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render4.js
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205 lines (135 loc) · 5.24 KB
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"use strict";
var canvas;
var gl;
var texCoord = [
vec2(0, 0),
vec2(0, 1),
vec2(1, 1),
vec2(1, 1),
vec2(1, 0),
vec2(0, 0)
];
var vertices = [
vec2( -1, -1 ),
vec2( -1, 1 ),
vec2( 1, 1 ),
vec2( 1, 1 ),
vec2( 1, -1 ),
vec2( -1, -1 )
];
var pointsArray = [];
var flag = true;
var program1, program2;
var framebuffer;
var texture1, texture2;
var buffer1, buffer2, buffer3;
//var renderbuffer;
window.onload = function init() {
canvas = document.getElementById( "gl-canvas" );
gl = WebGLUtils.setupWebGL( canvas );
if ( !gl ) { alert( "WebGL isn't available" ); }
// Create two empty textures
texture1 = gl.createTexture();
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture1 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST )
texture2 = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, texture2 );
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
// Allocate a frame buffer object
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = 1024;
framebuffer.height = 1024;
// Attach color buffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
// check for completeness
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if(status != gl.FRAMEBUFFER_COMPLETE) alert('Frame Buffer Not Complete');
//
// Load shaders and initialize attribute buffers
//
program1 = initShaders( gl, "vertex-shader1", "fragment-shader1" );
program2 = initShaders( gl, "vertex-shader2", "fragment-shader2" );
gl.useProgram( program1 );
var vertices2 = [
vec2(-1.0, -1.0),
vec2(0.0, 1.0),
vec2(1.0, -1.0)
];
//pointsArray.push([0, 0]);
pointsArray.push( vertices2[0]);
pointsArray.push( vertices2[1]);
pointsArray.push( vertices2[2]);
//pointsArray.push( vertices2[0]);
//pointsArray.push( vertices2[2]);
//pointsArray.push( vertices2[3]);
//______________________________________________
// Create and initialize a buffer object
buffer1 = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer1 );
gl.bufferData( gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW );
var vPosition = gl.getAttribLocation( program1, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
// Bind FBO and render
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.viewport(0, 0, 1024, 1024);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT );
gl.drawArrays(gl.TRIANGLES, 0, 3);
//gl.drawArrays(gl.POINTS, 0, 1);
// Bind to window system frame buffer, unbind the texture
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(program2);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture1);
// send data to GPU for normal render
buffer2 = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer2);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertices), gl.STATIC_DRAW);
var vPosition = gl.getAttribLocation( program2, "vPosition" );
gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vPosition );
buffer3 = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer3);
gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoord), gl.STATIC_DRAW);
var vTexCoord = gl.getAttribLocation( program2, "vTexCoord");
gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vTexCoord );
gl.uniform1i( gl.getUniformLocation(program2, "texture"), 0);
gl.clearColor( 1.0, 1.0, 1.0, 1.0 );
gl.viewport(0, 0, 1024, 1024);
render();
}
function render() {
// render to texture
gl.useProgram(program1);
gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer);
if(flag) {
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture2, 0);
}
else {
gl.bindTexture(gl.TEXTURE_2D, texture2);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
}
gl.useProgram(program2);
gl.drawArrays( gl.TRIANGLES, 0, 6 );
gl.bindFramebuffer( gl.FRAMEBUFFER, null);
if(flag) gl.bindTexture(gl.TEXTURE_2D, texture2);
else gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.clear( gl.COLOR_BUFFER_BIT );
gl.drawArrays(gl.TRIANGLES, 0, 6);
flag = !flag
requestAnimFrame(render);
}