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2_Rasterization.uclcg
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889 lines (744 loc) · 27.3 KB
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function setup()
{
UI = {};
UI.tabs = [];
UI.titleLong = 'Rasterization Demo';
UI.titleShort = 'rasterizationDemo';
UI.numFrames = 1000;
UI.maxFPS = 24;
UI.renderWidth = 800;
UI.renderHeight = 400;
UI.tabs.push(
{
visible: true,
type: `x-shader/x-fragment`,
title: `Rasterization`,
id: `RasterizationDemoFS`,
initialValue: `#define PROJECTION
#define RASTERIZATION
#define CLIPPING
#define INTERPOLATION
#define ZBUFFERING
//#define ANIMATION
precision highp float;
uniform float time;
// Polygon / vertex functionality
const int MAX_VERTEX_COUNT = 8;
uniform ivec2 viewport;
struct Vertex {
vec3 position;
vec3 color;
};
struct Polygon {
// Numbers of vertices, i.e., points in the polygon
int vertexCount;
// The vertices themselves
Vertex vertices[MAX_VERTEX_COUNT];
};
// Appends a vertex to a polygon
void appendVertexToPolygon(inout Polygon polygon, Vertex element) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i == polygon.vertexCount) {
polygon.vertices[i] = element;
}
}
polygon.vertexCount++;
}
// Copy Polygon source to Polygon destination
void copyPolygon(inout Polygon destination, Polygon source) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
destination.vertices[i] = source.vertices[i];
}
destination.vertexCount = source.vertexCount;
}
// Get the i-th vertex from a polygon, but when asking for the one behind the last, get the first again
Vertex getWrappedPolygonVertex(Polygon polygon, int index) {
if (index >= polygon.vertexCount) index -= polygon.vertexCount;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i == index) return polygon.vertices[i];
}
}
// Creates an empty polygon
void makeEmptyPolygon(out Polygon polygon) {
polygon.vertexCount = 0;
}
#define INNER_SIDE 0
#define OUTER_SIDE 1
// Assuming a clockwise (vertex-wise) polygon, returns whether the input point
// is on the inner or outer side of the edge (ab)
int edge(vec2 point, Vertex a, Vertex b) {
#ifdef RASTERIZATION
// Put your code here
// Move the edge function forward so that it can be used in getCrossType function.
// Line AB
float x1 = b.position.x-a.position.x;
float y1 = b.position.y-a.position.y;
// Line AP
float x2 = point.x-a.position.x;
float y2 = point.y-a.position.y;
// As all polygons are defined as clock-wise,
// if the product is smaller than zero,
// the point is on the right side(inner side) of this edge,
// or it is on the left side(outer side) of this edge.
if (x1*y2-x2*y1 <= 0.0)
return INNER_SIDE;
else
return OUTER_SIDE;
#endif
return OUTER_SIDE;
}
// Clipping part
#define ENTERING 0
#define LEAVING 1
#define OUTSIDE 2
#define INSIDE 3
int getCrossType(Vertex poli1, Vertex poli2, Vertex wind1, Vertex wind2) {
#ifdef CLIPPING
// Put your code here
// Use the edge function above to test whether the two,
// vertices of the polygon are inside or outside the clipwindow edge.
// The position of the first vertex
int p1position = edge(poli1.position.xy, wind1, wind2);
// The position of the second vertex
int p2position = edge(poli2.position.xy, wind1, wind2);
// If two vertex are outside the clipwindow's edge
// this edge of the polygon is outside the clipwindow's edge
if(p1position == 1 && p2position == 1)
return OUTSIDE;
// If two vertex are inside the clipwindow's edge
// this edge of the polygon is inside the clipwindow's edge
else if(p1position == 0 && p2position == 0)
return INSIDE;
// If the first vertex is inside and the second is outside the clipwindow's edge
// this edge of the polygon is leaving the clipwindow's edge
else if(p1position == 0 && p2position == 1)
return LEAVING;
// If the first vertex is outside and the second is inside the clipwindow's edge
// this edge of the polygon is entering the clipwindow's edge
else if(p1position == 1 && p2position == 0)
return ENTERING;
#else
return INSIDE;
#endif
}
// This function assumes that the segments are not parallel or collinear.
