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path: root/dom/canvas/test/webgl-conf/checkout/conformance/more/demos/opengl_web.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<!--

/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<title>OpenGL for the web</title>

<script type="application/javascript" src="../util.js"></script>

    <script type="application/javascript">

function log(msg) {
  document.getElementById('note').textContent += "\n"+msg;
}




function init(ev) {
    var canvas = document.getElementById('canvas');
    var gl = getGLContext(canvas);

    var shader = new Shader(gl, "ppix-vert", "ppix-frag");
    shader.compile();
    var fbo = new FBO(gl, canvas.width, canvas.height);
    var fbo2 = new FBO(gl, canvas.width, canvas.height);
    var fbo3 = new FBO(gl, canvas.width, canvas.height);
    var depth = new Shader(gl, "depth-vert", "depth-frag");
    var identity = new Filter(gl, "identity-vert", "identity-frag");
    var unpremult = new Filter(gl, "identity-vert", "unpremult-frag");
    var hblur = new Filter(gl, "identity-vert", "hblur-frag");
    var vblur = new Filter(gl, "identity-vert", "vblur-frag");
    var hdof = new Filter(gl, "identity-vert", "hdof-frag");
    var vdof = new Filter(gl, "identity-vert", "vdof-frag");

    redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);

    setInterval(function(){
        redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);
    }, 33);
}

function drawCube (gl, shader, angle, axis, x,y,z, s, va, na, ta) {
    Matrix.copyMatrix(look, vmat);
    Matrix.translate3InPlace(x,y,z,vmat);
    Matrix.scale1InPlace(s,vmat);
    Matrix.rotateInPlace(angle, axis, vmat);

    // Note: we could just use mat3(MVMatrix) as the normal matrix
    // as MVMatrix has only rotations, translations and uniform scaling
    // <=> MVMatrix is a scaled orthonormal matrix
    // hence normalize(mat3(MVMatrix)*v) == normalize(mat3(transpose(inverse(MVMatrix))*v)
    //
    // But let's do it the hard way to see if Matrix.inverse3x3 works...
    Matrix.inverseTo3x3InPlace(vmat, nmat);
    Matrix.transpose3x3InPlace(nmat);

    shader.uniformMatrix4fv("MVMatrix", vmat);
    shader.uniformMatrix3fv("NMatrix", nmat);

    var cube = Cube.getCachedVBO(gl);
    cube.draw(va, na, ta);
}

var carr = [];
for (var i=0; i<25; i++) {
    carr.push([Math.random(), Math.random(), Math.random()]);
}

function drawScene (gl, shader, va, na, ta) {
    var ot = new Date().getTime();
    var t = ot;

    shader.uniformMatrix4fv("PMatrix", pmat);
    for (var i=0; i<carr.length; i++){
        var c = carr[i];
        var f = c[1] < 0.5 ? 1 : -1;
        var t = ot;
        drawCube(gl, shader,
                (t/(f*400*(c[0]+0.5))) % (2*Math.PI), c,

                0.45+0.8*c[2],
                -0.4+Math.cos((i/carr.length*Math.PI*2)+t/1000),
                0.8+Math.sin((i/carr.length*Math.PI*2)+t/1000)*3.2,

                0.05 + Math.pow((c[0]+c[1]+c[2])*0.33, 2)*0.3,
                va, na, ta);
    }
}

var nmat = Matrix.newIdentity3x3();
var vmat = Matrix.newIdentity();
var vmat2 = Matrix.newIdentity();
var pmat = null;
var look = Matrix.lookAt([4,-1,8], [-0.2,0,0], [0,1,0]);
var useDoF = false;

var firstFrame = true;

function redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof) {

    var doDoF = useDoF;
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.clearColor(0.0, 0.0, 0.0, 0.0);
    gl.enable(gl.DEPTH_TEST);

