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));
}
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);
}
vec3 hsv2rgb(vec3 color) {
float hue = color.x * 6.0;
vec3 m = mod(hue + vec3(0.0, 4.0, 2.0), 6.0);
vec3 a = abs(m - 3.0);
vec3 rgb = clamp(a - 1.0, 0.0, 1.0);
return color.z * mix(vec3(1.0), rgb, color.y);
}
float posterizeHue(float hue, int level) {
float hueStep = 255.0 / float(level - 1);
float newHue = hue * 360.0;
newHue = floor(newHue / hueStep + 0.5) * hueStep;
newHue /= 360.0;
return newHue;
}
float posterizeColorRatio(float ratio, int level) {
float ratioStep = 255.0 / float(level - 1);
float unclamp = ratio * 255.0;
float newRatio = floor(unclamp / ratioStep + 0.5) * ratioStep;
newRatio /= 255.0;
return newRatio;
}
vec2[9] offset3x3(vec2 texelSize) {
vec2 offset[9];
offset[0] = vec2(-texelSize.x, -texelSize.y);
offset[1] = vec2( 0.0, -texelSize.y);
offset[2] = vec2( texelSize.x, -texelSize.y);
offset[3] = vec2(-texelSize.x, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2( texelSize.x, 0.0);
offset[6] = vec2(-texelSize.x, texelSize.y);
offset[7] = vec2( 0.0, texelSize.y);
offset[8] = vec2( texelSize.x, 1.0);
return offset;
}
vec3 offsetLookup(sampler2D tex, vec2 center, vec2 offset) {
return texture(tex, center + offset).rgb;
}
vec3 applyKernelXY(sampler2D tex, vec2 texelSize, vec2 center, float[9] kernelX, float[9] kernelY) {
vec2[9] offset = offset3x3(texelSize);
float dx = 0.0;
float dy = 0.0;
vec3 color;
float el;
for (int i = 0; i < 9; i++) {
color = offsetLookup(tex, center, offset[i]);
el = rgb2hsv(color).b;
dx += el * kernelX[i];
dy += el * kernelY[i];
}
float result = length(vec2(dx, dy));
return vec3(result);
}
uniform sampler2D uTexture0;
uniform float uThreshEdge;
uniform float uGamma;
uniform float uHue;
uniform float uSaturation;
uniform float uBrightness;
uniform int uLevelH;
uniform int uLevelS;
uniform int uLevelB;
uniform bool uGrayScaleOn;
uniform vec3 uMinDensity;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
ivec2 textureSize = textureSize(uTexture0, 0);
vec2 texelSize = 1.0 / vec2(float(textureSize.x), float(textureSize.y));
vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
vec3 inputColor = texture(uTexture0, texCoord).rgb;
vec3 layer1 = pow(inputColor, vec3(uGamma));
vec3 hsv = rgb2hsv(layer1);
hsv.r = uLevelH == 1 ? uHue / 360.0 : posterizeHue(hsv.r, uLevelH);
hsv.g = uLevelS == 1 ? uSaturation : posterizeColorRatio(hsv.g, uLevelS);
hsv.b = uLevelB == 1 ? uBrightness : posterizeColorRatio(hsv.b, uLevelB);
layer1 = hsv2rgb(hsv);
layer1 = mix(layer1, vec3(1.0), uMinDensity);
float[9] kernelX = float[](
-1.0, 0.0, 1.0,
-1.0, 0.0, 1.0,
-1.0, 0.0, 1.0
);
float[9] kernelY = float[](
-1.0, -1.0, -1.0,
0.0, 0.0, 0.0,
1.0, 1.0, 1.0
);
vec3 layer2 = applyKernelXY(uTexture0, texelSize, texCoord, kernelX, kernelY);
layer2 = vec3(1.0) - layer2;
layer2 = step(uThreshEdge, layer2);
layer2 = max(layer2, uMinDensity);
vec3 outColor = layer1 * layer2;
outColor = uGrayScaleOn ? vec3(toMonochrome(outColor)) : outColor;
fragColor = vec4(outColor, 1.0);
}
render.ts
import type { RawVector3 } from "@/lib/math/raw-vector"
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 { UniformLoader } from "@/lib/webgl/uniform-loader"
import { Texture } from "@/lib/webgl/texture"
