var readInput = true;
function changeEventHandler(event){
readInput = true;
}
(function loadscene() {
var resize, gl, progDraw, progBlurX, progPost, vp_size, blurFB;
var bufCube = {};
var bufQuad = {};
var shininess = 10.0;
var glow = 10.0;
var sigma = 0.8;
function render(delteMS){
//if ( readInput ) {
readInput = false;
var sliderScale = 100;
shininess = document.getElementById( "shine" ).value;
glow = document.getElementById( "glow" ).value / sliderScale;
sigma = document.getElementById( "sigma" ).value / sliderScale;
//}
Camera.create();
Camera.vp = vp_size;
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up framebuffer
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[0] );
gl.viewport( 0, 0, blurFB[0].width, blurFB[0].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up draw shader
ShaderProgram.Use( progDraw.prog );
ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
var modelMat = IdentityMat44()
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 );
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
ShaderProgram.SetUniformF1( progDraw.prog, "u_shininess", shininess );
ShaderProgram.SetUniformF1( progDraw.prog, "u_glow", glow );
// draw scene
VertexBuffer.Draw( bufCube );
// set blur-X framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[1] );
gl.viewport( 0, 0, blurFB[1].width, blurFB[1].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var texUnit = 1;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[0].color0_texture );
// set up blur-X shader
ShaderProgram.Use( progBlurX.prog );
ShaderProgram.SetUniformI1( progBlurX.prog , "u_texture", texUnit )
ShaderProgram.SetUniformF2( progBlurX.prog , "u_textureSize", vp_size );
ShaderProgram.SetUniformF1( progBlurX.prog , "u_sigma", sigma )
// draw full screen space
gl.enableVertexAttribArray( progBlurX.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progBlurX.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progBlurX.inPos );
// reset framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
texUnit = 2;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[1].color0_texture );
// set up pst process shader
ShaderProgram.Use( progPost.prog );
ShaderProgram.SetUniformI1( progPost.prog, "u_texture", texUnit )
ShaderProgram.SetUniformF2( progPost.prog, "u_textureSize", vp_size );
ShaderProgram.SetUniformF1( progPost.prog, "u_sigma", sigma );
// draw full screen space
gl.enableVertexAttribArray( progPost.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progPost.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progPost.inPos );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
var fbsize = Math.max(vp_size[0], vp_size[1])-1;
fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2
fbsize = fbsize * 2
blurFB = [];
for ( var i = 0; i < 2; ++ i ) {
fb = gl.createFramebuffer();
fb.width = fbsize;
fb.height = fbsize;
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
fb.color0_texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
fb.renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer );
gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer );
gl.bindTexture( gl.TEXTURE_2D, null );
gl.bindRenderbuffer( gl.RENDERBUFFER, null );
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
blurFB.push( fb );
}
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw = {}
progDraw.prog = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
if ( !progDraw.prog )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.prog, "inPos" );
progDraw.inNV = gl.getAttribLocation( progDraw.prog, "inNV" );
progDraw.inCol = gl.getAttribLocation( progDraw.prog, "inCol" );
progBlurX = {}
progBlurX.prog = ShaderProgram.Create(
[ { source : "post-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "blurX-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progBlurX.inPos = gl.getAttribLocation( progBlurX.prog, "inPos" );
if ( !progBlurX.prog )
return;
progPost = {}
progPost.prog = ShaderProgram.Create(
[ { source : "post-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "blurY-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progPost.inPos = gl.getAttribLocation( progPost.prog, "inPos" );
if ( !progPost.prog )
return;
// create cube
var cubePos = [
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ];
var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i ) {
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
}
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) {
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 ) {
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
}
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
}
var cubeColData = [];
for ( var is = 0; is < 6; ++ is ) {
for ( var ip = 0; ip < 4; ++ ip ) {
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
}
}
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 ) {
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
}
bufCube = VertexBuffer.Create(
[ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos },
{ data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV },
{ data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ],
cubeInxDat