2011-11-17 16 views
37

Piszę aplikację 3D na iOS. Jestem nowicjuszem w OpenGL ES 2.0, więc wciąż jestem w trakcie pisania podstawowych shaderów. Naprawdę potrzebuję zastosować efekt "Glow" w niektórych modelach, w oparciu o teksturowanie.Jak uzyskać efekt cieniowania "Glow" w OpenGL ES 2.0?

Oto próbka:

Bloom/Glow from www.skillmanmedia.com/realbasic/bloomsnapshot.jpg .

Poszukuję przykładów kodu dla OpenGL ES 2.0. Większość kodu znajduję w Internecie albo na desktop OpenGL, albo D3D.

Wszelkie pomysły?

+5

Efekty cieniowania różnią się bardzo niewiele między OpenGL ES 2.0 i OpenGL na pulpicie. Jeśli znajdziesz dobry tutorial robiący to, co chcesz, przeniesienie go powinno być trywialne. – NickLH

+0

Dzięki za pewność, to była kolejna rzecz, która mnie niepokoiła. Niektóre (zwykle stare) przykłady używają zmiennych wejściowych/wyjściowych, których nie mogę znaleźć w dokumentacji ES. Będę dalej kopać, ale wszelkie dobre przykłady to zwykle skok w moich badaniach i zrozumienie, jak używać GLSL. –

+0

Czy ktoś ma dowolny kod Androida do tego? – Burf2000

Odpowiedz

1

Strona internetowa GLSL Sandbox zawiera kolekcję przykładów modułów cieniujących. This one has the glow and appears to be able to compile for ES.

Powinieneś być w stanie zmodyfikować te, aby wyciągnąć uv z twojej tekstury.

Oto some code directly from this site:

#ifdef GL_ES 
precision mediump float; 
#endif 

#extension GL_OES_standard_derivatives : enable 

uniform float time; 
uniform vec2 mouse; 
uniform vec2 resolution; 

void main(void){ 

    vec2 p = (gl_FragCoord.xy * 2.0 - resolution)/min(resolution.x, resolution.y); 
    vec3 color1 = vec3(0.0, 0.3, 0.5); 
    vec3 color2 = vec3(0.5, 0.0, 0.3); 

    float f = 0.0; 
    float g = 0.0; 
    float h = 0.0; 
    float PI = 3.14159265; 
    for(float i = 0.0; i < 40.0; i++){ 
     if (floor(mouse.x * 41.0) < i) 
      break; 
     float s = sin(time + i * PI/20.0) * 0.8; 
     float c = cos(time + i * PI/20.0) * 0.8; 
     float d = abs(p.x + c); 
     float e = abs(p.y + s); 
     f += 0.001/d; 
     g += 0.001/e; 
     h += 0.00003/(d * e); 
    } 


    gl_FragColor = vec4(f * color1 + g * color2 + vec3(h), 1.0); 
} 
2

Przede wszystkim istnieje mnóstwo algorytmów i technik, aby wywołać efekt poświaty. Po prostu chcę przedstawić jedną możliwość.

Najpierw należy utworzyć materiał samonośny. Do tego używam zmodyfikowanego modelu światła blinn-phong, w którym kierunek do źródła światła jest zawsze odwrotnym kierunkiem wektora normalnego fragmentu.

varying vec3 vertPos; 
varying vec3 vertNV; 
varying vec3 vertCol; 

void main() 
{ 
    vec3 color = vertCol; 

    float shininess = 10.0; 
    vec3 normalV = normalize(vertNV); 
    vec3 eyeV = normalize(-vertPos); 
    vec3 halfV = normalize(eyeV + normalV); 
    float NdotH = max(0.0, dot(normalV, halfV)); 
    float glowFac = (shininess + 2.0) * pow(NdotH, shininess)/(2.0 * 3.14159265); 

    gl_FragColor = vec4(color.rgb * (0.5 + glowFac), 1.0); 
} 

W drugim kroku algorytm rozmycia gaussowskiego wykonywany jest na wyjściu. Scena jest zapisywana w buforze ramek z teksturą związaną z płaszczyzną kolorów. Przebieg obszaru ekranu wykorzystuje teksturę jako dane wejściowe do rozmycia wyjścia.
Z powodów związanych z wydajnością algorytm rozmycia jest najpierw wykonywany wzdłuż osi X rzutni oraz w dalszym kroku wzdłuż osi Y rzutni.
Szczegółowy opis algorytmu rozmycia można znaleźć w odpowiedzi na pytanie OpenGL es 2.0 Gaussian blur on triangle.

