summaryrefslogtreecommitdiff
path: root/fractiform.js
blob: c63751d8d8adea6bbcb4daa759f851820a3b4e23 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
'use strict';

let gl;
let program_main;
let program_post;
let vertex_buffer_rect;
let canvas;
let framebuffer;
let framebuffer_color_texture;
let prev_width = -1, prev_height = -1;

window.addEventListener('load', startup);

function startup() {
	canvas = document.getElementById('canvas');
	gl = canvas.getContext('webgl');
	
	program_main = compile_program('main', `
attribute vec2 v_pos;
uniform vec2 u_scale;
void main() {
	gl_Position = vec4(v_pos * u_scale, 0.0, 1.0);
}
`, `
#ifdef GL_ES
precision highp float;
#endif

uniform vec4 u_color;

void main() {
	gl_FragColor = u_color;
}
`);
	if (program_main === null) {
		return;
	}
	
	program_post = compile_program('main', `
attribute vec2 v_pos;
varying vec2 uv;
void main() {
	uv = v_pos * 0.5 + 0.5;
	gl_Position = vec4(v_pos, 0.0, 1.0);
}
`, `
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_texture;
varying vec2 uv;
void main() {
	gl_FragColor = texture2D(u_texture, uv);
}
`);
	if (program_post === null) {
		return;
	}
	
	vertex_buffer_rect = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_rect);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
		-1.0, -1.0, 1.0, -1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0, 1.0, -1.0, 1.0
	]), gl.STATIC_DRAW);
	
	
	frame(0.0);
}

function frame(time) {
	time *= 1e-3;
	
	let width = canvas.offsetWidth;
	let height = canvas.offsetHeight;
	canvas.width = width;
	canvas.height = height;
	
	if (width !== prev_width || height !== prev_height) {
		console.log('new framebuffer');
		prev_width = width;
		prev_height = height;
		framebuffer = gl.createFramebuffer();
		framebuffer_color_texture = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, framebuffer_color_texture);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
			gl.RGBA, gl.UNSIGNED_BYTE, null);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
		gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, framebuffer_color_texture, 0);
		let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
		if (status !== gl.FRAMEBUFFER_COMPLETE) {
			show_error('Error: framebuffer incomplete (status ' + status + ')');
			return;
		}
	}
	
	gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
	gl.viewport(0, 0, width, height);
	gl.clearColor(Math.sin(time) ** 2, 0.9, 1.0, 1.0);
	gl.clear(gl.COLOR_BUFFER_BIT);
	
	gl.useProgram(program_main);
	
	gl.uniform4fv(gl.getUniformLocation(program_main, 'u_color'), [0.1, 0.7, 0.2, 1.0]);
	gl.uniform2fv(gl.getUniformLocation(program_main, 'u_scale'), [0.5, 0.5]);
	
	gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_rect);
	
	let v_pos = gl.getAttribLocation(program_main, 'v_pos');
	gl.enableVertexAttribArray(v_pos);
	gl.vertexAttribPointer(v_pos, 2, gl.FLOAT, false, 0, 0);
	gl.drawArrays(gl.TRIANGLES, 0, 6);
	
	gl.useProgram(program_post);
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
	gl.activeTexture(gl.TEXTURE0);
	gl.bindTexture(gl.TEXTURE_2D, framebuffer_color_texture);
	gl.uniform1i(gl.getUniformLocation(program_post, 'u_texture'), 0);
	v_pos = gl.getAttribLocation(program_post, 'v_pos');
	gl.enableVertexAttribArray(v_pos);
	gl.vertexAttribPointer(v_pos, 2, gl.FLOAT, false, 0, 0);
	gl.drawArrays(gl.TRIANGLES, 0, 6);
	
	requestAnimationFrame(frame);
}
	
function compile_program(name, vertex_source, fragment_source) {
	let vshader = compile_shader(name + ' (vertex)', gl.VERTEX_SHADER, vertex_source);
	let fshader = compile_shader(name + ' (fragment)', gl.FRAGMENT_SHADER, fragment_source);
	if (vshader === null || fshader === null) {
		return null;
	}
	let program = gl.createProgram();
	gl.attachShader(program, vshader);
	gl.attachShader(program, fshader);
	gl.linkProgram(program);
	if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
		show_error('Error linking shader program:\n' + gl.getProgramInfoLog(program));
		return null;
	}
	return program;
}

function compile_shader(name, type, source) {
	let shader = gl.createShader(type);
	gl.shaderSource(shader, source);
	gl.compileShader(shader);
	
	if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
		show_error('Error compiling shader ' + name + ':\n' +
			gl.getShaderInfoLog(shader));
		return null;
	}
	return shader;
}

function show_error(error) {
	document.getElementById('error-message').innerText = error;
	document.getElementById('error-dialog').showModal();
}