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main.js
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main.js
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main();
let scaledLoadedGif = null
//
// Start here
//
function main() {
const gl = initGL({
initProgram,
drawScene: drawElementScene,
});
setupWebcam();
loadGif('assets/santa.gif')
}
function initProgram(gl) {
// Vertex shader program
const vsSource = `
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uNormalMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 vColor;
varying highp vec3 vLighting;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vColor = aVertexColor;
vTextureCoord = aTextureCoord;
// Apply lighting effect
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
// Fragment shader program
const fsSource = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D uSampler;
uniform sampler2D uAnimated;
varying vec4 vColor;
varying highp vec3 vLighting;
varying highp vec2 vTextureCoord;
void main(void) {
//vec2 st = gl_FragCoord.xy / u_resolution.xy;
//st *= 3.;
//st = fract(st);
//gl_FragColor = mix(vec4(st, 0.0, 1.0), vColor, 0.0);
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
highp vec4 texelColor2 = texture2D(uAnimated, vTextureCoord);
gl_FragColor = vec4(mix(texelColor2.rgb, texelColor.rgb, 1.0-texelColor2.a), 1.0);
gl_FragColor = gl_FragColor * vec4(vLighting, 1.0);
}
`;
// Initialize a shader program; this is where all the lighting
// for the vertices and so forth is established.
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attributes our shader program is using
// for aVertexPosition, aVevrtexColor and also
// look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
vertexNormal: gl.getAttribLocation(shaderProgram, 'aVertexNormal'),
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
normalMatrix: gl.getUniformLocation(shaderProgram, 'uNormalMatrix'),
uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
uAnimated: gl.getUniformLocation(shaderProgram, 'uAnimated'),
u_resolution: gl.getUniformLocation(shaderProgram, 'u_resolution'),
u_time: gl.getUniformLocation(shaderProgram, 'u_time'),
},
program2d: initProgram2d(gl),
programImage: initProgramImage(gl),
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initElementBuffers(gl);
return {
programInfo,
buffers,
};
}
//
// initBuffers
//
// Initialize the buffers we'll need. For this demo, we just
// have one object -- a simple three-dimensional cube.
//
function initElementBuffers(gl) {
// Create a buffer for the cube's vertex positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the cube.
const positions = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
// Top face
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
// Bottom face
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
// Right face
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
// Left face
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
];
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Now set up the colors for the faces. We'll use solid colors
// for each face.
const faceColors = [
[1.0, 1.0, 1.0, 1.0], // Front face: white
[1.0, 0.0, 0.0, 1.0], // Back face: red
[0.0, 1.0, 0.0, 1.0], // Top face: green
[0.0, 0.0, 1.0, 1.0], // Bottom face: blue
[1.0, 1.0, 0.0, 1.0], // Right face: yellow
[1.0, 0.0, 1.0, 1.0], // Left face: purple
];
// Convert the array of colors into a table for all the vertices.
var colors = [];
for (var j = 0; j < faceColors.length; ++j) {
const c = faceColors[j];
// Repeat each color four times for the four vertices of the face
colors = colors.concat(c, c, c, c);
}
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
// Build the element array buffer; this specifies the indices
// into the vertex arrays for each face's vertices.
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
// This array defines each face as two triangles, using the
// indices into the vertex array to specify each triangle's
// position.
const indices = [
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23, // left
];
// Now send the element array to GL
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices), gl.STATIC_DRAW);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
const vertexNormals = [
// Front
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
// Back
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
// Top
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
// Bottom
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
// Right
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
// Left
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals),
gl.STATIC_DRAW);
const textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
const textureCoordinates = [
// Front
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Back
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Top
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Bottom
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Right
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// Left
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
gl.STATIC_DRAW);
const imageTexture = loadTexture(gl, 'assets/image.jpg');
const animatedImageTexture = initVideoTexture(gl);
const videoTexture = initVideoTexture(gl);
const texture = createAndSetupTexture(gl);
{
// define size and format of level 0
const level = 0;
const internalFormat = gl.RGBA;
const border = 0;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
const data = null;
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
512, 512, border,
format, type, data);
// set the filtering so we don't need mips
//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
}
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, texture, 0 );
return {
position: positionBuffer,
color: colorBuffer,
indices: indexBuffer,
normal: normalBuffer,
textureCoord: textureCoordBuffer,
texture,
videoTexture,
imageTexture,
framebuffer,
animatedImageTexture,
};
}
//
// Draw the scene.
