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;
float toMonochrome(vec3 color) {
return dot(color, vec3(R_LUMINANCE, G_LUMINANCE, B_LUMINANCE));
}
uniform sampler2D uTexture0;
uniform float uDotScale;
uniform float uLightDirectionZ;
uniform bool uGrayScaleOn;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
vec4 original = texture(uTexture0, texCoord);
float gray = toMonochrome(original.rgb);
vec3 inputColor = uGrayScaleOn ? vec3(gray) : original.rgb;
vec3 dx = dFdx(vec3(texCoord, 0.0));
vec3 dy = dFdy(vec3(texCoord, 0.0));
vec3 N = normalize(cross(dx, dy));
N *= sign(N.z);
vec3 L = vec3(1.0, 1.0, uLightDirectionZ);
float diffuse = dot(N, L);
vec3 diffuseColor = inputColor * diffuse;
float radius = gray;
vec2 scale = gl_FragCoord.xy * uDotScale;
float wave = (sin(scale.x) * 0.5 + radius) + (sin(scale.y) * 0.5 + radius);
float intensity = diffuse > 0.6 ? 1.0 : diffuse > 0.2 ? 0.6 : 0.4;
fragColor = vec4(inputColor * (diffuseColor + vec3(wave)) * intensity, 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 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 imageGoldFish from "@/assets/original/japanese-style_00011.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, ["uDotScale", "uLightDirectionZ", "uGrayScaleOn"])
const images = [
{ name: "金魚", image: imageGoldFish },
{ 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 = 0
const defaultGrayScaleOn = true
const defaultDotScale = 1.5
const defaultLightDirectionZ = 0.67
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("DotScale", defaultDotScale, 1.0, 2.0, 0.01, (value) => {
uniforms.float("uDotScale", value)
})
ui.number("LightDirection.z", defaultLightDirectionZ, 0.57, 1.0, 0.01, (value) => {
uniforms.float("uLightDirectionZ", value)
})
ui.boolean("GrayScale", defaultGrayScaleOn, (value) => {
uniforms.boolean("uGrayScaleOn", 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.boolean("uGrayScaleOn", defaultGrayScaleOn)
uniforms.float("uDotScale", defaultDotScale)
uniforms.float("uLightDirectionZ", defaultLightDirectionZ)
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()
}