index.frag
#version 300 es
precision highp float;
const float R_LUMINANCE = 0.298912;
const float G_LUMINANCE = 0.586611;
const float B_LUMINANCE = 0.114478;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float toBinaryByLuminance(vec3 rgb, float threshold) {
float luminance = dot(rgb, vec3(R_LUMINANCE, G_LUMINANCE, B_LUMINANCE));
return step(threshold, luminance);
}
float toBinaryBySaturation(vec3 rgb, float threshold) {
float saturation = max(rgb.r, max(rgb.g, rgb.b)) - min(rgb.r, min(rgb.g, rgb.b));
return step(threshold, saturation);
}
float toBinaryBySaturationAndHue(vec3 rgb, float threshold, float maxHue, float minHue) {
vec3 hsv = rgb2hsv(rgb);
float saturation = hsv.y;
float hue = hsv.x;
return step(threshold, saturation) * step(hue, maxHue) * step(minHue, hue);
}
uniform sampler2D uTexture0;
uniform int uBase;
uniform float uThresholdL;
uniform float uThresholdS;
uniform float uMaxHue;
uniform float uMinHue;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
vec4 original = texture(uTexture0, texCoord);
float binaryed = 0.0;
if (uBase == 0) {
binaryed = toBinaryByLuminance(original.rgb, uThresholdL);
} else if (uBase == 1) {
binaryed = toBinaryBySaturation(original.rgb, uThresholdS);
} else if (uBase == 2) {
binaryed = toBinaryBySaturationAndHue(original.rgb, uThresholdS, uMaxHue, uMinHue);
}
fragColor = vec4(vec3(binaryed), original.a);
}
render.ts
import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
import { Scene } from "@/lib/webgl/scene"
import { Clock } from "@/lib/event/clock"
import { ControlUi } from "@/lib/gui/control-ui"
import { Texture } from "@/lib/webgl/texture"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import mainVertSrc from "./index.vert?raw"
import mainFragSrc from "./index.frag?raw"
import imageAutumnLeaves from "@/assets/original/autumn-leaves_00037.jpg"
import imageGoldfishBowl from "@/assets/original/japanese-style_00011.jpg"
import imageFireWorks from "@/assets/original/fireworks_00018.jpg"
import imageTomixy from "@/assets/original/pastel-tomixy.png"
export const onload = () => {
const space = new Space("gl-canvas")
const canvas = space.canvas
const gl = space.gl
if (!canvas || !gl) return
let scene: Scene
let program: Program
let clock: Clock
let textures: Texture[] = []
const uniforms = new UniformLoader(gl, ["uThresholdL", "uThresholdS", "uMaxHue", "uMinHue", "uBase"])
const images = [
{ name: "tomixyロゴ", image: imageTomixy },
{ name: "紅葉", image: imageAutumnLeaves },
{ name: "金魚鉢", image: imageGoldfishBowl },
{ name: "花火", image: imageFireWorks }
]
const imageNames = images.map((obj) => obj.name)
let activeImage = 1
const bases = ["明度", "彩度", "彩度と色相"]
const defaultBaseIdx = 0
const defaultThreshold = 0.5
const initGuiControls = () => {
const ui = new ControlUi()
ui.select("Image", images[activeImage].name, imageNames, (name) => {
const idx = imageNames.indexOf(name)
if (idx < 0) return
activeImage = idx
space.fitImage(textures[activeImage].image)
})
const controllerThL = ui.number("明度の閾値", defaultThreshold, 0.0, 1.0, 0.01, (v) => {
uniforms.float("uThresholdL", v)
})
const controllerThS = ui.number("彩度の閾値", defaultThreshold, 0.0, 1.0, 0.01, (v) => {
uniforms.float("uThresholdS", v)
})
const controllerMinHue = ui.number("色相の最小値", 0.01, 0.01, 0.09, 0.01, (v) => {
uniforms.float("uMinHue", v)
})
const controllerMaxHue = ui.number("色相の最大値", 0.09, 0.01, 0.09, 0.01, (v) => {
uniforms.float("uMaxHue", v)
})
const toggleControllers = (idx: number) => {
switch (idx) {
case 0:
controllerThL.show()
controllerThS.hide()
controllerMinHue.hide()
controllerMaxHue.hide()
break
case 1:
controllerThL.hide()
controllerThS.show()
controllerMinHue.hide()
controllerMaxHue.hide()
break
case 2:
controllerThL.hide()
controllerThS.show()
controllerMinHue.show()
controllerMaxHue.show()
default:
break
}
}
ui.select("Based On", bases[defaultBaseIdx], bases, (v) => {
const idx = bases.indexOf(v)
uniforms.int("uBase", idx)
toggleControllers(idx)
})
toggleControllers(defaultBaseIdx)
}
const onResize = () => {
space.fitImage(textures[activeImage].image)
render()
}
const configure = async () => {
gl.clearColor(1.0, 0.0, 0.0, 1.0)
gl.clearDepth(1.0)
program = new Program(gl, mainVertSrc, mainFragSrc)
scene = new Scene(gl, program)
clock = new Clock()
await Promise.all(
images.map(async (obj) => {
const texture = new Texture(gl, program, obj.image)
textures.push(texture)
await texture.load()
})
)
uniforms.init(program)
uniforms.int("uBase", ~~bases[defaultBaseIdx])
uniforms.float("uThresholdS", defaultThreshold)
uniforms.float("uThresholdL", defaultThreshold)
uniforms.float("uMinHue", 0.0)
uniforms.float("uMaxHue", 1.0)
space.fitImage(textures[activeImage].image)
space.onResize = onResize
}
const registerGeometry = () => {
const vertices = [-1.0, 1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0]
const texCoords = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0]
const indices = [0, 2, 1, 2, 3, 1]
scene.add({ vertices, indices, texCoords })
}
const render = () => {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
scene.traverseDraw((obj) => {
obj.bind()
textures[activeImage].use()
gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
obj.cleanup()
})
}
const init = async () => {
await configure()
registerGeometry()
clock.on("tick", render)
initGuiControls()
}
init()
}