webgl: ongoing impl

This commit is contained in:
Zellyn Hunter 2018-05-01 22:28:49 -04:00
parent e25b3bae1c
commit 3e9246fae6
2 changed files with 215 additions and 116 deletions

View File

@ -31,7 +31,6 @@ attribute vec4 a_position;
// all shaders have a main function
void main() {
// gl_Position is a special variable a vertex shader
// is responsible for setting
gl_Position = a_position;
@ -160,47 +159,6 @@ void main() {
<script>
"use strict";
// Code from:
// https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
function createShader(gl, type, source) {
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
let program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
function resizeCanvas(canvas) {
// Lookup the size the browser is displaying the canvas.
let displayWidth = canvas.clientWidth;
let displayHeight = canvas.clientHeight;
// Check if the canvas is not the same size.
if (canvas.width != displayWidth ||
canvas.height != displayHeight) {
canvas.width = displayWidth;
canvas.height = displayHeight;
}
}
// Initialization
let canvas = document.getElementById("c");
@ -208,10 +166,10 @@ void main() {
let vertexShaderSource = document.getElementById("vertexShader").text;
let fragmentShaderSource = document.getElementById("fragmentShader").text;
let vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
let fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
let vertexShader = screenEmu.createShader(gl, 'vertexShader', gl.VERTEX_SHADER, vertexShaderSource);
let fragmentShader = screenEmu.createShader(gl, 'fragmentShader', gl.FRAGMENT_SHADER, fragmentShaderSource);
let program = createProgram(gl, vertexShader, fragmentShader);
let program = screenEmu.createProgram(gl, 'program', vertexShader, fragmentShader);
let positionAttributeLocation = gl.getAttribLocation(program, "a_position");
let positionBuffer = gl.createBuffer();
@ -226,7 +184,7 @@ void main() {
// Rendering
resizeCanvas(gl.canvas);
screenEmu.resizeCanvas(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas.
@ -273,7 +231,7 @@ void main() {
}
tryScreenView().then(() => console.log('tryScreenView: success'))
.catch(() => console.log('tryScreenView: error'));
.catch((e) => console.log(`tryScreenView: error: ${e}`));
</script>
</body>

