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15.transparency.js
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// tslint:disable:no-console
const vertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location=0) in vec4 aPosition;
layout(location=1) in vec4 aColor;
out vec4 vColor;
void main()
{
vColor = aColor;
gl_Position = aPosition;
}`;
const fragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
in vec4 vColor;
out vec4 fragColor;
void main()
{
fragColor = vColor;
}`;
const depthVertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location=0) in vec4 aPosition;
layout(location=1) in vec2 aTexCoord;
out vec2 vTexCoord;
void main() {
vTexCoord = aTexCoord;
gl_Position = vec4(aPosition.xy, 1.0, 1.0);
}`;
const depthFragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision highp float;
precision highp int;
uniform sampler2D uSampler;
in vec2 vTexCoord;
out highp vec4 pc_fragColor;
void main() {
float depth = texture(uSampler, vTexCoord).r;
pc_fragColor = vec4(vec3(pow(depth, 2.0)), 1.0);
}`;
const gl = document.querySelector('canvas').getContext('webgl2');
const prepareDepthVisualizer = () => {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.canvas.width, gl.canvas.height / 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
const depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, gl.canvas.width, gl.canvas.height / 2);
const framebuffer = gl.createFramebuffer();
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);
};
const createProgram = (vSource, fSource) => {
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vSource);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fSource);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
gl.useProgram(program);
return program;
};
const vertexData = new Float32Array([
// x y depth rgb alpha
// RED TRIANGLE (Back)
-.5, -.5, 0.5, 1,0,0, 0.5,
0.5, 0.0, 0.5, 1,0,0, 0.5,
-.5, 0.5, 0.5, 1,0,0, 0.5,
// BLUE TRIANGLE (Front)
-.5, -.5, -.5, 0,0,1, 0.5,
0.0, 0.5, -.5, 0,0,1, 0.5,
0.5, -.5, -.5, 0,0,1, 0.5,
// GREEN TRIANGLE (Middle)
0.5, -.5, 0.0, 0,1,0, 0.5,
-.5, 0.0, 0.0, 0,1,0, 0.5,
0.5, 0.5, 0.0, 0,1,0, 0.5,
]);
const draw = () => {
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.drawArrays(gl.TRIANGLES, 0, 3); // RED
gl.drawArrays(gl.TRIANGLES, 6, 3); // GREEN
gl.drawArrays(gl.TRIANGLES, 3, 3); // BLUE
};
const main = () => {
const { width, height } = gl.canvas;
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 28, 0);
gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 28, 12);
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
// Upper window
gl.viewport(0,gl.canvas.height / 2, width, height / 2);
// Draw normally
const colorProgram = createProgram(vertexShaderSrc, fragmentShaderSrc);
gl.useProgram(colorProgram);
draw();
// Lower window
gl.viewport(0, 0, width, height / 2);
// Draw again but to texture
const depthTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, width, height / 2, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
const renderBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height / 2);
const frameBuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthTexture, 0);
draw(); // Depth data now written to depth texture
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// Draw depth texture to rectangle
const depthViewData = new Float32Array([
-1,-1, 0,0,
1,-1, 1,0,
-1, 1, 0,1,
1, 1, 1,1,
]);
const depthProgram = createProgram(depthVertexShaderSrc, depthFragmentShaderSrc);
gl.useProgram(depthProgram);
const depthViewBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, depthViewBuffer);
gl.bufferData(gl.ARRAY_BUFFER, depthViewData, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
main();