varying vec2 vertPos; 
uniform sampler2D u_textureCol; 
uniform vec2 u_textureSize; 
uniform float u_sigma; 
uniform int u_width; 

float CalcGauss(float x, float sigma) 
{ 
    float coeff = 1.0/(2.0 * 3.14157 * sigma); 
    float expon = -(x*x)/(2.0 * sigma); 
    return (coeff*exp(expon)); 
} 

void main() 
{ 
    vec2 texC = vertPos.st * 0.5 + 0.5; 
    vec4 texCol = texture(u_textureCol, texC); 
    vec4 gaussCol = vec4(texCol.rgb, 1.0); 
    vec2 step = 1.0/u_textureSize; 
    for (int i = 1; i <= u_width; ++ i) 
    { 
     vec2 actStep = vec2(float(i) * step.x, 0.0); // this is for the X-axis 
     // vec2 actStep = vec2(0.0, float(i) * step.y); this would be for the Y-axis 

     float weight = CalcGauss(float(i)/float(u_width), u_sigma); 
     texCol = texture2D(u_textureCol, texC + actStep);  
     gaussCol += vec4(texCol.rgb * weight, weight); 
     texCol = texture2D(u_textureCol, texC - actStep); 
     gaussCol += vec4(texCol.rgb * weight, weight); 
    } 
    gaussCol.rgb /= gaussCol.w; 
    gl_FragColor = vec4(gaussCol.rgb, 1.0); 
} 

Zobacz również odpowiedzi na następujące pytanie:

Zobacz następujący podobny przykład WebGL który stawia wszystko razem:

var readInput = true; 
 
function changeEventHandler(event){ 
 
    readInput = true; 
 
} 
 
    
 
(function loadscene() { 
 
    
 
    var resize, gl, progDraw, progBlurX, progPost, vp_size, blurFB; 
 
    var bufCube = {}; 
 
    var bufQuad = {}; 
 
    var shininess = 10.0; 
 
    var glow = 10.0; 
 
    var sigma = 0.8; 
 
    
 
    function render(delteMS){ 
 

 
     if (readInput) { 
 
      readInput = false; 
 
      var sliderScale = 100; 
 
      shininess = document.getElementById("shine").value; 
 
      glow  = document.getElementById("glow").value/sliderScale; 
 
      sigma  = document.getElementById("sigma").value/sliderScale; 
 
     } 
 

 
     Camera.create(); 
 
     Camera.vp = vp_size; 
 
      
 
     gl.enable(gl.DEPTH_TEST); 
 
     gl.clearColor(0.0, 0.0, 0.0, 1.0); 
 
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 
 

 
     // set up framebuffer 
 
     gl.bindFramebuffer(gl.FRAMEBUFFER, blurFB[0]); 
 
     gl.viewport(0, 0, blurFB[0].width, blurFB[0].height); 
 
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 
 
    
 
     // set up draw shader 
 
     ShaderProgram.Use(progDraw.prog); 
 
     ShaderProgram.SetUniformM44(progDraw.prog, "u_projectionMat44", Camera.Perspective()); 
 
     ShaderProgram.SetUniformM44(progDraw.prog, "u_viewMat44", Camera.LookAt()); 
 
     var modelMat = IdentityMat44() 
 
     modelMat = RotateAxis(modelMat, CalcAng(delteMS, 13.0), 0); 
 
     modelMat = RotateAxis(modelMat, CalcAng(delteMS, 17.0), 1); 
 
     ShaderProgram.SetUniformM44(progDraw.prog, "u_modelMat44", modelMat); 
 
