| Index: conformance/more/demos/opengl_web.html
|
| ===================================================================
|
| --- conformance/more/demos/opengl_web.html (revision 0)
|
| +++ conformance/more/demos/opengl_web.html (working copy)
|
| @@ -0,0 +1,607 @@
|
| +<!DOCTYPE html>
|
| +<html>
|
| +<head>
|
| +<meta charset="utf-8">
|
| +<!--
|
| +
|
| +/*
|
| +** Copyright (c) 2012 The Khronos Group Inc.
|
| +**
|
| +** Permission is hereby granted, free of charge, to any person obtaining a
|
| +** copy of this software and/or associated documentation files (the
|
| +** "Materials"), to deal in the Materials without restriction, including
|
| +** without limitation the rights to use, copy, modify, merge, publish,
|
| +** distribute, sublicense, and/or sell copies of the Materials, and to
|
| +** permit persons to whom the Materials are furnished to do so, subject to
|
| +** the following conditions:
|
| +**
|
| +** The above copyright notice and this permission notice shall be included
|
| +** in all copies or substantial portions of the Materials.
|
| +**
|
| +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
| +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
| +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
| +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
| +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
| +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
|
| +
|
| +-->
|
| +
|
| +<title>OpenGL for the web</title>
|
| +
|
| +<script type="application/x-javascript" src="../util.js"></script>
|
| +
|
| + <script type="application/x-javascript">
|
| +
|
| +function log(msg) {
|
| + document.getElementById('note').textContent += "\n"+msg;
|
| +}
|
| +
|
| +
|
| +
|
| +
|
| +function init(ev) {
|
| + var canvas = document.getElementById('canvas');
|
| + var gl = getGLContext(canvas);
|
| +
|
| + var shader = new Shader(gl, "ppix-vert", "ppix-frag");
|
| + shader.compile();
|
| + var fbo = new FBO(gl, canvas.width, canvas.height);
|
| + var fbo2 = new FBO(gl, canvas.width, canvas.height);
|
| + var fbo3 = new FBO(gl, canvas.width, canvas.height);
|
| + var depth = new Shader(gl, "depth-vert", "depth-frag");
|
| + var identity = new Filter(gl, "identity-vert", "identity-frag");
|
| + var unpremult = new Filter(gl, "identity-vert", "unpremult-frag");
|
| + var hblur = new Filter(gl, "identity-vert", "hblur-frag");
|
| + var vblur = new Filter(gl, "identity-vert", "vblur-frag");
|
| + var hdof = new Filter(gl, "identity-vert", "hdof-frag");
|
| + var vdof = new Filter(gl, "identity-vert", "vdof-frag");
|
| +
|
| + redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);
|
| +
|
| + setInterval(function(){
|
| + redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);
|
| + }, 33);
|
| +}
|
| +
|
| +function drawCube (gl, shader, angle, axis, x,y,z, s, va, na, ta) {
|
| + Matrix.copyMatrix(look, vmat);
|
| + Matrix.translate3InPlace(x,y,z,vmat);
|
| + Matrix.scale1InPlace(s,vmat);
|
| + Matrix.rotateInPlace(angle, axis, vmat);
|
| +
|
| + // Note: we could just use mat3(MVMatrix) as the normal matrix
|
| + // as MVMatrix has only rotations, translations and uniform scaling
|
| + // <=> MVMatrix is a scaled orthonormal matrix
|
| + // hence normalize(mat3(MVMatrix)*v) == normalize(mat3(transpose(inverse(MVMatrix))*v)
|
| + //
|
| + // But let's do it the hard way to see if Matrix.inverse3x3 works...