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    fbo.use();
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    shader.use();

    var va = shader.attrib("Vertex");
    var na = shader.attrib("Normal");
    var ta = shader.attrib("Tex");

    if (pmat == null)
        pmat = Matrix.perspective(30, canvas.width/canvas.height, 1, 100);

    shader.uniform4f("MaterialSpecular", 0.95, 0.9, 0.6, 1);
    shader.uniform4f("MaterialDiffuse", 0.50, 0.35, 0.35, 1);
    shader.uniform4f("MaterialAmbient", 0.0, 0.1, 0.2, 1);
    shader.uniform1f("MaterialShininess", 1.5);

    shader.uniform4f("GlobalAmbient", 0.1, 0.1, 0.1, 1);

    shader.uniform4f("LightPos", 1, 5, 3, 1.0);

    shader.uniform4f("LightSpecular", 0.9, 0.9, 0.9, 1);
    shader.uniform4f("LightDiffuse", 0.8, 0.8, 0.8, 1);
    shader.uniform4f("LightAmbient", 0.0, 0.06, 0.2, 1);
    shader.uniform1f("LightConstantAtt", 0.0);
    shader.uniform1f("LightLinearAtt", 0.1);
    shader.uniform1f("LightQuadraticAtt", 0.0);

    drawScene(gl, shader, va, na);

    if (doDoF || firstFrame) {

        fbo3.use();
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        depth.use();
        var dva = depth.attrib("Vertex");

        drawScene(gl, depth, dva);

        gl.disable(gl.DEPTH_TEST);
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, fbo3.texture);
        gl.activeTexture(gl.TEXTURE0);


        for (var i=0; i<3; i++) {
            fbo2.use();
            gl.bindTexture(gl.TEXTURE_2D, fbo.texture);

            hdof.apply(function(f){
                f.uniform1i("Texture", 0);
                f.uniform1i("Depth", 1);
                f.uniform1f("iter", i);
                f.uniform1f("step", 1.0/canvas.width);
            });

            fbo.use();
            gl.bindTexture(gl.TEXTURE_2D, fbo2.texture);

            vdof.apply(function(f){
                f.uniform1i("Texture", 0);
                f.uniform1i("Depth", 1);
                f.uniform1f("iter", i);
                f.uniform1f("step", 1.0/canvas.width);
            });
        }

    }
    firstFrame = false;

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, null);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, fbo.texture);

    // The DoF blur blurs the color from the transparent black background with
    // the cubes. To get rid of the border, we can treat it as premultiplied alpha.
    // To see the problem, try replacing unpremult with identity.
    unpremult.apply(function(f){
      f.uniform1i("Texture", 0);
    });

}

window.addEventListener("load", init, false);
    </script>

    <script id="ppix-vert" type="x-shader/x-vertex">
      attribute vec3 Vertex;
      attribute vec3 Normal;
      attribute vec2 Tex;

      uniform mat4 PMatrix;
      uniform mat4 MVMatrix;
      uniform mat3 NMatrix;

      uniform vec4 MaterialAmbient;
      uniform vec4 MaterialDiffuse;

      uniform vec4 LightAmbient;
      uniform vec4 LightDiffuse;

      uniform vec4 GlobalAmbient;

      uniform vec4 LightPos;

      varying vec4 diffuse, ambientGlobal, ambient;
      varying vec3 normal, lightDir, halfVector;
      varying float dist;

      void main()
      {
        vec4 worldPos;
        vec3 lightVector;
        vec4 v = vec4(Vertex, 1.0);

        /* transform vertex normal into world space and normalize */
        normal = normalize(NMatrix * Normal);

        /* transform vertex into world space and compute the vector
          from it to the light */
        worldPos = MVMatrix * v;
        lightVector = vec3(LightPos - worldPos);
        lightDir = normalize(lightVector);
        dist = length(lightVector);

        /* Half-vector used in Blinn-Phong shading due to computational efficiency */
        halfVector = normalize(lightVector - vec3(worldPos));

        diffuse = MaterialDiffuse * LightDiffuse;

        /* The ambient terms have been separated since one of them */
        /* suffers attenuation */
        ambient = MaterialAmbient * LightAmbient;
        ambientGlobal = GlobalAmbient * MaterialAmbient;

        gl_Position = PMatrix * worldPos;
      }
    </script>

    <script id="ppix-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform vec4 LightSpecular;
      uniform vec4 MaterialSpecular;
      uniform float MaterialShininess;

      uniform float LightConstantAtt;
      uniform float LightLinearAtt;
      uniform float LightQuadraticAtt;

      varying vec4 diffuse,ambientGlobal, ambient;
      varying vec3 normal, lightDir, halfVector;
      varying float dist;

      void main()
      {
        vec3 n, halfV, viewV, ldir;
        float NdotL, NdotHV;
        vec4 color = ambientGlobal;
        float att;

        n = normalize(normal);

