index.frag
#version 300 es
precision highp float;
uniform sampler2D uTexture0;
uniform int uMosaicScale;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
ivec2 iTextureSize = textureSize(uTexture0, 0);
vec2 texSize = vec2(float(iTextureSize.x), float(iTextureSize.y));
vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
float mosaicScale = float(uMosaicScale);
vec2 center = floor(texCoord * texSize / mosaicScale) / (texSize / mosaicScale) + (mosaicScale * 0.5) / texSize;
vec4 finalColor = texture(uTexture0, center);
fragColor = finalColor;
}
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 imageGeometry from "@/assets/original/pastel-tomixy.png"
import imageAutumnLeaves from "@/assets/original/autumn-leaves_00037.jpg"
import imageWater from "@/assets/original/water_00032.jpg"
import imageFireworks from "@/assets/original/fireworks_00018.jpg"
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, ["uMosaicScale"])
const images = [
{ name: "花火", image: imageFireworks },
{ name: "立方体", image: imageGeometry },
{ name: "紅葉", image: imageAutumnLeaves },
{ name: "水面", image: imageWater }
]
const imageNames = images.map((obj) => obj.name)
let activeImage = 1
const calcBy = ["平均値", "中央点"]
const defaultCalcByIdx = 0
const defaultMosaicScale = 10
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)
})
ui.number("MosaicScale", defaultMosaicScale, 1, 50, 2, (value) => {
uniforms.int("uMosaicScale", value)
})
}
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("uMosaicScale", defaultMosaicScale)
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()
}