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1373 lines
48 KiB
1373 lines
48 KiB
/* |
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* Copyright 2021 GFXFundamentals. |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* * Redistributions in binary form must reproduce the above |
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* copyright notice, this list of conditions and the following disclaimer |
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* in the documentation and/or other materials provided with the |
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* distribution. |
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* * Neither the name of GFXFundamentals. nor the names of his |
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* contributors may be used to endorse or promote products derived from |
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* this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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|
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(function(root, factory) { // eslint-disable-line |
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if (typeof define === 'function' && define.amd) { |
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// AMD. Register as an anonymous module. |
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define([], function() { |
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return factory.call(root); |
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}); |
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} else { |
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// Browser globals |
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root.webglUtils = factory.call(root); |
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} |
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}(this, function() { |
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'use strict'; |
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const topWindow = this; |
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|
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/** @module webgl-utils */ |
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|
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function isInIFrame(w) { |
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w = w || topWindow; |
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return w !== w.top; |
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} |
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|
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if (!isInIFrame()) { |
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console.log("%c%s", 'color:blue;font-weight:bold;', 'for more about webgl-utils.js see:'); // eslint-disable-line |
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console.log("%c%s", 'color:blue;font-weight:bold;', 'https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html'); // eslint-disable-line |
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} |
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|
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/** |
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* Wrapped logging function. |
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* @param {string} msg The message to log. |
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*/ |
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function error(msg) { |
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if (topWindow.console) { |
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if (topWindow.console.error) { |
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topWindow.console.error(msg); |
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} else if (topWindow.console.log) { |
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topWindow.console.log(msg); |
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} |
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} |
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} |
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|
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|
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/** |
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* Error Callback |
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* @callback ErrorCallback |
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* @param {string} msg error message. |
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* @memberOf module:webgl-utils |
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*/ |
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|
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/** |
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* Loads a shader. |
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* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. |
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* @param {string} shaderSource The shader source. |
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* @param {number} shaderType The type of shader. |
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* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. |
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* @return {WebGLShader} The created shader. |
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*/ |
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function loadShader(gl, shaderSource, shaderType, opt_errorCallback) { |
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const errFn = opt_errorCallback || error; |
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// Create the shader object |
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const shader = gl.createShader(shaderType); |
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|
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// Load the shader source |
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gl.shaderSource(shader, shaderSource); |
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|
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// Compile the shader |
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gl.compileShader(shader); |
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|
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// Check the compile status |
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const compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
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if (!compiled) { |
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// Something went wrong during compilation; get the error |
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const lastError = gl.getShaderInfoLog(shader); |
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errFn('*** Error compiling shader \'' + shader + '\':' + lastError + `\n` + shaderSource.split('\n').map((l,i) => `${i + 1}: ${l}`).join('\n')); |
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gl.deleteShader(shader); |
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return null; |
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} |
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|
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return shader; |
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} |
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|
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/** |
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* Creates a program, attaches shaders, binds attrib locations, links the |
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* program and calls useProgram. |
