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Draw a Texture where every mip color and we select them with TEXTURE_BASE_LEVEL and TEXTURE_MAX_LEVEL
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canvas { border: 1px solid black; } |
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<canvas></canvas> | |
<p> | |
A texture with different colors in each mip level should render | |
just fine if TEXTURE_BASE_LEVEL and TEXTURE_MAX_LEVEL are set to a specfic level. | |
</p> | |
<p> | |
Also rendering to the various levels should work regardless of TEXTURE_BASE_LEVEL, TEXTURE_MAX_LEVEL | |
settings as the texture is immutable. | |
</p> |
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import 'https://greggman.github.io/webgl-lint/webgl-lint.js'; | |
const gl = document.querySelector('canvas').getContext('webgl2'); | |
const ext = gl.getExtension('WEBGL_debug_renderer_info'); | |
if (ext) { | |
console.log('UNMASKED_VENDOR_WEBGL:', gl.getParameter(ext.UNMASKED_VENDOR_WEBGL)); | |
console.log('UNMASKED_RENDERER_WEBGL:', gl.getParameter(ext.UNMASKED_RENDERER_WEBGL)); | |
} | |
const vs = `#version 300 es | |
layout(location = 0) in vec4 position; | |
void main() { | |
gl_Position = position; | |
gl_PointSize = 50.0; | |
} | |
`; | |
const fs = `#version 300 es | |
precision highp float; | |
uniform sampler2D tex; | |
out vec4 outColor; | |
void main() { | |
outColor = vec4(texture(tex, gl_PointCoord.xy).rgb, 1); | |
} | |
`; | |
const fs2 = `#version 300 es | |
precision highp float; | |
out vec4 outColor; | |
uniform vec4 color; | |
void main() { | |
outColor = color; | |
} | |
`; | |
function createShader(gl, type, src) { | |
const sh = gl.createShader(type); | |
gl.shaderSource(sh, src); | |
gl.compileShader(sh); | |
return sh; | |
} | |
const prg = gl.createProgram(gl); | |
gl.attachShader(prg, createShader(gl, gl.VERTEX_SHADER, vs)); | |
gl.attachShader(prg, createShader(gl, gl.FRAGMENT_SHADER, fs)); | |
gl.linkProgram(prg); | |
gl.useProgram(prg); | |
const prg2 = gl.createProgram(gl); | |
gl.attachShader(prg2, createShader(gl, gl.VERTEX_SHADER, vs)); | |
gl.attachShader(prg2, createShader(gl, gl.FRAGMENT_SHADER, fs2)); | |
gl.linkProgram(prg2); | |
const colorLoc = gl.getUniformLocation(prg2, "color"); | |
const r = [255, 0, 0, 255]; | |
const g = [0, 255, 0, 255]; | |
const b = [0, 0, 255, 255]; | |
// Put a different format mip in each layer | |
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); | |
const tex = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, tex); | |
gl.texStorage2D(gl.TEXTURE_2D, 3, gl.RGBA8, 5, 5); | |
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 5, 5, gl.RGBA, gl.UNSIGNED_BYTE, | |
new Uint8Array([ | |
...r, ...r, ...r, ...r, ...r, | |
...r, ...r, ...r, ...r, ...r, | |
...r, ...r, ...r, ...r, ...r, | |
...r, ...r, ...r, ...r, ...r, | |
...r, ...r, ...r, ...r, ...r, | |
])); | |
gl.texSubImage2D(gl.TEXTURE_2D, 1, 0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, | |
new Uint8Array([ | |
...g, ...g, | |
...g, ...g, | |
])); | |
gl.texSubImage2D(gl.TEXTURE_2D, 2, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, | |
new Uint8Array([ | |
...b, | |
])); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); | |
gl.vertexAttrib2f(0, -0.5, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 1); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 1); | |
gl.vertexAttrib2f(0, 0, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 2); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 2); | |
gl.vertexAttrib2f(0, 0.5, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// render to the first mip | |
const fb = gl.createFramebuffer(); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
gl.viewport(0, 0, 5, 5); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); | |
gl.useProgram(prg2); | |
gl.uniform4fv(colorLoc, [0, 1, 1, 1]); // cyan | |
gl.vertexAttrib2f(0, 0, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// render to the 2nd mip | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 1); | |
gl.viewport(0, 0, 2, 2); | |
gl.useProgram(prg2); | |
gl.uniform4fv(colorLoc, [1, 0, 1, 1]); // magenta | |
gl.vertexAttrib2f(0, 0, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// render to the 3rd mip | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 2); | |
gl.viewport(0, 0, 1, 1); | |
gl.useProgram(prg2); | |
gl.uniform4fv(colorLoc, [1, 1, 0, 1]); // yellow | |
gl.vertexAttrib2f(0, 0, 0); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// draw the first mip | |
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); | |
gl.useProgram(prg); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); | |
gl.vertexAttrib2f(0, -0.5, -0.66); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// draw the 2nd mip | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 1); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 1); | |
gl.vertexAttrib2f(0, 0, -0.66); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
// draw the 3rd mip | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 2); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 2); | |
gl.vertexAttrib2f(0, 0.5, -0.66); | |
gl.drawArrays(gl.POINTS, 0, 1); | |
const err = gl.getError(); | |
console.log(err ? `GL ERROR: ${err}` : 'no gl errors'); |
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{"name":"Draw a Texture where every mip color and we select them with TEXTURE_BASE_LEVEL and TEXTURE_MAX_LEVEL","settings":{},"filenames":["index.css","index.html","index.js"]} |
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