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