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* @param {WebGLShader[]} shaders The shaders to attach |
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* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in |
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* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. |
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* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console |
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* on error. If you want something else pass an callback. It's passed an error message. |
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* @memberOf module:webgl-utils |
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*/ |
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function createProgram( |
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gl, shaders, opt_attribs, opt_locations, opt_errorCallback) { |
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const errFn = opt_errorCallback || error; |
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const program = gl.createProgram(); |
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shaders.forEach(function(shader) { |
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gl.attachShader(program, shader); |
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}); |
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if (opt_attribs) { |
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opt_attribs.forEach(function(attrib, ndx) { |
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gl.bindAttribLocation( |
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program, |
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opt_locations ? opt_locations[ndx] : ndx, |
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attrib); |
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}); |
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} |
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gl.linkProgram(program); |
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|
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// Check the link status |
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const linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
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if (!linked) { |
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// something went wrong with the link |
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const lastError = gl.getProgramInfoLog(program); |
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errFn('Error in program linking:' + lastError); |
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|
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gl.deleteProgram(program); |
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return null; |
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} |
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return program; |
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} |
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|
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/** |
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* Loads a shader from a script tag. |
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* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use. |
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* @param {string} scriptId The id of the script tag. |
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* @param {number} opt_shaderType The type of shader. If not passed in it will |
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* be derived from the type of the script tag. |
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* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. |
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* @return {WebGLShader} The created shader. |
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*/ |
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function createShaderFromScript( |
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gl, scriptId, opt_shaderType, opt_errorCallback) { |
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let shaderSource = ''; |
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let shaderType; |
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const shaderScript = document.getElementById(scriptId); |
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if (!shaderScript) { |
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throw ('*** Error: unknown script element' + scriptId); |
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} |
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shaderSource = shaderScript.text; |
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|
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if (!opt_shaderType) { |
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if (shaderScript.type === 'x-shader/x-vertex') { |
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shaderType = gl.VERTEX_SHADER; |
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} else if (shaderScript.type === 'x-shader/x-fragment') { |
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shaderType = gl.FRAGMENT_SHADER; |
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} else if (shaderType !== gl.VERTEX_SHADER && shaderType !== gl.FRAGMENT_SHADER) { |
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throw ('*** Error: unknown shader type'); |
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} |
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} |
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|
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return loadShader( |
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gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType, |
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opt_errorCallback); |
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} |
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const defaultShaderType = [ |
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'VERTEX_SHADER', |
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'FRAGMENT_SHADER', |
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]; |
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|
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/** |
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* Creates a program from 2 script tags. |
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* |
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* @param {WebGLRenderingContext} gl The WebGLRenderingContext |
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* to use. |
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* @param {string[]} shaderScriptIds Array of ids of the script |
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* tags for the shaders. The first is assumed to be the |
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* vertex shader, the second the fragment shader. |
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* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in |
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* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. |
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* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console |
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* on error. If you want something else pass an callback. It's passed an error message. |
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* @return {WebGLProgram} The created program. |
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* @memberOf module:webgl-utils |
