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<!DOCTYPE html><html lang="en" style="font-size:16px"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width,initial-scale=1"><link rel="icon" href="./static/favicon.png"><meta name="description" content="LittleJS is a lightweight HTML5 game engine with fast WebGL rendering, physics, particles, sound, and more!"><meta name="keywords" content="javascript, game engine, html5, webgl, 2d, game development, indie games"><meta name="author" content="Frank Force"><meta property="og:title" content="LittleJS - The Tiny JavaScript Game Engine"><meta property="og:description" content="Lightweight HTML5 game engine with WebGL rendering, physics, and sound"><meta property="og:type" content="website"><title>Source: plugins/postProcess.js</title><!--[if lt IE 9]>
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* LittleJS Post Processing Plugin
* - Supports shadertoy style post processing shaders
* - call new PostProcessPlugin() to setup post processing
* - can be enabled to pass other canvases through a final shader
* @namespace PostProcess
*/
'use strict';
///////////////////////////////////////////////////////////////////////////////
/** Global Post Process plugin object
* @type {PostProcessPlugin}
* @memberof PostProcess */
let postProcess;
/////////////////////////////////////////////////////////////////////////
/**
* UI System Global Object
* @memberof PostProcess
*/
class PostProcessPlugin
{
/** Create global post processing shader
* @param {string} shaderCode
* @param {boolean} [includeMainCanvas] - combine mainCanvas onto glCanvas
* @param {boolean} [feedbackTexture] - use glCanvas from previous frame as the texture
* @example
* // create the post process plugin object
* new PostProcessPlugin(shaderCode);
*/
constructor(shaderCode, includeMainCanvas=false, feedbackTexture=false)
{
ASSERT(!postProcess, 'Post process already initialized');
ASSERT(!(includeMainCanvas && feedbackTexture), 'Post process cannot both include main canvas and use feedback texture');
postProcess = this;
if (!shaderCode) // default shader pass through
shaderCode = 'void mainImage(out vec4 c,vec2 p){c=texture(iChannel0,p/iResolution.xy);}';
/** @property {WebGLProgram} - Shader for post processing */
this.shader = undefined;
/** @property {WebGLTexture} - Texture for post processing */
this.texture = undefined;
/** @property {WebGLVertexArrayObject} - Vertex array object */
this.vao = undefined;
// setup the post processing plugin
initPostProcess();
engineAddPlugin(undefined, postProcessRender, postProcessContextLost, postProcessContextRestored);
function initPostProcess()
{
if (headlessMode) return;
if (!glEnable)
{
console.warn('PostProcessPlugin: WebGL not enabled!');
return;
}
// create resources
postProcess.texture = glCreateTexture();
postProcess.shader = glCreateProgram(
'#version 300 es\n' + // specify GLSL ES version
'precision highp float;'+ // use highp for accuracy
'in vec2 p;'+ // position
'void main(){'+ // shader entry point
'gl_Position=vec4(p+p-1.,1,1);'+ // set position
'}' // end of shader
,
'#version 300 es\n' + // specify GLSL ES version
'precision highp float;'+ // use highp for accuracy
'uniform sampler2D iChannel0;'+ // input texture
'uniform vec3 iResolution;'+ // size of output texture
'uniform float iTime;'+ // time
'out vec4 c;'+ // out color
'\n' + shaderCode + '\n'+ // insert custom shader code
'void main(){'+ // shader entry point
'mainImage(c,gl_FragCoord.xy);'+ // call post process function
'c.a=1.;'+ // always use full alpha
'}' // end of shader
);
// setup VAO for post processing
postProcess.vao = glContext.createVertexArray();
glContext.bindVertexArray(postProcess.vao);
glContext.bindBuffer(glContext.ARRAY_BUFFER, glGeometryBuffer);
// configure vertex attributes
const vertexByteStride = 8;
const pLocation = glContext.getAttribLocation(postProcess.shader, 'p');
glContext.enableVertexAttribArray(pLocation);
glContext.vertexAttribPointer(pLocation, 2, glContext.FLOAT, false, vertexByteStride, 0);
}
function postProcessContextLost()
{
postProcess.shader = undefined;
postProcess.texture = undefined;
LOG('PostProcessPlugin: WebGL context lost');
}
function postProcessContextRestored()
{
initPostProcess();
LOG('PostProcessPlugin: WebGL context restored');
}
function postProcessRender()
{
if (headlessMode || !glEnable) return;
// clear out the buffer
glFlush();
// setup shader program to draw a quad
glContext.useProgram(postProcess.shader);
glContext.bindVertexArray(postProcess.vao);
glContext.pixelStorei(glContext.UNPACK_FLIP_Y_WEBGL, true);
glContext.disable(glContext.BLEND);
// setup texture
glContext.activeTexture(glContext.TEXTURE0);
glContext.bindTexture(glContext.TEXTURE_2D, postProcess.texture);
if (includeMainCanvas)
{
// copy main canvas to work canvas
workCanvas.width = mainCanvasSize.x;
workCanvas.height = mainCanvasSize.y;
glCopyToContext(workContext);
workContext.drawImage(mainCanvas, 0, 0);
mainCanvas.width |= 0
// copy work canvas to texture
glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA, glContext.RGBA, glContext.UNSIGNED_BYTE, workCanvas);
}
else if (!feedbackTexture)
{
// copy glCanvas to texture
glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA, glContext.RGBA, glContext.UNSIGNED_BYTE, glCanvas);
}
// set uniforms and draw
const uniformLocation = (name)=>glContext.getUniformLocation(postProcess.shader, name);
glContext.uniform1i(uniformLocation('iChannel0'), 0);
glContext.uniform1f(uniformLocation('iTime'), time);
glContext.uniform3f(uniformLocation('iResolution'), mainCanvas.width, mainCanvas.height, 1);
glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
if (feedbackTexture)
{
// pass glCanvas back to overlay texture
glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA, glContext.RGBA, glContext.UNSIGNED_BYTE, glCanvas);
}
// force it to set instanced mode
glSetInstancedMode(true);
}
}
}</code></pre></article></section><footer class="footer" id="PeOAagUepe"><div class="wrapper"><a href="https://github.com/KilledByAPixel/LittleJS">LittleJS - MIT License - Copyright 2021 Frank Force</a></div></footer></div></div></div><div class="search-container" id="PkfLWpAbet" style="display:none"><div class="wrapper" id="iCxFxjkHbP"><button class="icon-button search-close-button" id="VjLlGakifb" aria-label="close search"><svg><use xlink:href="#close-icon"></use></svg></button><div class="search-box-c"><svg><use xlink:href="#search-icon"></use></svg> <input type="text" id="vpcKVYIppa" class="search-input" placeholder="Search..." autofocus></div><div class="search-result-c" id="fWwVHRuDuN"><span class="search-result-c-text">Type anything to view search result</span></div></div></div><div class="mobile-menu-icon-container"><button class="icon-button" id="mobile-menu" data-isopen="false" aria-label="menu"><svg><use xlink:href="#menu-icon"></use></svg></button></div><div 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