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indexOld.html
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<!--
Based on the the "WebGL Boilerplate":
https://github.com/paulirish/webgl-boilerplate
-->
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<title>WebGL Boilerplate</title>
<style>
html, body {
background-color: #000000;
margin: 0px;
overflow: hidden;
width: 100%;
height: 100%;
}
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas></canvas>
<div id="info"></div>
<script id="vs" type="x-shader/vertex">#version 300 es
in vec3 position;
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script>
/**
* Provides requestAnimationFrame in a cross browser way.
* paulirish.com/2011/requestanimationframe-for-smart-animating/
*/
window.requestAnimationFrame = window.requestAnimationFrame || ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback, element ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
var canvas,
gl,
vertex_buffer,
//vertex_shader, fragment_shader, // ?
imageProgram,
bufferAProgram,
bufferAIn,
bufferAOut,
bufferATimeLocation,
bufferAResolutionLocation,
bufferAFrameLocation,
bufferAIChannel0Location,
vertex_position,
imageTimeLocation,
imageResolutionLocation,
imageIChannel0Location,
parameters = { start_time : new Date().getTime(),
time : 0,
screenWidth : 0,
screenHeight: 0 };
(async function() {
await init();
animate();
})();
function getShader(url)
{
return new Promise(function (resolve, reject) {
var client = new XMLHttpRequest();
client.onreadystatechange = function() {
if(client.readyState === 4)
{
resolve(client.responseText);
}
}
client.open('GET', url);
client.setRequestHeader("Cache-Control", "no-cache, no-store, max-age=0"); // TODO: Remove.
client.send();
})
}
async function init() {
canvas = document.querySelector( 'canvas' );
// Initialise WebGL
try {
gl = canvas.getContext( 'webgl2' );
} catch( error ) { }
if ( !gl ) {
throw "cannot create webgl context";
}
console.log(gl.getParameter(gl.SHADING_LANGUAGE_VERSION));
// Create Vertex buffer (2 triangles)
vertex_buffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, vertex_buffer );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ - 1.0, - 1.0, 1.0, - 1.0, - 1.0, 1.0, 1.0, - 1.0, 1.0, 1.0, - 1.0, 1.0 ] ), gl.STATIC_DRAW );
// Create Program
var image_vertex_shader = document.getElementById('vs').textContent;
var image_fragment_shader = await getShader('image.fs');
imageProgram = createProgram( image_vertex_shader, image_fragment_shader );
imageTimeLocation = gl.getUniformLocation( imageProgram, 'time' );
imageResolutionLocation = gl.getUniformLocation( imageProgram, 'resolution' );
imageIChannel0Location = gl.getUniformLocation( imageProgram, 'iChannel0' );
bufferAProgram = createProgram( image_vertex_shader, await getShader('bufferA.fs') );
bufferAIn = createFrameBuffer();
bufferAOut = createFrameBuffer();
bufferATimeLocation = gl.getUniformLocation( bufferAProgram, 'time' );
bufferAResolutionLocation = gl.getUniformLocation( bufferAProgram, 'resolution' );
bufferAFrameLocation = gl.getUniformLocation( bufferAProgram, 'frame' );
bufferAIChannel0Location = gl.getUniformLocation( bufferAProgram, 'iChannel0' );
}
function createAndSetupTexture()
{
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
function createFrameBuffer()
{
var texture = createAndSetupTexture(gl);
// make the texture the same size as the image
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
// Create a framebuffer
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Attach a texture to it.
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
return [fbo, texture];
}
function setFramebuffer(fbo) {
// make this the framebuffer we are rendering to.
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Tell the shader the resolution of the framebuffer.
//gl.uniform2f(imageResolutionLocation, canvas.width, canvas.height);
// Tell webgl the viewport setting needed for framebuffer.
gl.viewport(0, 0, canvas.width, canvas.height);
}
function createProgram( vertex, fragment ) {
var program = gl.createProgram();
var vs = createShader( vertex, gl.VERTEX_SHADER );
var fs = createShader( fragment, gl.FRAGMENT_SHADER );
if ( vs == null || fs == null ) return null;
gl.attachShader( program, vs );
gl.attachShader( program, fs );
//gl.deleteShader( vs );
//gl.deleteShader( fs );
gl.linkProgram( program );
if ( !gl.getProgramParameter( program, gl.LINK_STATUS ) ) {
console.log( "ERROR:\n" + gl.getProgramInfoLog (program) );
return null;
}
return program;
}
function createShader( src, type ) {
var shader = gl.createShader( type );
gl.shaderSource( shader, src );
gl.compileShader( shader );
if ( !gl.getShaderParameter( shader, gl.COMPILE_STATUS ) ) {
infologStr = ( type == gl.VERTEX_SHADER ? "VERTEX" : "FRAGMENT" ) + " SHADER:\n" + gl.getShaderInfoLog( shader );
alert(infologStr);
console.log(infologStr);
return null;
}
return shader;
}
function resizeCanvas( event ) {
if ( canvas.width != canvas.clientWidth ||
canvas.height != canvas.clientHeight ) {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
parameters.screenWidth = canvas.width;
parameters.screenHeight = canvas.height;
// TODO: resize textures;
gl.viewport( 0, 0, canvas.width, canvas.height );
}
}
function animate() {
resizeCanvas();
render();
requestAnimationFrame( animate );
}
function draw(timeLocation, resolutionLocation)
{
// Set values to program variables
gl.uniform1f( timeLocation, parameters.time / 1000 );
gl.uniform2f( resolutionLocation, parameters.screenWidth, parameters.screenHeight );
// Render geometry
gl.bindBuffer( gl.ARRAY_BUFFER, vertex_buffer );
gl.vertexAttribPointer( vertex_position, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vertex_position );
gl.drawArrays( gl.TRIANGLES, 0, 6 );
gl.disableVertexAttribArray( vertex_position );
}
frame = 0;
function render() {
if ( !imageProgram ) return;
parameters.time = new Date().getTime() - parameters.start_time;
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// Load program into GPU
gl.useProgram( imageProgram );
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, bufferAIn[1]);
gl.uniform1i(imageIChannel0Location, 0);
setFramebuffer(null);
draw(imageTimeLocation, imageResolutionLocation);
gl.useProgram( bufferAProgram );
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, bufferAIn[1]);
gl.uniform1i(bufferAIChannel0Location, 0);
setFramebuffer(bufferAOut[0]);
gl.uniform1i( bufferAFrameLocation, frame );
frame++;
draw(bufferATimeLocation, bufferAResolutionLocation);
var temp = bufferAIn;
bufferAIn = bufferAOut;
bufferAOut = temp;
}
</script>
</body>
</html>