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*/ |
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function createProgramFromScripts( |
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gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) { |
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const shaders = []; |
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for (let ii = 0; ii < shaderScriptIds.length; ++ii) { |
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shaders.push(createShaderFromScript( |
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gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback)); |
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} |
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return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback); |
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} |
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|
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/** |
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* Creates a program from 2 sources. |
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* |
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* @param {WebGLRenderingContext} gl The WebGLRenderingContext |
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* to use. |
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* @param {string[]} shaderSourcess Array of sources for the |
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* shaders. The first is assumed to be the vertex shader, |
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* the second the fragment shader. |
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* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in |
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* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations. |
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* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console |
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* on error. If you want something else pass an callback. It's passed an error message. |
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* @return {WebGLProgram} The created program. |
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* @memberOf module:webgl-utils |
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*/ |
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function createProgramFromSources( |
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gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { |
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const shaders = []; |
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for (let ii = 0; ii < shaderSources.length; ++ii) { |
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shaders.push(loadShader( |
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gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback)); |
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} |
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return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback); |
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} |
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|
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/** |
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* Returns the corresponding bind point for a given sampler type |
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*/ |
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function getBindPointForSamplerType(gl, type) { |
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if (type === gl.SAMPLER_2D) return gl.TEXTURE_2D; // eslint-disable-line |
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if (type === gl.SAMPLER_CUBE) return gl.TEXTURE_CUBE_MAP; // eslint-disable-line |
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return undefined; |
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} |
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|
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/** |
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* @typedef {Object.<string, function>} Setters |
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*/ |
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|
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/** |
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* Creates setter functions for all uniforms of a shader |
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* program. |
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* |
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* @see {@link module:webgl-utils.setUniforms} |
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* |
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* @param {WebGLProgram} program the program to create setters for. |
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* @returns {Object.<string, function>} an object with a setter by name for each uniform |
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* @memberOf module:webgl-utils |
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*/ |
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function createUniformSetters(gl, program) { |
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let textureUnit = 0; |
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|
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/** |
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* Creates a setter for a uniform of the given program with it's |
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* location embedded in the setter. |
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* @param {WebGLProgram} program |
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* @param {WebGLUniformInfo} uniformInfo |
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* @returns {function} the created setter. |
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*/ |
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function createUniformSetter(program, uniformInfo) { |
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const location = gl.getUniformLocation(program, uniformInfo.name); |
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const type = uniformInfo.type; |
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// Check if this uniform is an array |
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const isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === '[0]'); |
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if (type === gl.FLOAT && isArray) { |
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return function(v) { |
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gl.uniform1fv(location, v); |
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}; |
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} |
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if (type === gl.FLOAT) { |
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return function(v) { |
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gl.uniform1f(location, v); |
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}; |
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} |
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if (type === gl.FLOAT_VEC2) { |
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return function(v) { |
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gl.uniform2fv(location, v); |
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}; |
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} |
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if (type === gl.FLOAT_VEC3) { |
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return function(v) { |