View File

@ -59,21 +59,39 @@ let screenEmu = (function () {
[HORIZ_DISPLAY, VERT_DISPLAY]];
let palVertTotal = PAL_VTOTAL;
const VERTEX_SHADER =`
// an attribute will receive data from a buffer
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
// all shaders have a main function
void main() {
// gl_Position is a special variable a vertex shader
// is responsible for setting
gl_Position = a_position;
v_texCoord = a_texCoord;
}
`;
const COMPOSITE_SHADER = `
precision mediump float;
uniform sampler2D texture;
uniform vec2 textureSize;
uniform float subcarrier;
uniform sampler1D phaseInfo;
uniform sampler2D phaseInfo;
uniform vec3 c0, c1, c2, c3, c4, c5, c6, c7, c8;
uniform mat3 decoderMatrix;
uniform vec3 decoderOffset;
varying vec2 v_texCoord;
float PI = 3.14159265358979323846264;
vec3 pixel(in vec2 q)
{
vec3 c = texture2D(texture, q).rgb;
vec2 p = texture1D(phaseInfo, q.y).rg;
vec2 p = texture2D(phaseInfo, vec2(0, q.y)).rg;
float phase = 2.0 * PI * (subcarrier * textureSize.x * q.x + p.x);
return c * vec3(1.0, sin(phase), (1.0 - 2.0 * p.y) * cos(phase));
}
@ -85,7 +103,7 @@ vec3 pixels(vec2 q, float i)
void main(void)
{
vec2 q = gl_TexCoord[0].st;
vec2 q = v_texCoord;
vec3 c = pixel(q) * c0;
c += pixels(q, 1.0 / textureSize.x) * c1;
c += pixels(q, 2.0 / textureSize.x) * c2;
@ -100,6 +118,8 @@ void main(void)
`;
const DISPLAY_SHADER = `
precision mediump float;
uniform sampler2D texture;
uniform vec2 textureSize;
uniform float barrel;
@ -114,21 +134,22 @@ uniform vec2 persistenceSize;
uniform vec2 persistenceOrigin;
uniform float persistenceLevel;
uniform float luminanceGain;
varying vec2 v_texCoord;
float PI = 3.14159265358979323846264;
void main(void)
{
vec2 qc = (gl_TexCoord[1].st - vec2(0.5, 0.5)) * barrelSize;
vec2 qc = (v_texCoord - vec2(0.5, 0.5)) * barrelSize;
vec2 qb = barrel * qc * dot(qc, qc);
vec2 q = gl_TexCoord[0].st + qb;
vec2 q = v_texCoord + qb;
vec3 c = texture2D(texture, q).rgb;
float scanline = sin(PI * textureSize.y * q.y);
c *= mix(1.0, scanline * scanline, scanlineLevel);
vec3 mask = texture2D(shadowMask, (gl_TexCoord[1].st + qb) * shadowMaskSize).rgb;
vec3 mask = texture2D(shadowMask, (v_texCoord + qb) * shadowMaskSize).rgb;
c *= mix(vec3(1.0, 1.0, 1.0), mask, shadowMaskLevel);
vec2 lighting = qc * centerLighting;
@ -136,7 +157,7 @@ void main(void)
c *= luminanceGain;
vec2 qp = gl_TexCoord[1].st * persistenceSize + persistenceOrigin;
vec2 qp = v_texCoord * persistenceSize + persistenceOrigin;
c = max(c, texture2D(persistence, qp).rgb * persistenceLevel - 0.5 / 256.0);
gl_FragColor = vec4(c, 1.0);
@ -227,6 +248,52 @@ void main(void)
"DISPLAY",
];
const resizeCanvas = (canvas) => {
// Lookup the size the browser is displaying the canvas.
let displayWidth = canvas.clientWidth;
let displayHeight = canvas.clientHeight;
// Check if the canvas is not the same size.
if (canvas.width != displayWidth ||
canvas.height != displayHeight) {
canvas.width = displayWidth;
canvas.height = displayHeight;
}
};
// Code from:
// https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
const createShader = (gl, name, type, source) => {
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
let log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw `unable to compile shader ${name}: \n${log}`;
};
// Code from:
// https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html
const createProgram = (gl, name, ...shaders) => {
let program = gl.createProgram();
for (let shader of shaders) {
gl.attachShader(program, shader);
}
gl.linkProgram(program);
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
let log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw `unable to compile program ${name}: \n${log}`;
};
const TextureInfo = class {
constructor(width, height, glTexture) {
this.width = width;
@ -235,11 +302,40 @@ void main(void)
}
};
const ImageInfo = class {
constructor(sampleRate, blackLevel, whiteLevel, subCarrier, colorBurst,
phaseAlternation, data) {
this.sampleRate = sampleRate;
this.blackLevel = blackLevel;
this.whiteLevel = whiteLevel;
this.subCarrier = subCarrier;
this.colorBurst = colorBurst;
this.phaseAlternation = phaseAlternation;
this.data = data;
}
get width() {
// TODO(zellyn): implement
return 100;
}
get height() {
// TODO(zellyn): implement
return 100;
}
};
const ScreenView = class {
constructor(gl) {
this.gl = gl;
this.textures = {};
this.shaders = {};
this.image = null;
}
set image(imageInfo) {
this.imageInfo = imageInfo;
this.imageChanged = true;
}
async initOpenGL() {
@ -284,100 +380,143 @@ void main(void)
async loadTexture(path, isMipMap, name) {
let gl = this.gl;
let textureInfo = this.textures[name];
let texInfo = this.textures[name];
let image = await loadImage(path);
gl.bindTexture(gl.TEXTURE_2D, textureInfo.glTexture);
// TODO(zellyn): implement
gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
gl.RGBA, gl.UNSIGNED_BYTE, image);
if (isMipMap) {
// gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8,
// image.getSize().width, image.getSize().height,
// getGLFormat(image.getFormat()),
// GL_UNSIGNED_BYTE, image.getPixels());
} else {
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
// image.getSize().width, image.getSize().height,
