111 lines
3.7 KiB
JavaScript
111 lines
3.7 KiB
JavaScript
const vsSource = `#version 300 es
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in vec4 aVertexPosition;
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void main() {
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gl_Position = aVertexPosition;
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}
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`;
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function runShader(fsSource, options) {
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const canvas = document.querySelector('#canvas');
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const gl = canvas.getContext('webgl2', {preserveDrawingBuffer:true});
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if (!gl) {
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alert('could not initialize webgl.');
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return;
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}
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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gl.useProgram(shaderProgram);
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const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
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uResolution = gl.getUniformLocation(shaderProgram, "uResolution");
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uRangeAxes = gl.getUniformLocation(shaderProgram, "uRangeAxes");
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uDrawContours = gl.getUniformLocation(shaderProgram, "uDrawContours");
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uShadingIntensity = gl.getUniformLocation(shaderProgram, "uShadingIntensity");
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uSwapBlackWhite = gl.getUniformLocation(shaderProgram, "uSwapBlackWhite");
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uIterations = gl.getUniformLocation(shaderProgram, "uIterations");
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uSmoothColor = gl.getUniformLocation(shaderProgram, "uSmoothColor");
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gl.uniform2f(uResolution, gl.canvas.width, gl.canvas.height);
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gl.uniform4f(uRangeAxes, options.rmin, options.rmax, options.imin, options.imax);
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gl.uniform1i(uDrawContours, options.drawcontours ? 1 : 0);
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gl.uniform1f(uShadingIntensity, options.shading);
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gl.uniform1i(uSwapBlackWhite, options.swapbw) ? 1 : 0;
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gl.uniform1i(uIterations, options.iterations);
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gl.uniform1i(uSmoothColor, options.smoothcolor);
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const buffers = initBuffers(gl);
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drawScene(gl, vertexPosition, buffers);
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}
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function initBuffers(gl) {
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [
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1.0, 1.0,
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-1.0, 1.0,
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1.0, -1.0,
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-1.0, -1.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER,
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new Float32Array(positions),
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gl.STATIC_DRAW);
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return {
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position: positionBuffer,
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};
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}
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function drawScene(gl, vertexPosition, buffers) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const projectionMatrix = mat4.create();
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const modelViewMatrix = mat4.create();
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(vertexPosition);
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const vertexOffset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, vertexOffset, vertexCount);
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}
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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throw Error('could not initialize shader program: ' + gl.getProgramInfoLog(shaderProgram));
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}
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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return shaderProgram;
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}
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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const text = 'could not compile shaders: ' + gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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throw Error(text);
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}
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return shader;
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}
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