started shader fun post

master
jahnertz 2020-12-28 14:24:46 +11:00
parent 0f5bfec3ff
commit aabe051aff
4 changed files with 870 additions and 0 deletions

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// STEP 1: Prepare the canvas and get WebGL context
var vertShaderSource = document.getElementById("vertex-shader").text;
var fragShaderSource = document.getElementById("fragment-shader").text;
var canvas = document.getElementById('shader-canvas');
var gl = canvas.getContext('webgl', {
antialias: false,
depth: false
});
// STEP 2: define geometry and store it in buffer objects
var verticies = [-1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticies), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null)
// STEP 3: Create and compile shader programs
// Vert shader:
//var vertCode =
// 'attribute vec2 coordinates;' +
// 'void main(void) {' +
// ' gl_Position = vec4(coordinates, 0.0, 1.0);' +
// '}';
var vertCode = vertShaderSource;
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
// Frag shader:
// var fragCode = 'void main(void) {' +
// 'gl_FragColor = vec4(0.0, 0.3, 0.5, 1.0);' +
// '}';
var fragCode = fragShaderSource;
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
// combine shaders:
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
// STEP 4: Associate the shader program to buffer objects
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
// STEP 5: Draw the object:
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

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/*
* Copyright 2012, Gregg Tavares.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
"use strict";
/** @module webgl-utils */
// These funcitions are meant solely to help unclutter the tutorials.
// They are not meant as production type functions.
//(function() {
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var log = function(msg) {
if (window.console && window.console.log) {
window.console.log(msg);
}
};
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var error = function(msg) {
if (window.console) {
if (window.console.error) {
window.console.error(msg);
}
else if (window.console.log) {
window.console.log(msg);
}
}
};
/**
* Turn off all logging.
*/
var loggingOff = function() {
log = function() {};
error = function() {};
};
/**
* Check if the page is embedded.
* @return {boolean} True of we are in an iframe
*/
var isInIFrame = function() {
return window != window.top;
};
/**
* Converts a WebGL enum to a string
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} value The enum value.
* @return {string} The enum as a string.
*/
var glEnumToString = function(gl, value) {
for (var p in gl) {
if (gl[p] == value) {
return p;
}
}
return "0x" + value.toString(16);
};
/**
* Creates the HTLM for a failure message
* @param {string} canvasContainerId id of container of th
* canvas.
* @return {string} The html.
*/
var makeFailHTML = function(msg) {
return '' +
'<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' +
'<td align="center">' +
'<div style="display: table-cell; vertical-align: middle;">' +
'<div style="">' + msg + '</div>' +
'</div>' +
'</td></tr></table>';
};
/**
* Mesasge for getting a webgl browser
* @type {string}
*/
var GET_A_WEBGL_BROWSER = '' +
'This page requires a browser that supports WebGL.<br/>' +
'<a href="http://get.webgl.org">Click here to upgrade your browser.</a>';
/**
* Mesasge for need better hardware
* @type {string}
*/
var OTHER_PROBLEM = '' +
"It doesn't appear your computer can support WebGL.<br/>" +
'<a href="http://get.webgl.org/troubleshooting/">Click here for more information.</a>';
/**
* Creates a webgl context. If creation fails it will
* change the contents of the container of the <canvas>
* tag to an error message with the correct links for WebGL.
* @param {HTMLCanvasElement} canvas. The canvas element to
* create a context from.
* @param {WebGLContextCreationAttirbutes} opt_attribs Any
* creation attributes you want to pass in.
* @return {WebGLRenderingContext} The created context.
*/
var setupWebGL = function(canvas, opt_attribs) {
function showLink(str) {
var container = canvas.parentNode;
if (container) {
container.innerHTML = makeFailHTML(str);
}
};
if (!window.WebGLRenderingContext) {
showLink(GET_A_WEBGL_BROWSER);
return null;
}
var context = create3DContext(canvas, opt_attribs);
if (!context) {
showLink(OTHER_PROBLEM);
}
return context;
};
/**
* Creates a webgl context.
