/sdk/tests/conformance/more/demos/opengl_web.html
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Possible License(s): BSD-3-Clause, LGPL-2.1
- <!DOCTYPE html>
- <html>
- <head>
- <meta charset="utf-8">
- <!--
- /*
- ** Copyright (c) 2012 The Khronos Group Inc.
- **
- ** Permission is hereby granted, free of charge, to any person obtaining a
- ** copy of this software and/or associated documentation files (the
- ** "Materials"), to deal in the Materials without restriction, including
- ** without limitation the rights to use, copy, modify, merge, publish,
- ** distribute, sublicense, and/or sell copies of the Materials, and to
- ** permit persons to whom the Materials are furnished to do so, subject to
- ** the following conditions:
- **
- ** The above copyright notice and this permission notice shall be included
- ** in all copies or substantial portions of the Materials.
- **
- ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
- ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
- ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
- */
- -->
- <title>OpenGL for the web</title>
- <script type="application/x-javascript" src="../util.js"></script>
- <script type="application/x-javascript">
- function log(msg) {
- document.getElementById('note').textContent += "\n"+msg;
- }
- function init(ev) {
- var canvas = document.getElementById('canvas');
- var gl = getGLContext(canvas);
- var shader = new Shader(gl, "ppix-vert", "ppix-frag");
- shader.compile();
- var fbo = new FBO(gl, canvas.width, canvas.height);
- var fbo2 = new FBO(gl, canvas.width, canvas.height);
- var fbo3 = new FBO(gl, canvas.width, canvas.height);
- var depth = new Shader(gl, "depth-vert", "depth-frag");
- var identity = new Filter(gl, "identity-vert", "identity-frag");
- var unpremult = new Filter(gl, "identity-vert", "unpremult-frag");
- var hblur = new Filter(gl, "identity-vert", "hblur-frag");
- var vblur = new Filter(gl, "identity-vert", "vblur-frag");
- var hdof = new Filter(gl, "identity-vert", "hdof-frag");
- var vdof = new Filter(gl, "identity-vert", "vdof-frag");
- redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);
- setInterval(function(){
- redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof);
- }, 33);
- }
- function drawCube (gl, shader, angle, axis, x,y,z, s, va, na, ta) {
- Matrix.copyMatrix(look, vmat);
- Matrix.translate3InPlace(x,y,z,vmat);
- Matrix.scale1InPlace(s,vmat);
- Matrix.rotateInPlace(angle, axis, vmat);
- // Note: we could just use mat3(MVMatrix) as the normal matrix
- // as MVMatrix has only rotations, translations and uniform scaling
- // <=> MVMatrix is a scaled orthonormal matrix
- // hence normalize(mat3(MVMatrix)*v) == normalize(mat3(transpose(inverse(MVMatrix))*v)
- //
- // But let's do it the hard way to see if Matrix.inverse3x3 works...
- Matrix.inverseTo3x3InPlace(vmat, nmat);
- Matrix.transpose3x3InPlace(nmat);
- shader.uniformMatrix4fv("MVMatrix", vmat);
- shader.uniformMatrix3fv("NMatrix", nmat);
- var cube = Cube.getCachedVBO(gl);
- cube.draw(va, na, ta);
- }
- var carr = [];
- for (var i=0; i<25; i++) {
- carr.push([Math.random(), Math.random(), Math.random()]);
- }
- function drawScene (gl, shader, va, na, ta) {
- var ot = new Date().getTime();
- var t = ot;
- shader.uniformMatrix4fv("PMatrix", pmat);
- for (var i=0; i<carr.length; i++){
- var c = carr[i];
- var f = c[1] < 0.5 ? 1 : -1;
- var t = ot;
- drawCube(gl, shader,
- (t/(f*400*(c[0]+0.5))) % (2*Math.PI), c,
- 0.45+0.8*c[2],
- -0.4+Math.cos((i/carr.length*Math.PI*2)+t/1000),
- 0.8+Math.sin((i/carr.length*Math.PI*2)+t/1000)*3.2,
- 0.05 + Math.pow((c[0]+c[1]+c[2])*0.33, 2)*0.3,
- va, na, ta);
- }
- }
- var nmat = Matrix.newIdentity3x3();
- var vmat = Matrix.newIdentity();
- var vmat2 = Matrix.newIdentity();
- var pmat = null;
- var look = Matrix.lookAt([4,-1,8], [-0.2,0,0], [0,1,0]);
- var useDoF = false;
- var firstFrame = true;
- function redraw(canvas, gl, shader, fbo, fbo2, fbo3, depth, identity, unpremult, hblur, vblur, hdof, vdof) {
- var doDoF = useDoF;
- gl.viewport(0, 0, canvas.width, canvas.height);
- gl.clearColor(0.0, 0.0, 0.0, 0.0);
- gl.enable(gl.DEPTH_TEST);
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- fbo.use();
