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<!DOCTYPE html>
<!--
Copyright (c) 2011 Mariano M. Chouza

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
-->
<!-- Contains some elements of the WebGL tutorial at http://learningwebgl.com/lessons/lesson05/index.html -->
<!-- This code is quite ugly and badly organized; it's only intended for demonstration purposes.
In other words, DO NOT REUSE THIS CODE IF YOU CAN AVOID IT :-) -->
<html>
<head>
<title>Solving Laplace Equation with WebGL - Version 1</title>
<script id="shader-fs-init" type="x-shader/x-fragment">
precision highp float;
precision highp int;

varying vec2 vTextureCoord;

void main(void)
{
vec2 d1 = vTextureCoord - vec2(0.25, 0.5);
vec2 d2 = vTextureCoord - vec2(0.75, 0.5);
float dist1sq = dot(d1, d1);
float dist2sq = dot(d2, d2);

if (dist1sq < 0.1 * 0.1) {
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
} else if (dist2sq < 0.1 * 0.1) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
} else {
gl_FragColor = vec4(0.5, 0.0, 0.0, 0.0);
}
}
</script>
<script id="shader-fs-laplace" type="x-shader/x-fragment">
precision highp float;
precision highp int;

varying vec2 vTextureCoord;

uniform highp sampler2D uSampler;
uniform int uTexSize;

void main(void)
{
float delta = 1.0 / float(uTexSize);
vec4 c = texture2D(uSampler, vTextureCoord);

if (c.a != 1.0 ) {
vec4 wc = texture2D(uSampler, vec2(vTextureCoord.s - delta, vTextureCoord.t));
vec4 ec = texture2D(uSampler, vec2(vTextureCoord.s + delta, vTextureCoord.t));
vec4 sc = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t - delta));
vec4 nc = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t + delta));

float val = (wc.r + ec.r + nc.r + sc.r) / 4.0 +
(wc.g + ec.g + nc.g + sc.g) / (4.0 * 255.0);
float hi = val - mod(val, 1.0 / 255.0);
float lo = (val - hi) * 255.0;
gl_FragColor = vec4(hi, lo, 0.0, 0.0);
} else {
gl_FragColor = c;
}
}
</script>
<script id="shader-fs-grid-change" type="x-shader/x-fragment">
precision highp float;
precision highp int;

varying vec2 vTextureCoord;

uniform highp sampler2D uSampler;
uniform int uTexSize;

void main(void)
{
float delta = 1.0 / float(uTexSize);
vec2 d1 = vTextureCoord - vec2(0.25, 0.5);
vec2 d2 = vTextureCoord - vec2(0.75, 0.5);
float dist1sq = dot(d1, d1);
float dist2sq = dot(d2, d2);
vec4 c = texture2D(uSampler, vTextureCoord);

if (dist1sq < 0.1 * 0.1) {
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
} else if (dist2sq < 0.1 * 0.1) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
} else {
gl_FragColor = vec4(c.r, c.g, 0.0, 0.0);
}
}
</script>
<script id="shader-fs-straight" type="x-shader/x-fragment">
precision highp float;
precision highp int;

varying vec2 vTextureCoord;

uniform highp sampler2D uSampler;
uniform int uTexSize;


void main(void)
{
vec4 src = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
float brightness = src.r;
gl_FragColor = vec4(brightness, brightness, brightness, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;

varying vec2 vTextureCoord;

void main(void)
{
gl_Position = vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
</script>
<script type="text/javascript">
var START_N = 8;
var END_N = 512;

var STEPS_PER_LEVEL = 20;

var PROGS_DESC = {
'init': {
'vs': 'shader-vs',
'fs': 'shader-fs-init',
'attribs': ['aVertexPosition', 'aTextureCoord'],
'uniforms': []
},
'changeGrid': {
'vs': 'shader-vs',
'fs': 'shader-fs-grid-change',
'attribs': ['aVertexPosition', 'aTextureCoord'],
'uniforms': ['uSampler', 'uTexSize']
},
'laplace': {
'vs': 'shader-vs',
'fs': 'shader-fs-laplace',
'attribs': ['aVertexPosition', 'aTextureCoord'],
'uniforms': ['uSampler', 'uTexSize']
},
'straight': {
'vs': 'shader-vs',
'fs': 'shader-fs-straight',
'attribs': ['aVertexPosition', 'aTextureCoord'],
'uniforms': ['uSampler', 'uTexSize']
}
};

var n = START_N;
var tickNumber = 0;

var gl;
function initGL(canvas) {
gl = canvas.getContext("experimental-webgl");
gl.viewport(0, 0, canvas.width, canvas.height);
}

function getShader(id) {
var shaderScript = document.getElementById(id);
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}

var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}

gl.shaderSource(shader, str);
gl.compileShader(shader);

