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Strange javascript and webgl error?
Program code
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'uniform mat4 u_ModelMatrix;\n' +
'attribute vec2 a_TexCoord;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_Position = u_ModelMatrix * a_Position;\n' +
' v_TexCoord = a_TexCoord;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
// 'void main() {\n' +
//' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n' +
//'}\n';
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'uniform sampler2D u_Sampler;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n' +
'}\n';
// Rotation angle (degrees/second)
var ANGLE_STEP = 45.0;
var startRotate = 0;
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Get storage location of u_ModelMatrix
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
if (!u_ModelMatrix) {
console.log('Failed to get the storage location of u_ModelMatrix');
return;
}
// Current rotation angle
var currentAngle = 0.0;
// Model matrix
var modelMatrix = new Matrix4();
// Set texture
if (!initTextures(gl, n)) {
console.log('Failed to intialize the texture.');
return;
}
// Start drawing
var tick = function() {
currentAngle = animate(currentAngle); // Update the rotation angle
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix); // Draw the triangle
requestAnimationFrame(tick, canvas); // Request that the browser calls tick
};
tick();
canvas.onmousedown = function(ev) { click(ev, gl, canvas); };
}
function initVertexBuffers(gl) {
var verticesTexCoords =
new Float32Array ([
-0.5, 0.5, 0.0, 1.0,
-0.5,-0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0,
-0.78,0.68, 0.0, 1.0,
-0.78,0.3, 0.0, 0.0,
-0.48,0.68, 1.0, 1.0,
-0.48,0.3, 1.0, 0.0
]);
var n = 4; // The number of vertices
// Create a buffer object
var vertexTexCoordBuffer = gl.createBuffer();
if (!vertexTexCoordBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);
var FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;
// Assign the buffer object to a_Position variable
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if(a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4*FSIZE, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
// Get the storage location of a_TexCoord
var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
if (a_TexCoord < 0) {
console.log('Failed to get the storage location of a_TexCoord');
return -1;
}
// Assign the buffer object to a_TexCoord variable
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);
gl.enableVertexAttribArray(a_TexCoord); // Enable the assignment of the buffer object
return n;
}
function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
// Set the rotation matrix
if(startRotate)
modelMatrix.setRotate(currentAngle, 1, 0, 0); // Rotation angle, rotation axis (0, 0, 1)
// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the rectangle
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n);
gl.drawArrays(gl.TRIANGLE_STRIP, 4, n);
}
// Last time that this function was called
var g_last = Date.now();
function animate(angle) {
// Calculate the elapsed time
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
// Update the current rotation angle (adjusted by the elapsed time)
var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
return newAngle %= 360;
}
function click(ev, gl, canvas) {
//alert(' Thanks a million!');
startRotate = !startRotate;
}
function initTextures(gl, n) {
var texture = gl.createTexture(); // Create a texture object
if (!texture) {
console.log('Failed to create the texture object');
return false;
}
// Get the storage location of u_Sampler
var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');
if (!u_Sampler) {
console.log('Failed to get the storage location of u_Sampler');
return false;
}
var image = new Image(); // Create the image object
//image.crossOrigin = "anonymous";
if (!image) {
console.log('Failed to create the image object');
return false;
}
// Register the event handler to be called on loading an image
image.onload = function(){ loadTexture(gl, n, texture, u_Sampler, image); };
// Tell the browser to load an image
image.src = 'content/auto55.png';
return true;
}
function loadTexture(gl, n, texture, u_Sampler, image) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // Flip the image's y axis
// Enable texture unit0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture object to the target
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// Set the texture image
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
// Set the texture unit 0 to the sampler
gl.uniform1i(u_Sampler, 0);
gl.clear(gl.COLOR_BUFFER_BIT); // Clear <canvas>
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle
gl.drawArrays(gl.TRIANGLE_STRIP, 4, n);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Draw a blue rectangle (canvas version)</title>
</head>
<body onload="main()">
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script src="webgl-utils.js"></script>
<script src="webgl-debug.js"></script>
<script src="cuon-utils.js"></script>
<script src="cuon-matrix.js"></script>
<script src="Cars.js"></script>
</body>
</html>
webgl-debug.js:208 Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The image element contains cross-origin data, and may not be loaded.
at Object.texImage2D (file:///C:/Users/prese/WebCars/webgl-debug.js:208:38)
at loadTexture (file:///C:/Users/prese/WebCars/Cars.js:209:6)
at Image.image.onload (file:///C:/Users/prese/WebCars/Cars.js:193:30)
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image element contains cross-origin data
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