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Adding episodes 25 and 27 Framebuffer Object and Deferred Rendering code
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Andrew Adamson
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Feb 19, 2024
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// PART 1: INITIALIZATION | ||
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// Step 1: Prepare the environment | ||
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const canvas = document.querySelector('canvas'); | ||
const gl = canvas.getContext('webgl2'); | ||
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// We'll be using transparency when rendering the second | ||
// program. We'll enable blending before its draw call and | ||
// disable it after, but we can set the blending function | ||
// here now since it will never change. | ||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); | ||
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// Multiple programs are needed, so let's abstract the | ||
// creation process | ||
const createProgram = (gl, vs, fs) => { | ||
const program = gl.createProgram(); | ||
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const vertexShader = gl.createShader(gl.VERTEX_SHADER); | ||
gl.shaderSource(vertexShader, vs); | ||
gl.compileShader(vertexShader); | ||
gl.attachShader(program, vertexShader); | ||
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | ||
gl.shaderSource(fragmentShader, fs); | ||
gl.compileShader(fragmentShader); | ||
gl.attachShader(program, fragmentShader); | ||
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gl.linkProgram(program); | ||
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | ||
console.log(gl.getShaderInfoLog(vertexShader)); | ||
console.log(gl.getShaderInfoLog(fragmentShader)); | ||
} | ||
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return program; | ||
}; | ||
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// Step 2: Create the triangle program and configure its buffers | ||
const triangleVerexShaderSource = | ||
`#version 300 es | ||
#pragma vscode_glsllint_stage: vert | ||
uniform vec2 offset; | ||
layout(location=0) in vec4 aPosition; | ||
layout(location=1) in vec4 aColor; | ||
out vec4 vColor; | ||
void main() | ||
{ | ||
vColor = aColor; | ||
gl_Position = aPosition + vec4(offset, 0.0, 0.0); | ||
}`; | ||
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const triangleFragmentShaderSource = | ||
`#version 300 es | ||
#pragma vscode_glsllint_stage: frag | ||
precision mediump float; | ||
in vec4 vColor; | ||
layout(location=0) out vec4 fragColor; | ||
layout(location=1) out vec4 solidColor; | ||
void main() | ||
{ | ||
fragColor = vColor; | ||
solidColor = vec4(0.0, 1.0, 0.0, 1.0); | ||
}`; | ||
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const triangleProgram = createProgram(gl, triangleVerexShaderSource, triangleFragmentShaderSource); | ||
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const triangleData = new Float32Array([ | ||
// Pos (xyz) // Color (rgb) | ||
-.5,-.5, -.5, 0,0,1, | ||
0.5,-.5, -.5, 0,0,1, | ||
0.0,0.4, -.5, 0,0,1, | ||
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-.5,0.5, 0.5, 1,0,0, | ||
0.5,0.5, 0.5, 1,0,0, | ||
0.0,-.4, 0.5, 1,0,0, | ||
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]); | ||
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// Two programs? Use vertex array objects. They will | ||
// allow you to easily and instantly bind the buffers | ||
// you need before you issue your draw calls. | ||
const triangleVAO = gl.createVertexArray(); | ||
gl.bindVertexArray(triangleVAO); | ||
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const triangleBuffer = gl.createBuffer(); | ||
gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer); | ||
gl.bufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW); | ||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 24, 0); | ||
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 24, 12); | ||
gl.enableVertexAttribArray(0); | ||
gl.enableVertexAttribArray(1); | ||
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gl.bindVertexArray(null); | ||
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// And get the uniform location in the first program of its `offset` uniform | ||
const offsetUniformLocation = gl.getUniformLocation(triangleProgram, 'offset'); | ||
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// Step 3: Create the (emtpy) texture | ||
const fragColorTexture = gl.createTexture(); | ||
gl.bindTexture(gl.TEXTURE_2D, fragColorTexture); | ||
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 480, 480); | ||
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const solidColorTexture = gl.createTexture(); | ||
gl.bindTexture(gl.TEXTURE_2D, solidColorTexture); | ||
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 480, 480); | ||
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gl.bindTexture(gl.TEXTURE_2D, null); | ||
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const renderbuffer = gl.createRenderbuffer(); | ||
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); | ||
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 480, 480); | ||
gl.bindRenderbuffer(gl.RENDERBUFFER, null); | ||
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// Step 5: Add the quad program and configure its buffers | ||
const quadVertexShaderSource = | ||
`#version 300 es | ||
#pragma vscode_glsllint_stage: vert | ||
layout(location=0) in vec4 aPosition; | ||
layout(location=1) in vec2 aTexCoord; | ||
out vec2 vTexCoord; | ||
void main() | ||
{ | ||
gl_Position = aPosition; | ||
vTexCoord = aTexCoord; | ||
}`; | ||
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const quadFragmentShaderSource = | ||
`#version 300 es | ||
#pragma vscode_glsllint_stage: frag | ||
precision mediump float; | ||
uniform sampler2D sampler; | ||
in vec2 vTexCoord; | ||
out vec4 fragColor; | ||
void main() | ||
{ | ||
fragColor = texture(sampler, vTexCoord); | ||
}`; | ||
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const quadProgram = createProgram(gl, quadVertexShaderSource, quadFragmentShaderSource); | ||
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const quadData = new Float32Array([ | ||
// Pos (xy) // UV coordinate | ||
-1,1, 0,1, | ||
-1,-1, 0,0, | ||
1,1, 1,1, | ||
1,-1, 1,0, | ||
]); | ||
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const quadVAO = gl.createVertexArray(); | ||
gl.bindVertexArray(quadVAO); | ||
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const quadBuffer = gl.createBuffer(); | ||
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer); | ||
gl.bufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW); | ||
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0); | ||
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8); | ||
gl.enableVertexAttribArray(0); | ||
gl.enableVertexAttribArray(1); | ||
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gl.bindVertexArray(null); | ||
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// Step 5: Initialize the framebuffer | ||
// a) attach the two textures color attachments | ||
// b) attach the depth buffer renderbuffer | ||
// c) tell WebGL which outputs to draw | ||
const fbo = gl.createFramebuffer(); | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | ||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fragColorTexture, 0); | ||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, solidColorTexture, 0); | ||
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); | ||
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gl.drawBuffers([ gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1 ]); | ||
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gl.bindFramebuffer(gl.FRAMEBUFFER, null); | ||
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//PART 2: ANIMATE & RENDER | ||
let angle = 0; | ||
const animate = () => { | ||
angle += 0.05; | ||
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// Step 1: Draw the first triangle to the FBO with depth testing enabled | ||
gl.useProgram(triangleProgram); | ||
gl.uniform2f(offsetUniformLocation, Math.cos(angle), Math.sin(angle)); | ||
gl.bindVertexArray(triangleVAO); | ||
gl.enable(gl.DEPTH_TEST); | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | ||
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | ||
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gl.drawArrays(gl.TRIANGLES, 0, 6); | ||
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | ||
gl.disable(gl.DEPTH_TEST); | ||
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// Step 2: Draw the quad and pick a texture to render | ||
gl.useProgram(quadProgram); | ||
gl.bindVertexArray(quadVAO); | ||
gl.bindTexture(gl.TEXTURE_2D, fragColorTexture); // fragColorTexture or solidColorTexture | ||
gl.enable(gl.BLEND); | ||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | ||
gl.disable(gl.BLEND); | ||
gl.bindTexture(gl.TEXTURE_2D, null); | ||
gl.bindVertexArray(null); | ||
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requestAnimationFrame(animate); | ||
}; | ||
animate(); |
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