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- shader.use();
- var va = shader.attrib("Vertex");
- var na = shader.attrib("Normal");
- var ta = shader.attrib("Tex");
- if (pmat == null)
- pmat = Matrix.perspective(30, canvas.width/canvas.height, 1, 100);
- shader.uniform4f("MaterialSpecular", 0.95, 0.9, 0.6, 1);
- shader.uniform4f("MaterialDiffuse", 0.50, 0.35, 0.35, 1);
- shader.uniform4f("MaterialAmbient", 0.0, 0.1, 0.2, 1);
- shader.uniform1f("MaterialShininess", 1.5);
- shader.uniform4f("GlobalAmbient", 0.1, 0.1, 0.1, 1);
- shader.uniform4f("LightPos", 1, 5, 3, 1.0);
- shader.uniform4f("LightSpecular", 0.9, 0.9, 0.9, 1);
- shader.uniform4f("LightDiffuse", 0.8, 0.8, 0.8, 1);
- shader.uniform4f("LightAmbient", 0.0, 0.06, 0.2, 1);
- shader.uniform1f("LightConstantAtt", 0.0);
- shader.uniform1f("LightLinearAtt", 0.1);
- shader.uniform1f("LightQuadraticAtt", 0.0);
- drawScene(gl, shader, va, na);
- if (doDoF || firstFrame) {
- fbo3.use();
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- depth.use();
- var dva = depth.attrib("Vertex");
- drawScene(gl, depth, dva);
- gl.disable(gl.DEPTH_TEST);
- gl.activeTexture(gl.TEXTURE1);
- gl.bindTexture(gl.TEXTURE_2D, fbo3.texture);
- gl.activeTexture(gl.TEXTURE0);
- for (var i=0; i<3; i++) {
- fbo2.use();
- gl.bindTexture(gl.TEXTURE_2D, fbo.texture);
- hdof.apply(function(f){
- f.uniform1i("Texture", 0);
- f.uniform1i("Depth", 1);
- f.uniform1f("iter", i);
- f.uniform1f("step", 1.0/canvas.width);
- });
- fbo.use();
- gl.bindTexture(gl.TEXTURE_2D, fbo2.texture);
- vdof.apply(function(f){
- f.uniform1i("Texture", 0);
- f.uniform1i("Depth", 1);
- f.uniform1f("iter", i);
- f.uniform1f("step", 1.0/canvas.width);
- });
- }
- }
- firstFrame = false;
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- gl.activeTexture(gl.TEXTURE1);
- gl.bindTexture(gl.TEXTURE_2D, null);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, fbo.texture);
- // The DoF blur blurs the color from the transparent black background with
- // the cubes. To get rid of the border, we can treat it as premultiplied alpha.
- // To see the problem, try replacing unpremult with identity.
- unpremult.apply(function(f){
- f.uniform1i("Texture", 0);
- });
- }
- window.addEventListener("load", init, false);
- </script>
- <script id="ppix-vert" type="x-shader/x-vertex">
- attribute vec3 Vertex;
- attribute vec3 Normal;
- attribute vec2 Tex;
- uniform mat4 PMatrix;
- uniform mat4 MVMatrix;
- uniform mat3 NMatrix;
- uniform vec4 MaterialAmbient;
- uniform vec4 MaterialDiffuse;
- uniform vec4 LightAmbient;
- uniform vec4 LightDiffuse;
- uniform vec4 GlobalAmbient;
- uniform vec4 LightPos;
- varying vec4 diffuse, ambientGlobal, ambient;
- varying vec3 normal, lightDir, halfVector;
- varying float dist;
- void main()
- {
- vec4 worldPos;
- vec3 lightVector;
- vec4 v = vec4(Vertex, 1.0);
- /* transform vertex normal into world space and normalize */
- normal = normalize(NMatrix * Normal);
- /* transform vertex into world space and compute the vector
- from it to the light */
- worldPos = MVMatrix * v;
- lightVector = vec3(LightPos - worldPos);
- lightDir = normalize(lightVector);
- dist = length(lightVector);
- /* Half-vector used in Blinn-Phong shading due to computational efficiency */
- halfVector = normalize(lightVector - vec3(worldPos));
- diffuse = MaterialDiffuse * LightDiffuse;
- /* The ambient terms have been separated since one of them */
- /* suffers attenuation */
- ambient = MaterialAmbient * LightAmbient;
- ambientGlobal = GlobalAmbient * MaterialAmbient;
- gl_Position = PMatrix * worldPos;
- }
- </script>
- <script id="ppix-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform vec4 LightSpecular;
- uniform vec4 MaterialSpecular;
- uniform float MaterialShininess;
- uniform float LightConstantAtt;
- uniform float LightLinearAtt;
- uniform float LightQuadraticAtt;
- varying vec4 diffuse,ambientGlobal, ambient;
- varying vec3 normal, lightDir, halfVector;
- varying float dist;
- void main()
- {
- vec3 n, halfV, viewV, ldir;
- float NdotL, NdotHV;
- vec4 color = ambientGlobal;
- float att;
- n = normalize(normal);
- NdotL = max(dot(n, normalize(lightDir)), 0.0);
- if (NdotL > 0.0) {
- att = 1.0 / (LightConstantAtt + LightLinearAtt * dist + LightQuadraticAtt * dist * dist);