// 0,
// getGLFormat(image.getFormat()), GL_UNSIGNED_BYTE, image.getPixels());
gl.generateMipmap(gl.TEXTURE_2D);
}
textureInfo.width = image.naturalWidth;
textureInfo.height = image.naturalHeight;
texInfo.width = image.naturalWidth;
texInfo.height = image.naturalHeight;
}
// TODO(zellyn): implement
loadShaders() {
this.loadShader("COMPOSITE", COMPOSITE_SHADER);
this.loadShader("DISPLAY", DISPLAY_SHADER);
}
// TODO(zellyn): implement
loadShader(name, source) {
console.log(`ScreenView.loadShader(${name}): not implemented yet`);
let glVertexShader = createShader(this.gl, name, this.gl.VERTEX_SHADER, VERTEX_SHADER);
let glFragmentShader = createShader(this.gl, name, this.gl.FRAGMENT_SHADER, source);
let glProgram = createProgram(this.gl, name, glVertexShader, glFragmentShader);
this.gl.deleteShader(glVertexShader);
this.gl.deleteShader(glFragmentShader);
this.shaders[name] = glProgram;
}
// TODO(zellyn): implement
deleteShaders() {
for (let name of SHADER_NAMES) {
if (this.shaders[name]) {
gl.deleteProgram(this.shaders[name]);
this.gl.deleteProgram(this.shaders[name]);
this.shaders[name] = false;
}
}
}
}
// Resize the texture with the given name to the next
// highest power of two width and height. Wouldn't be
// necessary with webgl2.
const resizeTexture = (gl, textures, name, width, height) => {
let textureInfo = textures[name];
if (!!textureInfo) {
throw `Cannot find texture named ${name}`;
// TODO(zellyn): implement
vsync() {
// if viewport size has changed:
// glViewPort(0, 0, new_width, new_height);
if (this.imageChanged) {
this.uploadImage();
}
// if configuration updated:
// configureShaders();
// if image or configuration updated:
// renderImage();
// if anything updated, or displayPersistence != 0.0
// drawDisplayCanvas();
}
if (width < 4) width = 4;
if (height < 4) height = 4;
width = 2**Math.ceil(Math.log2(width));
height = 2**Math.ceil(Math.log2(height));
textureInfo.width = width;
textureInfo.height = height;
gl.bindTexture(gl.TEXTURE_2D, textureInfo.glTexture);
const dummy = new Uint8Array(width * height);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, dummy);
};
const vsync = (gl) => {
// if viewport size has changed:
// glViewPort(0, 0, new_width, new_height);
uploadImage() {
let image = this.imageInfo;
// if image updated:
// uploadImage();
this.resizeTexture("IMAGE_IN", image.width, image.height);
let texInfo = this.textures["IMAGE_IN"];
gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
let format = gl.XYZZY;
gl.texSubImage(gl.TEXTURE_2D, 0,
0, 0,
image.width, image.height,
format, gl.UNSIGNED_BYTE, image.pixels);
// if configuration updated:
// configureShaders();
// Update configuration
if ((image.sampleRate != this.imageSampleRate) ||
(image.blackLevel != this.imageBlackLevel) ||
(image.whiteLevel != this.imageWhiteLevel) ||
(image.subcarrier != this.imageSubcarrier))
{
this.imageSampleRate = image.sampleRate;
this.imageBlackLevel = image.blackLevel;
this.imageWhiteLevel = image.whiteLevel;
this.imageSubcarrier = image.subcarrier;
// if image or configuration updated:
// renderImage();
this.isConfigurationUpdated = true;
}
// if anything updated, or displayPersistence != 0.0
// drawDisplayCanvas();
};
// Upload phase info
let texHeight = 2**Math.ceil(Math.log2(image.height));
let colorBurst = image.colorBurst
let phaseAlternation = image.phaseAlternation;
// TODO(zellyn): implement
const uploadImage = (gl) => {
};
let phaseInfo = new Float32Array(3 * texHeight);
// TODO(zellyn): implement
const configureShaders = (gl) => {
};
for (let x = 0; x < image.height; x++) {
let c = colorBurst[x % colorBurst.length] / 2 / Math.PI;
phaseInfo[3 * x + 0] = c - Math.floor(c);
phaseInfo[3 * x + 1] = phaseAlternation[x % phaseAlternation.length];
}
// TODO(zellyn): implement
const renderImage = (gl) => {
};
texInfo = this.textures("IMAGE_PHASEINFO");
gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, texHeight, 0,
gl.RGB, gl.FLOAT, phaseInfo);
}
// TODO(zellyn): implement
const drawDisplayCanvas = (gl) => {
};
// TODO(zellyn): implement
configureShaders() {
}
// TODO(zellyn): implement
renderImage() {
}
// TODO(zellyn): implement
drawDisplayCanvas() {
}
// Resize the texture with the given name to the next
// highest power of two width and height. Wouldn't be
// necessary with webgl2.
resizeTexture(name, width, height) {
let gl = this.gl;
let texInfo = this.textures[name];
if (!!texInfo) {
throw `Cannot find texture named ${name}`;
}
if (width < 4) width = 4;
if (height < 4) height = 4;
width = 2**Math.ceil(Math.log2(width));
height = 2**Math.ceil(Math.log2(height));
if (texInfo.width != width || texInfo.height != height) {
texInfo.width = width;
texInfo.height = height;
gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
const dummy = new Uint8Array(width * height);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, width, height, 0,
gl.LUMINANCE, gl.UNSIGNED_BYTE, dummy);
}
}
}
return {
C: {
@ -399,7 +538,9 @@ void main(void)
},
loadImage: loadImage,
screenData: screenData,
resizeTexture: resizeTexture,
getScreenView: (gl) => new ScreenView(gl),
resizeCanvas: resizeCanvas,
createShader: createShader,
createProgram: createProgram,
};
})();