     ShaderProgram.SetUniformF1(progDraw.prog, "u_shininess", shininess); 
 
     ShaderProgram.SetUniformF1(progDraw.prog, "u_glow", glow); 
 
     
 
     // draw scene 
 
     VertexBuffer.Draw(bufCube); 
 

 
     // set blur-X framebuffer and bind frambuffer texture 
 
     gl.bindFramebuffer(gl.FRAMEBUFFER, blurFB[1]); 
 
     gl.viewport(0, 0, blurFB[1].width, blurFB[1].height); 
 
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 
 
     var texUnit = 1; 
 
     gl.activeTexture(gl.TEXTURE0 + texUnit); 
 
     gl.bindTexture(gl.TEXTURE_2D, blurFB[0].color0_texture); 
 

 
     // set up blur-X shader 
 
     ShaderProgram.Use(progBlurX.prog); 
 
     ShaderProgram.SetUniformI1(progBlurX.prog , "u_texture", texUnit) 
 
     ShaderProgram.SetUniformF2(progBlurX.prog , "u_textureSize", vp_size); 
 
     ShaderProgram.SetUniformF1(progBlurX.prog , "u_sigma", sigma) 
 

 
     // draw full screen space 
 
     gl.enableVertexAttribArray(progBlurX.inPos); 
 
     gl.bindBuffer(gl.ARRAY_BUFFER, bufQuad.pos); 
 
     gl.vertexAttribPointer(progBlurX.inPos, 2, gl.FLOAT, false, 0, 0); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx); 
 
     gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); 
 
     gl.disableVertexAttribArray(progBlurX.inPos); 
 

 
     // reset framebuffer and bind frambuffer texture 
 
     gl.bindFramebuffer(gl.FRAMEBUFFER, null); 
 
     gl.viewport(0, 0, vp_size[0], vp_size[1]); 
 
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 
 
     texUnit = 2; 
 
     gl.activeTexture(gl.TEXTURE0 + texUnit); 
 
     gl.bindTexture(gl.TEXTURE_2D, blurFB[1].color0_texture); 
 

 
     // set up pst process shader 
 
     ShaderProgram.Use(progPost.prog); 
 
     ShaderProgram.SetUniformI1(progPost.prog, "u_texture", texUnit) 
 
     ShaderProgram.SetUniformF2(progPost.prog, "u_textureSize", vp_size); 
 
     ShaderProgram.SetUniformF1(progPost.prog, "u_sigma", sigma); 
 

 
     // draw full screen space 
 
     gl.enableVertexAttribArray(progPost.inPos); 
 
     gl.bindBuffer(gl.ARRAY_BUFFER, bufQuad.pos); 
 
     gl.vertexAttribPointer(progPost.inPos, 2, gl.FLOAT, false, 0, 0); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx); 
 
     gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); 
 
     gl.disableVertexAttribArray(progPost.inPos); 
 

 
     requestAnimationFrame(render); 
 
    } 
 
    
 
    function resize() { 
 
     //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight]; 
 
     vp_size = [window.innerWidth, window.innerHeight] 
 
     canvas.width = vp_size[0]; 
 
     canvas.height = vp_size[1]; 
 

 
     var fbsize = Math.max(vp_size[0], vp_size[1])-1; 
 
     fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2 
 
     fbsize = fbsize * 2 
 

 
     blurFB = []; 
 
     for (var i = 0; i < 2; ++ i) { 
 
      fb = gl.createFramebuffer(); 
 
      fb.width = fbsize; 
 
      fb.height = fbsize; 
 
      gl.bindFramebuffer(gl.FRAMEBUFFER, fb); 
 
      fb.color0_texture = gl.createTexture(); 
 
      gl.bindTexture(gl.TEXTURE_2D, fb.color0_texture); 
 
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 
 
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 
 
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 
 
      fb.renderbuffer = gl.createRenderbuffer(); 
 
      gl.bindRenderbuffer(gl.RENDERBUFFER, fb.renderbuffer); 
 
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height); 
 
      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0); 
 
