content on canvas behind the current content (wherever the current content is transparent). And if I pass same image twice the canvas shows the content upside down.
I want to know how can I clear the canvas and/or the WebGL rendering context before I start using the new image. So that it doesn't show the the old stuff beneath or give these issues.
EDIT: My code snippet is as follows
/* img1, img2 are img elements I get from other part of the program according to user selections.
As per user input more than 2 images can also be received. Demonstrating issue using two */
const canvas = document.getElementB("canvas"); //the canvas on which I am rendering.
const gl = canvas.getContext("webgl");
drawfilter(gl,img1,img1.width, img1.height); // first displaying image one
drawfilter(gl,img2,img2.width, img2.height); // when second image is received the function is called again
function drawfilter(gl,img,width,height){
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT||gl.DEPTH_BUFFER_BIT||gl.STENCIL_BUFFER_BIT);
function createShader(gl, type, shaderSource) {
const shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
console.warn(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
return shader;
}
//the shaderssources cannot be displayed here
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); //simple vertex shader
const fragmentShaderA = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceA);//simple fragment shader
const fragmentShaderB = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceB);//simple fragment shader
/* this shader takes two texture inputs. 1- original image,
2- ShadersourceA applied on original image then on output shadersouceB is applied and the result is passed as second texture to this fragment shader */
const fragmentShaderC = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceC);
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
return program;
}
const programA = createProgram(gl, vertexShader, fragmentShaderA);
const programB = createProgram(gl, vertexShader, fragmentShaderB);
const programC = createProgram(gl, vertexShader, fragmentShaderC);
const texFbPair1 = createTextureAndFramebuffer(gl);
const texFbPair2 = createTextureAndFramebuffer(gl);
function setAttributes(program) {
const positionLocation = gl.getAttribLocation(program, 'position');
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, -1, 1, 1, -1,
1, 1, 1, -1, -1, 1,
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
}
const texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(gl, texture);
};
texture.image.crossOrigin = '';
texture.image.src = img.getAttribute('src');
function handleLoadedTexture(gl, texture, callback) {
gl.bindTexture(gl.TEXTURE_2D, texture);
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_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
setAttributes(programA);
gl.useProgram(programA);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair1.fb);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clearColor(0, 0, 1, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
setAttributes(programB);
gl.useProgram(programB);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair2.fb);
gl.bindTexture(gl.TEXTURE_2D, texFbPair1.tex);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)
setAttributes(programC);
gl.useProgram(programC);
var uTextureLocation = gl.getUniformLocation(programC, "uTexture");
var originalTextureLocation = gl.getUniformLocation(programC, "originalTexture");
// set which texture units to render with.
gl.uniform1i(uTextureLocation, 0); // texture unit 0
gl.uniform1i(originalTextureLocation, 1); // texture unit 1
// Set each texture unit to use a particular texture.
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texFbPair2.tex);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)
}
function createTextureAndFramebuffer(gl) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, 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);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
return { tex: tex, fb: fb };
}
}