* @param {HTMLCanvasElement} canvas The canvas tag to get
* context from. If one is not passed in one will be
* created.
* @return {WebGLRenderingContext} The created context.
*/
var create3DContext = function(canvas, opt_attribs) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(names[ii], opt_attribs);
} catch(e) {}
if (context) {
break;
}
}
return context;
}
var updateCSSIfInIFrame = function() {
if (isInIFrame()) {
document.body.className = "iframe";
}
};
/**
* Gets a WebGL context.
* makes its backing store the size it is displayed.
*/
var getWebGLContext = function(canvas, opt_attribs, opt_options) {
var options = opt_options || {}
if (isInIFrame()) {
updateCSSIfInIFrame();
// make the canvas backing store the size it's displayed.
if (!options.dontResize) {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
canvas.width = width;
canvas.height = height;
}
} else {
var title = document.title;
var h1 = document.createElement("h1");
h1.innerText = title;
document.body.insertBefore(h1, document.body.children[0]);
}
var gl = setupWebGL(canvas, opt_attribs);
return gl;
};
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || error;
// Create the shader object
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling shader '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {WebGLShader[]} shaders The shaders to attach
* @param {string[]?} opt_attribs The attribs names.
* @param {number[]?} opt_locations The locations for the
* attribs.
* @param {function(string): void) opt_errorCallback callback for errors.
*/
var loadProgram = function(
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
var errFn = opt_errorCallback || error;
var program = gl.createProgram();
for (var ii = 0; ii < shaders.length; ++ii) {
gl.attachShader(program, shaders[ii]);
}
if (opt_attribs) {
for (var ii = 0; ii < opt_attribs.length; ++ii) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ii] : ii,
opt_attribs[ii]);
}
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var lastError = gl.getProgramInfoLog (program);
errFn("Error in program linking:" + lastError);
gl.deleteProgram(program);
return null;
}
return program;
};
/**
* Loads a shader from a script tag.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} opt_shaderType The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
var createShaderFromScript = function(
gl, scriptId, opt_shaderType, opt_errorCallback) {
var shaderSource = "";
var shaderType;
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw("*** Error: unknown script element" + scriptId);
}
shaderSource = shaderScript.text;
if (!opt_shaderType) {
if (shaderScript.type == "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
throw("*** Error: unknown shader type");
return null;
}
}
return loadShader(
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
opt_errorCallback);
};
var defaultShaderType = [
"VERTEX_SHADER",
"FRAGMENT_SHADER"
];
/**
* Creates a program from 2 script tags.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderScriptIds Array of ids of the script
* tags for the shaders. The first is assumed to be the
* vertex shader, the second the fragment shader.
* @param {string[]?} opt_attribs The attribs names.
* @param {number[]?} opt_locations The locations for the
* attribs.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {WebGLProgram} The created program.
*/
var createProgramFromScripts = function(
gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
var shaders = [];
for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
shaders.push(createShaderFromScript(
gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
};
/**
* Creates a program from 2 sources.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSourcess Array of sources for the
* shaders. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {string[]?} opt_attribs The attribs names.
* @param {number[]?} opt_locations The locations for the
* attribs.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {WebGLProgram} The created program.
*/
var createProgramFromSources = function(
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
var shaders = [];
for (var ii = 0; ii < shaderSources.length; ++ii) {
shaders.push(loadShader(
gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return loadProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
};
/**
* Returns the corresponding bind point for a given sampler type
*/
var getBindPointForSamplerType = function(gl, type) {
if (type == gl.SAMPLER_2D) return gl.TEXTURE_2D;
if (type == gl.SAMPLER_CUBE) return gl.TEXTURE_CUBE_MAP;
};
/**
* @typedef {Object.<string, function>} Setters
*/
/**
* Creates setter functions for all uniforms of a shader
* program.
*
* @see setUniforms for example
*
* @param {WebGLProgram} program the program to create setters
* for.