Vertex intersect2D(Vertex a, Vertex b, Vertex c, Vertex d) {
#ifdef CLIPPING
// Put your code here
// Compute the equations of the two lines
// AB: y = k1 * x + b1
// CD: y = k2 * x + b2
// using the xy coordinates of their two ends.
float ax = a.position.x;
float ay = a.position.y;
float bx = b.position.x;
float by = b.position.y;
float cx = c.position.x;
float cy = c.position.y;
float dx = d.position.x;
float dy = d.position.y;
// The slope and y-intercept of AB
float k1 = (by - ay)/(bx - ax);
float b1 = ay - k1 * ax;
// The slope and y-intercept of CD
float k2 = (dy - cy)/(dx - cx);
float b2 = cy - k2 * cx;
// The xy coordinates of the intersection point can be calculated
// by making k1 * x + b1 = k2 * x + b2
float x = (b2 - b1)/(k1 - k2);
float y = k1 * x + b1;
vec2 intersectPosition = vec2(x,y);
// Set the new intersection vertex's color the same as vertex a,
// its xy coordinates as the intersection position, and the z coordinates as zero.
Vertex intersect;
intersect.position = vec3(x,y,0.0);
intersect.color = a.color;
return intersect;
#else
return a;
#endif
}
void sutherlandHodgmanClip(Polygon unclipped, Polygon clipWindow, out Polygon result) {
Polygon clipped;
copyPolygon(clipped, unclipped);
// Loop over the clip window
//for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i >= clipWindow.vertexCount) break;
// Make a temporary copy of the current clipped polygon
Polygon oldClipped;
copyPolygon(oldClipped, clipped);
// Set the clipped polygon to be empty
makeEmptyPolygon(clipped);
// Loop over the current clipped polygon
for (int j = 0; j < MAX_VERTEX_COUNT; ++j) {
if (j >= oldClipped.vertexCount) break;
// Handle the j-th vertex of the clipped polygon. This should make use of the function
// intersect() to be implemented above.
#ifdef CLIPPING
// Put your code here
// Take the current vertex and its next vertex of the polygon as well as the clipwindow
// and test the position relation of the two edges
Vertex p0 = oldClipped.vertices[j];
Vertex p1 = getWrappedPolygonVertex(oldClipped,j+1);
Vertex w0 = clipWindow.vertices[i];
Vertex w1 = getWrappedPolygonVertex(clipWindow,i+1);
// Use the getCrossType function to test the cross type of the two edges
int crossType = getCrossType(p0,p1,w0,w1);
// The side of the polygon is entering the side of the clipwindow
// add the new intersection point and the second point into the clipped polygon
if (crossType == 0){
Vertex newP = intersect2D(p0,p1,w0,w1);
appendVertexToPolygon(clipped,newP);
appendVertexToPolygon(clipped,p1);
}
// The side of the polygon is leaving the side of the clipwindow
// add only the new intersection point into the clipped polygon
else if (crossType == 1){
Vertex newP = intersect2D(p0,p1,w0,w1);
appendVertexToPolygon(clipped,newP);
}
// The side of the polygon is outside the side of the clipwindow
// do nothing
else if (crossType == 2){
}
// The side of the polygon is inside the side of the clipwindow
// add only the second point into the clipped polygon
else if (crossType == 3){
appendVertexToPolygon(clipped,p1);
}
#else
appendVertexToPolygon(clipped, getWrappedPolygonVertex(oldClipped, j));
#endif
}
// Copy the clipped polygon to the old clipped polygon
// so it can be used in the next clipping process
copyPolygon(oldClipped,clipped);
}
// Copy the last version to the output
copyPolygon(result, clipped);
}
// Rasterization and culling part
// Returns if a point is inside a polygon or not
bool isPointInPolygon(vec2 point, Polygon polygon) {
// Don't evaluate empty polygons
if (polygon.vertexCount == 0) return false;
// Check against each edge of the polygon
bool rasterise = true;
int allPosition = 0;
int pointPosition = 0;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
#ifdef RASTERIZATION
// Put your code here
// Get the position of the point(inside or outside the current edge of the polygon)
