apple2shader/index.html

281 lines
8.5 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>MDN Games: Shaders demo</title>
<style>
</style>
<style>
.wrapper {
display: grid;
grid-gap: 10px;
grid-template-columns: auto 20em;
}
.controls {
order: 2;
}
.screen {
order: 1;
}
</style>
</head>
<body>
<script src="screenEmu.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
// an attribute will receive data from a buffer
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;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
void main() {
// gl_FragColor is a special variable a fragment shader
// is responsible for setting
gl_FragColor = vec4(1, 0, 0.5, 1); // return redish-purple
}
</script>
<div class="wrapper">
<div class="controls">
<table>
<tr>
<td>Decoder</td>
<td>
<select id="decoder">
<option value="COMPOSITE_YUV">Composite Y'UV</option>
<option value="COMPOSITE_YIQ">Composite Y'IQ</option>
<option value="COMPOSITE_CXA2025AS">Composite CXA2025AS</option>
</select>
</td>
</tr>
<tr>
<td>Brightness</td>
<td><input type="range" min="-1" max="1" step="0.01" value="0" class="slider" id="videoBrightness"></td>
</tr>
<tr>
<td>Contrast</td>
<td><input type="range" min="0" max="2" step="0.01" value="1" class="slider" id="videoContrast"></td>
</tr>
<tr>
<td>Saturation</td>
<td><input type="range" min="0" max="2" step="0.01" value="1" class="slider" id="videoSaturation"></td>
</tr>
<tr>
<td>Hue</td>
<td><input type="range" min="-0.5" max="0.5" step="0.01" value="0" class="slider" id="videoHue"></td>
</tr>
<tr>
<td>White Only</td>
<td><input type="checkbox" id="white-only"></td>
</tr>
<tr>
<td>Horizontal Center</td>
<td><input type="range" min="-0.1" max="0.1" step="0.01" value="0" class="slider" id="videoHorizontalCenter"></td>
</tr>
<tr>
<td>Horizontal Size</td>
<td><input type="range" min="0.85" max="1.25" step="0.01" value="1.05" class="slider" id="videoHorizontalSize"></td>
</tr>
<tr>
<td>Vertical Center</td>
<td><input type="range" min="-0.1" max="0.1" step="0.01" value="0" class="slider" id="videoVerticalCenter"></td>
</tr>
<tr>
<td>Vertical Size</td>
<td><input type="range" min="0.85" max="1.25" step="0.01" value="1.05" class="slider" id="videoVerticalSize"></td>
</tr>
<tr>
<td>Luma Bandwidth</td>
<td><input type="range" min="0" max="7159090" step="1" value="2000000" class="slider" id="videoLumaBandwidth"></td>
</tr>
<tr>
<td>Chroma Bandwidth</td>
<td><input type="range" min="0" max="7159090" step="1" value="600000" class="slider" id="videoChromaBandwidth"></td>
</tr>
<tr>
<td>B/W Bandwidth</td>
<td><input type="range" min="0" max="7159090" step="1" value="6000000" class="slider" id="videoBandwidth"></td>
</tr>
<tr>
<td>Barrel</td>
<td><input type="range" min="0" max="1" step="0.01" value="0.05" class="slider" id="displayBarrel"></td>
</tr>
<tr>
<td>Scanline Level</td>
<td><input type="range" min="0" max="1" step="0.01" value="0.05" class="slider" id="displayScanlineLevel"></td>
</tr>
<tr>
<td>Shadow Mask Level</td>
<td><input type="range" min="0" max="1" step="0.01" value="0.05" class="slider" id="displayShadowMaskLevel"></td>
</tr>
<tr>
<td>Shadow Mask Dot Pitch</td>
<td><input type="range" min="0" max="2" step="0.01" value="0.5" class="slider" id="displayShadowMaskDotPitch"></td>
</tr>
<tr>
<td>Shadow Mask</td>
<td>
<select id="shadow-mask">
<option value="triad">Triad</option>
<option value="inline">Inline</option>
<option value="aperture">Aperture</option>
<option value="lcd">LCD</option>
<option value="bayer">Bayer</option>
</select>
</td>
</tr>
<tr>
<td>Persistence</td>
<td><input type="range" min="0" max="1" step="0.01" value="0" class="slider" id="displayPersistence"></td>
</tr>
<tr>
<td>Center Lighting</td>
<td><input type="range" min="0" max="1" step="0.01" value="1" class="slider" id="displayCenterLighting"></td>
</tr>
<tr>
<td>Luminance Gain</td>
<td><input type="range" min="1" max="2" step="0.01" value="1" class="slider" id="displayLuminanceGain"></td>
</tr>
</table>
</div>
<div class="screen">
<canvas id="c"></canvas>
<canvas id="d"></canvas>
</div>
</div><!-- class="wrapper" -->
<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");
let gl = canvas.getContext("webgl");
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 program = createProgram(gl, vertexShader, fragmentShader);
let positionAttributeLocation = gl.getAttribLocation(program, "a_position");
let positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
let positions = [
0, 0,
0, 0.5,
0.7, 0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Rendering
resizeCanvas(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas.
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Use our pair of shaders.
gl.useProgram(program);
// Turn the attribute on.
gl.enableVertexAttribArray(positionAttributeLocation);
// Tell it how to pull the data out.
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
let size = 2; // 2 components per iteration
let type = gl.FLOAT; // the data is 32bit floats
let normalize = false; // don't normalize the data
let stride = 0; // 0 = move forward size * sizeof(type) each iteration
let offset = 0; // start at the beginning of the buffer
// (Binds current ARRAY_BUFFER attribute.)
gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);
// Execute our program!
let primitiveType = gl.TRIANGLES;
offset = 0;
let count = 3;
gl.drawArrays(primitiveType, offset, count);
// screenEmu.loadImage("images/airheart-560x192.png").then(image => {
// let c = screenEmu.screenData(image, screenEmu.C.NTSC_DETAILS);
// document.body.appendChild(c);
// });
async function tryScreenView() {
let canvas = document.getElementById("d");
let gl = canvas.getContext("webgl");
let sv = screenEmu.getScreenView(gl);
await sv.initOpenGL();
sv.freeOpenGL();
}
tryScreenView().then(() => console.log('tryScreenView: success'))
.catch(() => console.log('tryScreenView: error'));
</script>
</body>
</html>