Index: conformance/more/demos/opengl_web.html |
=================================================================== |
--- conformance/more/demos/opengl_web.html (revision 0) |
+++ conformance/more/demos/opengl_web.html (revision 0) |
@@ -0,0 +1,580 @@ |
+<!DOCTYPE html> |
+<html><head> |
+<meta charset="utf-8"> |
+ |
+<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 = canvas.getContext(GL_CONTEXT_ID); |
+ |
+ 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 |
+ LF |