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer); 
 
      gl.bindTexture(gl.TEXTURE_2D, null); 
 
      gl.bindRenderbuffer(gl.RENDERBUFFER, null); 
 
      gl.bindFramebuffer(gl.FRAMEBUFFER, null); 
 
      blurFB.push(fb); 
 
     } 
 
    } 
 
    
 
    function initScene() { 
 
    
 
     canvas = document.getElementById("canvas"); 
 
     gl = canvas.getContext("experimental-webgl"); 
 
     if (!gl) 
 
     return null; 
 
    
 
     progDraw = {} 
 
     progDraw.prog = ShaderProgram.Create( 
 
     [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER }, 
 
      { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER } 
 
     ]); 
 
     if (!progDraw.prog) 
 
      return null; 
 
     progDraw.inPos = gl.getAttribLocation(progDraw.prog, "inPos"); 
 
     progDraw.inNV = gl.getAttribLocation(progDraw.prog, "inNV"); 
 
     progDraw.inCol = gl.getAttribLocation(progDraw.prog, "inCol"); 
 

 
     progBlurX = {} 
 
     progBlurX.prog = ShaderProgram.Create( 
 
     [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER }, 
 
      { source : "blurX-shader-fs", stage : gl.FRAGMENT_SHADER } 
 
     ]); 
 
     progBlurX.inPos = gl.getAttribLocation(progBlurX.prog, "inPos"); 
 
     if (!progBlurX.prog) 
 
      return;  
 

 
     progPost = {} 
 
     progPost.prog = ShaderProgram.Create( 
 
     [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER }, 
 
      { source : "blurY-shader-fs", stage : gl.FRAGMENT_SHADER } 
 
     ]); 
 
     progPost.inPos = gl.getAttribLocation(progPost.prog, "inPos"); 
 
     if (!progPost.prog) 
 
      return; 
 
     
 
     // create cube 
 
     var cubePos = [ 
 
     -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 
 
     -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ]; 
 
     var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ]; 
 
     var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ]; 
 
     var cubePosData = []; 
 
     for (var i = 0; i < cubeHlpInx.length; ++ i) { 
 
     cubePosData.push(cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2]); 
 
     } 
 
     var cubeNVData = []; 
 
     for (var i1 = 0; i1 < cubeHlpInx.length; i1 += 4) { 
 
     var nv = [0, 0, 0]; 
 
     for (i2 = 0; i2 < 4; ++ i2) { 
 
      var i = i1 + i2; 
 
      nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2]; 
 
     } 
 
     for (i2 = 0; i2 < 4; ++ i2) 
 
     cubeNVData.push(nv[0], nv[1], nv[2]); 
 
     } 
 
     var cubeColData = []; 
 
     for (var is = 0; is < 6; ++ is) { 
 
     for (var ip = 0; ip < 4; ++ ip) { 
 
     cubeColData.push(cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2]); 
 
     } 
 
     } 
 
     var cubeInxData = []; 
 
     for (var i = 0; i < cubeHlpInx.length; i += 4) { 
 
     cubeInxData.push(i, i+1, i+2, i, i+2, i+3); 
 
     } 
 
     bufCube = VertexBuffer.Create(
 
     [ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos }, 
 
     { data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV }, 
 
     { data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ], 
 
     cubeInxData); 
 

 
     bufQuad.pos = gl.createBuffer(); 
 
     gl.bindBuffer(gl.ARRAY_BUFFER, bufQuad.pos); 
 
     gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ]), gl.STATIC_DRAW); 
 
     bufQuad.inx = gl.createBuffer(); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx); 
 
     gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([ 0, 1, 2, 0, 2, 3 ]), gl.STATIC_DRAW); 
 
     
 
     window.onresize = resize; 
 
     resize(); 
 
     requestAnimationFrame(render); 
 
    } 
 
    
 
    function Fract(val) { 
 
     return val - Math.trunc(val); 
 
    } 
 
    function CalcAng(deltaTime, intervall) { 
 
     return Fract(deltaTime/(1000*intervall)) * 2.0 * Math.PI; 
 
