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texture_color.js
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texture_color.js
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var gl = null;
var mvp, proj, model, mvpLoc, texLoc, tex;
function init() {
run();
}
function run() {
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
gl = canvas.getContext('webgl2', { antialias: false });
var isWebGL2 = !!gl;
if (isWebGL2 === false) {
console.error("WebGL2 context not supported");
return;
}
const vert = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"layout(location = 0) in vec3 pos;",
"layout(location = 1) in vec2 uv;",
"uniform mat4 mvp;",
"out vec2 v_uv;",
"void main(){",
"gl_Position = mvp * vec4(pos,1.0);",
"v_uv = uv;",
"}"
].join('\n');
const frag = [
"#version 300 es",
"precision highp float; ",
"precision highp int;",
"uniform sampler2D tex;",
"in vec2 v_uv;",
"out vec4 oColor;",
"void main(){",
"oColor = texture(tex,v_uv);",
"}"
].join('\n');
var prog = createProgram(gl, vert, frag);
if (!prog == null) {
console.error("failed to create shader prog");
return;
}
console.log("we are set");
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
var vertBuff = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuff);
gl.bufferData(gl.ARRAY_BUFFER, create_plane_vt(), gl.STATIC_DRAW);
const FLOAT_SIZE = Float32Array.BYTES_PER_ELEMENT;
const STRIDE = FLOAT_SIZE * 5;
//vertex attrib
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, STRIDE, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, STRIDE, FLOAT_SIZE * 3);
const w = gl.canvas.width;
const h = gl.canvas.height;
//math api ref: http://math.hws.edu/graphicsbook/c7/s1.html#webgl3d.1.2
proj = mat4.perspective(mat4.create(), 55 * 3.14 / 180, w / h, 1, 2000);
model = mat4.create();
mat4.identity(model);
mvp = mat4.create();
mat4.scale(model, model, [128, 128, 1]);
mat4.translate(model, model, [0, 0, -400]);
gl.useProgram(prog);
mvpLoc = gl.getUniformLocation(prog, "mvp");
texLoc = gl.getUniformLocation(prog, "tex");
const tex_w = 512;
const tex_h = 512;
var colorData = new Uint8Array(tex_w * tex_h * 3);
//clear texture to blue
for (var i = 0; i < colorData.length; i += 3)
{
colorData[i] = 0;
colorData[i + 1] = 0;
colorData[i + 2] = 255;
}
tex = createGLTexture(gl, gl.RGB, gl.RGB8, tex_w, tex_h, gl.CLAMP_TO_EDGE, false, false, colorData);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(texLoc, 0);
mat4.multiply(mvp, proj, model);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
window.addEventListener('resize', onResize);
requestAnimationFrame(render);
}
function onResize() {
mat4.identity(proj);
const w = window.innerWidth;
const h = window.innerHeight;
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
proj = mat4.perspective(proj, 33 * 3.14 / 180, w / h, 1, 2000);
mat4.multiply(mvp, proj, model);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
}
function render() {
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
mat4.multiply(mvp, proj, model);
gl.uniformMatrix4fv(mvpLoc, false, mvp);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
requestAnimationFrame(render);
}
window.addEventListener('load', init);