Toggle navigation
在线编辑器
在线代码
文本比较
jQuery下载
前端库
在线手册
登录/注册
下载代码
html
css
js
分享到微信朋友圈
X
html
css
body { background: #555555; margin:0; } canvas { position: fixed; }
JavaScript
function _defineProperty(obj, key, value) {if (key in obj) {Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true });} else {obj[key] = value;}return obj;} /** * A basic Web GL class. This provides a very basic setup for GLSL shader code. * Currently it doesn't support anything except for clip-space 3d, but this was * done so that we could start writing fragments right out of the gate. My * Intention is to update it with particle and polygonal 3d support later on. * * @class WTCGL * @author Liam Egan
* @version 0.0.8 * @created Jan 16, 2019 */ class WTCGL { /** * The WTCGL Class constructor. If construction of the webGL context fails * for any reason this will return null. * * @TODO make the dimension properties properly optional * @TODO provide the ability to allow for programmable buffers * * @constructor * @param {HTMLElement} el The canvas element to use as the root * @param {string} vertexShaderSource The vertex shader source * @param {string} fragmentShaderSource The fragment shader source * @param {number} [width] The width of the webGL context. This will default to the canvas dimensions * @param {number} [height] The height of the webGL context. This will default to the canvas dimensions * @param {number} [pxratio=1] The pixel aspect ratio of the canvas * @param {boolean} [styleElement] A boolean indicating whether to apply a style property to the canvas (resizing the canvas by the inverse of the pixel ratio) * @param {boolean} [webgl2] A boolean indicating whether to try to create a webgl2 context instead of a regulart context */ constructor(el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, styleElement, webgl2, params = {}) { this.run = this.run.bind(this); this._onRun = () => {}; // Destructure if an object is aprovided instead a series of parameters if (el instanceof Object && el.el) { ({ el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, webgl2, styleElement } = el); } // If the HTML element isn't a canvas, return null if (!el instanceof HTMLElement || el.nodeName.toLowerCase() !== 'canvas') { console.log('Provided element should be a canvas element'); return null; } this._el = el; // The context should be either webgl2, webgl or experimental-webgl if (webgl2 === true) { this.isWebgl2 = true; this._ctx = this._el.getContext("webgl2", this.webgl_params) || this._el.getContext("webgl", this.webgl_params) || this._el.getContext("experimental-webgl", this.webgl_params); } else { this.isWebgl2 = false; this._ctx = this._el.getContext("webgl", Object.assign({}, this.webgl_params, params)) || this._el.getContext("experimental-webgl", Object.assign({}, this.webgl_params, params)); } // Set up the extensions this._ctx.getExtension('OES_standard_derivatives'); this._ctx.getExtension('EXT_shader_texture_lod'); this._ctx.getExtension('OES_texture_float'); this._ctx.getExtension('WEBGL_color_buffer_float'); this._ctx.getExtension('OES_texture_float_linear'); this._ctx.getExtension('EXT_color_buffer_float'); // We can't make the context so return an error if (!this._ctx) { console.log('Browser doesn\'t support WebGL '); return null; } // Create the shaders this._vertexShader = WTCGL.createShaderOfType(this._ctx, this._ctx.VERTEX_SHADER, vertexShaderSource); this._fragmentShader = WTCGL.createShaderOfType(this._ctx, this._ctx.FRAGMENT_SHADER, fragmentShaderSource); // Create the program and link the shaders this._program = this._ctx.createProgram(); this._ctx.attachShader(this._program, this._vertexShader); this._ctx.attachShader(this._program, this._fragmentShader); this._ctx.linkProgram(this._program); // If we can't set up the params, this