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umbrella webgl-to-pixel
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/* | |
yarn add @thi.ng/hdom @thi.ng/pixel @thi.ng/hdom-canvas @thi.ng/geom @thi.ng/transducers @thi.ng/hdom-components @thi.ng/webgl @thi.ng/memoize @thi.ng/shader-ast @thi.ng/shader-ast-stdlib webgl-shadertoy | |
*/ | |
import { renderOnce } from "@thi.ng/hdom"; | |
import { PackedBuffer, canvas2d, ABGR8888, GRAY8 } from "@thi.ng/pixel"; | |
import { canvas as hdomCanvas } from "@thi.ng/hdom-canvas"; | |
import * as g from "@thi.ng/geom"; | |
import { range, map, normRange } from "@thi.ng/transducers"; | |
import { glCanvas } from "@thi.ng/webgl"; | |
import { | |
vec4, | |
Vec2Sym, | |
FloatSym, | |
sym, | |
vec2, | |
float, | |
ret, | |
vec3, | |
$xy, | |
div, | |
sin, | |
mul, | |
distance, | |
} from "@thi.ng/shader-ast"; | |
import { fit1101 } from "@thi.ng/shader-ast-stdlib"; | |
import { shaderToy } from "@thi.ng/webgl-shadertoy"; | |
const W = 200; | |
const H = 200; | |
const { canvas, gl } = glCanvas({ | |
width: W, | |
height: H, | |
autoScale: false, | |
parent: document.body, | |
version: 1, | |
}); | |
const heightMap = shaderToy({ | |
canvas, | |
gl, | |
main: (gl, unis) => { | |
let st: Vec2Sym; | |
let color: FloatSym; | |
return [ | |
(st = sym(div($xy(gl.gl_FragCoord), unis.resolution))), | |
(color = sym( | |
fit1101(sin(mul(float(16), distance(st, vec2(0.5))))) | |
)), | |
ret(vec4(vec3(color), 1)), | |
]; | |
}, | |
}); | |
heightMap.update(); | |
const buf = new PackedBuffer(W, H, ABGR8888); | |
gl.readPixels( | |
0, | |
0, | |
W, | |
H, | |
// don't use gl.RGB since incompatible w/ PackedBuffer | |
// RGB has a stride of only 3 bytes, there's no equivalent typed array for that size | |
// hence we need to read 4 channels | |
gl.RGBA, | |
gl.UNSIGNED_BYTE, | |
// read directly into pixel buffer's memory | |
new Uint8Array(buf.pixels.buffer) | |
); | |
const canvas2 = canvas2d(W, H, document.body); | |
buf.flipY().blitCanvas(canvas2.canvas); | |
const grayBuf = buf.as(GRAY8); | |
const app = () => { | |
return [ | |
"div.flex", | |
["div.ba.w5.h5", "here I like to show webgl-shadertoy heightmap"], | |
["div.ba.w5.h5", "here I like to show pixel packed buffer"], | |
[ | |
hdomCanvas, | |
{ | |
width: W, | |
height: H, | |
class: "ba b--moon-gray", | |
}, | |
g.ellipse([100, 100], 25, { stroke: "black" }), | |
g.ellipse([100, 100], 95, { stroke: "black" }), | |
...map( | |
(yNorm) => | |
g.group({}, [ | |
...map((x) => { | |
const y = yNorm * grayBuf.height; | |
const value = grayBuf?.getAt(x, y); | |
const fill = `rgb(${value}, ${value}, ${value})`; | |
return g.rect([x, y], [1, 2], { | |
fill, | |
}); | |
}, range(grayBuf.width)), | |
]), | |
normRange(10) | |
), | |
], | |
]; | |
}; | |
renderOnce(app()); | |
if (process.env.NODE_ENV !== "production") { | |
const hot = (<any>module).hot; | |
hot && hot.dispose(() => {}); | |
} |
Author
nkint
commented
Jul 25, 2020
Here's an updated & animated version with new comments:
import * as g from "@thi.ng/geom";
import { start } from "@thi.ng/hdom";
import { canvas as hdomCanvas } from "@thi.ng/hdom-canvas";
import { canvas2D, canvasWebGL } from "@thi.ng/hdom-components";
import { ABGR8888, PackedBuffer } from "@thi.ng/pixel";
import {
$xy,
distance,
div,
float,
FloatSym,
madd,
mul,
ret,
sin,
sym,
vec2,
Vec2Sym,
vec3,
vec4,
} from "@thi.ng/shader-ast";
import { fit1101 } from "@thi.ng/shader-ast-stdlib";
import { map, range2d } from "@thi.ng/transducers";
import {
shaderToy,
ShaderToy,
ShaderToyUniforms,
} from "@thi.ng/webgl-shadertoy";
import { U24 } from "@thi.ng/strings";
const W = 200;
const H = 200;
const app = () => {
let heightMap: ShaderToy<ShaderToyUniforms>;
const DPR = window.devicePixelRatio || 1;
// since canvasWebGL component will adjust for DPR on retina displays,
// need to scale pixel buffer accordingly
const buf = new PackedBuffer(W * DPR, H * DPR, ABGR8888);
// WebGL canvas component
const canvasComp1 = canvasWebGL({
init(el, gl) {
// initialize shadertoy in init
heightMap = shaderToy({
gl,
canvas: el,
main: (gl, unis) => {
let st: Vec2Sym;
let color: FloatSym;
return [
(st = sym(div($xy(gl.gl_FragCoord), unis.resolution))),
(color = sym(
fit1101(
sin(
mul(
float(16),
// use time uniform to create animated version
madd(
unis.time,
float(0.001),
distance(st, vec2(0.5))
)
)
)
)
)),
ret(vec4(vec3(color), 1)),
];
},
});
},
update(el, gl, _, time) {
if (!heightMap) return;
heightMap.update(time);
gl.readPixels(
0,
0,
el.width,
el.height,
// don't use gl.RGB since incompatible w/ PackedBuffer
// RGB has a stride of only 3 bytes, there's no equivalent typed array for that size
// hence we need to read 4 channels
gl.RGBA,
gl.UNSIGNED_BYTE,
// read directly into pixel buffer's memory
new Uint8Array(buf.pixels.buffer)
);
buf.flipY();
},
});
// 2D canvas component to show pixel buffer
const canvasComp2 = canvas2D({
update(el) {
buf.blitCanvas(el);
},
});
return () => [
"div.flex",
["div.ba.w5.h5", [canvasComp1, { width: W, height: H }]],
["div.ba.w5.h5", [canvasComp2, { width: W, height: H }]],
[
hdomCanvas,
{
width: W,
height: H,
class: "ba b--moon-gray",
},
g.group({ stroke: "black" }, [
g.circle([100, 100], 25),
g.circle([100, 100], 95),
]),
...map(
([x, y]) => {
// no need for GRAY buffer conversion, just read a single channel instead...
// (here channel=3 aka red channel in ABGR)
// need to scale XY coord with DPR for lookup in buffer
const value = buf.getChannelAt(x * DPR, y * DPR, 3);
// spread channel value to RGB hex, e.g. 0x7f * 0x010101 => 0x7f7f7f
// U24 is a 24bit hex formatter
const fill = `#${U24(value * 0x010101)}`;
// no need for using geom here, faster using hiccup directly
return ["rect", { fill }, [x, y], 1, 4];
},
// XY iterator with different step sizes for X & Y
range2d(0, W, 0, H, 1, H / 10)
),
],
];
};
start(app());
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