    } 
 
    function CalcMove(deltaTime, intervall, range) { 
 
     var pos = self.Fract(deltaTime/(1000*intervall)) * 2.0 
 
     var pos = pos < 1.0 ? pos : (2.0-pos) 
 
     return range[0] + (range[1] - range[0]) * pos; 
 
    }  
 
    function EllipticalPosition(a, b, angRag) { 
 
     var a_b = a * a - b * b 
 
     var ea = (a_b <= 0) ? 0 : Math.sqrt(a_b); 
 
     var eb = (a_b >= 0) ? 0 : Math.sqrt(-a_b); 
 
     return [ a * Math.sin(angRag) - ea, b * Math.cos(angRag) - eb, 0 ]; 
 
    } 
 
    
 
    glArrayType = typeof Float32Array !="undefined" ? Float32Array : (typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array); 
 
    
 
    function IdentityMat44() { 
 
    var m = new glArrayType(16); 
 
    m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0; 
 
    m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0; 
 
    m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; 
 
    m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; 
 
    return m; 
 
    }; 
 
    
 
    function RotateAxis(matA, angRad, axis) { 
 
     var aMap = [ [1, 2], [2, 0], [0, 1] ]; 
 
     var a0 = aMap[axis][0], a1 = aMap[axis][1]; 
 
     var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad); 
 
     var matB = new glArrayType(16); 
 
     for (var i = 0; i < 16; ++ i) matB[i] = matA[i]; 
 
     for (var i = 0; i < 3; ++ i) { 
 
      matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng; 
 
      matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng; 
 
     } 
 
     return matB; 
 
    } 
 
    
 
    function Cross(a, b) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; } 
 
    function Dot(a, b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } 
 
    function Normalize(v) { 
 
     var len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); 
 
     return [ v[0]/len, v[1]/len, v[2]/len ]; 
 
    } 
 
    
 
    var Camera = {}; 
 
    Camera.create = function() { 
 
     this.pos = [0, 3, 0.0]; 
 
     this.target = [0, 0, 0]; 
 
     this.up  = [0, 0, 1]; 
 
     this.fov_y = 90; 
 
     this.vp  = [800, 600]; 
 
     this.near = 0.5; 
 
     this.far = 100.0; 
 
    } 
 
    Camera.Perspective = function() { 
 
     var fn = this.far + this.near; 
 
     var f_n = this.far - this.near; 
 
     var r = this.vp[0]/this.vp[1]; 
 
     var t = 1/Math.tan(Math.PI * this.fov_y/360); 
 
     var m = IdentityMat44(); 
 
     m[0] = t/r; m[1] = 0; m[2] = 0;        m[3] = 0; 
 
     m[4] = 0; m[5] = t; m[6] = 0;        m[7] = 0; 
 
     m[8] = 0; m[9] = 0; m[10] = -fn/f_n;      m[11] = -1; 
 
     m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near/f_n; m[15] = 0; 
 
     return m; 
 
    } 
 
    Camera.LookAt = function() { 
 
     var mz = Normalize([ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ]); 
 
     var mx = Normalize(Cross(this.up, mz)); 
 
     var my = Normalize(Cross(mz, mx)); 
 
     var tx = Dot(mx, this.pos); 
 
     var ty = Dot(my, this.pos); 
 
     var tz = Dot([-mz[0], -mz[1], -mz[2]], this.pos); 
 
     var m = IdentityMat44(); 
 
     m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0; 
 
     m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0; 
 
     m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0; 
 
     m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1; 
 
     return m; 
 
    } 
 
    
 
    var ShaderProgram = {}; 
 
    ShaderProgram.Create = function(shaderList) { 
 
     var shaderObjs = []; 
 
     for (var i_sh = 0; i_sh < shaderList.length; ++ i_sh) { 
 
      var shderObj = this.CompileShader(shaderList[i_sh].source, shaderList[i_sh].stage); 
 
      if (shderObj == 0) 
 
       return 0; 
 
      shaderObjs.push(shderObj); 
 