import mainVertSrc from "./index.vert?raw"
import mainFragSrc from "./index.frag?raw"
import imageCubeLogo from "@/assets/original/pastel-tomixy.png"
import imageGoldfishBowl from "@/assets/original/japanese-style_00011.jpg"
import imageUnicorn from "@/assets/original/pair-fantasy-unicorns.jpg"
import imageTree from "@/assets/original/tree-woods_00123.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, [
"uGrayScaleOn",
"uThreshEdge",
"uGamma",
"uHue",
"uSaturation",
"uBrightness",
"uLevelH",
"uLevelS",
"uLevelB",
"uMinDensity"
])
const images = [
{ name: "木", image: imageTree },
{ name: "立方体ロゴ", image: imageCubeLogo },
{ name: "金魚鉢", image: imageGoldfishBowl },
{ name: "編みぐるみ", image: imageUnicorn }
]
const imageNames = images.map((obj) => obj.name)
let activeImage = 0
const defaultThreshEdge = 0.5
const defaultGamma = 1.0
const defaultHue = 0.0
const defaultSaturation = 1.0
const defaultBrightness = 1.0
const defaultLevelH = 256
const defaultLevelS = 16
const defaultLevelB = 128
const defaultMinDensity: RawVector3 = [0.3, 0.3, 0.3]
const defaultGrayScaleOn = false
const initGuiControls = () => {
const ui = new ControlUi()
ui.select("Image", imageNames[activeImage], imageNames, (name) => {
const idx = imageNames.indexOf(name)
if (idx < 0) return
activeImage = idx
space.fitImage(textures[activeImage].image)
})
ui.number("ThreshEdge", defaultThreshEdge, 0.0, 1.0, 0.01, (value) => {
uniforms.float("uThreshEdge", value)
})
ui.number("Gamma", defaultGamma, 0.0, 2.0, 0.01, (value) => {
uniforms.float("uGamma", value)
})
ui.number("HSV.h", defaultHue, 0, 360, 1, (value) => {
uniforms.float("uHue", value)
})
ui.number("HSV.s", defaultSaturation, 0.0, 1.0, 0.01, (value) => {
uniforms.float("uSaturation", value)
})
ui.number("HSV.v", defaultBrightness, 0.0, 1.0, 0.01, (value) => {
uniforms.float("uBrightness", value)
})
ui.number("Level HSV.h", defaultLevelH, 1, 256, 1, (value) => {
uniforms.int("uLevelH", value)
})
ui.number("Level HSV.s", defaultLevelS, 1, 256, 1, (value) => {
uniforms.int("uLevelS", value)
})
ui.number("Level HSV.v", defaultLevelB, 1, 256, 1, (value) => {
uniforms.int("uLevelB", value)
})
ui.rgb("Min Density", defaultMinDensity, (color) => {
uniforms.fvector3("uMinDensity", color)
})
ui.boolean("GrayScale", defaultGrayScaleOn, (isActive) => {
uniforms.boolean("uGrayScaleOn", isActive)
})
}
const onResize = () => {
space.fitImage(textures[activeImage].image)
render()
}
const configure = async () => {
gl.clearColor(1.0, 1.0, 1.0, 1.0)
gl.clearDepth(1.0)
program = new Program(gl, mainVertSrc, mainFragSrc)
scene = new Scene(gl, program)
clock = new Clock()
uniforms.init(program)
uniforms.float("uThreshEdge", defaultThreshEdge)
uniforms.float("uGamma", defaultGamma)
uniforms.float("uHue", defaultHue)
uniforms.float("uSaturation", defaultSaturation)
uniforms.float("uBrightness", defaultBrightness)
uniforms.int("uLevelH", defaultLevelH)
uniforms.int("uLevelS", defaultLevelS)
uniforms.int("uLevelB", defaultLevelB)
uniforms.fvector3("uMinDensity", defaultMinDensity)
uniforms.boolean("uGrayScaleOn", defaultGrayScaleOn)
await Promise.all(
images.map(async (obj) => {
const texture = new Texture(gl, program, obj.image)
textures.push(texture)
await texture.load()
})
)
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()
}