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texture_immutable.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>WebGL 2 Samples - texture_immutable</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="style.css">
<script src="utility.js"></script>
<script src="third-party/gl-matrix-min.js"></script>
<script src="third-party/noise3D.js"></script>
</head>
<body>
<div id="info">WebGL 2 Samples - texture_immutable</div>
<p id="description">Immutable texture refers to the texture's allocation, not the content of the texture. Therefore, new pixel data can be uploaded, but the size of the texture storage can't change.</p>
<!-- WebGL 2 shaders -->
<script id="vs" type="x-shader/x-vertex">
#version 300 es
#define POSITION_LOCATION 0
#define TEXCOORD_LOCATION 4
precision highp float;
precision highp int;
uniform mat4 MVP;
layout(location = POSITION_LOCATION) in vec2 position;
layout(location = TEXCOORD_LOCATION) in vec2 texcoord;
out vec2 v_st;
void main()
{
v_st = texcoord;
gl_Position = MVP * vec4(position, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
uniform sampler2D diffuse;
in vec2 v_st;
out vec4 color;
void main()
{
color = texture(diffuse, v_st);
}
</script>
<script id="vs-3d" type="x-shader/x-vertex">
#version 300 es
#define POSITION_LOCATION 0
#define TEXCOORD_LOCATION 4
precision highp float;
precision highp int;
layout(location = POSITION_LOCATION) in vec2 position;
layout(location = TEXCOORD_LOCATION) in vec2 in_texcoord;
// Output 3D texture coordinate after transformation
out vec3 v_texcoord;
void main()
{
// Multiply the texture coordinate by the transformation
// matrix to place it into 3D space
v_texcoord = (mat4(1.0) * vec4(in_texcoord - vec2(0.5, 0.5), 0.5, 1.0)).stp;
gl_Position = vec4(position, 0.0, 1.0);
}
</script>
<script id="fs-3d" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
precision highp sampler3D;
uniform sampler3D diffuse;
in vec3 v_texcoord;
out vec4 color;
void main()
{
color = texture(diffuse, v_texcoord);
}
</script>
<script>
(function () {
'use strict';
var canvas = document.createElement('canvas');
canvas.width = Math.min(window.innerWidth, window.innerHeight);
canvas.height = canvas.width;
document.body.appendChild(canvas);
var gl = canvas.getContext( 'webgl2', { antialias: false } );
var isWebGL2 = !!gl;
if(!isWebGL2) {
document.getElementById('info').innerHTML = 'WebGL 2 is not available. See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
return;
}
var Corners = {
LEFT: 0,
RIGHT: 1,
MAX: 2
};
var viewports = new Array(Corners.MAX);
viewports[Corners.LEFT] = {
x: 0,
y: canvas.height / 4,
z: canvas.width / 2,
w: canvas.height / 2
};
viewports[Corners.RIGHT] = {
x: canvas.width / 2,
y: canvas.height / 4,
z: canvas.width / 2,
w: canvas.height / 2
};
// -- Init program
var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
var mvpLocation = gl.getUniformLocation(program, 'MVP');
var diffuseLocation = gl.getUniformLocation(program, 'diffuse');
var program3D = createProgram(gl, getShaderSource('vs-3d'), getShaderSource('fs-3d'));
var diffuseLocation3D = gl.getUniformLocation(program3D, 'diffuse');
// -- Init buffers: vec2 Position, vec2 Texcoord
var positions = new Float32Array([
-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 vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var texCoords = new Float32Array([
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0
]);
var vertexTexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// -- Init VertexArray
var vertexArray = gl.createVertexArray();
gl.bindVertexArray(vertexArray);
var vertexPosLocation = 0; // set with GLSL layout qualifier
gl.enableVertexAttribArray(vertexPosLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.vertexAttribPointer(vertexPosLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertexTexLocation = 4; // set with GLSL layout qualifier
gl.enableVertexAttribArray(vertexTexLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.vertexAttribPointer(vertexTexLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindVertexArray(null);
var texture3D = create3DTexture();
var imageUrl = '../assets/img/Di-3d.png';
loadImage(imageUrl, function(image) {
// -- Init 2D Texture
var texture2D = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture2D);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.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);
// -- Allocate storage for the texture
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8, 512, 512);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGB, gl.UNSIGNED_BYTE, image);
// -- Render
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindVertexArray(vertexArray);
var matrix = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
]);
// Immutable 2D texture
gl.useProgram(program);
gl.uniformMatrix4fv(mvpLocation, false, matrix);
gl.uniform1i(diffuseLocation, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture2D);
gl.viewport(viewports[Corners.LEFT].x, viewports[Corners.LEFT].y, viewports[Corners.LEFT].z, viewports[Corners.LEFT].w);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Immutable 3D texture
gl.useProgram(program3D);
gl.uniform1i(diffuseLocation3D, 1);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_3D, texture3D);
gl.viewport(viewports[Corners.RIGHT].x, viewports[Corners.RIGHT].y, viewports[Corners.RIGHT].z, viewports[Corners.RIGHT].w);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Delete WebGL resources
gl.deleteBuffer(vertexPosBuffer);
gl.deleteBuffer(vertexTexBuffer);
gl.deleteTexture(texture2D);
gl.deleteTexture(texture3D);
gl.deleteProgram(program);
gl.deleteProgram(program3D);
gl.deleteVertexArray(vertexArray);
});
function create3DTexture() {
// Note By @kenrussel: The sample was changed from R32F to R8 for best portability.
// not all devices can render to floating-point textures
// (and, further, this functionality is in a WebGL extension: EXT_color_buffer_float),
// and renderability is a requirement for generating mipmaps.
var SIZE = 32;
var data = new Uint8Array(SIZE * SIZE * SIZE);
for (var k = 0; k < SIZE; ++k) {
for (var j = 0; j < SIZE; ++j) {
for (var i = 0; i < SIZE; ++i) {
data[i + j * SIZE + k * SIZE * SIZE] = snoise([i, j, k]) * 256;
}
}
}
var texture3D = gl.createTexture();
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_3D, texture3D);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAX_LEVEL, Math.log2(SIZE));
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texStorage3D(
gl.TEXTURE_3D, // target
Math.log2(SIZE), // levels
gl.R8, // internalformat
SIZE, // width
SIZE, // height
SIZE // depth
);
gl.texSubImage3D(
gl.TEXTURE_3D, // target
0, // level
0,
0,
0,
SIZE, // width
SIZE, // height
SIZE, // depth
gl.RED, // format
gl.UNSIGNED_BYTE, // type
data
);
gl.generateMipmap(gl.TEXTURE_3D);
return texture3D;
}
})();
</script>
<div id="highlightedLines" style="display: none">#L201-L212</div>
</body>
</html>