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Copy pathframe_buffer_multisampled.js
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frame_buffer_multisampled.js
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var gl = null;
var mvp, proj, model, mvpLoc, modelLoc, texLoc, tex;
var images = [];
var canvas = null;
var cubeVAO = {};
var fbo = null;
const FBO_WIDTH = 1920;
const FBO_HEIGHT = 1080;
function init() {
var image = new Image();
image.src = "assets/lena_color_512.png";
image.addEventListener('load', function () {
console.log("loaded");
images.push(image);
run();
});
}
function run() {
canvas = document.createElement('canvas');
canvas.width = FBO_WIDTH;// window.innerWidth;
canvas.height =FBO_HEIGHT;// window.innerHeight;
document.body.appendChild(canvas);
//as our offscreen FBO attachment has an ALPHA channel,we must do the same for the default FBO
gl = canvas.getContext('webgl2', { antialias: false ,alpha:true});
var isWebGL2 = !!gl;
if (isWebGL2 === false) {
console.error("WebGL2 context not supported");
return;
}
const vert = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"layout(location = 0) in vec3 pos;",
"layout(location = 1) in vec2 uv;",
"uniform mat4 mvp;",
"out vec2 v_uv;",
"void main(){",
"gl_Position = mvp * vec4(pos,1.0);",
"v_uv = uv;",
"}"
].join('\n');
const frag = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"uniform sampler2D tex;",
"in vec2 v_uv;",
"out vec4 oColor;",
"void main(){",
" oColor = texture(tex,v_uv);// vec4(v_uv.xy,0.0,1.0);",
"}"
].join('\n');
var prog = createProgram(gl, vert, frag);
if (!prog == null) {
console.error("failed to create shader prog");
return;
}
console.log("we are set");
const FLOAT_SIZE = Float32Array.BYTES_PER_ELEMENT;
const STRIDE = FLOAT_SIZE * 5;
//====================== Create unit cube =====================
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, create_cube_vt(), gl.STATIC_DRAW);
//vertex attrib
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, STRIDE, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, STRIDE, FLOAT_SIZE * 3);
var ibuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, create_cube_indices(), gl.STATIC_DRAW);
cubeVAO.vao = vao;
cubeVAO.buffer = buffer;
cubeVAO.ibuffer = ibuffer;
//===============================================================
const w = gl.canvas.width;
const h = gl.canvas.height;
//math api ref: http://math.hws.edu/graphicsbook/c7/s1.html#webgl3d.1.2
proj = mat4.perspective(mat4.create(), 55 * 3.14 / 180, w / h, 1, 2000);
model = mat4.create();
mat4.identity(model);
mvp = mat4.create();
mat4.scale(model, model, [128, 128, 1]);
mat4.translate(model, model, [0, 0, -200]);
gl.useProgram(prog);
mvpLoc = gl.getUniformLocation(prog, "mvp");
texLoc = gl.getUniformLocation(prog, "tex");
modelLoc = gl.getUniformLocation(prog, "model");
var img = images[0];
tex = createGLTexture(gl, gl.RGB, gl.RGB8, img.width, img.height,gl.CLAMP_TO_EDGE, false, false, img);
var msaaRenderBuffer = createMultisampledRenderBuffer(gl, gl.RGBA8 , FBO_WIDTH, FBO_HEIGHT,8);
var msaaDepthBuffer = createMultisampledRenderBuffer(gl, gl.DEPTH_COMPONENT16, FBO_WIDTH, FBO_HEIGHT,8);
//create offscreen multisampled FBO:
fbo = createFrameBuffer(gl, null);
bindRenderBuffer(gl,fbo,msaaRenderBuffer,gl.COLOR_ATTACHMENT0);
bindDepthBuffer(gl,fbo,msaaDepthBuffer);
gl.uniform1i(texLoc, 0);
gl.activeTexture(gl.TEXTURE0);
mat4.multiply(mvp, proj, model);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
gl.enable(gl.DEPTH_TEST);
gl.frontFace(gl.CCW);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
window.addEventListener('resize', onResize);
requestAnimationFrame(render);
}
function onResize()
{
mat4.identity(proj);
const w = window.innerWidth;
const h = window.innerHeight;
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
proj = mat4.perspective(proj, 33 * 3.14 / 180, w / h, 1, 2000);
mat4.multiply(mvp, proj, model);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
}
var rot = 0;
function render() {
//Pass 1: (Render to MSAA FBO)
gl.viewport(0, 0, FBO_WIDTH, FBO_HEIGHT);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo.fbo);
gl.clearColor(0.3, 0.3, 0.3, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.identity(model);
mat4.translate(model, model, [0, 0, -600]);
mat4.rotate(model, model, rot, [0, 0, 1]);
mat4.rotate(model, model, rot, [0, 1, 0]);
mat4.rotate(model, model, rot, [0, 0, 1]);
mat4.scale(model, model, [100, 100, 100]);
rot += 0.02;
mat4.multiply(mvp, proj, model);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
gl.bindVertexArray(cubeVAO.vao);
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
//Pass 2:(blit to screen)
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.fbo);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
/**
* This is IMPORTANT! In webgl,if src is MSAA,then blit area of src and dst
* MUST BE THE SAME SIZE.
*/
// gl.blitFramebuffer(0, FBO_HEIGHT,FBO_WIDTH,0 , 0, 0, FBO_WIDTH, FBO_HEIGHT, gl.COLOR_BUFFER_BIT, gl.NEAREST);
gl.blitFramebuffer(0, 0,FBO_WIDTH,FBO_HEIGHT, 0, 0, FBO_WIDTH, FBO_HEIGHT, gl.COLOR_BUFFER_BIT, gl.NEAREST);
requestAnimationFrame(render);
}
window.addEventListener('load',init);