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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 | - | |
| 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 | } |