|
| + Matrix.inverseTo3x3InPlace(vmat, nmat);
|
| + Matrix.transpose3x3InPlace(nmat);
|
| +
|
| + shader.uniformMatrix4fv("MVMatrix", vmat);
|
| + shader.uniformMatrix3fv("NMatrix", nmat);
|
| +
|
| + var cube = Cube.getCachedVBO(gl);
|
| + cube.draw(va, na, ta);
|
| +}
|
| +
|
| +var carr = [];
|
| +for (var i=0; i<25; i++) {
|
| + carr.push([Math.random(), Math.random(), Math.random()]);
|
| +}
|
| +
|
| +function drawScene (gl, shader, va, na, ta) {
|
| + var ot = new Date().getTime();
|
| + var t = ot;
|
| +
|
| + shader.uniformMatrix4fv("PMatrix", pmat);
|
| + for (var i=0; i<carr.length; i++){
|
| + var c = carr[i];
|
| + var f = c[1] < 0.5 ? 1 : -1;
|
| + var t = ot;
|
| + drawCube(gl, shader,
|
| + (t/(f*400*(c[0]+0.5))) % (2*Math.PI), c,
|
| +
|
| + 0.45+0.8*c[2],
|
| + -0.4+Math.cos((i/carr.length*Math.PI*2)+t/1000),
|
| + 0.8+Math.sin((i/carr.length*Math.PI*2)+t/1000)*3.2,
|
| +
|
| + 0.05 + Math.pow((c[0]+c[1]+c[2])*0.33, 2)*0.3,
|
| + va, na, ta);
|
| + }
|
| +}
|
| +
|
| +var nmat = Matrix.newIdentity3x3();
|
| +var vmat = Matrix.newIdentity();
|
| +var vmat2 = Matrix.newIdentity();
|
| +var pmat = null;
|
| +var look = Matrix.lookAt([4,-1,8], [-0.2,0,0], [0,1,0]);
|
| +var useDoF = false;
|
| +
|
| +var firstFrame = true;
|
| +
|
| +function redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof) {
|
| +
|
| + var doDoF = useDoF;
|
| + gl.viewport(0, 0, canvas.width, canvas.height);
|
| + gl.clearColor(0.0, 0.0, 0.0, 0.0);
|
| + gl.enable(gl.DEPTH_TEST);
|
| +
|
| + gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| +
|
| + fbo.use();
|
| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| +
|
| + shader.use();
|
| +
|
| + var va = shader.attrib("Vertex");
|
| + var na = shader.attrib("Normal");
|
| + var ta = shader.attrib("Tex");
|
| +
|
| + if (pmat == null)
|
| + pmat = Matrix.perspective(30, canvas.width/canvas.height, 1, 100);
|
| +
|
| + shader.uniform4f("MaterialSpecular", 0.95, 0.9, 0.6, 1);
|
| + shader.uniform4f("MaterialDiffuse", 0.50, 0.35, 0.35, 1);
|
| + shader.uniform4f("MaterialAmbient", 0.0, 0.1, 0.2, 1);
|
| + shader.uniform1f("MaterialShininess", 1.5);
|
| +
|
| + shader.uniform4f("GlobalAmbient", 0.1, 0.1, 0.1, 1);
|
| +
|
| + shader.uniform4f("LightPos", 1, 5, 3, 1.0);
|
| +
|
| + shader.uniform4f("LightSpecular", 0.9, 0.9, 0.9, 1);
|
| + shader.uniform4f("LightDiffuse", 0.8, 0.8, 0.8, 1);
|
| + shader.uniform4f("LightAmbient", 0.0, 0.06, 0.2, 1);
|
| + shader.uniform1f("LightConstantAtt", 0.0);
|
| + shader.uniform1f("LightLinearAtt", 0.1);
|
| + shader.uniform1f("LightQuadraticAtt", 0.0);
|
| +
|
| + drawScene(gl, shader, va, na);
|
| +
|
| + if (doDoF || firstFrame) {
|
| +
|
| + fbo3.use();
|
| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| + depth.use();
|
| + var dva = depth.attrib("Vertex");
|
| +
|
| + drawScene(gl, depth, dva);
|
| +
|
| + gl.disable(gl.DEPTH_TEST);
|
| + gl.activeTexture(gl.TEXTURE1);
|
| + gl.bindTexture(gl.TEXTURE_2D, fbo3.texture);
|
| + gl.activeTexture(gl.TEXTURE0);
|
| +
|
| +
|
| + for (var i=0; i<3; i++) {
|
| + fbo2.use();
|
| + gl.bindTexture(gl.TEXTURE_2D, fbo.texture);
|
| +
|
| + hdof.apply(function(f){
|
| + f.uniform1i("Texture", 0);
|
| + f.uniform1i("Depth", 1);
|
| + f.uniform1f("iter", i);
|
| + f.uniform1f("step", 1.0/canvas.width);
|
| + });
|
| +
|
| + fbo.use();
|
| + gl.bindTexture(gl.TEXTURE_2D, fbo2.texture);
|
| +
|
| + vdof.apply(function(f){
|
| + f.uniform1i("Texture", 0);
|
| + f.uniform1i("Depth", 1);
|
| + f.uniform1f("iter", i);
|
| + f.uniform1f("step", 1.0/canvas.width);
|
| + });
|
| + }
|
| +
|
| + }
|
| + firstFrame = false;
|
| +
|
| + gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| +
|
| + gl.activeTexture(gl.TEXTURE1);
|
| + gl.bindTexture(gl.TEXTURE_2D, null);
|
| + gl.activeTexture(gl.TEXTURE0);
|
| + gl.bindTexture(gl.TEXTURE_2D, fbo.texture);
|
| +
|
| + // The DoF blur blurs the color from the transparent black background with
|
| + // the cubes. To get rid of the border, we can treat it as premultiplied alpha.
