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example-bloom.js
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example-bloom.js
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const glfw = require("./glfw3.js")
const { vec2, vec3, vec4, quat, mat2, mat2d, mat3, mat4} = require("gl-matrix")
const gl = require('./gles3.js')
const glutils = require('./glutils.js');
if (!glfw.init()) {
console.log("Failed to initialize GLFW");
process.exit(-1);
}
let version = glfw.getVersion();
console.log('glfw ' + version.major + '.' + version.minor + '.' + version.rev);
console.log('glfw version-string: ' + glfw.getVersionString());
// Open OpenGL window
glfw.defaultWindowHints();
glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3);
glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3);
glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1);
glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE);
let window = glfw.createWindow(720, 720, "Test");
if (!window) {
console.log("Failed to open GLFW window");
glfw.terminate();
process.exit(-1);
}
glfw.makeContextCurrent(window);
console.log(gl.glewInit());
//can only be called after window creation!
console.log('GL ' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MAJOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_VERSION_MINOR) + '.' + glfw.getWindowAttrib(window, glfw.CONTEXT_REVISION) + " Profile: " + glfw.getWindowAttrib(window, glfw.OPENGL_PROFILE));
// Enable vertical sync (on cards that support it)
glfw.swapInterval(1); // 0 for vsync off
let fbo = glutils.makeFboWithDepth(gl, 2048, 2048)
console.log(fbo)
let fboslab = glutils.createFBO(gl, 256, 256)
let quadprogram = glutils.makeProgram(gl,
`#version 330
in vec4 a_position;
in vec2 a_texCoord;
out vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = a_texCoord;
}`,
`#version 330
precision mediump float;
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform int u_usebloom;
in vec2 v_texCoord;
out vec4 outColor;
void main() {
vec4 blur = texture(u_tex1, v_texCoord) ;
vec4 raw = texture(u_tex0, v_texCoord);
outColor = u_usebloom > 0 ? max(raw, blur) : raw;
}
`);
let quad = glutils.createVao(gl, glutils.makeQuad(), quadprogram.id);
let cubeprogram = glutils.makeProgram(gl,
`#version 330
uniform mat4 u_modelmatrix;
uniform mat4 u_viewmatrix;
uniform mat4 u_projmatrix;
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texCoord;
out vec4 v_color;
out vec2 v_tc;
void main() {
// Multiply the position by the matrix.
vec3 vertex = a_position.xyz;
gl_Position = u_projmatrix * u_viewmatrix * u_modelmatrix * vec4(vertex, 1);
// in case rendering with gl.POINTS:
gl_PointSize = 4.;
v_color = vec4(a_normal*0.25+0.25, 1.);
v_color += vec4(a_texCoord*0.5, 0., 1.);
v_tc = a_texCoord;
}
`,
`#version 330
precision mediump float;
in vec4 v_color;
in vec2 v_tc;
out vec4 outColor;
void main() {
vec2 tc = abs(mod(v_tc * 4., 1.)-0.5);
float t = max(tc.x, tc.y) > 0.4 ? 1. : 0.;
outColor = v_color;
outColor.rgb = vec3( t );
}
`);
let cube = glutils.createVao(gl, glutils.makeCube({ div: 8 }), cubeprogram.id);
let blurslab = glutils.createSlab(gl, `#version 330
precision mediump float;
uniform sampler2D u_tex0;
in vec2 v_texCoord;
out vec4 outColor;
// gaussian
float u_kernel[9] = float[9](
0.045, 0.122, 0.045,
0.122, 0.332, 0.122,
0.045, 0.122, 0.045
);
void main() {
vec2 onePixel = vec2(1) / vec2(textureSize(u_tex0, 0));
vec4 centre = texture(u_tex0, v_texCoord);
vec4 colorSum =
texture(u_tex0, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
texture(u_tex0, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
texture(u_tex0, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
texture(u_tex0, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
centre * u_kernel[4] +
texture(u_tex0, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
texture(u_tex0, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
texture(u_tex0, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
texture(u_tex0, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
outColor = colorSum;
}
`)
let t = glfw.getTime();
let fps = 60;
function animate() {
if(glfw.windowShouldClose(window) || glfw.getKey(window, glfw.KEY_ESCAPE)) {
shutdown();
} else {
setImmediate(animate)
}
let t1 = glfw.getTime();
let dt = t1-t;
fps += 0.1*((1/dt)-fps);
t = t1;
glfw.setWindowTitle(window, `fps ${fps}`);
// Get window size (may be different than the requested size)
let dim = glfw.getFramebufferSize(window);
//if(wsize) console.log("FB size: "+wsize.width+', '+wsize.height);
// Compute the matrix
let viewmatrix = mat4.create();
let projmatrix = mat4.create();
let modelmatrix = mat4.create();
mat4.lookAt(viewmatrix, [0, 0, 3], [0, 0, 0], [0, 1, 0]);
mat4.perspective(projmatrix, Math.PI/2, dim[0]/dim[1], 0.01, 10);
//mat4.identity(modelmatrix);
let axis = vec3.fromValues(Math.sin(t), 1., 0.);
vec3.normalize(axis, axis);
mat4.rotate(modelmatrix, modelmatrix, t, axis)
fbo.begin()
{
gl.viewport(0, 0, fbo.width, fbo.height);
gl.enable(gl.DEPTH_TEST)
gl.depthMask(true)
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
cubeprogram.begin();
cubeprogram.uniform("u_modelmatrix", modelmatrix);
cubeprogram.uniform("u_viewmatrix", viewmatrix);
cubeprogram.uniform("u_projmatrix", projmatrix);
//cube.bind().drawPoints().unbind();
cube.bind().draw().unbind();
cube.unbind();
cubeprogram.end();
}
fbo.end();
let src = fbo.colorTexture
for (let i=0; i<10; i++) {
fboslab.begin()
{
gl.viewport(0, 0, fboslab.width, fboslab.height);
gl.disable(gl.DEPTH_TEST)
gl.depthMask(false)
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, src);
blurslab.begin()
blurslab.draw()
blurslab.end()
src = fboslab.back.id
}
fboslab.end()
}
gl.viewport(0, 0, dim[0], dim[1]);
gl.enable(gl.DEPTH_TEST)
gl.depthMask(true)
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// render the cube with the texture we just rendered to
fboslab.back.bind(1)
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbo.colorTexture);
quadprogram.begin();
quadprogram.uniform("u_tex0", 0);
quadprogram.uniform("u_tex1", 1);
quadprogram.uniform("u_usebloom", Math.floor(t) % 2);
quad.bind().draw().unbind();
quadprogram.end();
// Swap buffers
glfw.swapBuffers(window);
glfw.pollEvents();
}
function shutdown() {
// Close OpenGL window and terminate GLFW
glfw.destroyWindow(window);
glfw.terminate();
process.exit(0);
}
animate();