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webgl-utils.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.
*/
(function(root, factory) { // eslint-disable-line
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define([], function() {
return factory.call(root);
});
} else {
// Browser globals
root.webglUtils = factory.call(root);
}
}(this, function() {
'use strict';
const topWindow = this;
/** @module webgl-utils */
function isInIFrame(w) {
w = w || topWindow;
return w !== w.top;
}
if (!isInIFrame()) {
console.log("%c%s", 'color:blue;font-weight:bold;', 'for more about webgl-utils.js see:'); // eslint-disable-line
console.log("%c%s", 'color:blue;font-weight:bold;', 'https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html'); // eslint-disable-line
}
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
function error(msg) {
if (topWindow.console) {
if (topWindow.console.error) {
topWindow.console.error(msg);
} else if (topWindow.console.log) {
topWindow.console.log(msg);
}
}
}
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
const errFn = opt_errorCallback || error;
// Create the shader object
const shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
const compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
const lastError = gl.getShaderInfoLog(shader);
errFn('*** Error compiling shader \'' + shader + '\':' + lastError + `\n` + shaderSource.split('\n').map((l,i) => `${i + 1}: ${l}`).join('\n'));
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {WebGLShader[]} shaders The shaders to attach
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @memberOf module:webgl-utils
*/
function createProgram(
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
const errFn = opt_errorCallback || error;
const program = gl.createProgram();
shaders.forEach(function(shader) {
gl.attachShader(program, shader);
});
if (opt_attribs) {
opt_attribs.forEach(function(attrib, ndx) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ndx] : ndx,
attrib);
});
}
gl.linkProgram(program);
// Check the link status
const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
const lastError = gl.getProgramInfoLog(program);
errFn('Error in program linking:' + lastError);
gl.deleteProgram(program);
return null;
}
return program;
}
const defaultShaderType = [
'VERTEX_SHADER',
'FRAGMENT_SHADER',
];
/**
* Creates a program from 2 sources.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSources Array of sources for the
* shaders. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram} The created program.
* @memberOf module:webgl-utils
*/
function createProgramFromSources(
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
const shaders = [];
for (let ii = 0; ii < shaderSources.length; ++ii) {
shaders.push(loadShader(
gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
}
/**
* 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
*/
function resizeCanvasToDisplaySize(canvas, multiplier) {
multiplier = multiplier || window.devicePixelRatio;
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;
}
return {
createProgram: createProgram,
createProgramFromSources: createProgramFromSources,
resizeCanvasToDisplaySize: resizeCanvasToDisplaySize,
};
}));