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/**
* Created by ghassaei on 2/24/16.
*/
function initGPUMath(){
var glBoilerplate = initBoilerPlate();
var canvas = document.getElementById("glcanvas");
var gl = canvas.getContext("webgl", {antialias:false}) || canvas.getContext("experimental-webgl", {antialias:false});
gl.getExtension('OES_texture_float');
gl.disable(gl.DEPTH_TEST);
var maxTexturesInFragmentShader = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
console.log(maxTexturesInFragmentShader + " textures max");
function GPUMath(){
this.reset();
}
GPUMath.prototype.createProgram = function(programName, vertexShader, fragmentShader){
var programs = this.programs;
var program = programs[programName];
if (program) {
console.warn("already a program with the name " + programName);
return;
}
program = glBoilerplate.createProgramFromScripts(gl, vertexShader, fragmentShader);
gl.useProgram(program);
glBoilerplate.loadVertexData(gl, program);
programs[programName] = {
program: program,
uniforms: {}
};
};
GPUMath.prototype.initTextureFromData = function(name, width, height, typeName, data, shouldReplace){
var texture = this.textures[name];
if (!shouldReplace && texture) {
console.warn("already a texture with the name " + name);
return;
}
texture = glBoilerplate.makeTexture(gl, width, height, gl[typeName], data);
this.textures[name] = texture;
};
GPUMath.prototype.initFrameBufferForTexture = function(textureName, shouldReplace){
if (!shouldReplace) {
var framebuffer = this.frameBuffers[textureName];
if (framebuffer) {
console.warn("framebuffer already exists for texture " + textureName);
return;
}
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}
var texture = this.textures[textureName];
if (!texture){
console.warn("texture " + textureName + " does not exist");
return;
}
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
this.frameBuffers[textureName] = framebuffer;
};
GPUMath.prototype.setUniformForProgram = function(programName, name, val, type){
if (!this.programs[programName]){
console.warn("no program with name " + programName);
return;
}
var uniforms = this.programs[programName].uniforms;
var location = uniforms[name];
if (!location) {
location = gl.getUniformLocation(this.programs[programName].program, name);
uniforms[name] = location;
}
if (type == "1f") gl.uniform1f(location, val);
else if (type == "2f") gl.uniform2f(location, val[0], val[1]);
else if (type == "3f") gl.uniform3f(location, val[0], val[1], val[2]);
else if (type == "1i") gl.uniform1i(location, val);
else {
console.warn("no uniform for type " + type);
}
};
GPUMath.prototype.setSize = function(width, height){
gl.viewport(0, 0, width, height);
// canvas.clientWidth = width;
// canvas.clientHeight = height;
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};
GPUMath.prototype.setProgram = function(programName){
gl.useProgram(this.programs[programName].program);
};
GPUMath.prototype.step = function(programName, inputTextures, outputTexture){
gl.useProgram(this.programs[programName].program);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffers[outputTexture]);
for (var i=0;i<inputTextures.length;i++){
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, this.textures[inputTextures[i]]);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);//draw to framebuffer
};
GPUMath.prototype.swapTextures = function(texture1Name, texture2Name){
var temp = this.textures[texture1Name];
this.textures[texture1Name] = this.textures[texture2Name];
this.textures[texture2Name] = temp;
temp = this.frameBuffers[texture1Name];
this.frameBuffers[texture1Name] = this.frameBuffers[texture2Name];
this.frameBuffers[texture2Name] = temp;
};
GPUMath.prototype.swap3Textures = function(texture1Name, texture2Name, texture3Name){
var temp = this.textures[texture3Name];
this.textures[texture3Name] = this.textures[texture2Name];
this.textures[texture2Name] = this.textures[texture1Name];
this.textures[texture1Name] = temp;
temp = this.frameBuffers[texture3Name];
this.frameBuffers[texture3Name] = this.frameBuffers[texture2Name];
this.frameBuffers[texture2Name] = this.frameBuffers[texture1Name];
this.frameBuffers[texture1Name] = temp;
};
GPUMath.prototype.readyToRead = function(){
return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
};
GPUMath.prototype.readPixels = function(xMin, yMin, width, height, array){
gl.readPixels(xMin, yMin, width, height, gl.RGBA, gl.UNSIGNED_BYTE, array);
};
GPUMath.prototype.reset = function(){
this.programs = {};
this.frameBuffers = {};
this.textures = {};
this.index = 0;
};
return new GPUMath;
}