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script.js
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260 lines (227 loc) · 9.64 KB
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const vertexShaderSource = `
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
varying vec2 vTextureCoord;
void main() {
gl_Position = aVertexPosition;
vTextureCoord = aTextureCoord;
}
`;
const fragmentShaderSource = `
precision mediump float;
varying vec2 vTextureCoord;
uniform float uRotation;
uniform float uBlendFalloff;
uniform float uBlendOffset;
uniform float uScale;
uniform vec2 uResolution;
uniform sampler2D uSampler;
uniform float uWaveAmplitude;
uniform float uWavePeriod;
const float FULL_ROTATION = 6.28318530718;
const vec2 CELL_CENTER = vec2(0.5, 0.5);
vec2 warpUV(vec2 uv, float amplitude, float period)
{
return uv + amplitude * vec2(sin(FULL_ROTATION * uv.y / period),
sin(FULL_ROTATION * uv.x / period));
}
float generateRandomVector(vec2 p)
{
p = fract(p * vec2(443.897, 441.423));
p += dot(p, p + 19.19);
return fract(p.x * p.y);
}
vec2 rotateUV(vec2 uv, float angle, vec2 center)
{
vec2 delta = uv - center;
float s = sin(angle);
float c = cos(angle);
return vec2(delta.x * c - delta.y * s, delta.x * s + delta.y * c) + center;
}
void main()
{
vec2 pixelCoord = vTextureCoord * uResolution;
vec2 centeredPixel = pixelCoord - 0.5 * uResolution;
vec2 squareCoord = centeredPixel / min(uResolution.x, uResolution.y);
vec2 uv = squareCoord * uScale * 4.0;
// Warp the UV coordinates to create a wavy tiling pattern.
vec2 warpedUV = warpUV(uv, uWaveAmplitude, uWavePeriod);
// Compute grid points based on the warped UV.
vec2 nearestCorner = floor(warpedUV + 0.5);
vec2 nearestCenter = floor(warpedUV - CELL_CENTER + 0.5) + CELL_CENTER;
float random1 = generateRandomVector(nearestCorner) + 1.0;
float random2 = generateRandomVector(nearestCenter - CELL_CENTER) + 1.0;
// Calculate distances from the warped UV to the grid centers.
float dCorner = dot(warpedUV - nearestCorner, warpedUV - nearestCorner);
float dCenter = dot(warpedUV - nearestCenter, warpedUV - nearestCenter) * uBlendOffset;
float blendFactor = clamp((dCenter - dCorner) * uBlendFalloff, 0.0, 1.0);
// Apply rotation based on the warped UV.
vec2 rotatedUV1 = rotateUV(warpedUV, uRotation * FULL_ROTATION * random1, nearestCorner);
vec2 rotatedUV2 = rotateUV(warpedUV, uRotation * FULL_ROTATION * random2, nearestCenter);
vec4 color1 = texture2D(uSampler, rotatedUV1);
vec4 color2 = texture2D(uSampler, rotatedUV2);
gl_FragColor = mix(color2, color1, blendFactor);
}
`;
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error('Shader program failed to link: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader failed to compile: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function main() {
const canvas = document.querySelector("#glCanvas");
const gl = canvas.getContext("webgl");
if (!gl) {
alert("Unable to initialize WebGL");
return;
}
// Only update the canvas size when the window is resized.
function resizeCanvasToDisplaySize(canvas) {
const width = canvas.clientWidth * window.devicePixelRatio;
const height = canvas.clientHeight * window.devicePixelRatio;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
}
// Initial resize.
resizeCanvasToDisplaySize(canvas);
// Update canvas size on window resize.
window.addEventListener('resize', () => {
resizeCanvasToDisplaySize(canvas);
drawScene();
});
const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);
let useTexture = false;
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
},
uniformLocations: {
rotation: gl.getUniformLocation(shaderProgram, 'uRotation'),
blendFalloff: gl.getUniformLocation(shaderProgram, 'uBlendFalloff'),
blendOffset: gl.getUniformLocation(shaderProgram, 'uBlendOffset'),
scale: gl.getUniformLocation(shaderProgram, 'uScale'),
resolution: gl.getUniformLocation(shaderProgram, 'uResolution'),
sampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
amplitude: gl.getUniformLocation(shaderProgram, 'uWaveAmplitude'),
period: gl.getUniformLocation(shaderProgram, 'uWavePeriod'),
},
};
const positions = new Float32Array([
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
]);
const textureCoordinates = new Float32Array([
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
]);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, textureCoordinates, gl.STATIC_DRAW);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
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.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
function loadImageTexture(imagePath) {
const image = new Image();
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
useTexture = true;
drawScene();
};
image.src = imagePath;
}
// Load default image texture.
loadImageTexture('examples/lava.png');
['rotation', 'blendFalloff', 'blendOffset', 'scale', 'amplitude', 'period'].forEach(id => {
const element = document.getElementById(id);
const valueDisplay = element.nextElementSibling;
element.addEventListener('input', () => {
valueDisplay.textContent = element.value;
drawScene();
});
});
document.getElementById('imageInput').addEventListener('change', (e) => {
const file = e.target.files[0];
if (file) {
const reader = new FileReader();
reader.onload = (e) => {
const image = new Image();
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
useTexture = true;
drawScene();
};
image.src = e.target.result;
};
reader.readAsDataURL(file);
}
});
document.querySelectorAll('.example-image').forEach(img => {
img.addEventListener('click', () => {
console.log(img.src);
loadImageTexture(img.src);
});
});
function drawScene() {
// Do not recalculate canvas size on every draw.
gl.viewport(0, 0, canvas.width, canvas.height);
gl.useProgram(programInfo.program);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.vertexAttribPointer(programInfo.attribLocations.textureCoord, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
gl.uniform1f(programInfo.uniformLocations.rotation, parseFloat(document.getElementById('rotation').value));
gl.uniform1f(programInfo.uniformLocations.blendFalloff, parseFloat(document.getElementById('blendFalloff').value));
gl.uniform1f(programInfo.uniformLocations.blendOffset, parseFloat(document.getElementById('blendOffset').value));
gl.uniform1f(programInfo.uniformLocations.scale, parseFloat(document.getElementById('scale').value));
gl.uniform1f(programInfo.uniformLocations.amplitude, parseFloat(document.getElementById('amplitude').value));
gl.uniform1f(programInfo.uniformLocations.period, parseFloat(document.getElementById('period').value));
gl.uniform2f(programInfo.uniformLocations.resolution, canvas.width, canvas.height);
gl.uniform1i(programInfo.uniformLocations.useTexture, useTexture);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(programInfo.uniformLocations.sampler, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
}
window.onload = main;