        NdotL = max(dot(n, normalize(lightDir)), 0.0);

        if (NdotL > 0.0) {

          att = 1.0 / (LightConstantAtt + LightLinearAtt * dist + LightQuadraticAtt * dist * dist);

          color += att * (diffuse * NdotL + ambient);

          halfV = normalize(halfVector);
          NdotHV = max( dot(normal, halfV), 0.0 );

          color += att * MaterialSpecular * LightSpecular * pow(NdotHV, MaterialShininess);
        }

        gl_FragColor = color;
      }
    </script>
    <script id="depth-vert" type="x-shader/x-vertex">
      attribute vec3 Vertex;
      uniform mat4 PMatrix;
      uniform mat4 MVMatrix;
      varying float depth;
      void main()
      {
        gl_Position = PMatrix * (MVMatrix * vec4(Vertex, 1.0));
        depth = 1.0-(gl_Position.z / gl_Position.w);
      }
    </script>
    <script id="depth-frag" type="x-shader/x-fragment">
      precision mediump float;

      varying float depth;
      void main()
      {
        vec4 c = vec4(depth, 0.0, 0.0, 1.0);
        gl_FragColor = c;
      }
    </script>

    <script id="identity-vert" type="x-shader/x-vertex">
      attribute vec3 Vertex;
      attribute vec2 Tex;

      varying vec4 texCoord0;
      void main()
      {
        texCoord0 = vec4(Tex,0.0,0.0);
        gl_Position = vec4(Vertex, 1.0);
      }
    </script>
    <script id="identity-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;

      varying vec4 texCoord0;
      void main()
      {
        vec4 c = texture2D(Texture, texCoord0.st);
        gl_FragColor = c;
      }
    </script>
    <script id="premult-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;

      varying vec4 texCoord0;
      void main()
      {
        vec4 c = texture2D(Texture, texCoord0.st);
        float a = c.a;
        c *= a;
        c.a = a;
        gl_FragColor = c;
      }
    </script>
    <script id="unpremult-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;

      varying vec4 texCoord0;
      void main()
      {
        vec4 c = texture2D(Texture, texCoord0.st);
        float a = c.a;
        c /= a;
        c.a = a;
        gl_FragColor = c;
      }
    </script>

    <script id="hblur-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;
      uniform float step;
      float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);

      varying vec4 texCoord0;
      void main()
      {
        int i=0;
        if (texture2D(Texture, texCoord0.st).a > 0.0) {
          vec4 sum = vec4(0.0);
          for (i=0; i<7; i++) {
            vec4 tmp = texture2D(Texture, texCoord0.st + vec2(i*step,0));
            sum += tmp * kernel[i];
          }
          gl_FragColor = sum;
        } else {
          gl_FragColor = texture2D(Texture, texCoord0.st);
        }
      }
    </script>
    <script id="vblur-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;
      uniform float step;
      float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);

      varying vec4 texCoord0;
      void main()
      {
        int i=0;
        if (texture2D(Texture, texCoord0.st).a > 0.0) {
          vec4 sum = vec4(0.0);
          for (i=0; i<7; i++) {
            vec4 tmp = texture2D(Texture, texCoord0.st + vec2(0,i*step));
            sum += tmp * kernel[i];
          }
          gl_FragColor = sum;
        } else {
          gl_FragColor = texture2D(Texture, texCoord0.st);
        }
      }
    </script>
    <script id="hdof-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;
      uniform sampler2D Depth;
      uniform float step;
      uniform float iter;
      float kernel[7] = { 0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046 };

      varying vec4 texCoord0;
      void main()
      {
        vec4 tmp;
        vec4 sum = vec4(0.0);
        bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
        tmp = texture2D(Texture, texCoord0.st + vec2(float(0-3)*step,0));
        sum += tmp * kernel[0];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(1-3)*step,0));
        sum += tmp * kernel[1];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(2-3)*step,0));
        sum += tmp * kernel[2];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(3-3)*step,0));
        sum += tmp * kernel[3];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(4-3)*step,0));
        sum += tmp * kernel[4];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(5-3)*step,0));
        sum += tmp * kernel[5];
        tmp = texture2D(Texture, texCoord0.st + vec2(float(6-3)*step,0));
        sum += tmp * kernel[6];
        gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
      }
    </script>
    <script id="vdof-frag" type="x-shader/x-fragment">
      precision mediump float;