- color += att * (diffuse * NdotL + ambient);
- halfV = normalize(halfVector);
- NdotHV = max( dot(normal, halfV), 0.0 );
- color += att * MaterialSpecular * LightSpecular * pow(NdotHV, MaterialShininess);
- }
- gl_FragColor = color;
- }
- </script>
- <script id="depth-vert" type="x-shader/x-vertex">
- attribute vec3 Vertex;
- uniform mat4 PMatrix;
- uniform mat4 MVMatrix;
- varying float depth;
- void main()
- {
- gl_Position = PMatrix * (MVMatrix * vec4(Vertex, 1.0));
- depth = 1.0-(gl_Position.z / gl_Position.w);
- }
- </script>
- <script id="depth-frag" type="x-shader/x-fragment">
- precision mediump float;
- varying float depth;
- void main()
- {
- vec4 c = vec4(depth, 0.0, 0.0, 1.0);
- gl_FragColor = c;
- }
- </script>
- <script id="identity-vert" type="x-shader/x-vertex">
- attribute vec3 Vertex;
- attribute vec2 Tex;
- varying vec4 texCoord0;
- void main()
- {
- texCoord0 = vec4(Tex,0.0,0.0);
- gl_Position = vec4(Vertex, 1.0);
- }
- </script>
- <script id="identity-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- varying vec4 texCoord0;
- void main()
- {
- vec4 c = texture2D(Texture, texCoord0.st);
- gl_FragColor = c;
- }
- </script>
- <script id="premult-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- varying vec4 texCoord0;
- void main()
- {
- vec4 c = texture2D(Texture, texCoord0.st);
- float a = c.a;
- c *= a;
- c.a = a;
- gl_FragColor = c;
- }
- </script>
- <script id="unpremult-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- varying vec4 texCoord0;
- void main()
- {
- vec4 c = texture2D(Texture, texCoord0.st);
- float a = c.a;
- c /= a;
- c.a = a;
- gl_FragColor = c;
- }
- </script>
- <script id="hblur-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- uniform float step;
- float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
- varying vec4 texCoord0;
- void main()
- {
- int i=0;
- if (texture2D(Texture, texCoord0.st).a > 0.0) {
- vec4 sum = vec4(0.0);
- for (i=0; i<7; i++) {
- vec4 tmp = texture2D(Texture, texCoord0.st + vec2(i*step,0));
- sum += tmp * kernel[i];
- }
- gl_FragColor = sum;
- } else {
- gl_FragColor = texture2D(Texture, texCoord0.st);
- }
- }
- </script>
- <script id="vblur-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- uniform float step;
- float kernel[7] = float[](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
- varying vec4 texCoord0;
- void main()
- {
- int i=0;
- if (texture2D(Texture, texCoord0.st).a > 0.0) {
- vec4 sum = vec4(0.0);
- for (i=0; i<7; i++) {
- vec4 tmp = texture2D(Texture, texCoord0.st + vec2(0,i*step));
- sum += tmp * kernel[i];
- }
- gl_FragColor = sum;
- } else {
- gl_FragColor = texture2D(Texture, texCoord0.st);
- }
- }
- </script>
- <script id="hdof-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- uniform sampler2D Depth;
- uniform float step;
- uniform float iter;
- float kernel[7] = { 0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046 };
- varying vec4 texCoord0;
- void main()
- {
- vec4 tmp;
- vec4 sum = vec4(0.0);
- bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
- tmp = texture2D(Texture, texCoord0.st + vec2(float(0-3)*step,0));
- sum += tmp * kernel[0];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(1-3)*step,0));
- sum += tmp * kernel[1];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(2-3)*step,0));
- sum += tmp * kernel[2];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(3-3)*step,0));
- sum += tmp * kernel[3];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(4-3)*step,0));
- sum += tmp * kernel[4];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(5-3)*step,0));
- sum += tmp * kernel[5];
- tmp = texture2D(Texture, texCoord0.st + vec2(float(6-3)*step,0));
- sum += tmp * kernel[6];
- gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
- }
- </script>
- <script id="vdof-frag" type="x-shader/x-fragment">
- precision mediump float;
- uniform sampler2D Texture;
- uniform sampler2D Depth;
- uniform float step;
- uniform float iter;
- float kernel[7] = float[7](0.046, 0.111, 0.202, 0.283, 0.202, 0.111, 0.046);
- varying vec4 texCoord0;
- void main()
- {
- vec4 tmp;
- vec4 sum = vec4(0.0);
- bool b = (iter < -26.0+36.0*(1.0-texture2D(Depth, texCoord0.st).r) && texture2D(Texture, texCoord0.st).a > 0.0);
