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Oct 13th, 2024
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  1. function createCShader(gl: WebGLRenderingContext, source: string, type: any) {
  2.   var shader = gl.createShader(type);
  3.   if (shader == null) throw new DOMException("Compiled shader is null");
  4.   gl.shaderSource(shader, source);
  5.   gl.compileShader(shader);
  6.   var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  7.   if (success) {
  8.     return shader;
  9.   }
  10.  
  11.   console.error(gl.getShaderInfoLog(shader));
  12.   throw new Error(gl.getShaderInfoLog(shader) || "No message available");
  13. }
  14.  
  15. export function createWebglProgram(gl, sourceVS, sourceFS) {
  16.   const vertexShader = createCShader(gl, sourceVS, gl.VERTEX_SHADER);
  17.   const fragmentShader = createCShader(gl, sourceFS, gl.FRAGMENT_SHADER);
  18.   var program = gl.createProgram();
  19.   gl.attachShader(program, vertexShader);
  20.   gl.attachShader(program, fragmentShader);
  21.   gl.linkProgram(program);
  22.   var success = gl.getProgramParameter(program, gl.LINK_STATUS);
  23.   if (success) {
  24.     return program;
  25.   }
  26.  
  27.   console.error(gl.getProgramInfoLog(program));
  28.   gl.deleteProgram(program);
  29. }
  30.  
  31.  
  32.  
  33. function doGPGPU() {
  34.   const vs = `
  35.   attribute vec4 position;
  36.   void main() {
  37.     gl_Position = position;
  38.   }
  39.   `;
  40.  
  41.   const fs = `
  42.   precision highp float;
  43.    
  44.   uniform sampler2D srcTex;
  45.   uniform vec2 srcDimensions;
  46.    
  47.   void main() {
  48.     vec2 texcoord = gl_FragCoord.xy / srcDimensions;
  49.     vec4 value = texture2D(srcTex, texcoord);
  50.     gl_FragColor = value;
  51.   }
  52.   `;
  53.  
  54.   const dstWidth = 3;
  55.   const dstHeight = 2;
  56.  
  57.   // make a 3x2 canvas for 6 results
  58.   const canvas = document.createElement('canvas');
  59.   canvas.width = dstWidth;
  60.   canvas.height = dstHeight;
  61.  
  62.   const gl = canvas.getContext('webgl');
  63.   if (!gl) throw new DOMException()
  64.   // check we can use floating point textures
  65.   const ext1 = gl.getExtension('OES_texture_float');
  66.   if (!ext1) {
  67.     alert('Need OES_texture_float');
  68.     return;
  69.   }
  70.   // check we can render to floating point textures
  71.   const ext2 = gl.getExtension('WEBGL_color_buffer_float');
  72.   if (!ext2) {
  73.     alert('Need WEBGL_color_buffer_float');
  74.     return;
  75.   }
  76.   // check we can use textures in a vertex shader
  77.   if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) < 1) {
  78.     alert('Can not use textures in vertex shaders');
  79.     return;
  80.   }
  81.  
  82.   const program = createWebglProgram(gl, vs, fs);
  83.  
  84.   const positionLoc = gl.getAttribLocation(program, 'position');
  85.   const srcTexLoc = gl.getUniformLocation(program, 'srcTex');
  86.   const srcDimensionsLoc = gl.getUniformLocation(program, 'srcDimensions');
  87.  
  88.   // setup a full canvas clip space quad
  89.   const buffer = gl.createBuffer();
  90.   gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  91.   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  92.     -1, -1,
  93.     1, -1,
  94.     -1, 1,
  95.     -1, 1,
  96.     1, -1,
  97.     1, 1,
  98.   ]), gl.STATIC_DRAW);
  99.  
  100.   // setup our attributes to tell WebGL how to pull
  101.   // the data from the buffer above to the position attribute
  102.   gl.enableVertexAttribArray(positionLoc);
  103.   gl.vertexAttribPointer(
  104.     positionLoc,
  105.     2,         // size (num components)
  106.     gl.FLOAT,  // type of data in buffer
  107.     false,     // normalize
  108.     0,         // stride (0 = auto)
  109.     0,         // offset
  110.   );
  111.  
  112.  
  113.   const positions = new Float32Array(new Array(canvas.width * canvas.height * 4).map(_ => Math.random() * 10));
  114.  
  115.   const inputTex = createTexture(gl, positions, canvas.width, canvas.height);
  116.   const outputTex = createTexture(gl, null, canvas.width, canvas.height);
  117.  
  118.   const inputFb = createFramebuffer(gl, inputTex);
  119.   const outputFb = createFramebuffer(gl, outputTex);
  120.  
  121.   gl.bindFramebuffer(gl.FRAMEBUFFER, outputFb);
  122.   gl.viewport(0, 0, dstWidth, dstHeight);
  123.  
  124.   gl.activeTexture(gl.TEXTURE0)
  125.   gl.bindTexture(gl.TEXTURE_2D, inputTex);
  126.  
  127.  
  128.   gl.useProgram(program);
  129.   gl.uniform1i(srcTexLoc, 0);
  130.   gl.uniform2f(srcDimensionsLoc, dstWidth, dstHeight);
  131.  
  132.   gl.drawArrays(gl.TRIANGLES, 0, dstHeight * dstWidth);
  133.  
  134.   // get the result
  135.   const results = new Float32Array(dstWidth * dstHeight * 4);
  136.   gl.readPixels(0, 0, dstWidth, dstHeight, gl.RGBA, gl.FLOAT, results);
  137.  
  138.   // print the results
  139.   console.log(results.length)
  140.   console.log(results)
  141.  
  142. }
  143.  
  144. function createTexture(gl, data, width, height) {
  145.   const tex = gl.createTexture();
  146.   gl.bindTexture(gl.TEXTURE_2D, tex);
  147.   gl.texImage2D(
  148.     gl.TEXTURE_2D,
  149.     0,        // mip level
  150.     gl.RGBA,  // internal format
  151.     width,
  152.     height,
  153.     0,        // border
  154.     gl.RGBA,  // format
  155.     gl.FLOAT, // type
  156.     data,
  157.   );
  158.   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  159.   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  160.   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  161.   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  162.   return tex;
  163. }
  164.  
  165. function createFramebuffer(gl, tex) {
  166.   const fb = gl.createFramebuffer();
  167.   gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  168.   gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
  169.   return fb;
  170. }
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