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WebGLUtils.js
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WebGLUtils.js
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/*
* Copyright 2021 GFXFundamentals.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of GFXFundamentals. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
class WebGLUtils
{
constructor(gl)
{
this.gl = gl;
this.defaultShaderType =
[
'VERTEX_SHADER',
'FRAGMENT_SHADER',
];
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param shaders The shaders to attach
* @memberOf module:webgl-utils
*/
createProgram(
shaders)
{
const program = this.gl.createProgram();
shaders.forEach((shader) =>
{
this.gl.attachShader(program, shader);
});
this.gl.linkProgram(program);
// Check the link status
const linked = this.gl.getProgramParameter(program, this.gl.LINK_STATUS);
if (!linked)
{
// something went wrong with the link
return null;
}
return program;
}
/**
* Creates a ProgramInfo from 2 sources.
*
* A ProgramInfo contains
*
* programInfo = {
* program: WebGLProgram,
* uniformSetters: object of setters as returned from createUniformSetters,
* attribSetters: object of setters as returned from createAttribSetters,
* }
*
* @param shaderSources Array of sources for the
* shaders or ids. The first is assumed to be the vertex shader,
* the second the fragment shader.
* on error. If you want something else pass an callback. It's passed an error message.
* @return The created program.
* @memberOf module:webgl-utils
*/
createProgramFromSources(
shaderSources)
{
const shaders = [];
for (let ii = 0; ii < shaderSources.length; ++ii)
{
shaders.push(this.loadShader(
shaderSources[ii], this.gl[this.defaultShaderType[ii]]/*, opt_errorCallback*/));
}
return this.createProgram(shaders/*, opt_attribs, opt_locations, opt_errorCallback*/);
}
/**
* Loads a shader.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @return {WebGLShader} The created shader.
*/
loadShader(shaderSource, shaderType)
{
// Create the shader object
const shader = this.gl.createShader(shaderType);
// Load the shader source
this.gl.shaderSource(shader, shaderSource);
// Compile the shader
this.gl.compileShader(shader);
// Check the compile status
const compiled = this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS);
return shader;
}
/**
* Resize a canvas to match the size its displayed.
* @param {HTMLCanvasElement} canvas The canvas to resize.
* @param {number} [multiplier] amount to multiply by.
* Pass in window.devicePixelRatio for native pixels.
* @return {boolean} true if the canvas was resized.
* @memberOf module:webgl-utils
*/
resizeCanvasToDisplaySize(canvas, multiplier = 1)
{
const width = canvas.clientWidth * multiplier | 0;
const height = canvas.clientHeight * multiplier | 0;
if (canvas.width !== width || canvas.height !== height)
{
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
}