pointPosition = edge(point,polygon.vertices[i],getWrappedPolygonVertex(polygon,i+1));
// Sum up the position information of the point regarding to all edges of the polygon
allPosition += pointPosition;
#else
rasterise = false;
#endif
}
// If the position is insde all edges of the polygon, the sum value should be zero
// which means that this point is inside the polygon
if(allPosition == 0)
rasterise = true;
else
rasterise = false;
}
return rasterise;
}
bool isPointOnPolygonVertex(vec2 point, Polygon polygon) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
ivec2 pixelDifference = ivec2(abs(polygon.vertices[i].position.xy - point) * vec2(viewport));
int pointSize = viewport.x / 200;
if( pixelDifference.x <= pointSize && pixelDifference.y <= pointSize) {
return true;
}
}
}
return false;
}
float triangleArea(vec2 a, vec2 b, vec2 c) {
// https://en.wikipedia.org/wiki/Heron%27s_formula
float ab = length(a - b);
float bc = length(b - c);
float ca = length(c - a);
float s = (ab + bc + ca) / 2.0;
return sqrt(max(0.0, s * (s - ab) * (s - bc) * (s - ca)));
}
Vertex interpolateVertex(vec2 point, Polygon polygon) {
float weightSum = 0.0;
vec3 colorSum = vec3(0.0);
vec3 positionSum = vec3(0.0);
float depthSum = 0.0;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
#if defined(INTERPOLATION) || defined(ZBUFFERING)
// Put your code here
// Barycentric coordinates system
// Using the proportions of the triangle areas as the weight
vec2 p0 = polygon.vertices[i].position.xy;
vec2 p1 = getWrappedPolygonVertex(polygon,i+1).position.xy;
vec2 p2 = getWrappedPolygonVertex(polygon,i+2).position.xy;
float totalArea = triangleArea(p0,p1,p2);
float weightedArea = triangleArea(p1,p2,point);
float weight = weightedArea / totalArea;
#else
#endif
#ifdef ZBUFFERING
// Put your code here
// Use Barycentric weights to interpolate the inverse of z depth
// of the three vertices to calculate the inverse of the new vertex's depth
depthSum += weight * (1.0 / polygon.vertices[i].position.z);
#endif
#ifdef INTERPOLATION
// Put your code here
// Use Barycentric weights to interpolate the color
// of the three vertices to calculate the new vertex's color
colorSum += weight * polygon.vertices[i].color;
#endif
}
}
Vertex result = polygon.vertices[0];
#ifdef INTERPOLATION
// Put your code here
// Sum up the color contributions from all vertices
result.color = colorSum;
#endif
#ifdef ZBUFFERING
// Put your code here
// Sum up the depth contributions from all vertices
// and take its inverse
// the xy coordinates remain the same
result.position.xy = point;
result.position.z = 1.0 / depthSum;
#endif
#if !defined(INTERPOLATION) && !defined(ZBUFFERING)
// Put your code here
#endif
return result;
}
// Projection part
// Used to generate a projection matrix.
mat4 computeProjectionMatrix() {
mat4 projectionMatrix = mat4(1);
float aspect = float(viewport.x) / float(viewport.y);
float imageDistance = 0.5;
#ifdef PROJECTION
// Put your code here
// Define all parameters used in the projection matrix
float D = imageDistance;
float y1 = -0.17;
float y2 = 0.16;
float x1 = -y1 * aspect;
float x2 = -y2 * aspect;
float dx = x2 - x1;
float dy = y2 - y1;
float px = x2 + x1;
float py = y2 + y1;
// Move to the UV plane (d = 1)
mat4 mMove = mat4(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,-1,1);
// Regular pyramid matrix
mat4 mPyramid = mat4(2.0*D/dx,0,0,0,
0,2.0*D/dy,0,0,
-px/dx,-py/dy,1,0,
-D*px/dx,-D*py/dy,0,1);
// Scale by 1/D
mat4 mScale = mat4(1.0/D,0,0,0,
0,1.0/D,0,0,
0,0,1.0/D,0,
0,0,0,1);
// Projection division (x,y,z,1) to (x,y,z,z+1)
mat4 mDivision = mat4(1,0,0,0,
0,1,0,0,
0,0,1,1,
0,0,0,1);
// The projection matrix is the product of the aboce four matrix
projectionMatrix = mDivision * mScale * mPyramid * mMove;
#endif
return projectionMatrix;
}
// Used to generate a simple "look-at" camera.