     } 
 
     var progObj = this.LinkProgram(shaderObjs) 
 
     if (progObj != 0) { 
 
      progObj.attribIndex = {}; 
 
      var noOfAttributes = gl.getProgramParameter(progObj, gl.ACTIVE_ATTRIBUTES); 
 
      for (var i_n = 0; i_n < noOfAttributes; ++ i_n) { 
 
       var name = gl.getActiveAttrib(progObj, i_n).name; 
 
       progObj.attribIndex[name] = gl.getAttribLocation(progObj, name); 
 
      } 
 
      progObj.unifomLocation = {}; 
 
      var noOfUniforms = gl.getProgramParameter(progObj, gl.ACTIVE_UNIFORMS); 
 
      for (var i_n = 0; i_n < noOfUniforms; ++ i_n) { 
 
       var name = gl.getActiveUniform(progObj, i_n).name; 
 
       progObj.unifomLocation[name] = gl.getUniformLocation(progObj, name); 
 
      } 
 
     } 
 
     return progObj; 
 
    } 
 
    ShaderProgram.AttributeIndex = function(progObj, name) { return progObj.attribIndex[name]; } 
 
    ShaderProgram.UniformLocation = function(progObj, name) { return progObj.unifomLocation[name]; } 
 
    ShaderProgram.Use = function(progObj) { gl.useProgram(progObj); } 
 
    ShaderProgram.SetUniformI1 = function(progObj, name, val) { if(progObj.unifomLocation[name]) gl.uniform1i(progObj.unifomLocation[name], val); } 
 
    ShaderProgram.SetUniformF1 = function(progObj, name, val) { if(progObj.unifomLocation[name]) gl.uniform1f(progObj.unifomLocation[name], val); } 
 
    ShaderProgram.SetUniformF2 = function(progObj, name, arr) { if(progObj.unifomLocation[name]) gl.uniform2fv(progObj.unifomLocation[name], arr); } 
 
    ShaderProgram.SetUniformF3 = function(progObj, name, arr) { if(progObj.unifomLocation[name]) gl.uniform3fv(progObj.unifomLocation[name], arr); } 
 
    ShaderProgram.SetUniformF4 = function(progObj, name, arr) { if(progObj.unifomLocation[name]) gl.uniform4fv(progObj.unifomLocation[name], arr); } 
 
    ShaderProgram.SetUniformM33 = function(progObj, name, mat) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv(progObj.unifomLocation[name], false, mat); } 
 
    ShaderProgram.SetUniformM44 = function(progObj, name, mat) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv(progObj.unifomLocation[name], false, mat); } 
 
    ShaderProgram.CompileShader = function(source, shaderStage) { 
 
     var shaderScript = document.getElementById(source); 
 
     if (shaderScript) 
 
     source = shaderScript.text; 
 
     var shaderObj = gl.createShader(shaderStage); 
 
     gl.shaderSource(shaderObj, source); 
 
     gl.compileShader(shaderObj); 
 
     var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS); 
 
     if (!status) alert(gl.getShaderInfoLog(shaderObj)); 
 
     return status ? shaderObj : null; 
 
    } 
 
    ShaderProgram.LinkProgram = function(shaderObjs) { 
 
     var prog = gl.createProgram(); 
 
     for (var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh) 
 
      gl.attachShader(prog, shaderObjs[i_sh]); 
 
     gl.linkProgram(prog); 
 
     status = gl.getProgramParameter(prog, gl.LINK_STATUS); 
 
     if (!status) alert("Could not initialise shaders"); 
 
     gl.useProgram(null); 
 
     return status ? prog : null; 
 
    } 
 
    
 
    var VertexBuffer = {}; 
 
    VertexBuffer.Create = function(attributes, indices) { 
 
     var buffer = {}; 
 
     buffer.buf = []; 
 
     buffer.attr = [] 
 
     for (var i = 0; i < attributes.length; ++ i) { 
 
      buffer.buf.push(gl.createBuffer()); 
 
      buffer.attr.push({ size : attributes[i].attrSize, loc : attributes[i].attrLoc }); 
 
      gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]); 
 
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(attributes[i].data), gl.STATIC_DRAW); 
 
