WebGLその7:2Dイメージ
■index.html
<html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title>SanoWebGLSample07.html</title> </head> <script type="text/javascript" src="webglut02.js"></script> <script id="shader-vs" type="x-shader/x-vertex"> //------------------------------------------------------------------------ // ヴァーテックスシェーダー //------------------------------------------------------------------------ attribute vec2 pos; attribute vec2 uv; uniform vec2 u_resolution; varying vec2 texCoord; void main(void) { gl_Position = vec4( pos * u_resolution + vec2( -1, 1) , 0, 1); texCoord = uv; } </script> <script id="shader-fs" type="x-shader/x-fragment"> //------------------------------------------------------------------------ // ピクセルシェーダー //------------------------------------------------------------------------ #ifdef GL_ES precision highp float; #endif uniform sampler2D sampler2d; varying vec2 texCoord; void main(void) { gl_FragColor = texture2D(sampler2d, texCoord); } </script> <script> //------------------------------------------------------------------------ // //------------------------------------------------------------------------ var gl; //gl用コンテキスト var vertexModel; //頂点 var uvModel; //UV var imageData; //イメージデータ var shaderProgram; //シェーダー //------------------------------------------------------------------------ // 初期化 //------------------------------------------------------------------------ function init() { // gl用コンテキストを取得 gl = Ginit( document.getElementById("c") ); shaderProgram = GinitImage(); // モデル設定 initMode(); // メインループ登録 setInterval( "MainLoop()", 33 ); } //------------------------------------------------------------------------ // メインループ //------------------------------------------------------------------------ function MainLoop() { // 画面クリア Gclear(); // 描画 drawMode(); } //------------------------------------------------------------------------ // モデル情報の初期化 //------------------------------------------------------------------------ function initMode() { // バッファに頂点をセット var vertices =[ 10, 10, 100, 10, 10, 100, 100, 100 ]; vertexModel = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, vertexModel ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW ); vertexModel.itemSize = 2; vertexModel.numItems = 4; // UV情報の設定 var uvData = [ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0 ]; uvModel = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, uvModel ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(uvData), gl.STATIC_DRAW ); uvModel.itemSize = 2; uvModel.numItems = 4; // イメージ情報の設定 imageData = GsetImage( "ren01.jpg" ); } //------------------------------------------------------------------------ // モデル情報の描画 //------------------------------------------------------------------------ function drawMode() { gl.bindBuffer( gl.ARRAY_BUFFER, vertexModel ); gl.vertexAttribPointer( shaderProgram.vertexPositionAttribute, vertexModel.itemSize, gl.FLOAT, false, 0, 0 ); gl.bindBuffer( gl.ARRAY_BUFFER, uvModel ); gl.vertexAttribPointer( shaderProgram.textureCoordAttribute, uvModel.itemSize, gl.FLOAT, false, 0, 0); gl.bindTexture( gl.TEXTURE_2D, imageData ); gl.drawArrays( gl.TRIANGLE_STRIP, 0, vertexModel.numItems ); } </script> </head> <body onload="init();"> <canvas id="c" style="border:none" width="640" height="480"> </body> </html>
■webglut02.js
(function(np){ var gl = null; np.Ginit = function( canvas ) { try { gl = canvas.getContext( "experimental-webgl" ); gl.viewportWidth = canvas.width; gl.viewportHeight= canvas.height; } catch (e) {} if (!gl) { alert( "WebGL に対応してないです" ); return; } gl.clearColor( 0.0, 0.0, 0.0, 1.0 ); gl.clearDepth( 1.0 ); gl.enable( gl.DEPTH_TEST ); gl.depthFunc( gl.LEQUAL ); return gl; }; //-------------------------------------------------------------- // //-------------------------------------------------------------- np.GinitImage = function() { var shaderVs1= "attribute vec2 pos;"+ "attribute vec2 uv;"+ "uniform vec2 u_resolution;"+ "varying vec2 texCoord;"+ "void main(void)"+ "{"+ " gl_Position = vec4( pos * u_resolution + vec2( -1, 1) , 0, 1);"+ " texCoord = uv;"+ "}"; var shaderFs1= "precision highp float;"+ "uniform sampler2D sampler2d;"+ "varying vec2 texCoord;"+ "void main(void)"+ "{"+ " gl_FragColor = texture2D(sampler2d, texCoord);"+ "}"; gl.enable( gl.DEPTH_TEST ); gl.enable( gl.BLEND ); gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); gl.enable( gl.TEXTURE_2D ); var shaderProgram = gl.createProgram(); var vertex_shader = ggetShader( gl, shaderVs1, gl.VERTEX_SHADER ); var fragment_shader = ggetShader( gl, shaderFs1, gl.FRAGMENT_SHADER ); gl.attachShader( shaderProgram, vertex_shader ); gl.attachShader( shaderProgram, fragment_shader ); gl.linkProgram( shaderProgram ); if (!gl.getProgramParameter( shaderProgram, gl.LINK_STATUS ) ) { alert( "initShaders" ); } gl.useProgram( shaderProgram ); shaderProgram.vertexPositionAttribute = gl.getAttribLocation( shaderProgram, "pos" ); gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute ); shaderProgram.textureCoordAttribute = gl.getAttribLocation( shaderProgram, "uv" ); gl.enableVertexAttribArray( shaderProgram.textureCoordAttribute ); // var resolutionLocation = gl.getUniformLocation( shaderProgram, "u_resolution" ); gl.uniform2f( resolutionLocation, 2/gl.viewportWidth, -2/gl.viewportHeight ); return shaderProgram; } //-------------------------------------------------------------- // //-------------------------------------------------------------- np.Gclear = function() { gl.viewport( 0, 0, gl.viewportWidth, gl.viewportHeight ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); } //-------------------------------------------------------------- // //-------------------------------------------------------------- var ggetShader = function( gl, str, type ) { var shader; shader = gl.createShader( type ) gl.shaderSource( shader, str ); gl.compileShader( shader ); if (!gl.getShaderParameter( shader, gl.COMPILE_STATUS ) ) { alert( gl.getShaderInfoLog( shader ) ); return null; } return shader; }; //-------------------------------------------------------------- // //-------------------------------------------------------------- np.GinitShaders = function( vsName, fsName ) { var vsStr = document.getElementById( vsName ).innerText; var fsStr = document.getElementById( fsName ).innerText; var shaderProgram; shaderProgram = gl.createProgram(); var vertex_shader = ggetShader( gl, vsStr, gl.VERTEX_SHADER ); var fragment_shader = ggetShader( gl, fsStr, gl.FRAGMENT_SHADER ); gl.attachShader( shaderProgram, vertex_shader ); gl.attachShader( shaderProgram, fragment_shader ); gl.linkProgram( shaderProgram ); if (!gl.getProgramParameter( shaderProgram, gl.LINK_STATUS ) ) { alert( "initShaders" ); } gl.useProgram( shaderProgram ); return shaderProgram; }; //-------------------------------------------------------------- // //-------------------------------------------------------------- np.GsetImage = function( imageName ) { var imageData = gl.createTexture(); imageData.image = new Image(); imageData.image.onload = function() { gl.bindTexture( gl.TEXTURE_2D, imageData ); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData.image ); 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 ); gl.bindTexture( gl.TEXTURE_2D, null ); } imageData.image.src = imageName; return imageData; } })(this);