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use WebGL to apply a perspective transform to an image
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function assertNotNull<T>(x: T | null, message?: string): T { | |
if (x === null) | |
throw Error(message ?? 'unexpected null') | |
return x | |
} | |
const vertexShader = ` | |
precision mediump float; | |
attribute vec2 position; | |
void main() { | |
gl_Position = vec4(position, 1, 1); | |
} | |
` | |
const fragmentShader = ` | |
precision mediump float; | |
uniform mat3 matrix; | |
uniform sampler2D texture; | |
void main() { | |
gl_FragColor = texture2DProj(texture, matrix * vec3(gl_FragCoord)); | |
} | |
` | |
/** | |
* future improvements: allow initializing a mipmapped texture, | |
* allow setting different vertexes | |
*/ | |
export default class Perpsective { | |
/** creates the necessary resources (canvas, context, shaders, program, VBO) */ | |
constructor( | |
/** output canvas (default: create) */ | |
public canvas = document.createElement('canvas'), | |
/** WebGL context to use (default: create) */ | |
public ctx = assertNotNull(canvas.getContext('webgl'), 'WebGL not available'), | |
) { | |
// prepare program | |
this.program = this.compileProgram(vertexShader, fragmentShader) | |
this.posId = assertNotNull(this.ctx.getAttribLocation(this.program, 'position')) | |
this.matrixId = assertNotNull(this.ctx.getUniformLocation(this.program, 'matrix')) | |
this.textureId = assertNotNull(this.ctx.getUniformLocation(this.program, 'texture')) | |
// prepare VBO | |
const vertexes = [ | |
[-1,-1], [-1,+1], [+1,+1], | |
[-1,-1], [+1,-1], [+1,+1], | |
] | |
this.vbo = assertNotNull(this.ctx.createBuffer()) | |
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo) | |
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, Float32Array.from(vertexes.flat()), this.ctx.STATIC_DRAW) | |
// prepare texture | |
this.texture = assertNotNull(this.ctx.createTexture(), 'could not create texture') | |
} | |
protected vbo: WebGLBuffer | |
protected program: WebGLProgram | |
protected posId: number | |
protected matrixId: WebGLUniformLocation | |
protected textureId: WebGLUniformLocation | |
protected texture: WebGLTexture | |
/** | |
* prepare the context for drawing. this method must be called before | |
* before setMatrix() or setImage(). this isn't called automatically by | |
* the constructor to enable more advanced use cases where the context | |
* is reused for other things. | |
*/ | |
init() { | |
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo) | |
this.ctx.vertexAttribPointer(this.posId, 2, this.ctx.FLOAT, false, 0, 0) | |
this.ctx.enableVertexAttribArray(this.posId) | |
this.ctx.useProgram(this.program) | |
this.ctx.uniform1i(this.textureId, 0) | |
this.ctx.activeTexture(this.ctx.TEXTURE0) | |
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.texture) | |
} | |
/** | |
* sets the size of the output canvas (can be skipped in advanced use | |
* cases if you take care of that yourself) | |
*/ | |
setViewport(width: number, height: number) { | |
this.canvas.width = width | |
this.canvas.height = height | |
this.ctx.viewport(0, 0, width, height) | |
} | |
/** | |
* uploads the supplied image into a texture for rendering. | |
*/ | |
setImage( | |
image: TexImageSource, | |
/** format and type of the uploaded texture */ | |
format = this.ctx.RGBA, type = this.ctx.UNSIGNED_BYTE, | |
/** interpolation (must be LINEAR or NEAREST) */ | |
interpolation = this.ctx.LINEAR, | |
) { | |
const target = this.ctx.TEXTURE_2D | |
this.ctx.bindTexture(target, this.texture) | |
this.ctx.texImage2D(target, 0, format, format, type, image) | |
this.ctx.texParameteri(target, this.ctx.TEXTURE_MAG_FILTER, interpolation) | |
// we need to disable mipmaps for the texture to render if it's not a power of 2 | |
this.ctx.texParameteri(target, this.ctx.TEXTURE_MIN_FILTER, interpolation) | |
this.ctx.texParameteri(target, this.ctx.TEXTURE_WRAP_S, this.ctx.CLAMP_TO_EDGE) | |
this.ctx.texParameteri(target, this.ctx.TEXTURE_WRAP_T, this.ctx.CLAMP_TO_EDGE) | |
} | |
/** | |
* sets the 3x3 perspective matrix (column-by-column). | |
* this matrix is applied the fragment coordinates (i.e. output (x, y) in pixels) | |
* and returns the normalized coordinates (i.e. input image (x, y) from 0 to 1) to sample. | |
*/ | |
setMatrix(matrix: Iterable<number>) { | |
this.ctx.uniformMatrix3fv(this.matrixId, false, matrix) | |
} | |
/** renders the output. requires setMatrix(), setImage() and setViewport() to be called first */ | |
draw() { | |
// this.ctx.clear(this.ctx.COLOR_BUFFER_BIT) | |
this.ctx.drawArrays(this.ctx.TRIANGLES, 0, 6) | |
} | |
// WebGL generic utils | |
protected compileShader(type: number, source: string) { | |
const shader = assertNotNull( | |
this.ctx.createShader(type), | |
'failed to create shader') | |
this.ctx.shaderSource(shader, source) | |
this.ctx.compileShader(shader) | |
if (!this.ctx.getShaderParameter(shader, this.ctx.COMPILE_STATUS)) { | |
const info = this.ctx.getShaderInfoLog(shader) | |
throw Error(`could not compile WebGL shader:\n${info}`) | |
} | |
return shader | |
} | |
protected linkProgram(...shaders: WebGLShader[]) { | |
const program = assertNotNull(this.ctx.createProgram()) | |
shaders.forEach(shader => this.ctx.attachShader(program, shader)) | |
this.ctx.linkProgram(program) | |
if (!this.ctx.getProgramParameter(program, this.ctx.LINK_STATUS)) { | |
const info = this.ctx.getProgramInfoLog(program) | |
throw Error(`could not compile WebGL program:\n${info}`) | |
} | |
return program | |
} | |
protected compileProgram(vertexShader: string, fragmentShader: string) { | |
const vertex = this.compileShader(this.ctx.VERTEX_SHADER, vertexShader) | |
const fragment = this.compileShader(this.ctx.FRAGMENT_SHADER, fragmentShader) | |
return this.linkProgram(vertex, fragment) | |
} | |
} |
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