      uniform sampler2D Texture;
      uniform sampler2D Depth;
      uniform float step;
      uniform float iter;
      float kernel[7] = float[7](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);

      varying vec4 texCoord0;
      void main()
      {
        vec4 tmp;
        vec4 sum = vec4(0.0);
        bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(0-3)*step));
        sum += tmp * kernel[0];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(1-3)*step));
        sum += tmp * kernel[1];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(2-3)*step));
        sum += tmp * kernel[2];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(3-3)*step));
        sum += tmp * kernel[3];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(4-3)*step));
        sum += tmp * kernel[4];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(5-3)*step));
        sum += tmp * kernel[5];
        tmp = texture2D(Texture, texCoord0.st + vec2(0,float(6-3)*step));
        sum += tmp * kernel[6];
        gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
      }
    </script>

    <style>
      * { margin: 0px; padding: 0px; }
      html {
        background-color: #707888;
        color: #222222;
      }
      #canvas {
        position: absolute;
        cursor: pointer;
        top: 115px; left: 550px;
      }
      #note {
        position: absolute;
        top: 4px;
        left: 4px;
      }
      #content {
        margin-left: 99px;
        padding-left: 8px;
        padding-right: 8px;
        padding-bottom: 16px;
        width: 600px;
        background-color: rgba(255,255,255,1.0);
        text-align: center;
        border-left: 1px solid rgba(0,0,0,0.5);
        border-right: 2px solid rgba(0,0,0,0.75);
      }
      h1 {
        padding-top: 24px;
        padding-bottom: 16px;
        margin-bottom: 24px;
        border-bottom: 1px solid black;
        font-family: Times New Roman, Serif;
        font-weight: bold;
        font-size: 40px;
      }
      #content p {
        text-indent: 24px;
        margin-left: 24px;
        margin-right: 32px;
        text-align: justify;
        font-family: Serif;
        padding-bottom: 16px;
      }
      #above {
        position: absolute;
        top: 300px;
        left: 716px;
        padding: 10px 20px;
        background-color: rgba(0,225,0,0.5);
        border-left: 2px solid rgba(0,64,0,0.75);
        color: white;
        font-size: small;
        font-family: sans-serif;
      }
      #above p {
        text-align: center;
      }
    </style>

</head><body>
    <canvas id="canvas" width="400" height="400" title="Click to toggle DOF shader" onclick="useDoF = !useDoF"></canvas>
    <pre id="note"></pre>

    <div id="content">
    <h1>OpenGL for the web</h1>
    <p>
The WebGL specification gives web developers access to an
OpenGL ES 2.0 drawing context for the canvas tag. What that means is
that you can finally harness the power of the GPU for awesome visuals
and heavy-duty number crunching in your web apps. </p><p> OpenGL ES 2.0 is a subset of OpenGL 2.0 aimed at embedded
devices and game consoles. As such, it's a very minimalistic low-level
API, even more so than desktop OpenGL. In fact, if you took desktop
OpenGL and stripped out everything but shaders, vertex arrays and
textures, you'd get something quite like OpenGL ES 2.0. </p>
    <p>
      As there is no fixed-function pipeline, you need to write GLSL shaders to draw <i>anything</i>.
And you need to do your own transformation math, including keeping
track of the transformation matrix stack. So the raw API is really not
for the faint of heart; you do need to know your 3D math and shading
equations. </p>
    <p> For example, to draw the spinning cubes on the
right - around 200 lines of application code, 250 lines of shaders and
800 lines of library code - I had to scrounge the internet for <a href="http://www.lighthouse3d.com/opengl/glsl/index.php?pointlight">GLSL shaders</a>
to do the transformation and lighting, write a small matrix math
library in JavaScript and a DOF blur shader. While highly educational,
it was also a rather steep hill to climb. </p>
    <p> So, the intended audience of the raw context
interface are not really end-users, but library developers who can
write easy-to-use interfaces to the functionality, and 3D developers
who require a high level of control over the rendering pipeline. </p>
    <p> The really cool thing about the OpenGL Canvas is
that it doesn't make policy decisions. There's no single set-in-stone
use case for it: In addition to 3D graphics, you can also use it for
filtering images, visualizing fluid dynamics, doing real-time video
effects, or just crunching a whole lot of FP math. If you can do it on
the GPU, you're in luck! </p>
    </div>
    <div id="above">
      <p>You can also place content above the canvas</p>
    </div>
  </body></html>