mat4 computeViewMatrix(vec3 VRP, vec3 TP, vec3 VUV) {
mat4 viewMatrix = mat4(1);
#ifdef PROJECTION
// Put your code here
// Define all parameters used in the view matrix
vec3 VPN = TP - VRP;
vec3 n = VPN / length(VPN);
vec3 u = cross(n,VUV);
u = u / length(u);
vec3 v = cross(u,n);
float t1 = - dot(VRP,u);
float t2 = - dot(VRP,v);
float t3 = - dot(VRP,n);
// View matrix
viewMatrix = mat4(u.x, v.x, n.x, 0,
u.y, v.y, n.y, 0,
u.z, v.z, n.z, 0,
t1, t2, t3, 1);
#endif
return viewMatrix;
}
vec3 getCameraPosition() {
#ifdef ANIMATION
// Put your code here
//return vec3(2.0*sin(time), 2.0*cos(time), 10);
#else
return vec3(0, 0, 10);
#endif
}
// Takes a single input vertex and projects it using the input view and projection matrices
vec3 projectVertexPosition(vec3 position) {
// Set the parameters for the look-at camera.
vec3 TP = vec3(0, 0, 0);
vec3 VRP = getCameraPosition();
vec3 VUV = vec3(0, 1, 0);
// Compute the view matrix.
mat4 viewMatrix = computeViewMatrix(VRP, TP, VUV);
// Compute the projection matrix.
mat4 projectionMatrix = computeProjectionMatrix();
#ifdef PROJECTION
// Put your code here
// Add 1.0, make xyz coordinates to homogeneous coordinates
vec4 position4 = vec4(position.xyz,1.0);
position4 = projectionMatrix * viewMatrix * position4;
// Projection division: divide all coordinates by z+1
position = position4.xyz / position4.w;
#else
#endif
return position;
}
// Projects all the vertices of a polygon
void projectPolygon(inout Polygon projectedPolygon, Polygon polygon) {
copyPolygon(projectedPolygon, polygon);
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
projectedPolygon.vertices[i].position = projectVertexPosition(polygon.vertices[i].position);
}
}
}
// Draws a polygon by projecting, clipping, ratserizing and interpolating it
void drawPolygon(
vec2 point,
Polygon clipWindow,
Polygon oldPolygon,
inout vec3 color,
inout float depth)
{
Polygon projectedPolygon;
projectPolygon(projectedPolygon, oldPolygon);
Polygon clippedPolygon;
sutherlandHodgmanClip(projectedPolygon, clipWindow, clippedPolygon);
if (isPointInPolygon(point, clippedPolygon)) {
Vertex interpolatedVertex =
interpolateVertex(point, projectedPolygon);
#if defined(ZBUFFERING)
// Put your code here
// If the depth of the point is smaller than the depth saved in zbuffer
// this point is not covered
// and the zbuffer is rewrited by the new depth
if(interpolatedVertex.position.z < depth){
color = interpolatedVertex.color;
depth = interpolatedVertex.position.z;
}
#else
// Put your code to handle z buffering here
color = interpolatedVertex.color;
depth = interpolatedVertex.position.z;
#endif
}
if (isPointOnPolygonVertex(point, clippedPolygon)) {
color = vec3(1);
}
}
// Main function calls
void drawScene(vec2 pixelCoord, inout vec3 color) {
color = vec3(0.3, 0.3, 0.3);
// Convert from GL pixel coordinates 0..N-1 to our screen coordinates -1..1
vec2 point = 2.0 * pixelCoord / vec2(viewport) - vec2(1.0);
Polygon clipWindow;
clipWindow.vertices[0].position = vec3(-0.65, 0.95, 1.0);
clipWindow.vertices[1].position = vec3( 0.65, 0.75, 1.0);
clipWindow.vertices[2].position = vec3( 0.75, -0.65, 1.0);
clipWindow.vertices[3].position = vec3(-0.75, -0.85, 1.0);
clipWindow.vertexCount = 4;
// Draw the area outside the clip region to be dark
color = isPointInPolygon(point, clipWindow) ? vec3(0.5) : color;
const int triangleCount = 2;
Polygon triangles[triangleCount];
triangles[0].vertices[0].position = vec3(-2, -2, 0.0);
triangles[0].vertices[1].position = vec3(4, 0, 3.0);
triangles[0].vertices[2].position = vec3(-1, 2, 0.0);
triangles[0].vertices[0].color = vec3(1.0, 0.5, 0.2);
triangles[0].vertices[1].color = vec3(0.8, 0.8, 0.8);
triangles[0].vertices[2].color = vec3(0.2, 0.5, 1.0);
triangles[0].vertexCount = 3;
triangles[1].vertices[0].position = vec3(3.0, 2.0, -2.0);
triangles[1].vertices[2].position = vec3(0.0, -2.0, 3.0);