     } 
 
     buffer.inx = gl.createBuffer(); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx); 
 
     gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); 
 
     buffer.inxLen = indices.length; 
 
     gl.bindBuffer(gl.ARRAY_BUFFER, null); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 
 
     return buffer; 
 
    } 
 
    VertexBuffer.Draw = function(bufObj) { 
 
    for (var i = 0; i < bufObj.buf.length; ++ i) { 
 
      gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]); 
 
      gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0); 
 
      gl.enableVertexAttribArray(bufObj.attr[i].loc); 
 
     } 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx); 
 
     gl.drawElements(gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0); 
 
     for (var i = 0; i < bufObj.buf.length; ++ i) 
 
     gl.disableVertexAttribArray(bufObj.attr[i].loc); 
 
     gl.bindBuffer(gl.ARRAY_BUFFER, null); 
 
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 
 
    } 
 
    
 
    initScene(); 
 
    
 
})();
html,body { 
 
    height: 100%; 
 
    width: 100%; 
 
    margin: 0; 
 
    overflow: hidden; 
 
} 
 

 
#gui { 
 
    position : absolute; 
 
    top : 0; 
 
    left : 0; 
 
}
<script id="draw-shader-vs" type="x-shader/x-vertex"> 
 
    precision highp float; 
 
    
 
    attribute vec3 inPos; 
 
    attribute vec3 inNV; 
 
    attribute vec3 inCol; 
 
    
 
    varying vec3 vertPos; 
 
    varying vec3 vertNV; 
 
    varying vec3 vertCol; 
 
    
 
    uniform mat4 u_projectionMat44; 
 
    uniform mat4 u_viewMat44; 
 
    uniform mat4 u_modelMat44; 
 
    
 
    void main() 
 
    { 
 
     mat4 mv  = u_viewMat44 * u_modelMat44; 
 
     vertCol  = inCol; 
 
     vertNV  = normalize(mat3(mv) * inNV); 
 
     vec4 viewPos = mv * vec4(inPos, 1.0); 
 
     vertPos  = viewPos.xyz; 
 
     gl_Position = u_projectionMat44 * viewPos; 
 
    } 
 
</script> 
 
    
 
<script id="draw-shader-fs" type="x-shader/x-fragment"> 
 
    precision mediump float; 
 

 
    varying vec3 vertPos; 
 
    varying vec3 vertNV; 
 
    varying vec3 vertCol; 
 
    
 
    uniform float u_shininess; 
 
    uniform float u_glow; 
 
    
 
    void main() 
 
    { 
 
     vec3 color = vertCol; 
 
     vec3 normalV = normalize(vertNV); 
 
     vec3 eyeV  = normalize(-vertPos); 
 
     vec3 halfV = normalize(eyeV + normalV); 
 
     float NdotH = max(0.0, dot(normalV, halfV)); 
 
     float shineFac = (u_shininess + 2.0) * pow(NdotH, u_shininess)/(2.0 * 3.14159265); 
 
     gl_FragColor = vec4(color.rgb * u_glow * shineFac * 0.5, 1.0); 
 
    } 
 
</script> 
 
    
 
<script id="post-shader-vs" type="x-shader/x-vertex"> 
 
    precision mediump float; 
 
    
 
    attribute vec2 inPos; 
 
    
 
    varying vec2 pos; 
 
    
 
    void main() 
 
    { 
 
     pos = inPos; 
 
     gl_Position = vec4(inPos, 0.0, 1.0); 
 
    } 
 
</script> 
 
    
 
<script id="blurX-shader-fs" type="x-shader/x-fragment"> 
 
    precision mediump float; 
 
    
 
    varying vec2 pos; 
 
    
 
    uniform sampler2D u_texture; 
 
    uniform vec2  u_textureSize; 
 
    uniform float  u_sigma; 
 
    
 
    float CalcGauss(float x, float sigma) 
 
    { 
 
     float coeff = 1.0/(2.0 * 3.14157 * sigma); 
 
     float expon = -(x*x)/(2.0 * sigma); 
 
     return (coeff*exp(expon)); 
 