* @returns {Setters} an object with a setter for each uniform
* by name.
*/
var createUniformSetters = function(gl, program) {
var textureUnit = 0;
/**
* Creates a setter for a uniform of the given program with it's
* location embedded in the setter.
* @param {WebGLProgram} program
* @param {WebGLUniformInfo} uniformInfo
* @returns {function} the created setter.
*/
var createUniformSetter = function(program, uniformInfo) {
var location = gl.getUniformLocation(program, uniformInfo.name);
var type = uniformInfo.type;
// Check if this uniform is an array
var isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) == "[0]");
if (type == gl.FLOAT && isArray)
return function(v) { gl.uniform1fv(location, v); };
if (type == gl.FLOAT)
return function(v) { gl.uniform1f(location, v); };
if (type == gl.FLOAT_VEC2)
return function(v) { gl.uniform2fv(location, v); };
if (type == gl.FLOAT_VEC3)
return function(v) { gl.uniform3fv(location, v); };
if (type == gl.FLOAT_VEC4)
return function(v) { gl.uniform4fv(location, v); };
if (type == gl.INT && isArray)
return function(v) { gl.uniform1iv(location, v); };
if (type == gl.INT)
return function(v) { gl.uniform1i(location, v); };
if (type == gl.INT_VEC2)
return function(v) { gl.uniform2iv(location, v); };
if (type == gl.INT_VEC3)
return function(v) { gl.uniform3iv(location, v); };
if (type == gl.INT_VEC4)
return function(v) { gl.uniform4iv(location, v); };
if (type == gl.BOOL)
return function(v) { gl.uniform1iv(location, v); };
if (type == gl.BOOL_VEC2)
return function(v) { gl.uniform2iv(location, v); };
if (type == gl.BOOL_VEC3)
return function(v) { gl.uniform3iv(location, v); };
if (type == gl.BOOL_VEC4)
return function(v) { gl.uniform4iv(location, v); };
if (type == gl.FLOAT_MAT2)
return function(v) { gl.uniformMatrix2fv(location, false, v); };
if (type == gl.FLOAT_MAT3)
return function(v) { gl.uniformMatrix3fv(location, false, v); };
if (type == gl.FLOAT_MAT4)
return function(v) { gl.uniformMatrix4fv(location, false, v); };
if ((type == gl.SAMPLER_2D || type == gl.SAMPLER_CUBE) && isArray) {
var units = [];
for (var ii = 0; ii < info.size; ++ii) {
units.push(textureUnit++);
}
return function(bindPoint, units) {
return function(textures) {
gl.uniform1iv(location, units);
textures.forEach(function(texture, index) {
gl.activeTexture(gl.TEXTURE0 + units[index]);
gl.bindTexture(bindPoint, tetxure);
});
}
}(getBindPointForSamplerType(gl, type), units);
}
if (type == gl.SAMPLER_2D || type == gl.SAMPLER_CUBE)
return function(bindPoint, unit) {
return function(texture) {
gl.uniform1i(location, unit);
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(bindPoint, texture);
};
}(getBindPointForSamplerType(gl, type), textureUnit++);
throw ("unknown type: 0x" + type.toString(16)); // we should never get here.
};
var uniformSetters = { };
var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (var ii = 0; ii < numUniforms; ++ii) {
var uniformInfo = gl.getActiveUniform(program, ii);
if (!uniformInfo) {
break;
}
var name = uniformInfo.name;
// remove the array suffix.
if (name.substr(-3) == "[0]") {
name = name.substr(0, name.length - 3);
}
var setter = createUniformSetter(program, uniformInfo);
uniformSetters[name] = setter;
}
return uniformSetters;
};
/**
* Set uniforms and binds related textures.
*
* @example
*
* var program = createProgramFromScripts(
* gl, ["some-vs", "some-fs");
*
* var uniformSetters = createUniformSetters(program);
*
* var tex1 = gl.createTexture();
* var tex2 = gl.createTexture();
*
* ... assume we setup the textures with data ...
