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 invertNP(vec3 color) {
return vec3(1.0) - color;
}
vec3 toHighContrast(vec3 color, float scale) {
return clamp(color * scale, 0.0, 1.0);
}
vec3 toLowContrast(vec3 color, float scale) {
return invertNP(toHighContrast(invertNP(color), scale));
}
uniform sampler2D uTexture0;
uniform int uContrastTo;
uniform float uScale;
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);
vec3 adapted = uGrayScaleOn
? vec3(toMonochrome(original.rgb))
: original.rgb;
if (uContrastTo == 0) {
adapted = toHighContrast(adapted, uScale);
} else if (uContrastTo == 1) {
adapted = toLowContrast(adapted, uScale);
}
fragColor = vec4(adapted, 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 imageMountain from "@/assets/original/mountain_00003.jpg"
import imagePattern from "@/assets/original/usg-pattern.jpg"
import imageFireWorks from "@/assets/original/fireworks_00018.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, ["uScale", "uContrastTo", "uGrayScaleOn"])
const images = [
{ name: "木", image: imageTree },
{ name: "山", image: imageMountain },
{ name: "幾何パターン", image: imagePattern },
{ name: "花火", image: imageFireWorks }
]
const imageNames = images.map((obj) => obj.name)
let activeImage = 0
const contrastTo = ["high", "low"]
const contrastToIdx = 0
const defaultScale = 1.0
const defaultGrayScaleOn = false
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.select("ContrastTo", contrastTo[contrastToIdx], contrastTo, (name) => {
const idx = contrastTo.indexOf(name)
uniforms.int("uContrastTo", idx)
})
ui.number("Scale", defaultScale, 1.0, 10.0, 0.5, (value) => {
uniforms.float("uScale", 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.int("uContrastTo", contrastToIdx)
uniforms.float("uScale", defaultScale)
uniforms.boolean("uGrayScaleOn", defaultGrayScaleOn)
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()
}