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gl.uniform3fv(location, v); |
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}; |
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} |
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if (type === gl.FLOAT_VEC4) { |
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return function(v) { |
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gl.uniform4fv(location, v); |
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}; |
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} |
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if (type === gl.INT && isArray) { |
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return function(v) { |
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gl.uniform1iv(location, v); |
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}; |
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} |
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if (type === gl.INT) { |
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return function(v) { |
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gl.uniform1i(location, v); |
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}; |
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} |
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if (type === gl.INT_VEC2) { |
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return function(v) { |
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gl.uniform2iv(location, v); |
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}; |
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} |
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if (type === gl.INT_VEC3) { |
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return function(v) { |
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gl.uniform3iv(location, v); |
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}; |
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} |
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if (type === gl.INT_VEC4) { |
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return function(v) { |
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gl.uniform4iv(location, v); |
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}; |
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} |
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if (type === gl.BOOL) { |
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return function(v) { |
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gl.uniform1iv(location, v); |
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}; |
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} |
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if (type === gl.BOOL_VEC2) { |
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return function(v) { |
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gl.uniform2iv(location, v); |
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}; |
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} |
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if (type === gl.BOOL_VEC3) { |
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return function(v) { |
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gl.uniform3iv(location, v); |
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}; |
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} |
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if (type === gl.BOOL_VEC4) { |
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return function(v) { |
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gl.uniform4iv(location, v); |
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}; |
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} |
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if (type === gl.FLOAT_MAT2) { |
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return function(v) { |
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gl.uniformMatrix2fv(location, false, v); |
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}; |
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} |
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if (type === gl.FLOAT_MAT3) { |
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return function(v) { |
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gl.uniformMatrix3fv(location, false, v); |
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}; |
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} |
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if (type === gl.FLOAT_MAT4) { |
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return function(v) { |
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gl.uniformMatrix4fv(location, false, v); |
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}; |
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} |
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if ((type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) && isArray) { |
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const units = []; |
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for (let ii = 0; ii < info.size; ++ii) { |
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units.push(textureUnit++); |
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} |
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return function(bindPoint, units) { |
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return function(textures) { |
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gl.uniform1iv(location, units); |
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textures.forEach(function(texture, index) { |
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gl.activeTexture(gl.TEXTURE0 + units[index]); |
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gl.bindTexture(bindPoint, texture); |
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}); |
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}; |
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}(getBindPointForSamplerType(gl, type), units); |
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} |
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if (type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) { |
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return function(bindPoint, unit) { |
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return function(texture) { |
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gl.uniform1i(location, unit); |
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gl.activeTexture(gl.TEXTURE0 + unit); |
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gl.bindTexture(bindPoint, texture); |
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}; |
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}(getBindPointForSamplerType(gl, type), textureUnit++); |
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} |
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throw ('unknown type: 0x' + type.toString(16)); // we should never get here. |
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} |
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|
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const uniformSetters = { }; |
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const numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
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|
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for (let ii = 0; ii < numUniforms; ++ii) { |
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const uniformInfo = gl.getActiveUniform(program, ii); |
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if (!uniformInfo) { |
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break; |
