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264 lines (212 loc) · 7.3 KB
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Copy pathlib.js
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264 lines (212 loc) · 7.3 KB
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/**
* Creates a new vertex buffer and loads it full of the given data.
* Preserves bound buffer.
*
* @param {WebGLRenderingContext} gl
* @param {number[]} data
* @param {number} usage
*
* @returns {WebGlBuffer}
*/
function create_and_load_vertex_buffer(gl, data, usage) {
let current_array_buf = gl.getParameter( gl.ARRAY_BUFFER_BINDING );
let buf_id = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buf_id );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(data), usage );
gl.bindBuffer( gl.ARRAY_BUFFER, current_array_buf );
return buf_id;
}
/**
*
* @param {WebGLRenderingContext} gl
* @param {WebGLShader} shader_id
*/
function assert_shader_compiled_correctly( gl, shader_id ) {
if( !gl.getShaderParameter( shader_id, gl.COMPILE_STATUS ) ) {
let err = gl.getShaderInfoLog( shader_id );
let shader_kind = gl.getShaderParameter( shader_id, gl.SHADER_TYPE );
let shader_kind_name =
shader_kind == gl.VERTEX_SHADER ? 'vertex shader' :
shader_kind == gl.FRAGMENT_SHADER ? 'fragment shader' :
'unknown shader';
throw new Error( 'Compile error in ' + shader_kind_name + ':\n' + err );
}
return true;
}
/**
* Creates a new shader program, creates and attaches vertex and fragment shaders
* from the given sources, links the resulting program, and returns it.
*
* @param {WebGLRenderingContext} gl
* @param {string} v_shader_src
* @param {string} f_shader_src
*
* @returns {WebGLProgram}
*/
function create_compile_and_link_program( gl, v_shader_src, f_shader_src ) {
let program = gl.createProgram()
let v_shader = gl.createShader( gl.VERTEX_SHADER );
gl.shaderSource( v_shader, v_shader_src );
gl.compileShader( v_shader );
assert_shader_compiled_correctly( gl, v_shader );
let f_shader = gl.createShader( gl.FRAGMENT_SHADER );
gl.shaderSource( f_shader, f_shader_src );
gl.compileShader( f_shader );
assert_shader_compiled_correctly( gl, f_shader );
gl.attachShader( program, v_shader );
gl.attachShader( program, f_shader );
gl.linkProgram( program );
if( !gl.getProgramParameter( program, gl.LINK_STATUS ) ) {
let err = gl.getProgramInfoLog( program );
throw new Error( 'Link error in shader program:\n' + err );
}
return program;
}
/**
*
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
*/
function delete_program_and_attached_shaders( gl, program ) {
let shaders = gl.getAttachedShaders( program );
gl.deleteProgram( program );
shaders.forEach( function( shader ) { gl.deleteShader( shader ); } );
}
/**
* Sets the buffer for a given vertex attribute name.
*
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
* @param {string} attrib_name
* @param {WebGLBuffer} buffer
* @param {number} n_components
* @param {number} gl_type
* @param {number} stride
* @param {number} offset
*/
function set_vertex_attrib_to_buffer(
gl, program, attrib_name, buffer, n_components, gl_type, normalize, stride, offset )
{
let attr_loc = gl.getAttribLocation( program, attrib_name );
if ( attr_loc == - 1 ) {
throw new Error( 'either no attribute named "' + attrib_name +
'" in program or attribute name is reserved/built-in.' )
}
let err = gl.getError()
if ( err != 0 ) {
throw new Error( 'invalid program. Error: ' + err );
}
let current_array_buf = gl.getParameter( gl.ARRAY_BUFFER_BINDING );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
gl.enableVertexAttribArray( attr_loc );
gl.vertexAttribPointer( attr_loc, n_components, gl_type, normalize, stride, offset );
//gl.enableVertexAttribArray( attr_loc );
gl.bindBuffer( gl.ARRAY_BUFFER, current_array_buf );
}
/**
* Set global parameters such as "clear color".
* @param {WebGLRenderingContext} gl
*/
function set_render_params( gl ) {
// gl.clearColor( 0.0, 0.0, 0.0, 1 );
gl.clearColor( 0.5, 0.8, 1.0, 1.0 );
gl.enable( gl.DEPTH_TEST );
gl.enable( gl.BLEND );
gl.depthMask( true );
gl.depthFunc( gl.LEQUAL );
gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
// gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
}
/**
* Sets uniform data for a row-major matrix4
*
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
* @param {string} name
* @param {number[]} data
*/
function set_uniform_matrix4( gl, program, name, data ) {
//let old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
//gl.useProgram( program );
const loc = gl.getUniformLocation( program, name );
gl.uniformMatrix4fv( loc, true, data );
//gl.useProgram( old_prog );
}
/**
* Creates a new index buffer and loads it full of the given data.
* Preserves bound buffer.
*
* @param {WebGLRenderingContext} gl
* @param {number[]} data
* @param {number} usage
*
* @returns {WebGlBuffer}
*/
function create_and_load_elements_buffer(gl, data, usage) {
let current_buf = gl.getParameter( gl.ELEMENT_ARRAY_BUFFER_BINDING );
let buf_id = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buf_id );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(data), usage );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, current_buf );
return buf_id;
}
/**
* Set the built-in shader uniform to texture unit 0.
* (this isn't strictly necessary, but would if we wanted to use multi-texturing)
* @param {WebGLRenderingContext} gl
*/
function bind_texture_samplers( gl, program, sampler_name ) {
const old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
gl.useProgram( program );
const loc = gl.getUniformLocation( program, sampler_name );
gl.uniform1i( loc, 0 );
gl.useProgram( old_prog );
}
/**
* Sets uniform data for a 3 component vector.
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
* @param {string} name
*/
function set_uniform_vec3( gl, program, name, x, y, z ) {
// let old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
// gl.useProgram( program );
const loc = gl.getUniformLocation( program, name );
gl.uniform3f( loc, x, y, z );
// gl.useProgram( old_prog );
}
/**
* Set a single float value
* @param {*} gl
* @param {*} program
* @param {*} name
* @param {*} x
*/
function set_uniform_scalar( gl, program, name, x ){
// let old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
// gl.useProgram( program );
const loc = gl.getUniformLocation( program, name );
gl.uniform1f( loc, x );
// gl.useProgram( old_prog );
}
/**
* Sets uniform data for an array of 3 component vectors.
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
* @param {string} name
* @param {number[]} data must be flattened
*/
function set_uniform_vec3_array( gl, program, name, data ) {
// let old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
// gl.useProgram( program );
const loc = gl.getUniformLocation( program, name );
gl.uniform3fv( loc, data )
// gl.useProgram( old_prog );
}
function set_uniform_int( gl, program, name, data ) {
// let old_prog = gl.getParameter( gl.CURRENT_PROGRAM );
// gl.useProgram( program );
const loc = gl.getUniformLocation( program, name );
gl.uniform1i( loc, data );
// gl.useProgram( old_prog );
}