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160 lines (141 loc) · 5.17 KB
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<!DOCTYPE html>
<html>
<head>
<title>Shaders</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
<script src="vertexShader.glsl"></script>
<script src="fragmentShader.glsl"></script>
</head>
<body>
<h3 id="fps_counter">FPS: </h3>
<canvas id="webgl-canvas"></canvas>
<h3>Logs</h3>
<p id="log"></p>
<script>
async function main() {
var vert;
var frag;
const response1 = await fetch('vertexShader.glsl');
vert = await response1.text();
// console.log(vert);
const response2 = await fetch('fragmentShader.glsl');
frag = await response2.text();
// console.log(frag);
console.log("vert: " + vert);
console.log("frag: " + frag);
// fetch ('vertexShader.glsl')
// .then(response => response.text())
// .then(vertexShaderSource => {
// vert = vertexShaderSource;
// console.log(vertexShaderSource);
// });
// fetch ('fragmentShader.glsl')
// .then(response => response.text())
// .then(fragmentShaderSource => {
// frag = fragmentShaderSource;
// console.log(fragmentShaderSource);
// });
var canvas = document.getElementById("webgl-canvas");
canvas.height = 600;
canvas.width = 700;
var gl = document.getElementById("webgl-canvas").getContext('webgl');
var vertexShader = createShader(gl, gl.VERTEX_SHADER, vert);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, frag);
var program = createProgram(gl, vertexShader, fragmentShader);
const timeLocation = gl.getUniformLocation(program, "time");
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var positions = [
-1, -1,
-1, 1,
1, 1,
1, 1,
1, -1,
-1, -1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
var fps_counter = document.getElementById("fps_counter");
var elapsed_time = 0;
function render(time) {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
gl.uniform1f(timeLocation, time * 0.001);
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
var fps = 1000 / (performance.now() - time);
elapsed_time += performance.now() - time;
if (elapsed_time > 200) {
fps_counter.innerHTML = "FPS: " + Math.round(fps);
elapsed_time = 0;
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
function createProgram(gl, vs, fs) {
const p = gl.createProgram();
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.linkProgram(p);
return p;
}
function createShader(gl, type, src) {
const s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(s));
text = document.getElementById("log")
text.innerHTML += gl.getShaderInfoLog(s) + "\n\n";
gl.deleteShader(s);
return null;
}
else {
console.log("successfully loaded shader " + type);
text = document.getElementById("log")
text.innerHTML += "successfully loaded shader " + type + "\n\n";
}
return s;
}
</script>
<input type="file" id="fileInput" onchange="loadImage()" />
<br />
<canvas id="canvas"></canvas>
<script>
async function loadImage() {
const fileInput = document.getElementById("fileInput");
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const file = fileInput.files[0];
const reader = new FileReader();
reader.onload = function (e) {
const img = new Image();
img.onload = function () {
canvas.width = 512;
canvas.height = (canvas.width / img.width) * img.height;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
};
img.src = e.target.result;
console.log("loaded image \"" + img.src + "\"");
};
reader.readAsDataURL(file);
}
</script>
</body>
</html>