means the shaders have failed for some reason if (!this._ctx.getProgramParameter(this._program, this._ctx.LINK_STATUS)) { console.log('Unable to initialize the shader program: ' + this._ctx.getProgramInfoLog(this._program)); return null; } // Initialise the vertex buffers this.initBuffers([ -1.0, 1.0, -1., 1.0, 1.0, -1., -1.0, -1.0, -1., 1.0, -1.0, -1.]); // Initialise the frame buffers this.frameBuffers = []; // The program information object. This is essentially a state machine for the webGL instance this._programInfo = { attribs: { vertexPosition: this._ctx.getAttribLocation(this._program, 'a_position') }, uniforms: { projectionMatrix: this._ctx.getUniformLocation(this._program, 'u_projectionMatrix'), modelViewMatrix: this._ctx.getUniformLocation(this._program, 'u_modelViewMatrix'), resolution: this._ctx.getUniformLocation(this._program, 'u_resolution'), time: this._ctx.getUniformLocation(this._program, 'u_time') } }; // Tell WebGL to use our program when drawing this._ctx.useProgram(this._program); this.pxratio = pxratio; this.styleElement = styleElement !== true; this.resize(width, height); } /** * Public methods */ addFrameBuffer(w, h, tiling = 0, buffertype = 0) { // create to render to const gl = this._ctx; const targetTextureWidth = w * this.pxratio; const targetTextureHeight = h * this.pxratio; const targetTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, targetTexture); { // define size and format of level 0 const level = 0; let internalFormat = gl.RGBA; const border = 0; let format = gl.RGBA; let t; if (buffertype & WTCGL.TEXTYPE_FLOAT) { const e = gl.getExtension('OES_texture_float'); window.extension = e; t = e.FLOAT; // internalFormat = gl.RGBA32F; } else if (buffertype & WTCGL.TEXTYPE_HALF_FLOAT_OES) { // t = gl.renderer.isWebgl2 ? e.HALF_FLOAT : e.HALF_FLOAT_OES; // gl.renderer.extensions['OES_texture_half_float'] ? gl.renderer.extensions['OES_texture_half_float'].HALF_FLOAT_OES : // gl.UNSIGNED_BYTE; const e = gl.getExtension('OES_texture_half_float'); t = this.isWebgl2 ? gl.HALF_FLOAT : e.HALF_FLOAT_OES; // format = gl.RGBA; if (this.isWebgl2) { internalFormat = gl.RGBA16F; } // internalFormat = gl.RGB32F; // format = gl.RGB32F; // window.gl = gl // t = e.HALF_FLOAT_OES; } else { t = gl.UNSIGNED_BYTE; } const type = t; const data = null; gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, targetTextureWidth, targetTextureHeight, border, format, type, data); // gl.generateMipmap(gl.TEXTURE_2D); // set the filtering so we don't need mips gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); // Set the parameters based on the passed type if (tiling === WTCGL.IMAGETYPE_TILE) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); } else if (tiling === WTCGL.IMAGETYPE_MIRROR) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); } else if (tiling === WTCGL.IMAGETYPE_REGULAR) { 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); } } // Create and bind the framebuffer const fb = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fb); // attach the texture as the first color attachment const attachmentPoint = gl.COLOR_ATTACHMENT0; const level = 0; gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, targetTexture, level); return { w: w * this.pxratio, h: h * this.pxratio, fb: fb, frameTexture: targetTexture }; } /** * Resizes the canvas to a specified width and height, respecting the pixel ratio * * @param {number} w The width of the canvas * @param {number} h The height of the canvas * @return {Void} */ resize(w, h) { this.width = w; this.height = h; this._el.width = w * this.pxratio; this._el.height = h * this.pxratio; this._size = [w * this.pxratio, h * this.pxratio]; if (this.styleElement) { this._el.style.width = w + 'px'; this._el.style.height = h + 'px'; } this._ctx.viewportWidth = w * this.pxratio; this._ctx.viewportHeight = h * this.pxratio; this._ctx.uniform2fv(this._programInfo.uniforms.resolution, this._size); this.initBuffers(this._positions); } /** * Initialise a provided vertex buffer * * @param {array} positions The vertex positions to initialise * @return {Void} */ initBuffers(positions) { this._positions = positions; this._positionBuffer = this._ctx.createBuffer(); this._ctx.bindBuffer(this._ctx.ARRAY_BUFFER, this._positionBuffer); this._ctx.bufferData(this._ctx.ARRAY_BUFFER, new Float32Array(positions), this._ctx.STATIC_DRAW); } /** * Add a uniform to the program. At this time the following types are supported: * - Float - WTCGL.TYPE_FLOAT * - Vector 2 - WTCGL.TYPE_V2 * - Vector 3 - WTCGL.TYPE_V3 * - Vector 4 - WTCGL.TYPE_V4 * * @param {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo` * @param {WTCGL.UNIFORM_TYPE} type The unfiform type * @param {number|array} value The unfiform value. The type depends on the uniform type being created * @return {WebGLUniformLocation} The uniform location for later reference */ addUniform(name, type, value) { let uniform = this._programInfo.uniforms[name]; uniform = this._ctx.getUniformLocation(this._program, `u_${name}`); switch (type) { case WTCGL.TYPE_INT: if (!isNaN(value)) this._ctx.uniform1i(uniform, value); break; case WTCGL.TYPE_FLOAT: if (!isNaN(value)) this._ctx.uniform1f(uniform, value); break; case WTCGL.TYPE_V2: if (value instanceof Array && value.length === 2.) this._ctx.uniform2fv(uniform, value); break; case WTCGL.TYPE_V3: if (value instanceof Array && value.length === 3.) this._ctx.uniform3fv(uniform, value); break; case WTCGL.TYPE_V4: if (value instanceof Array && value.length === 4.) this._ctx.uniform4fv(uniform, value); break; case WTCGL.TYPE_BOOL: if (!isNaN(value)) this._ctx.uniform1i(uniform, value); break;} this._programInfo.uniforms[name] = uniform; return uniform; } /** * Adds a texture to the program and links it to a named uniform. Providing the type changes the tiling properties of the texture. Possible values for type: * - WTCGL.IMAGETYPE_REGULAR - No tiling, clamp to edges and doesn't need to be power of 2. * - WTCGL.IMAGETYPE_TILE - full x and y tiling, needs to be power of 2. * - WTCGL.IMAGETYPE_MIRROR - mirror tiling, needs to be power of 2. * * @public * @param {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo` * @param {WTCGL.TYPE_IMAGETYPE} type The type of texture to create. This is basically the tiling behaviour of the texture as described above * @param {Image} image The image object to add to the texture * @return {WebGLTexture} The texture object */ addTexture(name, type, image, liveUpdate = false) { var texture = this._ctx.createTexture(); this._ctx.pixelStorei(this._ctx.UNPACK_FLIP_Y_WEBGL, true); this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture); // this._ctx.generateMipmap(this._ctx.TEXTURE_2D); // Set the parameters based on the passed type if (type === WTCGL.IMAGETYPE_MIRROR) { this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.MIRRORED_REPEAT); this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.MIRRORED_REPEAT); } else if (type === WTCGL.IMAGETYPE_REGULAR) { this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.CLAMP_TO_EDGE); this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.CLAMP_TO_EDGE); } this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MIN_FILTER, this._ctx.LINEAR); // this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MAG_FILTER, this._ctx.LINEAR); // Upload the image into the texture. this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image); // add the texture to the array of textures. this.pushTexture(name, texture, image, this._ctx.TEXTURE_2D, liveUpdate); return texture; } pushTexture(name, texture, image, target, liveUpdate = false) { let textures = this.textures; textures.push({ name: name, tex: texture, liveUpdate: liveUpdate, image: image, target: target }); // Finally set the this.textures (this is just to get around the funnyness of default getters) this.textures = textures; } /** * Updates a texture location for a given WebGLTexture with an image * * @param {WebGLTexture} texture The texture location to update * @param {Image} image The image object to add to the texture * @return {Void} */ updateTexture(texture, image, name) { let uniform = this._ctx.getUniformLocation(this._program, `u_${name}`); // Set the texture unit to the uniform this._ctx.uniform1i(uniform, 0); this._ctx.activeTexture(this._ctx.TEXTURE0); this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture); // Upload the image into the texture. this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image); } /** * Initialise texture locations in the program * * @return {Void} */ initTextures() { for (let i = 0; i < this.textures.length; i++) { let name = this.textures[i].name; let uniform = this._programInfo.uniforms[name]; uniform = this._ctx.getUniformLocation(this._program, `u_${name}`); // Set the texture unit to the uniform this._ctx.uniform1i(uniform, i); // find the active texture based on the index this._ctx.activeTexture(this._ctx[`TEXTURE${i}`]); // Finally, bind the texture this._ctx.bindTexture(this.textures[i].target, this.textures[i].tex); } } /** * The run loop. This function is run as a part of a RaF and updates the internal * time uniform (`u_time`). * * @param {number} delta The delta time provided by the RaF loop * @return {Void} */ run(delta) { this.running && requestAnimationFrame(this.run); const runFunction = () => { this.time = this.startTime + delta * .0002; this.onRun(delta); this.render(); }; if (this.frameRate) { let now = Date.now(); let elapsed = now - this._then; if (elapsed > this.frameRate) { this._then = now - elapsed % this.frameRate; runFunction(); } } else { runFunction(); } } /** * Render the program * * @return {Void} */ render(buffer = {}) { this._ctx.bindFramebuffer(this._ctx.FRAMEBUFFER, buffer.fb || null); // Update the time uniform this._ctx.uniform1f(this._programInfo.uniforms.time, this.time); this.textures.forEach(textureInfo => { if (textureInfo.liveUpdate === true) { this.updateTexture(textureInfo.tex, textureInfo.image, textureInfo.name); } }); this._ctx.viewport(0, 0, buffer.w || this._ctx.viewportWidth, buffer.h || this._ctx.viewportHeight); if (this.clearing) { this._ctx.clearColor(1.0, 0.0, 0.0, 0.0); // this._ctx.clearDepth(1.0); // this._ctx.enable(this._ctx.DEPTH_TEST); // this._ctx.depthFunc(this._ctx.LEQUAL); this._ctx.blendFunc(this._ctx.SRC_ALPHA, this._ctx.ONE_MINUS_SRC_ALPHA); this._ctx.clear(this._ctx.COLOR_BUFFER_BIT); } this._ctx.bindBuffer(this._ctx.ARRAY_BUFFER, this._positionBuffer); this._ctx.vertexAttribPointer( this._programInfo.attribs.vertexPosition, 3, this._ctx.FLOAT, false, 0, 0); this._ctx.enableVertexAttribArray(this._programInfo.attribs.vertexPosition); // Set the shader uniforms this.includePerspectiveMatrix && this._ctx.uniformMatrix4fv(this._programInfo.uniforms.projectionMatrix, false, this.perspectiveMatrix); this.includeModelViewMatrix && this._ctx.uniformMatrix4fv(this._programInfo.uniforms.modelViewMatrix, false, this.modelViewMatrix); this._ctx.drawArrays(this._ctx.TRIANGLE_STRIP, 0, 4); } /** * Getters and setters */ /** * The default webGL parameters to be used for the program. * This is read only and should only be overridden as a part of a subclass. * * @readonly * @type {object} * @default { alpha: true } */ get webgl_params() { return { alpha: true }; } /** * (getter/setter) Whether the element should include styling as a part of * its rendition. * * @type {boolean} * @default true */ set styleElement(value) { this._styleElement = value === true; if (this._styleElement === false && this._el) { this._el.style.width = ''; this._el.style.height = ''; } } get styleElement() { return this._styleElement !