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Unified Diff: conformance/more/demos/opengl_web.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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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
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