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webgl-2d-drawimage-05.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL2 - 2D - DrawImage with src rotation</title>
<link type="text/css" href="resources/webgl-tutorials.css" rel="stylesheet" />
</head>
<body>
<canvas id="canvas" width="400" height="300"></canvas>
</body>
<script src="resources/webgl-utils.js"></script>
<script src="resources/webgl-lessons-helper.js"></script>
<script src="resources/3d-math.js"></script>
<script>
"use strict";
var vertexShaderSource = `#version 300 es
in vec4 a_position;
in vec2 a_texcoord;
uniform mat4 u_matrix;
uniform mat4 u_textureMatrix;
out vec2 v_texcoord;
void main() {
gl_Position = u_matrix * a_position;
v_texcoord = (u_textureMatrix * vec4(a_texcoord, 0, 1)).xy;
}
`;
var fragmentShaderSource = `#version 300 es
precision mediump float;
in vec2 v_texcoord;
uniform sampler2D u_texture;
out vec4 outColor;
void main() {
outColor = texture(u_texture, v_texcoord);
}
`;
function main() {
// Get A WebGL context
var canvas = document.getElementById("canvas");
webglLessonsHelper.setupLesson(canvas);
/** @type {WebGLRenderingContext} */
var gl = canvas.getContext("webgl2");
if (!gl) {
webglLessonsHelper.showNeedWebGL2(canvas);
return;
}
// Use our boilerplate utils to compile the shaders and link into a program
var program = webglUtils.createProgramFromSources(gl,
[vertexShaderSource, fragmentShaderSource]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var texcoordAttributeLocation = gl.getAttribLocation(program, "a_texcoord");
// lookup uniforms
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
var textureLocation = gl.getUniformLocation(program, "u_texture");
var textureMatrixLocation = gl.getUniformLocation(program, "u_textureMatrix");
// Create a vertex array object (attribute state)
var vao = gl.createVertexArray();
// and make it the one we're currently working with
gl.bindVertexArray(vao);
// create the position buffer, make it the current ARRAY_BUFFER
// and copy in the color values
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put a unit quad in the buffer
var positions = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
// create the texcoord buffer, make it the current ARRAY_BUFFER
// and copy in the texcoord values
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
// Put texcoords in the buffer
var texcoords = [
0, 0,
0, 1,
1, 0,
1, 0,
0, 1,
1, 1,
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
// Turn on the attribute
gl.enableVertexAttribArray(texcoordAttributeLocation);
// Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)
var size = 2; // 3 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = true; // convert from 0-255 to 0.0-1.0
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next color
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
texcoordAttributeLocation, size, type, normalize, stride, offset);
// creates a texture info { width: w, height: h, texture: tex }
// The texture will start with 1x1 pixels and be updated
// when the image has loaded
function loadImageAndCreateTextureInfo(url) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
// Fill the texture with a 1x1 blue pixel.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255]));
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);
var textureInfo = {
width: 1, // we don't know the size until it loads
height: 1,
texture: tex,
};
var img = new Image();
img.addEventListener('load', function() {
textureInfo.width = img.width;
textureInfo.height = img.height;
gl.bindTexture(gl.TEXTURE_2D, textureInfo.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.generateMipmap(gl.TEXTURE_2D);
});
img.src = url;
return textureInfo;
}
var textureInfos = [
loadImageAndCreateTextureInfo('resources/star.jpg'),
loadImageAndCreateTextureInfo('resources/leaves.jpg'),
loadImageAndCreateTextureInfo('resources/keyboard.jpg'),
];
var drawInfos = [];
var numToDraw = 9;
var speed = 60;
for (var ii = 0; ii < numToDraw; ++ii) {
var scale = Math.random() * 0.25 + 0.25;