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} |
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let name = uniformInfo.name; |
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// remove the array suffix. |
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if (name.substr(-3) === '[0]') { |
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name = name.substr(0, name.length - 3); |
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} |
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const setter = createUniformSetter(program, uniformInfo); |
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uniformSetters[name] = setter; |
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} |
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return uniformSetters; |
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} |
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|
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/** |
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* Set uniforms and binds related textures. |
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* |
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* Example: |
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* |
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* let programInfo = createProgramInfo( |
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* gl, ["some-vs", "some-fs"]); |
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* |
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* let tex1 = gl.createTexture(); |
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* let tex2 = gl.createTexture(); |
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* |
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* ... assume we setup the textures with data ... |
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* |
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* let uniforms = { |
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* u_someSampler: tex1, |
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* u_someOtherSampler: tex2, |
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* u_someColor: [1,0,0,1], |
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* u_somePosition: [0,1,1], |
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* u_someMatrix: [ |
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* 1,0,0,0, |
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* 0,1,0,0, |
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* 0,0,1,0, |
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* 0,0,0,0, |
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* ], |
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* }; |
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* |
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* gl.useProgram(program); |
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* |
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* This will automatically bind the textures AND set the |
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* uniforms. |
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* |
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* setUniforms(programInfo.uniformSetters, uniforms); |
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* |
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* For the example above it is equivalent to |
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* |
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* let texUnit = 0; |
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* gl.activeTexture(gl.TEXTURE0 + texUnit); |
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* gl.bindTexture(gl.TEXTURE_2D, tex1); |
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* gl.uniform1i(u_someSamplerLocation, texUnit++); |
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* gl.activeTexture(gl.TEXTURE0 + texUnit); |
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* gl.bindTexture(gl.TEXTURE_2D, tex2); |
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* gl.uniform1i(u_someSamplerLocation, texUnit++); |
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* gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]); |
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* gl.uniform3fv(u_somePositionLocation, [0, 1, 1]); |
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* gl.uniformMatrix4fv(u_someMatrix, false, [ |
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* 1,0,0,0, |
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* 0,1,0,0, |
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* 0,0,1,0, |
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* 0,0,0,0, |
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* ]); |
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* |
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* Note it is perfectly reasonable to call `setUniforms` multiple times. For example |
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* |
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* let uniforms = { |
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* u_someSampler: tex1, |
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* u_someOtherSampler: tex2, |
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* }; |
|
* |
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* let moreUniforms { |
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* u_someColor: [1,0,0,1], |
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* u_somePosition: [0,1,1], |
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* u_someMatrix: [ |
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* 1,0,0,0, |
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* 0,1,0,0, |
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* 0,0,1,0, |
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* 0,0,0,0, |
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* ], |
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* }; |
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* |
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* setUniforms(programInfo.uniformSetters, uniforms); |
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* setUniforms(programInfo.uniformSetters, moreUniforms); |
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* |
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* @param {Object.<string, function>|module:webgl-utils.ProgramInfo} setters the setters returned from |
|
* `createUniformSetters` or a ProgramInfo from {@link module:webgl-utils.createProgramInfo}. |
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* @param {Object.<string, value>} an object with values for the |
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* uniforms. |
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* @memberOf module:webgl-utils |
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*/ |
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function setUniforms(setters, ...values) { |
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setters = setters.uniformSetters || setters; |
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for (const uniforms of values) { |
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Object.keys(uniforms).forEach(function(name) { |
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const setter = setters[name]; |
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if (setter) { |
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setter(uniforms[name]); |
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} |
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}); |
