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depth.js
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depth.js
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import {vshader, fshader, screenFshader} from './source.js';
// import "./depth.css";
const create3DContext = (canvas, opt_attr) => {
let names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
let context = null;
for(var i=0;i<names.length;i++){
try{
context = canvas.getContext(names[i],opt_attr)
}catch(e){}
if(context){
break;
}
}
return context;
}
const loadShader = (gl, type, source) => {
const shader = gl.createShader(type);
if(shader === null){
console.log('unable to create shader');
return;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
let complied = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if(!complied){
let error = gl.getShaderInfoLog(shader);
console.log(error);
return null;
}
return shader;
}
const canvas = document.createElement('canvas');
canvas.width = 1920;
canvas.height = 1080;
canvas.style.width = `1920px`;
canvas.style.height = `1080px`;
canvas.style.boxShadow = '0 0 5px rgba(0,0,0,.2)';
document.body.appendChild(canvas);
canvas.addEventListener('webglcontextcreationerror', e => {
console.log('webgl context create error');
}, false);
const gl = create3DContext(canvas, { antialias: true });
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if(!vertexShader || !fragmentShader){
throw Error('shader create error');
}
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
const vertices = new Float32Array([
-1.0, 1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 1.0, 0.0
]);
const screenProgram = gl.createProgram();
const screenFragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, screenFshader);
gl.attachShader(screenProgram, vertexShader);
gl.attachShader(screenProgram, screenFragmentShader);
const loadImages = function(images){
let index = 0;
return new Promise((resolve, reject) => {
let list = [];
for(let i=0;i<images.length;i++){
let image = new Image();
image.crossOrigin = '*';
image.src = images[i];
list.push(image);
image.onload = () => {
index++;
if(index === images.length){
resolve(list);
}
};
}
});
}
const createFrameBuffer = (gl) => {
const framebuffer = gl.createFramebuffer();
// 新建纹理对象作为帧缓冲区的颜色缓冲区对象
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1920, 1080, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// 新建渲染缓冲区对象作为帧缓冲区的深度缓冲区对象
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1920, 1080);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
// 检测帧缓冲区对象的配置状态是否成功
var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (gl.FRAMEBUFFER_COMPLETE !== e) {
console.log('Frame buffer object is incomplete: ' + e.toString());
return;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
return texture;
}
const drawToBuffer = (list, focalNum) => {
gl.linkProgram(program);
gl.useProgram(program);
// 绑定framebuffer
const frameTexture = createFrameBuffer(gl);
const FSIZE = vertices.BYTES_PER_ELEMENT;
const vertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const a_Position = gl.getAttribLocation(program, 'a_Position');
const a_TexCoord = gl.getAttribLocation(program, 'a_TexCoord');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 5 * FSIZE, 0);
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 5 * FSIZE, 3 * FSIZE);
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_TexCoord);
gl.clearColor(1.0, 1.0, 1.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
const colorPng = list[0];
const colorTexture = gl.createTexture();
const u_ColorSampler = gl.getUniformLocation(program, 'u_ColorSampler');
const imageWidth = gl.getUniformLocation(program, 'imageWidth');
const imageHeight = gl.getUniformLocation(program, 'imageHeight');
const focal = gl.getUniformLocation(program, 'focal');
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, colorTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, colorPng);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.uniform1i(u_ColorSampler, 0);
gl.uniform1f(imageWidth, colorPng.width);
gl.uniform1f(imageHeight, colorPng.height);
gl.uniform1f(focal, focalNum);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return frameTexture;
}
const drawToScreen = (colorTexture, focalNum) => {
gl.linkProgram(screenProgram);
gl.useProgram(screenProgram);
const FSIZE = vertices.BYTES_PER_ELEMENT;
const vertexBufferObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBufferObject);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const a_Position = gl.getAttribLocation(screenProgram, 'a_Position');
const a_TexCoord = gl.getAttribLocation(screenProgram, 'a_TexCoord');
gl.vertexAttribPointer(a_Position, 3, gl.FLOAT, false, 5 * FSIZE, 0);
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 5 * FSIZE, 3 * FSIZE);
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_TexCoord);
const u_ColorSampler = gl.getUniformLocation(screenProgram, 'u_ColorSampler');
const imageWidth = gl.getUniformLocation(screenProgram, 'imageWidth');
const imageHeight = gl.getUniformLocation(screenProgram, 'imageHeight');
const focal = gl.getUniformLocation(screenProgram, 'focal');
gl.clearColor(1.0, 1.0, 1.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, colorTexture);
gl.uniform1i(u_ColorSampler, 0);
gl.uniform1f(imageWidth, canvas.width);
gl.uniform1f(imageHeight, canvas.height);
gl.uniform1f(focal, focalNum);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
let promise = loadImages(['https://qhyxpicoss.kujiale.com/r/2019/01/15/L3D186S8ENDIERKWDAUI5MI2POH3P3WK888_1920x1080.jpg']);
promise.then(list => {
let wrap = document.createElement('div');
wrap.innerHTML = `
<div class="wrap">
<div class="line">
<span>模糊直径 :</span> <input type="range" id="focal" min="1" max="200" value="1" step="1"/><span id="focalShow"></span>
</div>
</div>
`;
document.body.appendChild(wrap);
wrap.className = 'wrap';
wrap.style.position = 'absolute';
wrap.style.right = 0;
wrap.style.top = 0;
wrap.style.width = '300px';
wrap.style.backgroundColor = '#eee';
wrap.style.boxShadow = '-2px -2px 2px rgba(0,0,0,.1)';
wrap.style.padding = '20px 20px';
const changeCall = (e) => {
const focal = document.getElementById('focal');
document.getElementById('focalShow').innerHTML = focal.value;
const texture = drawToBuffer(list, parseFloat(focal.value));
drawToScreen(texture, parseFloat(focal.value));
};
document.getElementById('focal').addEventListener('change',changeCall);
changeCall();
}, (error)=>{
console.log(error);
});