Created
April 30, 2018 15:20
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GPU Accelerated Image Rendering (RGBA in Uint8Array) using WebGL
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(function () { | |
const VERTEX_SHADER = ` | |
attribute vec4 a_position; | |
attribute vec2 a_texcoord; | |
varying vec2 v_texcoord; | |
void main() { | |
gl_Position = a_position; | |
v_texcoord = a_texcoord; | |
} | |
`; | |
const FRAGMENT_SHADER = ` | |
precision highp float; | |
varying vec2 v_texcoord; | |
uniform sampler2D u_texture; | |
void main() { | |
gl_FragColor = texture2D(u_texture, v_texcoord); | |
} | |
`; | |
class WebGLRenderer { | |
/** | |
* @param {HTMLCanvasElement} canvas | |
* @param {*} options | |
*/ | |
constructor(canvas, options = {}) { | |
if (canvas == null) { | |
throw new Error('Canvas should be not null'); | |
} | |
options = { | |
alpha: false, | |
antialias: false, | |
depth: false, | |
preserveDrawingBuffer: false, | |
...options, | |
}; | |
const gl = this.gl = canvas.getContext('webgl', options); | |
if (!gl) { | |
throw new Error('WebGL init failed'); | |
} | |
this.canvas = canvas; | |
this._initShaders(); | |
} | |
_initShaders() { | |
const gl = this.gl; | |
const vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(vertexShader, VERTEX_SHADER); | |
gl.compileShader(vertexShader); | |
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(fragmentShader, FRAGMENT_SHADER); | |
gl.compileShader(fragmentShader); | |
const program = this.program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragmentShader); | |
gl.linkProgram(program); | |
gl.useProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | |
throw new Error('Shader link failed'); | |
} | |
const positionLocation = gl.getAttribLocation(program, 'a_position'); | |
const positionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
// TODO: 2D vector is enough? | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0]), gl.STATIC_DRAW); | |
gl.enableVertexAttribArray(positionLocation); | |
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); | |
const texcoordLocation = gl.getAttribLocation(program, 'a_texcoord'); | |
const texcoodBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, texcoodBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW); | |
gl.enableVertexAttribArray(texcoordLocation); | |
gl.vertexAttribPointer(texcoordLocation, 2, gl.FLOAT, false, 0, 0); | |
const textureLocation = gl.getUniformLocation(program, 'u_texture'); | |
const tex = this.tex = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, tex); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
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.activeTexture(gl.TEXTURE0); | |
gl.uniform1i(textureLocation, 0); | |
} | |
render(width, height, data) { | |
const gl = this.gl; | |
const sizeChanged = this._updateSize(width, height); | |
if (sizeChanged) { | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); | |
} else { | |
// this should be faster. | |
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data); | |
} | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
} | |
_updateSize(width, height) { | |
if (width == this.width && height == this.height) { | |
return false; | |
} | |
this.width = width; | |
this.height = height; | |
this.canvas.width = width; | |
this.canvas.height = height; | |
this.gl.viewport(0, 0, width, height); | |
return true; | |
} | |
} | |
window.WebGLRenderer = WebGLRenderer; | |
})() |
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