triangles[1].vertices[1].position = vec3(-1.0, 2.0, 4.0);
triangles[1].vertices[1].color = vec3(0.2, 1.0, 0.1);
triangles[1].vertices[2].color = vec3(1.0, 1.0, 1.0);
triangles[1].vertices[0].color = vec3(0.1, 0.2, 1.0);
triangles[1].vertexCount = 3;
float depth = 10000.0;
// Project and draw all the triangles
for (int i = 0; i < triangleCount; i++) {
drawPolygon(point, clipWindow, triangles[i], color, depth);
}
}
void main() {
drawScene(gl_FragCoord.xy, gl_FragColor.rgb);
gl_FragColor.a = 1.0;
}`,
description: ``,
wrapFunctionStart: ``,
wrapFunctionEnd: ``
});
UI.tabs.push(
{
visible: false,
type: `x-shader/x-vertex`,
title: `RasterizationDemoTextureVS - GL`,
id: `RasterizationDemoTextureVS`,
initialValue: `attribute vec3 position;
attribute vec2 textureCoord;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vTextureCoord = textureCoord;
}
`,
description: ``,
wrapFunctionStart: ``,
wrapFunctionEnd: ``
});
UI.tabs.push(
{
visible: false,
type: `x-shader/x-vertex`,
title: `RasterizationDemoVS - GL`,
id: `RasterizationDemoVS`,
initialValue: `attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main(void) {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
description: ``,
wrapFunctionStart: ``,
wrapFunctionEnd: ``
});
UI.tabs.push(
{
visible: false,
type: `x-shader/x-fragment`,
title: `RasterizationDemoTextureFS - GL`,
id: `RasterizationDemoTextureFS`,
initialValue: `
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
`,
description: ``,
wrapFunctionStart: ``,
wrapFunctionEnd: ``
});
return UI;
}//!setup
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function evalJS(id) {
var jsScript = document.getElementById(id);
eval(jsScript.innerHTML);
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function RasterizationDemo() {
}
RasterizationDemo.prototype.initShaders = function() {
this.shaderProgram = gl.createProgram();
gl.attachShader(this.shaderProgram, getShader(gl, "RasterizationDemoVS"));
gl.attachShader(this.shaderProgram, getShader(gl, "RasterizationDemoFS"));
gl.linkProgram(this.shaderProgram);
if (!gl.getProgramParameter(this.shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(this.shaderProgram);
this.shaderProgram.vertexPositionAttribute = gl.getAttribLocation(this.shaderProgram, "position");
gl.enableVertexAttribArray(this.shaderProgram.vertexPositionAttribute);
this.shaderProgram.projectionMatrixUniform = gl.getUniformLocation(this.shaderProgram, "projectionMatrix");
this.shaderProgram.modelviewMatrixUniform = gl.getUniformLocation(this.shaderProgram, "modelViewMatrix");
}
RasterizationDemo.prototype.initTextureShaders = function() {
this.textureShaderProgram = gl.createProgram();
gl.attachShader(this.textureShaderProgram, getShader(gl, "RasterizationDemoTextureVS"));
gl.attachShader(this.textureShaderProgram, getShader(gl, "RasterizationDemoTextureFS"));
gl.linkProgram(this.textureShaderProgram);
if (!gl.getProgramParameter(this.textureShaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(this.textureShaderProgram);
this.textureShaderProgram.vertexPositionAttribute = gl.getAttribLocation(this.textureShaderProgram, "position");
gl.enableVertexAttribArray(this.textureShaderProgram.vertexPositionAttribute);
this.textureShaderProgram.textureCoordAttribute = gl.getAttribLocation(this.textureShaderProgram, "textureCoord");
gl.enableVertexAttribArray(this.textureShaderProgram.textureCoordAttribute);
//gl.vertexAttribPointer(this.textureShaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
this.textureShaderProgram.projectionMatrixUniform = gl.getUniformLocation(this.textureShaderProgram, "projectionMatrix");
this.textureShaderProgram.modelviewMatrixUniform = gl.getUniformLocation(this.textureShaderProgram, "modelViewMatrix");
}
RasterizationDemo.prototype.initBuffers = function() {
this.triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
var vertices = [