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} |
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} |
|
|
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/** |
|
* Creates setter functions for all attributes of a shader |
|
* program. You can pass this to {@link module:webgl-utils.setBuffersAndAttributes} to set all your buffers and attributes. |
|
* |
|
* @see {@link module:webgl-utils.setAttributes} for example |
|
* @param {WebGLProgram} program the program to create setters for. |
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* @return {Object.<string, function>} an object with a setter for each attribute by name. |
|
* @memberOf module:webgl-utils |
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*/ |
|
function createAttributeSetters(gl, program) { |
|
const attribSetters = { |
|
}; |
|
|
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function createAttribSetter(index) { |
|
return function(b) { |
|
if (b.value) { |
|
gl.disableVertexAttribArray(index); |
|
switch (b.value.length) { |
|
case 4: |
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gl.vertexAttrib4fv(index, b.value); |
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break; |
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case 3: |
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gl.vertexAttrib3fv(index, b.value); |
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break; |
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case 2: |
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gl.vertexAttrib2fv(index, b.value); |
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break; |
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case 1: |
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gl.vertexAttrib1fv(index, b.value); |
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break; |
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default: |
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throw new Error('the length of a float constant value must be between 1 and 4!'); |
|
} |
|
} else { |
|
gl.bindBuffer(gl.ARRAY_BUFFER, b.buffer); |
|
gl.enableVertexAttribArray(index); |
|
gl.vertexAttribPointer( |
|
index, b.numComponents || b.size, b.type || gl.FLOAT, b.normalize || false, b.stride || 0, b.offset || 0); |
|
} |
|
}; |
|
} |
|
|
|
const numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); |
|
for (let ii = 0; ii < numAttribs; ++ii) { |
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const attribInfo = gl.getActiveAttrib(program, ii); |
|
if (!attribInfo) { |
|
break; |
|
} |
|
const index = gl.getAttribLocation(program, attribInfo.name); |
|
attribSetters[attribInfo.name] = createAttribSetter(index); |
|
} |
|
|
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return attribSetters; |
|
} |
|
|
|
/** |
|
* Sets attributes and binds buffers (deprecated... use {@link module:webgl-utils.setBuffersAndAttributes}) |
|
* |
|
* Example: |
|
* |
|
* let program = createProgramFromScripts( |
|
* gl, ["some-vs", "some-fs"]); |
|
* |
|
* let attribSetters = createAttributeSetters(program); |
|
* |
|
* let positionBuffer = gl.createBuffer(); |
|
* let texcoordBuffer = gl.createBuffer(); |
|
* |
|
* let attribs = { |
|
* a_position: {buffer: positionBuffer, numComponents: 3}, |
|
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, |
|
* }; |
|
* |
|
* gl.useProgram(program); |
|
* |
|
* This will automatically bind the buffers AND set the |
|
* attributes. |
|
* |
|
* setAttributes(attribSetters, attribs); |
|
* |
|
* Properties of attribs. For each attrib you can add |
|
* properties: |
|
* |
|
* * type: the type of data in the buffer. Default = gl.FLOAT |
|
* * normalize: whether or not to normalize the data. Default = false |
|
* * stride: the stride. Default = 0 |
|
* * offset: offset into the buffer. Default = 0 |
|
* |
|
* For example if you had 3 value float positions, 2 value |
|
* float texcoord and 4 value uint8 colors you'd setup your |
|
* attribs like this |
|
* |
|
* let attribs = { |
|
* a_position: {buffer: positionBuffer, numComponents: 3}, |
|
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2}, |
|
* a_color: { |
|
* buffer: colorBuffer, |
|
* numComponents: 4, |
|
* type: gl.UNSIGNED_BYTE, |
|
* normalize: true, |
|
* }, |
|
* }; |
|
* |
|
* @param {Object.<string, function>|model:webgl-utils.ProgramInfo} setters Attribute setters as returned from createAttributeSetters or a ProgramInfo as returned {@link module:webgl-utils.createProgramInfo} |
|
* @param {Object.<string, module:webgl-utils.AttribInfo>} attribs AttribInfos mapped by attribute name. |
|
* @memberOf module:webgl-utils |
|
* @deprecated use {@link module:webgl-utils.setBuffersAndAttributes} |
|
*/ |
|
function setAttributes(setters, attribs) { |
|
setters = setters.attribSetters || setters; |
|
Object.keys(attribs).forEach(function(name) { |
|
const setter = setters[name]; |
|
if (setter) { |
|
setter(attribs[name]); |
|
} |
|
}); |
|
} |
|
|
|
/** |
|
* Creates a vertex array object and then sets the attributes |
|
* on it |
|
* |
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext |
|
* to use. |
|
* @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters |
|
* @param {Object.<string, module:webgl-utils.AttribInfo>} attribs AttribInfos mapped by attribute name. |
|
* @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices |
|
*/ |
|
function createVAOAndSetAttributes(gl, setters, attribs, indices) { |
|
const vao = gl.createVertexArray(); |
|
gl.bindVertexArray(vao); |
|
setAttributes(setters, attribs); |
|
if (indices) { |
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices); |
|
} |
|
// We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER |
|
// like when creating buffers for other stuff will mess up this VAO's binding |
|
gl.bindVertexArray(null); |
|
return vao; |
|
} |
|
|
|
/** |
|
* Creates a vertex array object and then sets the attributes |
|
* on it |
|
* |
|
* @param {WebGLRenderingContext} gl The WebGLRenderingContext |
|
* to use. |
|
* @param {Object.<string, function>| module:webgl-utils.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters |
|
* @param {module:webgl-utils:BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc... |
|
* @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices |
|
*/ |
|
function createVAOFromBufferInfo(gl, programInfo, bufferInfo) { |
|
return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices); |
|
} |
|
|
|
/** |
|
* @typedef {Object} ProgramInfo |
|
* @property {WebGLProgram} program A shader program |
|
* @property {Object<string, function>} uniformSetters: object of setters as returned from createUniformSetters, |
|
* @property {Object<string, function>} attribSetters: object of setters as returned from createAttribSetters, |
|
* @memberOf module:webgl-utils |
|
*/ |
|
|
|
/** |
|
* 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 {WebGLRenderingContext} gl The WebGLRenderingContext |
|
* to use. |
|
* @param {string[]} shaderSourcess Array of sources for the |
|
* shaders or ids. 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 {module:webgl-utils.ProgramInfo} The created program. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function createProgramInfo( |
|
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) { |
|
shaderSources = shaderSources.map(function(source) { |
|
const script = document.getElementById(source); |
|
return script ? script.text : source; |
|
}); |
|
const program = webglUtils.createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback); |
|
if (!program) { |
|
return null; |
|
} |
|
const uniformSetters = createUniformSetters(gl, program); |
|
const attribSetters = createAttributeSetters(gl, program); |
|
return { |
|
program: program, |
|
uniformSetters: uniformSetters, |
