Improved shader scripts
parent
7899c229ee
commit
e0199bce74
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@ -1,17 +1,52 @@
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var shader_time = 0.0;
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var canvas_size = new Array(2);
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window.addEventListener("load", main);
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function main() {
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const canvas = document.querySelector('#webgl-canvas');
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var canvas = document.querySelector('#webgl-canvas');
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const canvasses = document.querySelectorAll('.webgl-shader-canvas');
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if (canvasses.length == 0) {
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console.log("WebGL script requires at least one canvas with class 'webgl-shader-canvas''");
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return
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}
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canvasses.forEach(function(canvas){
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if (!canvas.getAttributeNames().includes("data-fs-source") || !canvas.getAttributeNames().includes("data-fs-source")) {
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console.log("WebGL script requires a canvas with data-fs-source and data-vs-source attributes.");
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return
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}
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// load vertex shader
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const vsxhttp = new XMLHttpRequest();
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vsxhttp.onreadystatechange = function() {
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if (this.readyState == 4 && this.status == 200) {
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const vsSource = vsxhttp.responseText;
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// load fragment shader
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const fsxhttp = new XMLHttpRequest();
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fsxhttp.onreadystatechange = function() {
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if (this.readyState == 4 && this.status == 200) {
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const fsSource = fsxhttp.responseText;
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// console.log(fsSource);
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// console.log(fsSource);
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// Shaders loaded, begin the webgl render:
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webglRender(canvas, vsSource, fsSource);
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}
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}
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fsxhttp.open('GET',canvas.getAttribute('data-fs-source'));
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fsxhttp.send();
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}
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}
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vsxhttp.open('GET',canvas.getAttribute('data-vs-source'));
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vsxhttp.send();
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});
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}
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function webglRender(canvas, vsSource, fsSource) {
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const gl = canvas.getContext('webgl');
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// If we don't have a GL context, give up now
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if (!gl) {
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alert('Unable to initialize WebGL. Your browser or machine may not support it.');
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return;
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}
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const vsSource = document.querySelector("#webgl-canvas #vertex-shader").innerHTML; // Vertex shader program
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const fsSource = document.querySelector("#webgl-canvas #fragment-shader").innerHTML; // fragment shader program
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canvas_size[0] = canvas.width; canvas_size[1] = canvas.height;
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attributes our shader program is using
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@ -29,7 +64,6 @@ function main() {
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uTime: gl.getUniformLocation(shaderProgram, 'uTime'),
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},
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};
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// Here's where we call the routine that builds all the
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// objects we'll be drawing.
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const buffers = initBuffers(gl);
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@ -40,9 +74,9 @@ function main() {
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const deltaTime = now - then;
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then = now;
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drawScene(gl, programInfo, buffers, deltaTime);
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requestAnimationFrame(render);
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window.requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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window.requestAnimationFrame(render);
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}
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//
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@ -95,18 +129,6 @@ function drawScene(gl, programInfo, buffers, deltaTime) {
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const modelViewMatrix = mat4.create();
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// Now move the drawing position a bit to where we want to
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// start drawing the square.
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// mat4.translate(modelViewMatrix, // destination matrix
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// modelViewMatrix, // matrix to translate
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// [-0.0, 0.0, -0.0]); // amount to translate
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// mat4.rotate(modelViewMatrix, // destination matrix
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// modelViewMatrix, // matrix to rotate
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// squareRotation, // amount to rotate in radians
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// [0, 0, 1]); // axis to rotate around
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute
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{
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@ -116,15 +138,8 @@ function drawScene(gl, programInfo, buffers, deltaTime) {
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexPosition);
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gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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}
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// Tell WebGL to use our program when drawing
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@ -133,8 +148,7 @@ function drawScene(gl, programInfo, buffers, deltaTime) {
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// Set the shader uniforms
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gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
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gl.uniformMatrix4fv(programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix);
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var size = [1280.0, 720.0] //TODO: make this size of canvas and change on window resize
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gl.uniform2f(programInfo.uniformLocations.uResolution, size[0], size[1]);
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gl.uniform2f(programInfo.uniformLocations.uResolution, canvas_size[0], canvas_size[1]);
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gl.uniform1f(programInfo.uniformLocations.uTime, shader_time);
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{
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const offset = 0;
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@ -180,4 +194,3 @@ function loadShader(gl, type, source) {
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return shader;
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}
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@ -4,29 +4,9 @@ title: "More Shaders"
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date: 2021-06-02
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categories: design coding
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---
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<canvas id="webgl-canvas" width="1280" height="1280" style="border:1px solid white; width:100%;">
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<script type="x-shader/x-vertex" id="vertex-shader">
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#version 100
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precision highp float;
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attribute vec4 aVertexPosition;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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void main(void) {
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gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragment-shader">
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#version 100
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precision mediump float;
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uniform float uTime;
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uniform vec2 uResolution;
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uniform vec4 uFragColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / uResolution.xy;
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gl_FragColor = vec4(uv.x, uv.y, uTime / 10.0, 0.0);
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}
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</script>
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</canvas>
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<canvas class="webgl-shader-canvas" width="720" height="720" style="border:1px solid white; width:100%;" data-fs-source="assets/circleShader.glsl" data-vs-source="assets/vertShader.glsl"></canvas>
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<canvas class="webgl-shader-canvas" width="720" height="720" style="border:1px solid white; width:100%;" data-fs-source="assets/testShader.glsl" data-vs-source="assets/vertShader.glsl"></canvas>
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{% asset gl-matrix-min-2.8.1.js %}
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{% asset shaderCanvas4.js %}
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@ -0,0 +1,10 @@
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#version 100
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precision mediump float;
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uniform float uTime;
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uniform vec2 uResolution;
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uniform vec4 uFragColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / uResolution.xy;
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// gl_FragColor = vec4(uv.x, uv.y, sin(uTime * 1.0), 1.0);
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gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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@ -0,0 +1,10 @@
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#version 100
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precision mediump float;
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uniform float uTime;
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uniform vec2 uResolution;
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uniform vec4 uFragColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / uResolution.xy;
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gl_FragColor = vec4(uv.x, uv.y, sin(uTime * 1.0), 1.0);
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//gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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@ -0,0 +1,8 @@
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#version 100
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precision highp float;
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attribute vec4 aVertexPosition;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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void main(void) {
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gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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}
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