Emulating palette based graphics in WebGL v.s. Canvas 2D

爱⌒轻易说出口 提交于 2019-11-26 20:31:52

You can use a texture as your palette and a different texture as your image. You then get a value from the image texture and use it too look up a color from the palette texture.

The palette texture is 256x1 RGBA pixels. Your image texture is any size you want but just a single channel ALPHA texture. You can then look up a value from the image

    float index = texture2D(u_image, v_texcoord).a * 255.0;

And use that value to look up a color in the palette

    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));

Your shaders might be something like this

Vertex Shader

attribute vec4 a_position;
varying vec2 v_texcoord;
void main() {
  gl_Position = a_position;

  // assuming a unit quad for position we
  // can just use that for texcoords. Flip Y though so we get the top at 0
  v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
}    

Fragment shader

precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;

void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}

Then you just need a palette texture.

 // Setup a palette.
 var palette = new Uint8Array(256 * 4);

 // I'm lazy so just setting 4 colors in palette
 function setPalette(index, r, g, b, a) {
     palette[index * 4 + 0] = r;
     palette[index * 4 + 1] = g;
     palette[index * 4 + 2] = b;
     palette[index * 4 + 3] = a;
 }
 setPalette(1, 255, 0, 0, 255); // red
 setPalette(2, 0, 255, 0, 255); // green
 setPalette(3, 0, 0, 255, 255); // blue

 // upload palette
 ...
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, 
               gl.UNSIGNED_BYTE, palette);

And your image. It's an alpha only image so just 1 channel.

 // Make image. Just going to make something 8x8
 var image = new Uint8Array([
     0,0,1,1,1,1,0,0,
     0,1,0,0,0,0,1,0,
     1,0,0,0,0,0,0,1,
     1,0,2,0,0,2,0,1,
     1,0,0,0,0,0,0,1,
     1,0,3,3,3,3,0,1,
     0,1,0,0,0,0,1,0,
     0,0,1,1,1,1,0,0,
 ]);

 // upload image
 ....
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, 
               gl.UNSIGNED_BYTE, image);

You also need to make sure both textures are using gl.NEAREST for filtering since one represents indices and the other a palette and filtering between values in those cases makes no sense.

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

Here's a working example:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

To animate just update the image and then re-upload it into the texture

 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, 
               gl.UNSIGNED_BYTE, image);

Example:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var width = 8;
var height = 8;
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
var frameCounter = 0;
function render() {  
  ++frameCounter;
    
  // skip 3 of 4 frames so the animation is not too fast
  if ((frameCounter & 3) == 0) {
    // rotate the image left
    for (var y = 0; y < height; ++y) {
      var temp = image[y * width];
      for (var x = 0; x < width - 1; ++x) {
        image[y * width + x] = image[y * width + x + 1];
      }
      image[y * width + width - 1] = temp;
    }
    // re-upload image
    gl.activeTexture(gl.TEXTURE0);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA,
                  gl.UNSIGNED_BYTE, image);
    
    gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
  }
  requestAnimationFrame(render);
}
render();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

Of course that assumes your goal is to do the animation on the CPU by manipulating pixels. Otherwise you can use any normal webgl techniques to manipulate texture coordinates or whatever.

You can also update the palette similarly for palette animation. Just modify the palette and re-upload it

 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, 
               gl.UNSIGNED_BYTE, palette);

Example:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var width = 8;
var height = 8;
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
var frameCounter = 0;
function render() {  
  ++frameCounter;
    
  // skip 3 of 4 frames so the animation is not too fast
  if ((frameCounter & 3) == 0) {
    // rotate the 3 palette colors
    var tempR = palette[4 + 0];
    var tempG = palette[4 + 1];
    var tempB = palette[4 + 2];
    var tempA = palette[4 + 3];
    setPalette(1, palette[2 * 4 + 0], palette[2 * 4 + 1], palette[2 * 4 + 2], palette[2 * 4 + 3]);
    setPalette(2, palette[3 * 4 + 0], palette[3 * 4 + 1], palette[3 * 4 + 2], palette[3 * 4 + 3]);
    setPalette(3, tempR, tempG, tempB, tempA);

    // re-upload palette
    gl.activeTexture(gl.TEXTURE1);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA,
                  gl.UNSIGNED_BYTE, palette);
    
    gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
  }
  requestAnimationFrame(render);
}
render();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

Slightly related is this tile shader example http://blog.tojicode.com/2012/07/sprite-tile-maps-on-gpu.html

Presumably you're building up a javascript array that's around 512 x 512 (PAL size)...

A WebGL fragment shader could definitely do your palette conversion pretty nicely. The recipe would go something like this:

  1. Set up WebGL with a "geometry" of just two triangles that span your viewport. (GL is all triangles.) This is the biggest bother, if you're not already GL fluent. But it's not that bad. Spend some quality time with http://learningwebgl.com/blog/?page_id=1217 . But it will be ~100 lines of stuff. Price of admission.
  2. Build your in-memory frame buffer 4 times bigger. (I think textures always have to be RGBA?) And populate every fourth byte, the R component, with your pixel values. Use new Float32Array to allocate it. You can use values 0-255, or divide it down to 0.0 to 1.0. We'll pass this to webgl as a texture. This one changes every frame.
  3. Build a second texture that's 256 x 1 pixels, which is your palette lookup table. This one never changes (unless the palette can be modified?).
  4. In your fragment shader, use your emulated frame buffer texture as a lookup into your palette. The first pixel in the palette is accessed at location (0.5/256.0, 0.5), middle of the pixel.
  5. On each frame, resubmit the emulated frame buffer texture and redraw. Pushing pixels to the GPU is expensive... but a PAL-sized image is pretty small by modern standards.
  6. Bonus step: You could enhance the fragment shader to imitate scanlines, interlace video, or other cute emulation artifacts (phosphor dots?) on modern high-resolution displays, all at no cost to your javascript!

This is just a sketch. But it will work. WebGL is a pretty low-level API, and quite flexible, but well worth the effort (if you like that kind of thing, which I do. :-) ).

Again, http://learningwebgl.com/blog/?page_id=1217 is well-recommended for overall WebGL guidance.

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