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
this.triangleVertexPositionBuffer.itemSize = 3;
this.triangleVertexPositionBuffer.numItems = 3 * 2;
this.textureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureCoordBuffer);
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
this.textureCoordBuffer.itemSize = 2;
}
function getTime() {
var d = new Date();
return d.getMinutes() * 60.0 + d.getSeconds() + d.getMilliseconds() / 1000.0;
}
RasterizationDemo.prototype.initTextureFramebuffer = function() {
// create off-screen framebuffer
this.framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
this.framebuffer.width = this.prerender_width;
this.framebuffer.height = this.prerender_height;
// create RGB texture
this.framebufferTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.framebufferTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.framebuffer.width, this.framebuffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);//LINEAR_MIPMAP_NEAREST);
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.generateMipmap(gl.TEXTURE_2D);
// create depth buffer
this.renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, this.framebuffer.width, this.framebuffer.height);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.framebufferTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.renderbuffer);
// reset state
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
RasterizationDemo.prototype.drawScene = function() {
gl.bindFramebuffer(gl.FRAMEBUFFER, env.framebuffer);
gl.useProgram(this.shaderProgram);
gl.viewport(0, 0, this.prerender_width, this.prerender_height);
gl.clear(gl.COLOR_BUFFER_BIT);
var perspectiveMatrix = new J3DIMatrix4();
perspectiveMatrix.setUniform(gl, this.shaderProgram.projectionMatrixUniform, false);
var modelViewMatrix = new J3DIMatrix4();
modelViewMatrix.setUniform(gl, this.shaderProgram.modelviewMatrixUniform, false);
gl.uniform2iv(gl.getUniformLocation(this.shaderProgram, "viewport"), [getRenderTargetWidth(), getRenderTargetHeight()]);
gl.uniform1f(gl.getUniformLocation(this.shaderProgram, "time"), getTime());
gl.bindBuffer(gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
gl.vertexAttribPointer(this.shaderProgram.vertexPositionAttribute, this.triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureCoordBuffer);
gl.vertexAttribPointer(this.textureShaderProgram.textureCoordAttribute, this.textureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, this.triangleVertexPositionBuffer.numItems);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(this.textureShaderProgram);
gl.viewport(0, 0, this.render_width, this.render_height);
gl.clear(gl.COLOR_BUFFER_BIT);
var perspectiveMatrix = new J3DIMatrix4();
perspectiveMatrix.setUniform(gl, this.textureShaderProgram.projectionMatrixUniform, false);
var modelViewMatrix = new J3DIMatrix4();
modelViewMatrix.setUniform(gl, this.textureShaderProgram.modelviewMatrixUniform, false);
gl.bindTexture(gl.TEXTURE_2D, this.framebufferTexture);
gl.uniform1i(gl.getUniformLocation(this.textureShaderProgram, "uSampler"), 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
gl.vertexAttribPointer(this.textureShaderProgram.vertexPositionAttribute, this.triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureCoordBuffer);
gl.vertexAttribPointer(this.textureShaderProgram.textureCoordAttribute, this.textureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, this.triangleVertexPositionBuffer.numItems);
}
RasterizationDemo.prototype.run = function() {
this.render_width = 800;
this.render_height = 400;
this.prerender_width = this.render_width;
this.prerender_height = this.render_height;
this.initTextureFramebuffer();
this.initShaders();
this.initTextureShaders();
this.initBuffers();
};
function init() {
env = new RasterizationDemo();
return env;
}
function compute(canvas)
{
env.run();
env.drawScene();
}