|
attribSetters: attribSetters, |
|
}; |
|
} |
|
|
|
/** |
|
* Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate |
|
* |
|
* Example: |
|
* |
|
* let programInfo = createProgramInfo( |
|
* gl, ["some-vs", "some-fs"]); |
|
* |
|
* let arrays = { |
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, |
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, |
|
* }; |
|
* |
|
* let bufferInfo = createBufferInfoFromArrays(gl, arrays); |
|
* |
|
* gl.useProgram(programInfo.program); |
|
* |
|
* This will automatically bind the buffers AND set the |
|
* attributes. |
|
* |
|
* setBuffersAndAttributes(programInfo.attribSetters, bufferInfo); |
|
* |
|
* For the example above it is equivilent to |
|
* |
|
* gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
|
* gl.enableVertexAttribArray(a_positionLocation); |
|
* gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0); |
|
* gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer); |
|
* gl.enableVertexAttribArray(a_texcoordLocation); |
|
* gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0); |
|
* |
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext. |
|
* @param {Object.<string, function>} setters Attribute setters as returned from `createAttributeSetters` |
|
* @param {module:webgl-utils.BufferInfo} buffers a BufferInfo as returned from `createBufferInfoFromArrays`. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function setBuffersAndAttributes(gl, setters, buffers) { |
|
setAttributes(setters, buffers.attribs); |
|
if (buffers.indices) { |
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); |
|
} |
|
} |
|
|
|
// Add your prefix here. |
|
const browserPrefixes = [ |
|
'', |
|
'MOZ_', |
|
'OP_', |
|
'WEBKIT_', |
|
]; |
|
|
|
/** |
|
* Given an extension name like WEBGL_compressed_texture_s3tc |
|
* returns the supported version extension, like |
|
* WEBKIT_WEBGL_compressed_teture_s3tc |
|
* @param {string} name Name of extension to look for |
|
* @return {WebGLExtension} The extension or undefined if not |
|
* found. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function getExtensionWithKnownPrefixes(gl, name) { |
|
for (let ii = 0; ii < browserPrefixes.length; ++ii) { |
|
const prefixedName = browserPrefixes[ii] + name; |
|
const ext = gl.getExtension(prefixedName); |
|
if (ext) { |
|
return ext; |
|
} |
|
} |
|
return undefined; |
|
} |
|
|
|
/** |
|
* 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 || 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; |
|
} |
|
|
|
// Add `push` to a typed array. It just keeps a 'cursor' |
|
// and allows use to `push` values into the array so we |
|
// don't have to manually compute offsets |
|
function augmentTypedArray(typedArray, numComponents) { |
|
let cursor = 0; |
|
typedArray.push = function() { |
|
for (let ii = 0; ii < arguments.length; ++ii) { |
|
const value = arguments[ii]; |
|
if (value instanceof Array || (value.buffer && value.buffer instanceof ArrayBuffer)) { |
|
for (let jj = 0; jj < value.length; ++jj) { |
|
typedArray[cursor++] = value[jj]; |
|
} |
|
} else { |
|
typedArray[cursor++] = value; |
|
} |
|
} |
|
}; |
|
typedArray.reset = function(opt_index) { |
|
cursor = opt_index || 0; |
|
}; |
|
typedArray.numComponents = numComponents; |
|
Object.defineProperty(typedArray, 'numElements', { |
|
get: function() { |
|
return this.length / this.numComponents | 0; |
|
}, |
|
}); |
|
return typedArray; |
|
} |
|
|
|
/** |
|
* creates a typed array with a `push` function attached |
|
* so that you can easily *push* values. |
|
* |
|
* `push` can take multiple arguments. If an argument is an array each element |
|
* of the array will be added to the typed array. |
|
* |
|
* Example: |
|
* |
|
* let array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values |
|
* array.push(1, 2, 3); |
|
* array.push([4, 5, 6]); |
|
* // array now contains [1, 2, 3, 4, 5, 6] |
|
* |
|
* Also has `numComponents` and `numElements` properties. |
|
* |
|
* @param {number} numComponents number of components |
|
* @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`. |
|
* @param {constructor} opt_type A constructor for the type. Default = `Float32Array`. |
|
* @return {ArrayBuffer} A typed array. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function createAugmentedTypedArray(numComponents, numElements, opt_type) { |
|
const Type = opt_type || Float32Array; |
|
return augmentTypedArray(new Type(numComponents * numElements), numComponents); |
|
} |
|
|
|
function createBufferFromTypedArray(gl, array, type, drawType) { |
|
type = type || gl.ARRAY_BUFFER; |
|
const buffer = gl.createBuffer(); |
|
gl.bindBuffer(type, buffer); |
|
gl.bufferData(type, array, drawType || gl.STATIC_DRAW); |
|
return buffer; |
|
} |
|
|
|
function allButIndices(name) { |
|
return name !== 'indices'; |
|
} |
|
|
|
function createMapping(obj) { |
|
const mapping = {}; |
|
Object.keys(obj).filter(allButIndices).forEach(function(key) { |
|
mapping['a_' + key] = key; |
|
}); |
|
return mapping; |
|
} |
|
|
|
function getGLTypeForTypedArray(gl, typedArray) { |
|
if (typedArray instanceof Int8Array) { return gl.BYTE; } // eslint-disable-line |
|
if (typedArray instanceof Uint8Array) { return gl.UNSIGNED_BYTE; } // eslint-disable-line |
|
if (typedArray instanceof Int16Array) { return gl.SHORT; } // eslint-disable-line |
|
if (typedArray instanceof Uint16Array) { return gl.UNSIGNED_SHORT; } // eslint-disable-line |
|
if (typedArray instanceof Int32Array) { return gl.INT; } // eslint-disable-line |
|
if (typedArray instanceof Uint32Array) { return gl.UNSIGNED_INT; } // eslint-disable-line |
|
if (typedArray instanceof Float32Array) { return gl.FLOAT; } // eslint-disable-line |
|
throw 'unsupported typed array type'; |
|
} |
|
|
|
// This is really just a guess. Though I can't really imagine using |
|
// anything else? Maybe for some compression? |
|
function getNormalizationForTypedArray(typedArray) { |
|
if (typedArray instanceof Int8Array) { return true; } // eslint-disable-line |
|
if (typedArray instanceof Uint8Array) { return true; } // eslint-disable-line |
|
return false; |
|
} |
|
|
|
function isArrayBuffer(a) { |
|
return a.buffer && a.buffer instanceof ArrayBuffer; |
|
} |
|
|
|
function guessNumComponentsFromName(name, length) { |
|
let numComponents; |
|
if (name.indexOf('coord') >= 0) { |
|
numComponents = 2; |
|
} else if (name.indexOf('color') >= 0) { |
|
numComponents = 4; |
|
} else { |
|
numComponents = 3; // position, normals, indices ... |
|
} |
|
|
|
if (length % numComponents > 0) { |
|
throw 'can not guess numComponents. You should specify it.'; |
|
} |
|
|
|
return numComponents; |
|
} |
|
|
|
function makeTypedArray(array, name) { |
|
if (isArrayBuffer(array)) { |
|
return array; |
|
} |
|
|
|
if (array.data && isArrayBuffer(array.data)) { |
|
return array.data; |
|
} |
|
|
|
if (Array.isArray(array)) { |
|
array = { |
|
data: array, |
|
}; |
|
} |
|
|
|
if (!array.numComponents) { |
|
array.numComponents = guessNumComponentsFromName(name, array.length); |
|
} |
|
|
|
let type = array.type; |
|
if (!type) { |
|
if (name === 'indices') { |
|
type = Uint16Array; |
|
} |
|
} |
|
const typedArray = createAugmentedTypedArray(array.numComponents, array.data.length / array.numComponents | 0, type); |
|
typedArray.push(array.data); |
|
return typedArray; |
|
} |
|
|
|
/** |
|
* @typedef {Object} AttribInfo |
|
* @property {number} [numComponents] the number of components for this attribute. |
|
* @property {number} [size] the number of components for this attribute. |
|
* @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT` |
|
* @property {boolean} [normalized] whether or not to normalize the data. Default = false |
|
* @property {number} [offset] offset into buffer in bytes. Default = 0 |