*
* var uniforms = {
* u_someSampler: tex1,
* u_someOtherSampler: tex2,
* u_someColor: [1,0,0,1],
* u_somePosition: [0,1,1],
* u_someMatrix: [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ],
* }
*
* gl.useProgram(program);
*
* This will automatically bind the textures AND set the
* uniforms.
*
* setUniforms(uniformSetters, uniforms);
*
* @param {Setters} setters the setters returned from
* createUniformSettersForProgram
* @param {Object.<string, value>} an object with values for the
* uniforms.
*/
var setUniforms = function(setters, values) {
Object.keys(values).forEach(function(name) {
var setter = setters[name];
if (setter) {
setter(values[name]);
}
});
};
/**
* Creates setter functions for all attributes of a shader
* program
*
* @see setAttributes for example
*
* @param {WebGLProgram} program the program to create setters
* for.
* @returns {Setters} an object with a setter for each uniform
* by name.
*/
var createAttributeSetters = function(gl, program) {
var attribSetters = {
};
function createAttribSetter(index) {
return function(b) {
gl.bindBuffer(gl.ARRAY_BUFFER, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(
index, b.numComponents || b.size, b.type || gl.FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);
};
}
var numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (var ii = 0; ii < numAttribs; ++ii) {
var attribInfo = gl.getActiveAttrib(program, ii);
if (!attribInfo) {
break;
}
var index = gl.getAttribLocation(program, attribInfo.name);
attribSetters[attribInfo.name] = createAttribSetter(index);
}
return attribSetters;
};
/**
* Sets attributes and binds buffers.
*
* @example
*
* var program = createProgramFromScripts(
* gl, ["some-vs", "some-fs");
*
* var attribSetters = createAttributeSetters(program);
*
* var positionBuffer = gl.createBuffer();
* var texcoordBuffer = gl.createBuffer();
*
* var attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* };
*
* gl.useProgram(program);
*
* This will automatically bind the buffers AND set the
* attributes.
*
* setAttributes(attribSetters, attribs);
*
* Properties of attribs. For each attrib you can add
* properties:
*
* type: the type of data in the buffer. Default = gl.FLOAT
* normalize: whether or not to normalize the data. Default =
* false
* stride: the stride. Default = 0
* offset: offset into the buffer. Default = 0
*
* For example if you had 3 value float positions, 2 value
* float texcoord and 4 value uint8 colors you'd setup your
* attribs like this
*
* var attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* a_color: {
* buffer: colorBuffer,
* numComponents: 4,
* type: gl.UNSIGNED_BYTE,
* normalize: true,
* },
* };
*
*/
var setAttributes = function(setters, buffers) {
Object.keys(buffers).forEach(function(name) {
var setter = setters[name];
if (setter) {
setter(buffers[name]);
}
});
};
// Add your prefix here.
var browserPrefixes = [
"",
"MOZ_",
"OP_",
"WEBKIT_"
];
/**
* Given an extension name like WEBGL_compressed_texture_s3tc
* returns the supported version extension, like
* WEBKIT_WEBGL_compressed_teture_s3tc
* @param {string} name Name of extension to look for
* @return {WebGLExtension} The extension or undefined if not
* found.
*/
var getExtensionWithKnownPrefixes = function(gl, name) {
for (var ii = 0; ii < browserPrefixes.length; ++ii) {
var prefixedName = browserPrefixes[ii] + name;
var ext = gl.getExtension(prefixedName);
if (ext) {
return ext;
}
}
};
/**
* Resize a canvas to match the size it's displayed.
* @param {HTMLCanvasElement} canvas The canvas to resize.
* @param {boolean} true if the canvas was resized.