|
| + // To see the problem, try replacing unpremult with identity.
|
| + unpremult.apply(function(f){
|
| + f.uniform1i("Texture", 0);
|
| + });
|
| +
|
| +}
|
| +
|
| +window.addEventListener("load", init, false);
|
| + </script>
|
| +
|
| + <script id="ppix-vert" type="x-shader/x-vertex">
|
| + attribute vec3 Vertex;
|
| + attribute vec3 Normal;
|
| + attribute vec2 Tex;
|
| +
|
| + uniform mat4 PMatrix;
|
| + uniform mat4 MVMatrix;
|
| + uniform mat3 NMatrix;
|
| +
|
| + uniform vec4 MaterialAmbient;
|
| + uniform vec4 MaterialDiffuse;
|
| +
|
| + uniform vec4 LightAmbient;
|
| + uniform vec4 LightDiffuse;
|
| +
|
| + uniform vec4 GlobalAmbient;
|
| +
|
| + uniform vec4 LightPos;
|
| +
|
| + varying vec4 diffuse, ambientGlobal, ambient;
|
| + varying vec3 normal, lightDir, halfVector;
|
| + varying float dist;
|
| +
|
| + void main()
|
| + {
|
| + vec4 worldPos;
|
| + vec3 lightVector;
|
| + vec4 v = vec4(Vertex, 1.0);
|
| +
|
| + /* transform vertex normal into world space and normalize */
|
| + normal = normalize(NMatrix * Normal);
|
| +
|
| + /* transform vertex into world space and compute the vector
|
| + from it to the light */
|
| + worldPos = MVMatrix * v;
|
| + lightVector = vec3(LightPos - worldPos);
|
| + lightDir = normalize(lightVector);
|
| + dist = length(lightVector);
|
| +
|
| + /* Half-vector used in Blinn-Phong shading due to computational efficiency */
|
| + halfVector = normalize(lightVector - vec3(worldPos));
|
| +
|
| + diffuse = MaterialDiffuse * LightDiffuse;
|
| +
|
| + /* The ambient terms have been separated since one of them */
|
| + /* suffers attenuation */
|
| + ambient = MaterialAmbient * LightAmbient;
|
| + ambientGlobal = GlobalAmbient * MaterialAmbient;
|
| +
|
| + gl_Position = PMatrix * worldPos;
|
| + }
|
| + </script>
|
| +
|
| + <script id="ppix-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform vec4 LightSpecular;
|
| + uniform vec4 MaterialSpecular;
|
| + uniform float MaterialShininess;
|
| +
|
| + uniform float LightConstantAtt;
|
| + uniform float LightLinearAtt;
|
| + uniform float LightQuadraticAtt;
|
| +
|
| + varying vec4 diffuse,ambientGlobal, ambient;
|
| + varying vec3 normal, lightDir, halfVector;
|
| + varying float dist;
|
| +
|
| + void main()
|
| + {
|
| + vec3 n, halfV, viewV, ldir;
|
| + float NdotL, NdotHV;
|
| + vec4 color = ambientGlobal;
|
| + float att;
|
| +
|
| + n = normalize(normal);
|
| +
|
| + NdotL = max(dot(n, normalize(lightDir)), 0.0);
|
| +
|
| + if (NdotL > 0.0) {
|
| +
|
| + att = 1.0 / (LightConstantAtt + LightLinearAtt * dist + LightQuadraticAtt * dist * dist);
|
| +
|
| + color += att * (diffuse * NdotL + ambient);
|
| +
|
| + halfV = normalize(halfVector);
|
| + NdotHV = max( dot(normal, halfV), 0.0 );
|
| +
|
| + color += att * MaterialSpecular * LightSpecular * pow(NdotHV, MaterialShininess);
|
| + }
|
| +
|
| + gl_FragColor = color;
|
| + }
|
| + </script>
|
| + <script id="depth-vert" type="x-shader/x-vertex">
|
| + attribute vec3 Vertex;
|
| + uniform mat4 PMatrix;
|
| + uniform mat4 MVMatrix;
|
| + varying float depth;
|
| + void main()
|
| + {
|
| + gl_Position = PMatrix * (MVMatrix * vec4(Vertex, 1.0));
|
| + depth = 1.0-(gl_Position.z / gl_Position.w);
|
| + }
|
| + </script>
|
| + <script id="depth-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + varying float depth;
|
| + void main()
|
| + {
|
| + vec4 c = vec4(depth, 0.0, 0.0, 1.0);
|
| + gl_FragColor = c;
|
| + }
|
| + </script>
|
| +
|
| + <script id="identity-vert" type="x-shader/x-vertex">
|
| + attribute vec3 Vertex;
|
| + attribute vec2 Tex;
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + texCoord0 = vec4(Tex,0.0,0.0);
|
| + gl_Position = vec4(Vertex, 1.0);
|
| + }
|
| + </script>
|
| + <script id="identity-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + vec4 c = texture2D(Texture, texCoord0.st);
|
| + gl_FragColor = c;
|
| + }
|
| + </script>
|