    } 
 
    
 
    void main() 
 
    { 
 
     vec2 texC = pos.st * 0.5 + 0.5; 
 
     vec4 texCol = texture2D(u_texture, texC); 
 
     vec4 gaussCol = vec4(texCol.rgb, 1.0); 
 
     float stepX = 1.0/u_textureSize.x; 
 
     for (int i = 1; i <= 20; ++ i) 
 
     { 
 
      float weight = CalcGauss(float(i)/32.0, u_sigma * 0.5); 
 
      texCol = texture2D(u_texture, texC + vec2(float(i) * stepX, 0.0)); 
 
      gaussCol += vec4(texCol.rgb * weight, weight); 
 
      texCol = texture2D(u_texture, texC - vec2(float(i) * stepX, 0.0)); 
 
      gaussCol += vec4(texCol.rgb * weight, weight); 
 
     } 
 
     gaussCol.rgb /= gaussCol.w; 
 
     gl_FragColor = vec4(gaussCol.rgb, 1.0); 
 
    } 
 
</script> 
 
    
 
<script id="blurY-shader-fs" type="x-shader/x-fragment"> 
 
    precision mediump float; 
 
    
 
    varying vec2 pos; 
 
    
 
    uniform sampler2D u_texture; 
 
    uniform vec2  u_textureSize; 
 
    uniform float  u_sigma; 
 
    
 
    float CalcGauss(float x, float sigma) 
 
    { 
 
     float coeff = 1.0/(2.0 * 3.14157 * sigma); 
 
     float expon = -(x*x)/(2.0 * sigma); 
 
     return (coeff*exp(expon)); 
 
    } 
 
    
 
    void main() 
 
    { 
 
     vec2 texC = pos.st * 0.5 + 0.5; 
 
     vec4 texCol = texture2D(u_texture, texC); 
 
     vec4 gaussCol = vec4(texCol.rgb, 1.0); 
 
     float stepY = 1.0/u_textureSize.y; 
 
     for (int i = 1; i <= 20; ++ i) 
 
     { 
 
      float weight = CalcGauss(float(i)/32.0, u_sigma * 0.5); 
 
      texCol = texture2D(u_texture, texC + vec2(0.0, float(i) * stepY)); 
 
      gaussCol += vec4(texCol.rgb * weight, weight); 
 
      texCol = texture2D(u_texture, texC - vec2(0.0, float(i) * stepY)); 
 
      gaussCol += vec4(texCol.rgb * weight, weight); 
 
     } 
 
     vec3 hdrCol = 2.0 * gaussCol.xyz/gaussCol.w; 
 
     vec3 mappedCol = vec3(1.0) - exp(-hdrCol.rgb * 3.0); 
 
     gl_FragColor = vec4(clamp(mappedCol.rgb, 0.0, 1.0), 1.0); 
 
    } 
 
</script> 
 

 
<div> 
 
    <form id="gui" name="inputs"> 
 
     <table> 
 
      <tr> <td> <font color= #CCF>shininess</font> </td> 
 
       <td> <input type="range" id="shine" min="0" max="50" value="10" onchange="changeEventHandler(event);"/></td> </tr> 
 
      <tr> <td> <font color= #CCF>glow</font> </td> 
 
       <td> <input type="range" id="glow" min="100" max="400" value="300" onchange="changeEventHandler(event);"/></td> </tr> 
 
      <tr> <td> <font color= #CCF>blur</font> </td> 
 
       <td> <input type="range" id="sigma" min="1" max="100" value="60" onchange="changeEventHandler(event);"/></td> </tr> 
 
     </table> 
 
    </form> 
 
</div> 
 

 
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>

+0

dzięki za wspaniałą odpowiedź, ale dlaczego ta linia 'vertPos = pos.xyz/pos.w; " w vertex shader ?. czy konieczne jest dzielenie przez w tutaj. Myślałem, że na tym etapie w jest zawsze 1. – wdanxna

+0

@wdanxna Nie w tym przypadku nie jest konieczne. – Rabbid76

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