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(0-3)*step));
- sum += tmp * kernel[0];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(1-3)*step));
- sum += tmp * kernel[1];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(2-3)*step));
- sum += tmp * kernel[2];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(3-3)*step));
- sum += tmp * kernel[3];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(4-3)*step));
- sum += tmp * kernel[4];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(5-3)*step));
- sum += tmp * kernel[5];
- tmp = texture2D(Texture, texCoord0.st + vec2(0,float(6-3)*step));
- sum += tmp * kernel[6];
- gl_FragColor = mix(texture2D(Texture, texCoord0.st), sum, b ? 1.0 : 0.0);
- }
- </script>
- <style>
- * { margin: 0px; padding: 0px; }
- html {
- background-color: #707888;
- color: #222222;
- }
- #canvas {
- position: absolute;
- cursor: pointer;
- top: 115px; left: 550px;
- }
- #note {
- position: absolute;
- top: 4px;
- left: 4px;
- }
- #content {
- margin-left: 99px;
- padding-left: 8px;
- padding-right: 8px;
- padding-bottom: 16px;
- width: 600px;
- background-color: rgba(255,255,255,1.0);
- text-align: center;
- border-left: 1px solid rgba(0,0,0,0.5);
- border-right: 2px solid rgba(0,0,0,0.75);
- }
- h1 {
- padding-top: 24px;
- padding-bottom: 16px;
- margin-bottom: 24px;
- border-bottom: 1px solid black;
- font-family: Times New Roman, Serif;
- font-weight: bold;
- font-size: 40px;
- }
- #content p {
- text-indent: 24px;
- margin-left: 24px;
- margin-right: 32px;
- text-align: justify;
- font-family: Serif;
- padding-bottom: 16px;
- }
- #above {
- position: absolute;
- top: 300px;
- left: 716px;
- padding: 10px 20px;
- background-color: rgba(0,225,0,0.5);
- border-left: 2px solid rgba(0,64,0,0.75);
- color: white;
- font-size: small;
- font-family: sans-serif;
- }
- #above p {
- text-align: center;
- }
- </style>
- </head><body>
- <canvas id="canvas" width="400" height="400" title="Click to toggle DOF shader" onclick="useDoF = !useDoF"></canvas>
- <pre id="note"></pre>
- <div id="content">
- <h1>OpenGL for the web</h1>
- <p>
- The WebGL specification gives web developers access to an
- OpenGL ES 2.0 drawing context for the canvas tag. What that means is
- that you can finally harness the power of the GPU for awesome visuals
- and heavy-duty number crunching in your web apps. </p><p> OpenGL ES 2.0 is a subset of OpenGL 2.0 aimed at embedded
- devices and game consoles. As such, it's a very minimalistic low-level
- API, even more so than desktop OpenGL. In fact, if you took desktop
- OpenGL and stripped out everything but shaders, vertex arrays and
- textures, you'd get something quite like OpenGL ES 2.0. </p>
- <p>
- As there is no fixed-function pipeline, you need to write GLSL shaders to draw <i>anything</i>.
- And you need to do your own transformation math, including keeping
- track of the transformation matrix stack. So the raw API is really not
- for the faint of heart; you do need to know your 3D math and shading
- equations. </p>
- <p> For example, to draw the spinning cubes on the
- right - around 200 lines of application code, 250 lines of shaders and
- 800 lines of library code - I had to scrounge the internet for <a href="http://www.lighthouse3d.com/opengl/glsl/index.php?pointlight">GLSL shaders</a>
- to do the transformation and lighting, write a small matrix math
- library in JavaScript and a DOF blur shader. While highly educational,
- it was also a rather steep hill to climb. </p>
- <p> So, the intended audience of the raw context
- interface are not really end-users, but library developers who can
- write easy-to-use interfaces to the functionality, and 3D developers
- who require a high level of control over the rendering pipeline. </p>
- <p> The really cool thing about the OpenGL Canvas is
- that it doesn't make policy decisions. There's no single set-in-stone
- use case for it: In addition to 3D graphics, you can also use it for
- filtering images, visualizing fluid dynamics, doing real-time video
- effects, or just crunching a whole lot of FP math. If you can do it on
- the GPU, you're in luck! </p>
- </div>
- <div id="above">
- <p>You can also place content above the canvas</p>
- </div>
- </body></html>