//
let sceneTime = 0;
function drawElementScene(gl, programInfo, buffers, deltaTime) {
gl.bindFramebuffer(gl.FRAMEBUFFER, buffers.framebuffer);
gl.viewport(0,0, 512, 512);
drawScene2d(gl, programInfo.program2d.programInfo, programInfo.program2d.buffers, deltaTime, 512, 512);
gl.bindFramebuffer(gl.FRAMEBUFFER,null);
gl.viewport(0,0, gl.canvas.clientWidth, gl.canvas.clientHeight);
gl.disable(gl.BLEND);
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
drawSceneImage(gl, programInfo.programImage.programInfo, programInfo.programImage.buffers, deltaTime, gl.canvas.clientWidth, gl.canvas.clientHeight);
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = 45 * Math.PI / 180; // in radians
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
const viewMatrix = mat4.create();
const distance = 8;
mat4.lookAt(viewMatrix, [distance * Math.sin(sceneTime) * 1,0, distance * Math.cos(sceneTime / 3) * 2],[0,0,0],[0,1,0]);
//mat4.invert(viewMatrix, viewMatrix);
mat4.multiply(projectionMatrix, projectionMatrix, viewMatrix);
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the colors from the color buffer
// into the vertexColor attribute.
{
const numComponents = 4;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexColor,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexColor);
}
// Tell WebGL how to pull out the normals from
// the normal buffer into the vertexNormal attribute.
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexNormal);
}
// tell webgl how to pull out the texture coordinates from buffer
{
const num = 2; // every coordinate composed of 2 values
const type = gl.FLOAT; // the data in the buffer is 32 bit float
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set to the next
const offset = 0; // how many bytes inside the buffer to start from
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, num, type, normalize, stride, offset);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
}
// Tell WebGL which indices to use to index the vertices
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniform2f(
programInfo.uniformLocations.u_resolution,
gl.canvas.clientWidth, gl.canvas.clientHeight);
gl.uniform1f(
programInfo.uniformLocations.u_time,
sceneTime);
// Tell WebGL we want to affect texture unit 0
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, buffers.texture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, buffers.imageTexture);
if (videoReady) {
if (isCapturing) {
updateVideoTexture(gl, buffers.videoTexture, selectFrame(animationFrames, animationFrames.length/videoPreview.duration, sceneTime));
} else {
updateVideoTexture(gl, buffers.videoTexture, videoPreview);
}
} else if (loadedGif) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
updateVideoTexture(gl, buffers.animatedImageTexture, selectFrame(loadedGif.completeFrames, loadedGif.completeFrames.length/loadedGif.duration, sceneTime));
}
// Tell the shader we bound the texture to texture unit 0
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
gl.uniform1i(programInfo.uniformLocations.uAnimated, 1);
for (let x = -1; x <= 1; ++x) {
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
const scale = 1 + 0.3 * Math.sin(sceneTime + x * 2)
mat4.translate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to translate
[-2.0 * x , 0.0, -0.0]); // amount to translate
mat4.rotate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
sceneTime * (x + 1), // amount to rotate in radians
[0, 0, 1]); // axis to rotate around (Z)
mat4.rotate(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
sceneTime * 0.7 * (x + 1),// amount to rotate in radians
[0, x, 0]); // axis to rotate around (X)
mat4.scale(modelViewMatrix, // destination matrix
modelViewMatrix, // matrix to rotate
//[1, 1, 1]); // axis to rotate around (X)
[scale, scale, scale]); // axis to rotate around (X)
const normalMatrix = mat4.create();
mat4.invert(normalMatrix, modelViewMatrix);
mat4.transpose(normalMatrix, normalMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalMatrix,
false,
normalMatrix);
{
const vertexCount = 36;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}
sceneTime += deltaTime;
}