| + <script id="premult-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + vec4 c = texture2D(Texture, texCoord0.st);
|
| + float a = c.a;
|
| + c *= a;
|
| + c.a = a;
|
| + gl_FragColor = c;
|
| + }
|
| + </script>
|
| + <script id="unpremult-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + vec4 c = texture2D(Texture, texCoord0.st);
|
| + float a = c.a;
|
| + c /= a;
|
| + c.a = a;
|
| + gl_FragColor = c;
|
| + }
|
| + </script>
|
| +
|
| + <script id="hblur-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| + uniform float step;
|
| + float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + int i=0;
|
| + if (texture2D(Texture, texCoord0.st).a > 0.0) {
|
| + vec4 sum = vec4(0.0);
|
| + for (i=0; i<7; i++) {
|
| + vec4 tmp = texture2D(Texture, texCoord0.st + vec2(i*step,0));
|
| + sum += tmp * kernel[i];
|
| + }
|
| + gl_FragColor = sum;
|
| + } else {
|
| + gl_FragColor = texture2D(Texture, texCoord0.st);
|
| + }
|
| + }
|
| + </script>
|
| + <script id="vblur-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| + uniform float step;
|
| + float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + int i=0;
|
| + if (texture2D(Texture, texCoord0.st).a > 0.0) {
|
| + vec4 sum = vec4(0.0);
|
| + for (i=0; i<7; i++) {
|
| + vec4 tmp = texture2D(Texture, texCoord0.st + vec2(0,i*step));
|
| + sum += tmp * kernel[i];
|
| + }
|
| + gl_FragColor = sum;
|
| + } else {
|
| + gl_FragColor = texture2D(Texture, texCoord0.st);
|
| + }
|
| + }
|
| + </script>
|
| + <script id="hdof-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| + uniform sampler2D Depth;
|
| + uniform float step;
|
| + uniform float iter;
|
| + float kernel[7] = { 0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046 };
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + vec4 tmp;
|
| + vec4 sum = vec4(0.0);
|
| + bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(0-3)*step,0));
|
| + sum += tmp * kernel[0];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(1-3)*step,0));
|
| + sum += tmp * kernel[1];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(2-3)*step,0));
|
| + sum += tmp * kernel[2];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(3-3)*step,0));
|
| + sum += tmp * kernel[3];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(4-3)*step,0));
|
| + sum += tmp * kernel[4];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(5-3)*step,0));
|
| + sum += tmp * kernel[5];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(float(6-3)*step,0));
|
| + sum += tmp * kernel[6];
|
| + gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
|
| + }
|
| + </script>
|
| + <script id="vdof-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform sampler2D Texture;
|
| + uniform sampler2D Depth;
|
| + uniform float step;
|
| + uniform float iter;
|
| + float kernel[7] = float[7](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
|
| +
|
| + varying vec4 texCoord0;
|
| + void main()
|
| + {
|
| + vec4 tmp;
|
| + vec4 sum = vec4(0.0);
|
| + bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(0-3)*step));
|
| + sum += tmp * kernel[0];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(1-3)*step));
|
| + sum += tmp * kernel[1];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(2-3)*step));
|
| + sum += tmp * kernel[2];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(3-3)*step));
|
| + sum += tmp * kernel[3];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(4-3)*step));
|
| + sum += tmp * kernel[4];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(5-3)*step));
|
| + sum += tmp * kernel[5];
|
| + tmp = texture2D(Texture, texCoord0.st + vec2(0,float(6-3)*step));
|
| + sum += tmp * kernel[6];
|
| + gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
|
| + }
|
| + </script>
|
| +
|
| + <style>
|
| + * { margin: 0px; padding: 0px; }
|
| + html {
|
| + background-color: #707888;
|
| + color: #222222;
|
| + }
|
| + #canvas {
|
| + position: absolute;
