I am using WebGL to generate points on top of a leaflet map. Depending on an attribute of the data three colors are plotted: red, orange and green. (Colors are float i.e. 0.0 -> 1.0) Which are pushed onto an array:
points.push(point.x, point.y, 1, 0, 0, 0); //for red
points.push(point.x, point.y, 1, 0.67, 0, 0); //for orange
points.push(point.x, point.y, 0, 1, 0, 0); // green
This array is passed to my webgl drawing function the critical part of the code that sets vertices and the colors for the shader, is as follows:
let vertArray = new Float32Array(verts);
let fsize = vertArray.BYTES_PER_ELEMENT;
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, vertArray, this.gl.STATIC_DRAW);
this.gl.vertexAttribPointer(vertLoc, 2, this.gl.FLOAT, false, fsize*6, 0); //2 vertices & 4 colors
this.gl.enableVertexAttribArray(vertLoc);
// -- offset for color buffer
this.gl.vertexAttribPointer(colorLoc, 4, this.gl.FLOAT, false, fsize*6, fsize*2); //offset ignore 2 vertices
this.gl.enableVertexAttribArray(colorLoc);
clearColor and clear buffer are called before rendering
gl.clearColor(0, 0, 0, 0);
gl.clear(this.gl.COLOR_BUFFER_BIT);
The points are all drawn in correct location and correct colors. The end goal is to record which point the user clicked. When the user clicks a point this code is called.
if (mouseclick !== null) {
let pixel = new Uint8Array(4);
this.gl.readPixels(mouseclick.layerX, this.canvas.height - mouseclick.layerY, 1, 1, this.gl.RGBA,
this.gl.UNSIGNED_BYTE, pixel);
}
This is where the problem is, for example, if I click a red point I get the output:
Uint8Array(4) [229, 0, 0, 207]
Orange:
Uint8Array(4) [229, 154, 0, 207]
Green:
Uint8Array(4) [0, 229, 0, 207]
These are roughly the correct values but I set alpha (channel 4) to 0 and red should be 255, 0, 0, 0 orange 255, 165, 0, 0 and green 0, 255, 0, 0. I have tried to return a Float32Array from readPixels but get INVALID_ENUM: readPixels: invalid type for a gl.FLOAT.
Also is I click where there are no points I get [0, 0, 0, 0] which is black which is correct.
Does someone know why this is happening? And potentially a solution.
Thanks :)
edit: shader code:
<script id="vshader" type="x-shader/x-vertex">
uniform mat4 u_matrix;
attribute vec4 a_vertex;
attribute float a_pointSize;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
gl_PointSize = a_pointSize;
gl_Position = u_matrix * a_vertex;
v_color = a_color;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main() {
float border = 0.05;
float radius = 0.5;
vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 color1 = vec4(v_color[0], v_color[1], v_color[2], 0.9);
vec2 m = gl_PointCoord.xy - vec2(0.5, 0.5);
float dist = radius - sqrt(m.x * m.x + m.y * m.y);
float t = 0.0;
if (dist > border)
t = 1.0;
else if (dist > 0.0)
t = dist / border;
gl_FragColor = mix(color0, color1, t);
}
</script>