return shader;
}

function loadProgs(desc) {
var progs = {};
for (var id in desc) {
progs[id] = gl.createProgram();
gl.attachShader(progs[id], getShader(desc[id].vs));
gl.attachShader(progs[id], getShader(desc[id].fs));
gl.linkProgram(progs[id]);

for (var i = 0; i < desc[id].attribs.length; i++) {
progs[id][desc[id].attribs[i]] = gl.getAttribLocation(progs[id], desc[id].attribs[i]);
gl.enableVertexAttribArray(progs[id][desc[id].attribs[i]]);
}

for (var i = 0; i < desc[id].uniforms.length; i++) {
progs[id][desc[id].uniforms[i]] = gl.getUniformLocation(progs[id], desc[id].uniforms[i]);
}
}
return progs;
}

var progs;
function initShaders() {
progs = loadProgs(PROGS_DESC);
}

function createTexture(n) {
var 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.REPEAT );
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, n, n, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
tex.n = n;
return tex;
}

var framebuffer;
var texTgt;
var texSrc;
function initTextureFramebuffer(n) {
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = n;
framebuffer.height = n;

texSrc = createTexture(n);
texTgt = createTexture(n);

var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, n, n);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);

gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}

var vtxPosBuffer;
var vtxTCBuffer;
var vtxIndBuffer;
function initVtxBuffers() {
vtxPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vtxPosBuffer);
vtxPos = [
-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.bufferData(gl.ARRAY_BUFFER, new Float32Array(vtxPos), gl.STATIC_DRAW);
vtxPosBuffer.itemSize = 3;
vtxPosBuffer.numItems = 4;

vtxTCBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vtxTCBuffer);
var vtxTC = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vtxTC), gl.STATIC_DRAW);
vtxTCBuffer.itemSize = 2;
vtxTCBuffer.numItems = 4;

vtxIndBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vtxIndBuffer);
var vtxInd = [
0, 1, 2, 0, 2, 3,
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(vtxInd), gl.STATIC_DRAW);
vtxIndBuffer.itemSize = 1;
vtxIndBuffer.numItems = 6;
}

function initState() {
gl.useProgram(progs.init);

gl.bindBuffer(gl.ARRAY_BUFFER, vtxPosBuffer);
gl.vertexAttribPointer(progs.init.aVertexPosition, vtxPosBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ARRAY_BUFFER, vtxTCBuffer);
gl.vertexAttribPointer(progs.init.aTextureCoord, vtxTCBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vtxIndBuffer);

gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texSrc, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, vtxIndBuffer.numItems, gl.UNSIGNED_SHORT, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}

function updateState(texTgt, texSrc, prog) {
gl.useProgram(prog);
gl.uniform1i(prog.uTexSize, texTgt.n);

gl.bindBuffer(gl.ARRAY_BUFFER, vtxPosBuffer);
gl.vertexAttribPointer(prog.aVertexPosition, vtxPosBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ARRAY_BUFFER, vtxTCBuffer);
gl.vertexAttribPointer(prog.aTextureCoord, vtxTCBuffer.itemSize, gl.FLOAT, false, 0, 0);

gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vtxIndBuffer);

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texSrc);
gl.uniform1i(prog.uSampler, 0);

gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texTgt, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, vtxIndBuffer.numItems, gl.UNSIGNED_SHORT, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}

function drawScene() {
gl.useProgram(progs.straight);
gl.uniform1i(progs.straight.uTexSize, framebuffer.width);

gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, vtxIndBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}

function updateTextures(n) {
oldTexSrc = texSrc;
oldTexTgt = texTgt;

initTextureFramebuffer(n);

updateState(texSrc, oldTexSrc, progs.changeGrid);
}

function tick() {
tickNumber++;

if ((n < END_N) && (tickNumber === STEPS_PER_LEVEL)) {
tickNumber = 0;
n *= 2;
updateTextures(n);
}

updateState(texTgt, texSrc, progs.laplace);
drawScene();

var t = texSrc;
texSrc = texTgt;
texTgt = t;
}

function webGLStart() {
var canvas = document.getElementById("main-canvas");

initGL(canvas);
initShaders();
initVtxBuffers();
initTextureFramebuffer(START_N);

initState();

setInterval(tick, 0);
}
</script>
</head>
<body onload="webGLStart();">
<canvas id="main-canvas" style="border: none;" width="512" height="512"></canvas>
</body>
</html>

Change log

r85 by mchouza on Feb 20, 2011   Diff
Setting MIME types to text/html.
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Older revisions

r84 by mchouza on Feb 20, 2011   Diff
Multigrid support added.
r83 by mchouza on Feb 20, 2011   Diff
Multiresolution (not multigrid!)
support.
r82 by mchouza on Feb 20, 2011   Diff
Now works with the initialization
shader.
All revisions of this file

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