*/
var resizeCanvasToDisplaySize = function(canvas) {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
if (canvas.width != width ||
canvas.height != height) {
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
/* export functions */
window.createAttributeSetters = createAttributeSetters;
window.createProgram = loadProgram;
window.createProgramFromScripts = createProgramFromScripts;
window.createProgramFromSources = createProgramFromSources;
window.createShaderFromScriptElement = createShaderFromScript;
window.createUniformSetters = createUniformSetters;
window.getWebGLContext = getWebGLContext;
window.updateCSSIfInIFrame = updateCSSIfInIFrame;
window.getExtensionWithKnownPrefixes = getExtensionWithKnownPrefixes;
window.resizeCanvasToDisplaySize = resizeCanvasToDisplaySize;
window.setAttributes = setAttributes;
window.setUniforms = setUniforms;
window.setupWebGL = setupWebGL;
// All browsers that support WebGL support requestAnimationFrame
window.requestAnimFrame = window.requestAnimationFrame; // just to stay backward compatible.
window.cancelRequestAnimFrame = window.cancelAnimationFrame; // just to stay backward compatible.
//}());
function onLoad () {
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("experimental-webgl");
var vertexShaderNode = createShaderFromScriptElement(gl, "node-vertex-shader");
var fragmentShaderNode = createShaderFromScriptElement(gl, "node-fragment-shader");
var programNode = createProgram(gl, [vertexShaderNode, fragmentShaderNode]);
gl.useProgram(programNode);
var ATTRIBUTES = 5;
var j = 0;
var data = [];
var circle = {x: 50, y: 50, r: 45};
data[j++] = (circle.x - circle.r);
data[j++] = (circle.y - circle.r);
data[j++] = circle.x;
data[j++] = circle.y;
data[j++] = circle.r;
data[j++] = (circle.x + (1 + Math.sqrt(2)) * circle.r);
data[j++] = circle.y - circle.r;
data[j++] = circle.x;
data[j++] = circle.y;
data[j++] = circle.r;
data[j++] = (circle.x - circle.r);
data[j++] = (circle.y + (1 + Math.sqrt(2)) * circle.r);
data[j++] = circle.x;
data[j++] = circle.y;
data[j++] = circle.r;
var dataBuffer = new Float32Array(data);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
dataBuffer,
gl.STATIC_DRAW);
var resolutionLocation = gl.getUniformLocation(programNode, "u_resolution");
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
var positionLocation = gl.getAttribLocation(programNode, "a_position");
var centerLocation = gl.getAttribLocation(programNode, "a_center");
var radiusLocation = gl.getAttribLocation(programNode, "a_radius");
gl.enableVertexAttribArray(positionLocation);
gl.enableVertexAttribArray(centerLocation);
gl.enableVertexAttribArray(radiusLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer(centerLocation, 2, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 8);
gl.vertexAttribPointer(radiusLocation, 1, gl.FLOAT, false, ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT, 16);
gl.drawArrays(gl.TRIANGLES, 0, data.length/ATTRIBUTES);
}
onLoad();

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---
layout: post-plain
title: "Shader fun"
date: 2020-12-28
categories: design
---
<canvas id="canvas" width="1080" height="1080" style="border:1px solid white;
width:100%;"></canvas>
<script id="node-vertex-shader" type="x-shader/x-vertex">
uniform vec2 u_resolution;
attribute vec2 a_position;
attribute vec2 a_center;
attribute float a_radius;
varying vec2 center;
varying vec2 resolution;
varying float radius;
void main() {
vec2 clipspace = a_position / u_resolution * 2.0 - 1.0;
gl_Position = vec4(clipspace * vec2(1, -1), 0, 1);
radius = a_radius;
center = a_center;
resolution = u_resolution;
}
</script>
<script id="node-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 center;
varying vec2 resolution;
varying float radius;
void main() {
vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);
float x = gl_FragCoord.x;
float y = resolution[1] - gl_FragCoord.y;
float dx = center[0] - x;
float dy = center[1] - y;
float distance = sqrt(dx*dx + dy*dy);
if ( distance < radius )
gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0);
else
gl_FragColor = color0;
}
</script>
{% asset shaderCanvas2.js %}

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void main(void) {
gl_FragColor = vec4(0.5, 0.3, 0.0, 1.0);
}