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quad_woosh.html
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<!-- vim: sw=4 ts=4 expandtab smartindent ft=javascript
-->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>WebGL Demo</title>
<style> document, body { margin: 0px; padding: 0px; overflow: hidden; } </style>
</head>
<body>
<canvas id="inspectorGraphCanvas"></canvas>
<script>
function lerp(v0, v1, t) { return (1 - t) * v0 + t * v1; }
function inv_lerp(min, max, p) { return (p - min) / (max - min); }
function mat4_create() {
let out = new Float32Array(16);
out[0] = 1;
out[5] = 1;
out[10] = 1;
out[15] = 1;
return out;
}
function mat4_ortho(out, left, right, bottom, top, near, far) {
let lr = 1 / (left - right);
let bt = 1 / (bottom - top);
let nf = 1 / (near - far);
out[0] = -2 * lr;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = -2 * bt;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 2 * nf;
out[11] = 0;
out[12] = (left + right) * lr;
out[13] = (top + bottom) * bt;
out[14] = (far + near) * nf;
out[15] = 1;
return out;
}
function mat4_transform_vec4(out, a, m) {
let x = a[0], y = a[1], z = a[2], w = a[3];
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return out;
}
const graphCanvas = document.getElementById('inspectorGraphCanvas');
const gl = graphCanvas.getContext('webgl2', {antialias: true});
if (!gl) { alert('Failed to initialize WebGL'); }
let render_targets = [
{ depth: null, color: null, fb: null },
{ depth: null, color: null, fb: null },
];
let pMatrix = mat4_create();
let viewMatrix = mat4_create();
(window.onresize = () => {
graphCanvas.width = window.innerWidth;
graphCanvas.height = window.innerHeight;
/* account for e.g. high-retina macbook screens */
if (window.devicePixelRatio > 1) {
graphCanvas.style.width = `${graphCanvas.width}px`;
graphCanvas.style.height = `${graphCanvas.height}px`;
graphCanvas.width *= window.devicePixelRatio;
graphCanvas.height *= window.devicePixelRatio;
}
pMatrix = mat4_ortho(pMatrix, 0, gl.canvas.width, gl.canvas.height, 0, 1, -1);
gl.viewport(
0,
0,
graphCanvas.width,
graphCanvas.height
);
/* create scene-sized render-target for post-processing fx (like shadows) */
for (const target of render_targets) {
if (target.color) gl.deleteTexture( target.color);
if (target.depth) gl.deleteTexture( target.depth);
if (target.fb ) gl.deleteFramebuffer(target.fb );
target.fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fb);
/* color tex */
{
target.color = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, target.color);
// define size and format of level 0
gl.texImage2D(
gl.TEXTURE_2D,
/* level, */ 0,
/* internalFormat, */ gl.RGBA,
/* width, */ graphCanvas.width,
/* height, */ graphCanvas.height,
/* border, */ 0,
/* format, */ gl.RGBA,
/* type, */ gl.UNSIGNED_BYTE,
/* data */ null
);
// set the filtering so we don't need mips
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);
/* bind color tex to our framebuffer */
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.color, 0);
}
/* depth tex */
{
target.depth = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, target.depth);
// define size and format of level 0
gl.texImage2D(
gl.TEXTURE_2D,
/* level, */ 0,
/* internalFormat, */ gl.DEPTH_COMPONENT24,
/* width, */ graphCanvas.width,
/* height, */ graphCanvas.height,
/* border, */ 0,
/* format, */ gl.DEPTH_COMPONENT,
/* type, */ gl.UNSIGNED_INT,
/* data */ null
);
// set the filtering so we don't need mips
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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);
/* bind depth tex to our framebuffer */
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, target.depth, 0);
}
}
})();
const geo_vbuf_pos = gl.createBuffer();
const geo_vbuf_color = gl.createBuffer();
const geo_ibuf = gl.createBuffer();
let shaders;
/* compile shaders */
{
const vsGeo = `
attribute vec3 a_pos;
attribute vec4 a_color;
uniform mat4 u_matrix;
uniform vec4 u_mask;
uniform float u_depth_add;
varying vec4 v_color;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
gl_Position.z += u_depth_add;
v_color = u_mask * a_color;
}`;
const fsGeo = `
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}`;
const vsFullscreenBlur = `#version 300 es
precision mediump float;
out vec2 v_texcoord;
void main(void) {
float x = float((gl_VertexID & 1) << 2);
float y = float((gl_VertexID & 2) << 1);
v_texcoord.x = x * 0.5;
v_texcoord.y = y * 0.5;
gl_Position = vec4(x - 1.0, y - 1.0, 0, 1);
}
`;
const fsFullscreenBlur = `#version 300 es
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_direction;
in vec2 v_texcoord;
out vec4 frag_color;
void main(void) {
vec2 one_pixel = u_direction*(vec2(1) / vec2(textureSize(u_texture, 0)));
frag_color = texture(u_texture, v_texcoord) * 0.2270270270;
frag_color += texture(u_texture, v_texcoord + one_pixel ) * 0.1945945946;
frag_color += texture(u_texture, v_texcoord - one_pixel ) * 0.1945945946;
frag_color += texture(u_texture, v_texcoord + one_pixel*2.0) * 0.1216216216;