|
| + cursor: pointer;
|
| + top: 115px; left: 550px;
|
| + }
|
| + #note {
|
| + position: absolute;
|
| + top: 4px;
|
| + left: 4px;
|
| + }
|
| + #content {
|
| + margin-left: 99px;
|
| + padding-left: 8px;
|
| + padding-right: 8px;
|
| + padding-bottom: 16px;
|
| + width: 600px;
|
| + background-color: rgba(255,255,255,1.0);
|
| + text-align: center;
|
| + border-left: 1px solid rgba(0,0,0,0.5);
|
| + border-right: 2px solid rgba(0,0,0,0.75);
|
| + }
|
| + h1 {
|
| + padding-top: 24px;
|
| + padding-bottom: 16px;
|
| + margin-bottom: 24px;
|
| + border-bottom: 1px solid black;
|
| + font-family: Times New Roman, Serif;
|
| + font-weight: bold;
|
| + font-size: 40px;
|
| + }
|
| + #content p {
|
| + text-indent: 24px;
|
| + margin-left: 24px;
|
| + margin-right: 32px;
|
| + text-align: justify;
|
| + font-family: Serif;
|
| + padding-bottom: 16px;
|
| + }
|
| + #above {
|
| + position: absolute;
|
| + top: 300px;
|
| + left: 716px;
|
| + padding: 10px 20px;
|
| + background-color: rgba(0,225,0,0.5);
|
| + border-left: 2px solid rgba(0,64,0,0.75);
|
| + color: white;
|
| + font-size: small;
|
| + font-family: sans-serif;
|
| + }
|
| + #above p {
|
| + text-align: center;
|
| + }
|
| + </style>
|
| +
|
| +</head><body>
|
| + <canvas id="canvas" width="400" height="400" title="Click to toggle DOF shader" onclick="useDoF = !useDoF"></canvas>
|
| + <pre id="note"></pre>
|
| +
|
| + <div id="content">
|
| + <h1>OpenGL for the web</h1>
|
| + <p>
|
| +The WebGL specification gives web developers access to an
|
| +OpenGL ES 2.0 drawing context for the canvas tag. What that means is
|
| +that you can finally harness the power of the GPU for awesome visuals
|
| +and heavy-duty number crunching in your web apps. </p><p> OpenGL ES 2.0 is a subset of OpenGL 2.0 aimed at embedded
|
| +devices and game consoles. As such, it's a very minimalistic low-level
|
| +API, even more so than desktop OpenGL. In fact, if you took desktop
|
| +OpenGL and stripped out everything but shaders, vertex arrays and
|
| +textures, you'd get something quite like OpenGL ES 2.0. </p>
|
| + <p>
|
| + As there is no fixed-function pipeline, you need to write GLSL shaders to draw <i>anything</i>.
|
| +And you need to do your own transformation math, including keeping
|
| +track of the transformation matrix stack. So the raw API is really not
|
| +for the faint of heart; you do need to know your 3D math and shading
|
| +equations. </p>
|
| + <p> For example, to draw the spinning cubes on the
|
| +right - around 200 lines of application code, 250 lines of shaders and
|
| +800 lines of library code - I had to scrounge the internet for <a href="http://www.lighthouse3d.com/opengl/glsl/index.php?pointlight">GLSL shaders</a>
|
| +to do the transformation and lighting, write a small matrix math
|
| +library in JavaScript and a DOF blur shader. While highly educational,
|
| +it was also a rather steep hill to climb. </p>
|
| + <p> So, the intended audience of the raw context
|
| +interface are not really end-users, but library developers who can
|
| +write easy-to-use interfaces to the functionality, and 3D developers
|
| +who require a high level of control over the rendering pipeline. </p>
|
| + <p> The really cool thing about the OpenGL Canvas is
|
| +that it doesn't make policy decisions. There's no single set-in-stone
|
| +use case for it: In addition to 3D graphics, you can also use it for
|
| +filtering images, visualizing fluid dynamics, doing real-time video
|
| +effects, or just crunching a whole lot of FP math. If you can do it on
|
| +the GPU, you're in luck! </p>
|
| + </div>
|
| + <div id="above">
|
| + <p>You can also place content above the canvas</p>
|
| + </div>
|
| + </body></html>
|
|
|
| Property changes on: conformance/more/demos/opengl_web.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| ## -0,0 +1 ##
|
| +LF
|
| \ No newline at end of property
|
|
|