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@lcrs
Created January 15, 2014 01:13
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<!-- filthy matchbox prototyping environment -->
<!-- [email protected] -->
<canvas id="canvas" width="640" height="360"></canvas>
<textarea id="txt" style="width:640px; height:360px;">
uniform float adsk_result_w, adsk_result_h;
uniform float adsk_time;
uniform float amount;
uniform vec2 position;
uniform vec3 colour;
uniform int number;
uniform bool enable;
void main() {
vec2 res = vec2(adsk_result_w, adsk_result_h);
vec2 p = gl_FragCoord.xy / res;
p *= vec2(sin(adsk_time/10.0), cos(adsk_time/10.0));
p += position;
vec3 o = vec3(p.x, p.y, 0.5);
gl_FragColor = vec4(o, 1.0);
}
</textarea>
<button onClick="compile();">compile</button>
<form id="uniforms"></form>
<script>
var program;
var starttime;
// GL setup
canvas = document.getElementById("canvas");
gl = canvas.getContext('experimental-webgl');
gl.viewport(0, 0, canvas.width, canvas.height);
// Vertex array of two triangles
vbuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0]), gl.STATIC_DRAW);
compile();
draw();
function compile() {
vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, "attribute vec3 vposition; void main() { gl_Position = vec4(vposition, 1.0); }\n");
gl.compileShader(vs);
fs = gl.createShader(gl.FRAGMENT_SHADER);
fsrc = "precision mediump float;\n" + document.getElementById("txt").value + "\n";
gl.shaderSource(fs, fsrc);
gl.compileShader(fs);
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.useProgram(program);
// Allow vertex shader to get its position attribute from our vertex array
posattr = gl.getAttribLocation(program, "vposition");
gl.enableVertexAttribArray(posattr);
gl.vertexAttribPointer(posattr, 2, gl.FLOAT, false, 0, 0);
starttime = Date.now();
// Search for uniforms in the fragment shader and create form elements
uniforms = document.getElementById("uniforms");
uniforms.innerHTML = "";
lines = fsrc.split("\n");
for(i = 0; i < lines.length; i++) {
line = lines[i].trim();
line = line.replace(/\/\/.*/, "");
line = line.replace(/;/, "");
words = line.split(" ");
if(words[0] == "uniform") {
names = words.slice(2, words.length);
names = names.join("");
names = names.split(",");
for(j = 0; j < names.length; j++) {
name = names[j].replace(",", "");
type = words[1];
uniforms.innerHTML += name;
u = document.createElement("input");
u.type = "text";
u.name = name;
u.setAttribute("data-gltype", type);
uniforms.appendChild(u);
switch(type) {
case "float":
u.setAttribute("value", "1.0");
break;
case "vec2":
u.setAttribute("value", "0.5 0.5");
break;
case "vec3":
u.setAttribute("value", "1.0 0.5 0.2");
break;
case "int":
u.setAttribute("value", "1");
break;
case "bool":
u.setAttribute("value", "0");
break;
default:
break;
}
if(name == "adsk_result_w") u.setAttribute("value", canvas.width);
if(name == "adsk_result_h") u.setAttribute("value", canvas.height);
uniforms.innerHTML += "<br />";
}
}
}
}
function draw() {
// Set uniforms from form elements
uniforms = document.getElementById("uniforms");
for(i = 0; i < uniforms.children.length; i++) {
u = uniforms.children[i];
if(u.tagName != "INPUT") continue;
split = u.value.split(" ");
loc = gl.getUniformLocation(program, u.name);
switch(u.getAttribute("data-gltype")) {
case "float":
gl.uniform1f(loc, u.value);
if(u.name == "adsk_time") {
frames = (Date.now() - starttime) / 40;
frames = Math.floor(frames);
u.setAttribute("value", frames);
gl.uniform1f(loc, frames);
}
break;
case "vec2":
gl.uniform2f(loc, split[0], split[1]);
break;
case "vec3":
gl.uniform3f(loc, split[0], split[1], split[2]);
break;
case "int":
gl.uniform1i(loc, u.value);
break;
case "bool":
gl.uniform1i(loc, u.value);
break;
default:
break;
}
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
window.requestAnimationFrame(draw);
}
</script>
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