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));
}
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 applyKernel(sampler2D tex, vec2 texelSize, vec2 center, float[9] kernel) {
vec2[9] offset = offset3x3(texelSize);
vec3 result = vec3(0.0);
for (int i = 0; i < 9; i++) {
result += offsetLookup(tex, center, offset[i]) * kernel[i];
}
return result;
}
uniform sampler2D uTexture0;
uniform float uCoef;
uniform bool uGrayScaleOn;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
ivec2 textureSize = textureSize(uTexture0, 0);
vec2 texelSize = 1.0 / vec2(float(textureSize.x), float(textureSize.y));
float k = uCoef;
float[9] kernel = float[](
0.0, -k, 0.0,
-k, 1.0 + 4.0 * k, -k,
0.0, -k, 0.0
);
vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
vec3 outColor = applyKernel(uTexture0, texelSize, texCoord, kernel);
outColor = uGrayScaleOn
? vec3(toMonochrome(outColor))
: outColor;
fragColor = vec4(outColor, 1.0);
}
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 { 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 imageCrochet from "@/assets/original/handmade-blue-cat.jpg"
import imageGoldfishBowl from "@/assets/original/japanese-style_00011.jpg"
import imageTwinkle from "@/assets/original/twinkle_00029.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", "uCoef"])
const images = [
{ name: "木", image: imageTree },
{ name: "編みぐるみ", image: imageCrochet },
{ name: "金魚鉢", image: imageGoldfishBowl },
{ name: "キラキラ", image: imageTwinkle }
]
const imageNames = images.map((obj) => obj.name)
let activeImage = 2
const defaultCoef = 1.0
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("Sharpen Coef", defaultCoef, 0.0, 4.0, 0.1, (value) => {
uniforms.float("uCoef", value)
})
ui.boolean("GrayScale", defaultGrayScaleOn, (isActive) => {
uniforms.boolean("uGrayScaleOn", isActive)
})
}
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()
uniforms.init(program)
uniforms.float("uCoef", defaultCoef)
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()
}