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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 | } |