== false; } /** * (getter/setter) startTime. This is a value to begin the `u_time` * unform at. This is here in case you want `u_time` to begin at a * specific value other than 0. * * @type {number} * @default 0 */ set startTime(value) { if (!isNaN(value)) { this._startTime = value; } } get startTime() { return this._startTime || 0; } /** * (getter/setter) time. This is the time that the program currently * sits at. By default this value is set as a part of the run loop * however this is a public property so that we can specify time * for rendition outside of the run loop. * * @type {number} * @default 0 */ set time(value) { if (!isNaN(value)) { this._time = value; } } get time() { return this._time || 0; } /** * (getter/setter) includePerspectiveMatrix. This determines whether the * perspecive matrix is included in the program. This doesn't really make * a difference right now, but this is here to provide future interoperability. * * @type {boolean} * @default false */ set includePerspectiveMatrix(value) { this._includePerspectiveMatrix = value === true; } get includePerspectiveMatrix() { return this._includePerspectiveMatrix === true; } /** * (getter/setter) includeModelViewMatrix. This determines whether the * model view matrix is included in the program. This doesn't really make * a difference right now, but this is here to provide future interoperability. * * @type {boolean} * @default false */ set includeModelViewMatrix(value) { this._includeModelViewMatrix = value === true; } get includeModelViewMatrix() { return this._includeModelViewMatrix === true; } /** * (getter/setter) textures. The array of textures to initialise into the program. * * @private * @type {array} * @default [] */ set textures(value) { if (value instanceof Array) { this._textures = value; } } get textures() { return this._textures || []; } /** * (getter/setter) clearing. Specifies whether the program should clear the screen * before drawing anew. * * @type {boolean} * @default false */ set clearing(value) { this._clearing = value === true; } get clearing() { return this._clearing === true; } /** * (getter/setter) running. Specifies whether the programming is running. Setting * this to true will create a RaF loop which will call the run function. * * @type {boolean} * @default false */ set running(value) { if (!this.running && value === true) { this._then = Date.now(); requestAnimationFrame(this.run); } this._running = value === true; } get running() { return this._running === true; } set frameRate(value) { if (!isNaN(value)) this._frameRate = 1000 / value; } get frameRate() { return this._frameRate || null; } /** * (getter/setter) pxratio. The 1-dimensional pixel ratio of the application. * This should be used either for making a program look good on high density * screens or for raming down pixel density for performance. * * @type {number} * @default 1 */ set pxratio(value) { if (value > 0) this._pxratio = value; } get pxratio() { return this._pxratio || 1; } /** * (getter/setter) perspectiveMatrix. Calculate a perspective matrix, a * special matrix that is used to simulate the distortion of perspective in * a camera. Our field of view is 45 degrees, with a width/height ratio * that matches the display size of the canvas and we only want to see * objects between 0.1 units and 100 units away from the camera. * * @readonly * @type {mat4} */ get perspectiveMatrix() { const fieldOfView = 45 * Math.PI / 180; // in radians const aspect = this._size.w / this._size.h; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); // note: glmatrix.js always has the first argument // as the destination to receive the result. mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); return projectionMatrix; } /** * (getter/setter) perspectiveMatrix. Calculate a model view matrix. * * @readonly * @type {mat4} */ get modelViewMatrix() { // Set the drawing position to the "identity" point, which is // the center of the scene. const modelViewMatrix = mat4.create(); // Now move the drawing position a bit to where we want to // start drawing the square. mat4.translate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to translate [-0.0, 0.0, -1.]); // amount to translate return modelViewMatrix; } set onRun(runMethod) { if (typeof runMethod == 'function') { this._onRun = runMethod.bind(this); } } get onRun() { return this._onRun; } get context() { return this._ctx || null; } /** * Static Methods */ /** * Create a shader of a given type given a context, type and source. * * @static * @param {WebGLContext} ctx The context under which to create the shader * @param {WebGLShaderType} type The shader type, vertex or fragment * @param {string} source The shader source. * @return {WebGLShader} The created shader */ static createShaderOfType(ctx, type, source) { const shader = ctx.createShader(type); ctx.shaderSource(shader, source); ctx.compileShader(shader); if (!ctx.getShaderParameter(shader, ctx.COMPILE_STATUS)) { console.log('An error occurred compiling the shaders: ' + ctx.getShaderInfoLog(shader)); ctx.deleteShader(shader); return null; } return shader; }} WTCGL.TYPE_INT = 0; WTCGL.TYPE_FLOAT = 1; WTCGL.TYPE_V2 = 2; WTCGL.TYPE_V3 = 3; WTCGL.TYPE_V4 = 4; WTCGL.TYPE_BOOL = 5; WTCGL.IMAGETYPE_REGULAR = 0; WTCGL.IMAGETYPE_TILE = 1; WTCGL.IMAGETYPE_MIRROR = 2; WTCGL.TEXTYPE_FLOAT = 0; WTCGL.TEXTYPE_UNSIGNED_BYTE = 1; WTCGL.TEXTYPE_HALF_FLOAT_OES = 2; console.clear(); setTimeout(() => {init();}, 0); class RenderBuffer { constructor(options) {_defineProperty(this, "fb1", null);_defineProperty(this, "fb2", null);_defineProperty(this, "activeFB", null);_defineProperty(this, "wtcgl", null);_defineProperty(this, "buffername", null);_defineProperty(this, "textype", WTCGL.IMAGETYPE_REGULAR);_defineProperty(this, "texdepth", WTCGL.TEXTYPE_HALF_FLOAT_OES);_defineProperty(this, "width", 1024);_defineProperty(this, "height", 1024);_defineProperty(this, "textureRegister", 5); if (options.wtcgl) this.wtcgl = options.wtcgl;else throw new Error('You need to provide a WTCGL Instance'); if (options.buffername) this.buffername = options.buffername;else throw new Error('You need to provide a Buffer name'); if (options.textype) this.textype = options.textype; if (options.texdepth) this.texdepth = options.texdepth; if (options.width) this.width = options.width; if (options.height) this.height = options.height; this.textureRegister = RenderBuffer.textureRegisterBase++; this.fb1 = this.wtcgl.addFrameBuffer(this.width, this.height, this.textype, this.texdepth); this.fb2 = this.wtcgl.addFrameBuffer(this.width, this.height, this.textype, this.texdepth); this.activeFB = this.fb1; } resize(width, height) { this.width = width; this.height = height; this.fb1 = this.wtcgl.addFrameBuffer(this.width, this.height, this.textype, this.texdepth); this.fb2 = this.wtcgl.addFrameBuffer(this.width, this.height, this.textype, this.texdepth); this.activeFB = this.fb1; } render() { let _ctx = this.wtcgl._ctx; // find the active texture based on the index let uniform = _ctx.getUniformLocation(this.wtcgl._program, `u_b_${this.buffername}`); if (!window.uniform) window.uniform = _ctx[`TEXTURE${this.textureRegister}`]; // console.log(uniform) // Set the texture unit to the uniform _ctx.uniform1i(uniform, this.textureRegister); _ctx.activeTexture(_ctx[`TEXTURE${this.textureRegister}`]); // Finally, bind the texture _ctx.bindTexture(_ctx.TEXTURE_2D, this.activeFB.frameTexture); this.activeFB = this.activeFB === this.fb1 ? this.fb2 : this.fb1; this.wtcgl.addUniform(`${this.buffername}_pass`, WTCGL.TYPE_BOOL, true); this.wtcgl.render(this.activeFB); this.wtcgl.addUniform(`${this.buffername}_pass`, WTCGL.TYPE_BOOL, false); }}_defineProperty(RenderBuffer, "textureRegisterBase", 5); const init = () => { const twodWebGL = new WTCGL( document.querySelector('canvas#webgl'), document.querySelector('script#vertexShader').textContent, document.querySelector('script#fragmentShader').textContent, window.innerWidth, window.innerHeight, 1); twodWebGL.startTime = -100 + Math.random() * 50; let buffer = new RenderBuffer({ width: window.innerWidth, height: window.innerHeight, buffername: 'buffer', textype: WTCGL.IMAGETYPE_REGULAR, texdepth: WTCGL.TEXTYPE_HALF_FLOAT_OES, wtcgl: twodWebGL }); let timeout; window.addEventListener('resize', () => { clearTimeout(timeout); timeout = setTimeout(() => { twodWebGL.resize(window.innerWidth, window.innerHeight); buffer.resize(window.innerWidth, window.innerHeight); }, 100); }); let frame = 0; const render = function () { let _ctx = twodWebGL._ctx; buffer.render(); twodWebGL.addUniform('frame', WTCGL.TYPE_INT, frame); frame += 1; }; twodWebGL.onRun = delta => { render(); render(); // render(); }; // track mouse move let mousepos = [0, 0]; const u_mousepos = twodWebGL.addUniform('mouse', WTCGL.TYPE_V2, mousepos); const u_oldmouse = twodWebGL.addUniform('oldmouse', WTCGL.TYPE_V2, mousepos); window.addEventListener('pointermove', e => { let ratio = window.innerHeight / window.innerWidth; twodWebGL.addUniform('oldmouse', WTCGL.TYPE_V2, [mousepos[0], mousepos[1]]); if (window.innerHeight > window.innerWidth) { mousepos[0] = (e.pageX - window.innerWidth / 2) / window.innerWidth; mousepos[1] = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1 * ratio; } else { mousepos[0] = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio; mousepos[1] = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1; } twodWebGL.addUniform('mouse', WTCGL.TYPE_V2, mousepos); }); // Load all our textures. We only initiate the instance once all images are loaded. const textures = [ { name: 'noise', url: '', type: WTCGL.IMAGETYPE_TILE, img: null }]; const loadImage = function (imageObject) { let img = document.createElement('img'); img.crossOrigin = "anonymous"; return new Promise((resolve, reject) => { img.addEventListener('load', e => { imageObject.img = img; resolve(imageObject); }); img.addEventListener('error', e => { reject(e); }); img.src = imageObject.url; }); }; const loadTextures = function (textures) { return new Promise((resolve, reject) => { const loadTexture = pointer => { if (pointer >= textures.length || pointer > 10) { resolve(textures); return; }; const imageObject = textures[pointer]; const p = loadImage(imageObject); p.then( result => { twodWebGL.addTexture(result.name, result.type, result.img); }, error => { console.log('error', error); }).finally(e => { loadTexture(pointer + 1); }); }; loadTexture(0); }); }; loadTextures(textures).then( result => { twodWebGL.initTextures(); // twodWebGL.render(); twodWebGL.running = true; }, error => { console.log('error'); }); };
粒子
时间
文字
hover
canvas
3d
游戏
音乐
火焰
水波
轮播图
鼠标跟随
动画
css
加载动画
导航
菜单
按钮
滑块
tab
弹出层
统计图
svg
×
Close
在线代码下载提示
开通在线代码永久免费下载,需支付20jQ币
开通后,在线代码模块中所有代码可终身免费下!
您已开通在线代码永久免费下载,关闭提示框后,点下载代码可直接下载!
您已经开通过在线代码永久免费下载
对不起,您的jQ币不足!可通过发布资源 或
直接充值获取jQ币
取消
开通下载
<!doctype html> <html> <head> <meta charset="utf-8"> <title>液态鼠标跟随-jq22.com</title> <script src="https://www.jq22.com/jquery/jquery-1.10.2.js"></script> <style>
</style> </head> <body>
<script>
</script>
</body> </html>
2012-2021 jQuery插件库版权所有
jquery插件
|
jq22工具库
|
网页技术
|
广告合作
|
在线反馈
|
版权声明
沪ICP备13043785号-1
浙公网安备 33041102000314号