frag_color += texture(u_texture, v_texcoord - one_pixel*2.0) * 0.1216216216;
frag_color += texture(u_texture, v_texcoord + one_pixel*3.0) * 0.0540540541;
frag_color += texture(u_texture, v_texcoord - one_pixel*3.0) * 0.0540540541;
frag_color += texture(u_texture, v_texcoord + one_pixel*4.0) * 0.0162162162;
frag_color += texture(u_texture, v_texcoord - one_pixel*4.0) * 0.0162162162;
}
`;
function createProgram(gl, vertexSource, fragmentSource) {
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
}
const program = gl.createProgram();
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(program));
}
const wrapper = {program};
const numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (let i = 0; i < numAttributes; i++) {
const attribute = gl.getActiveAttrib(program, i);
wrapper[attribute.name] = gl.getAttribLocation(program, attribute.name);
}
const numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < numUniforms; i++) {
const uniform = gl.getActiveUniform(program, i);
wrapper[uniform.name] = gl.getUniformLocation(program, uniform.name);
}
return wrapper;
}
shaders = {
fullscreenBlur: createProgram(gl, vsFullscreenBlur, fsFullscreenBlur),
geo : createProgram(gl, vsGeo , fsGeo ),
}
}
requestAnimationFrame(function frame(timestamp) {
requestAnimationFrame(frame);
const geo_idx = [];
const geo_pos = [];
const geo_color = [];
const text_verts = [];
let view = viewMatrix;
function drawSquare( min_x, min_y, max_x, max_y, z, color ) {
geo_color.push(
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3]
)
const vbuf_i = geo_pos.length / 3;
const p = [0, 0, 0, 1];
p[0] = max_x; p[1] = min_y; mat4_transform_vec4(p, p, view); geo_pos.push(p[0], p[1], z);
p[0] = min_x; p[1] = min_y; mat4_transform_vec4(p, p, view); geo_pos.push(p[0], p[1], z);
p[0] = min_x; p[1] = max_y; mat4_transform_vec4(p, p, view); geo_pos.push(p[0], p[1], z);
p[0] = max_x; p[1] = max_y; mat4_transform_vec4(p, p, view); geo_pos.push(p[0], p[1], z);
geo_idx.push(vbuf_i + 0, vbuf_i + 1, vbuf_i + 2, vbuf_i + 2, vbuf_i + 3, vbuf_i + 0);
}
/* set up premultiplied alpha */
gl.enable(gl.BLEND);
gl.blendEquation(gl.FUNC_ADD);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
/* clear all */
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
{
const rainbow = [
/* red, */ [255, 0, 0, 255],
/* orange, */ [255, 100, 0, 255],
/* yellow, */ [255, 255, 0, 255],
/* green, */ [ 0, 255, 0, 255],
/* blue, */ [ 0, 0, 255, 255],
/* purple */ [255, 0, 255, 255]
];
/* desaturate */
for (const color of rainbow) {
color[0] = (color[0] + 255*2) * 0.33;
color[1] = (color[1] + 255*2) * 0.33;
color[2] = (color[2] + 255*2) * 0.33;
}
for (let i = 0; i < rainbow.length; i++) {
const min_x = 500 + i* 75;
const min_y = 500 + i* 75;
const max_x = min_x + 200;
const max_y = min_y + 200;
// const z = 0.99 * (1.0 - i/rainbow.length);
const z = (i/rainbow.length)*2 - 1;
drawSquare(min_x, min_y, max_x, max_y, z, rainbow[i]);
}
/* bind first rendertarget in blur swapchain */
{
gl.bindFramebuffer(gl.FRAMEBUFFER, render_targets[0].fb);
/* clear all */
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
/* geo pass */
function geoPass(mask, depth_add) {
gl.useProgram(shaders.geo.program);
gl.enableVertexAttribArray(shaders.geo.a_pos);
gl.enableVertexAttribArray(shaders.geo.a_color);
gl.uniformMatrix4fv(shaders.geo.u_matrix, false, pMatrix);
gl.uniform4fv(shaders.geo.u_mask, mask);
gl.uniform1f(shaders.geo.u_depth_add, depth_add); /* could just do with the matrix but lol */
/* upload/bind geometry */
let vbuf_count = 3;
{
gl.bindBuffer(gl.ARRAY_BUFFER, geo_vbuf_pos);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geo_pos), gl.STATIC_DRAW);
gl.vertexAttribPointer(shaders.geo.a_pos, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, geo_vbuf_color);
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(geo_color), gl.STATIC_DRAW);
gl.vertexAttribPointer(shaders.geo.a_color, 4, gl.UNSIGNED_BYTE, true, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geo_ibuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(geo_idx), gl.STATIC_DRAW);
}
gl.drawElements(gl.TRIANGLES, geo_idx.length, gl.UNSIGNED_SHORT, 0);
}
geoPass([0.5, 0.5, 0.5, 1.0], 0.1);
const passes = [
[render_targets[1].fb, render_targets[0], [0, 8]],
[render_targets[0].fb, render_targets[1], [7, 0]],
[render_targets[1].fb, render_targets[0], [0, 6]],
[render_targets[0].fb, render_targets[1], [5, 0]],
[render_targets[1].fb, render_targets[0], [0, 4]],
[render_targets[0].fb, render_targets[1], [3, 0]],
[render_targets[1].fb, render_targets[0], [0, 2]],
[ null, render_targets[1], [1, 0]]
];
for (const [dst_fb, src_target, dir] of passes) {
gl.bindFramebuffer(gl.FRAMEBUFFER, dst_fb);
gl.useProgram(shaders.fullscreenBlur.program);
gl.uniform2fv(shaders.fullscreenBlur.u_direction, dir);
/* bind tex */
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, src_target.color);
gl.uniform1i(shaders.fullscreenBlur.u_texture, 0);
}
gl.drawArrays(gl.TRIANGLE_FAN, 0, 3);
}
geoPass([1, 1, 1, 1], 0.0);
}
})
</script>
</body>
</html>