var drawInfo = {
x: Math.random() * gl.canvas.width,
y: Math.random() * gl.canvas.height,
dx: Math.random() > 0.5 ? -1 : 1,
dy: Math.random() > 0.5 ? -1 : 1,
xScale: scale,
yScale: scale,
offX: 0,
offY: 0,
rotation: Math.random() * Math.PI * 2,
deltaRotation: (0.5 + Math.random() * 0.5) * (Math.random() > 0.5 ? -1 : 1),
width: 1,
height: 1,
textureInfo: textureInfos[Math.random() * textureInfos.length | 0],
};
drawInfos.push(drawInfo);
}
function update(deltaTime) {
drawInfos.forEach(function(drawInfo) {
drawInfo.x += drawInfo.dx * speed * deltaTime;
drawInfo.y += drawInfo.dy * speed * deltaTime;
if (drawInfo.x < 0) {
drawInfo.dx = 1;
}
if (drawInfo.x >= gl.canvas.width) {
drawInfo.dx = -1;
}
if (drawInfo.y < 0) {
drawInfo.dy = 1;
}
if (drawInfo.y >= gl.canvas.height) {
drawInfo.dy = -1;
}
drawInfo.rotation += drawInfo.deltaRotation * deltaTime;
});
}
function draw() {
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
drawInfos.forEach(function(drawInfo) {
var dstX = drawInfo.x;
var dstY = drawInfo.y;
var dstWidth = drawInfo.textureInfo.width * drawInfo.xScale;
var dstHeight = drawInfo.textureInfo.height * drawInfo.yScale;
var srcX = drawInfo.textureInfo.width * drawInfo.offX;
var srcY = drawInfo.textureInfo.height * drawInfo.offY;
var srcWidth = drawInfo.textureInfo.width * drawInfo.width;
var srcHeight = drawInfo.textureInfo.height * drawInfo.height;
drawImage(
drawInfo.textureInfo.texture,
drawInfo.textureInfo.width,
drawInfo.textureInfo.height,
srcX, srcY, srcWidth, srcHeight,
dstX, dstY, dstWidth, dstHeight,
drawInfo.rotation);
});
}
var then = 0;
function render(time) {
var now = time * 0.001;
var deltaTime = Math.min(0.1, now - then);
then = now;
update(deltaTime);
draw();
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// Unlike images, textures do not have a width and height associated
// with them so we'll pass in the width and height of the texture
function drawImage(
tex, texWidth, texHeight,
srcX, srcY, srcWidth, srcHeight,
dstX, dstY, dstWidth, dstHeight,
srcRotation) {
if (dstX === undefined) {
dstX = srcX;
}
if (dstY === undefined) {
dstY = srcY;
}
if (srcWidth === undefined) {
srcWidth = texWidth;
}
if (srcHeight === undefined) {
srcHeight = texHeight;
}
if (dstWidth === undefined) {
dstWidth = srcWidth;
}
if (dstHeight === undefined) {
dstHeight = srcHeight;
}
if (srcRotation === undefined) {
srcRotation = 0;
}
gl.useProgram(program);
// Setup the attributes for the quad
gl.bindVertexArray(vao);
var textureUnit = 0;
// The the shader we're putting the texture on texture unit 0
gl.uniform1i(textureLocation, textureUnit);
// Bind the texture to texture unit 0
gl.activeTexture(gl.TEXTURE0 + textureUnit);
gl.bindTexture(gl.TEXTURE_2D, tex);
// this matirx will convert from pixels to clip space
var matrix = m4.orthographic(
0, gl.canvas.clientWidth, gl.canvas.clientHeight, 0, -1, 1);
// translate our quad to dstX, dstY
matrix = m4.translate(matrix, dstX, dstY, 0);
// scale our 1 unit quad
// from 1 unit to dstWidth, dstHeight units
matrix = m4.scale(matrix, dstWidth, dstHeight, 1);
// Set the matrix.
gl.uniformMatrix4fv(matrixLocation, false, matrix);
// just like a 2d projection matrix except in texture space (0 to 1)
// instead of clip space. This matrix puts us in pixel space.
var texMatrix = m4.scaling(1 / texWidth, 1 / texHeight, 1);
// We need to pick a place to rotate around
// We'll move to the middle, rotate, then move back
var texMatrix = m4.translate(texMatrix, texWidth * 0.5, texHeight * 0.5, 0);
var texMatrix = m4.zRotate(texMatrix, srcRotation);
var texMatrix = m4.translate(texMatrix, texWidth * -0.5, texHeight * -0.5, 0);
// because were in pixel space
// the scale and translation are now in pixels
var texMatrix = m4.translate(texMatrix, srcX, srcY, 0);
var texMatrix = m4.scale(texMatrix, srcWidth, srcHeight, 1);
// Set the texture matrix.
gl.uniformMatrix4fv(textureMatrixLocation, false, texMatrix);
// draw the quad (2 triangles, 6 vertices)
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count);
}
}
main();
</script>
</html>