|
* @property {number} [stride] the stride in bytes per element. Default = 0 |
|
* @property {WebGLBuffer} buffer the buffer that contains the data for this attribute |
|
* @memberOf module:webgl-utils |
|
*/ |
|
|
|
|
|
/** |
|
* Creates a set of attribute data and WebGLBuffers from set of arrays |
|
* |
|
* Given |
|
* |
|
* let arrays = { |
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, |
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, |
|
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, |
|
* color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, }, |
|
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, |
|
* }; |
|
* |
|
* returns something like |
|
* |
|
* let attribs = { |
|
* a_position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, |
|
* a_texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, |
|
* a_normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, }, |
|
* a_color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, }, |
|
* }; |
|
* |
|
* @param {WebGLRenderingContext} gl The webgl rendering context. |
|
* @param {Object.<string, array|typedarray>} arrays The arrays |
|
* @param {Object.<string, string>} [opt_mapping] mapping from attribute name to array name. |
|
* if not specified defaults to "a_name" -> "name". |
|
* @return {Object.<string, module:webgl-utils.AttribInfo>} the attribs |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function createAttribsFromArrays(gl, arrays, opt_mapping) { |
|
const mapping = opt_mapping || createMapping(arrays); |
|
const attribs = {}; |
|
Object.keys(mapping).forEach(function(attribName) { |
|
const bufferName = mapping[attribName]; |
|
const origArray = arrays[bufferName]; |
|
if (origArray.value) { |
|
attribs[attribName] = { |
|
value: origArray.value, |
|
}; |
|
} else { |
|
const array = makeTypedArray(origArray, bufferName); |
|
attribs[attribName] = { |
|
buffer: createBufferFromTypedArray(gl, array), |
|
numComponents: origArray.numComponents || array.numComponents || guessNumComponentsFromName(bufferName), |
|
type: getGLTypeForTypedArray(gl, array), |
|
normalize: getNormalizationForTypedArray(array), |
|
}; |
|
} |
|
}); |
|
return attribs; |
|
} |
|
|
|
function getArray(array) { |
|
return array.length ? array : array.data; |
|
} |
|
|
|
const texcoordRE = /coord|texture/i; |
|
const colorRE = /color|colour/i; |
|
|
|
function guessNumComponentsFromName(name, length) { |
|
let numComponents; |
|
if (texcoordRE.test(name)) { |
|
numComponents = 2; |
|
} else if (colorRE.test(name)) { |
|
numComponents = 4; |
|
} else { |
|
numComponents = 3; // position, normals, indices ... |
|
} |
|
|
|
if (length % numComponents > 0) { |
|
throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`); |
|
} |
|
|
|
return numComponents; |
|
} |
|
|
|
function getNumComponents(array, arrayName) { |
|
return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length); |
|
} |
|
|
|
/** |
|
* tries to get the number of elements from a set of arrays. |
|
*/ |
|
const positionKeys = ['position', 'positions', 'a_position']; |
|
function getNumElementsFromNonIndexedArrays(arrays) { |
|
let key; |
|
for (const k of positionKeys) { |
|
if (k in arrays) { |
|
key = k; |
|
break; |
|
} |
|
} |
|
key = key || Object.keys(arrays)[0]; |
|
const array = arrays[key]; |
|
const length = getArray(array).length; |
|
const numComponents = getNumComponents(array, key); |
|
const numElements = length / numComponents; |
|
if (length % numComponents > 0) { |
|
throw new Error(`numComponents ${numComponents} not correct for length ${length}`); |
|
} |
|
return numElements; |
|
} |
|
|
|
/** |
|
* @typedef {Object} BufferInfo |
|
* @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`. |
|
* @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist. |
|
* @property {Object.<string, module:webgl-utils.AttribInfo>} attribs The attribs approriate to call `setAttributes` |
|
* @memberOf module:webgl-utils |
|
*/ |
|
|
|
|
|
/** |
|
* Creates a BufferInfo from an object of arrays. |
|
* |
|
* This can be passed to {@link module:webgl-utils.setBuffersAndAttributes} and to |
|
* {@link module:webgl-utils:drawBufferInfo}. |
|
* |
|
* Given an object like |
|
* |
|
* let arrays = { |
|
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], }, |
|
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], }, |
|
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], }, |
|
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], }, |
|
* }; |
|
* |
|
* Creates an BufferInfo like this |
|
* |
|
* bufferInfo = { |
|
* numElements: 4, // or whatever the number of elements is |
|
* indices: WebGLBuffer, // this property will not exist if there are no indices |
|
* attribs: { |
|
* a_position: { buffer: WebGLBuffer, numComponents: 3, }, |
|
* a_normal: { buffer: WebGLBuffer, numComponents: 3, }, |
|
* a_texcoord: { buffer: WebGLBuffer, numComponents: 2, }, |
|
* }, |
|
* }; |
|
* |
|
* The properties of arrays can be JavaScript arrays in which case the number of components |
|
* will be guessed. |
|
* |
|
* let arrays = { |
|
* position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], |
|
* texcoord: [0, 0, 0, 1, 1, 0, 1, 1], |
|
* normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], |
|
* indices: [0, 1, 2, 1, 2, 3], |
|
* }; |
|
* |
|
* They can also by TypedArrays |
|
* |
|
* let arrays = { |
|
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]), |
|
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), |
|
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), |
|
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]), |
|
* }; |
|
* |
|
* Or augmentedTypedArrays |
|
* |
|
* let positions = createAugmentedTypedArray(3, 4); |
|
* let texcoords = createAugmentedTypedArray(2, 4); |
|
* let normals = createAugmentedTypedArray(3, 4); |
|
* let indices = createAugmentedTypedArray(3, 2, Uint16Array); |
|
* |
|
* positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]); |
|
* texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]); |
|
* normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]); |
|
* indices.push([0, 1, 2, 1, 2, 3]); |
|
* |
|
* let arrays = { |
|
* position: positions, |
|
* texcoord: texcoords, |
|
* normal: normals, |
|
* indices: indices, |
|
* }; |
|
* |
|
* For the last example it is equivalent to |
|
* |
|
* let bufferInfo = { |
|
* attribs: { |
|
* a_position: { numComponents: 3, buffer: gl.createBuffer(), }, |
|
* a_texcoods: { numComponents: 2, buffer: gl.createBuffer(), }, |
|
* a_normals: { numComponents: 3, buffer: gl.createBuffer(), }, |
|
* }, |
|
* indices: gl.createBuffer(), |
|
* numElements: 6, |
|
* }; |
|
* |
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_position.buffer); |
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW); |
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_texcoord.buffer); |
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW); |
|
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_normal.buffer); |
|
* gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW); |
|
* gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices); |
|
* gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW); |
|
* |
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext |
|
* @param {Object.<string, array|object|typedarray>} arrays Your data |
|
* @param {Object.<string, string>} [opt_mapping] an optional mapping of attribute to array name. |
|
* If not passed in it's assumed the array names will be mapped to an attribute |
|
* of the same name with "a_" prefixed to it. An other words. |
|
* |
|
* let arrays = { |
|
* position: ..., |
|
* texcoord: ..., |
|
* normal: ..., |
|
* indices: ..., |
|
* }; |
|
* |
|
* bufferInfo = createBufferInfoFromArrays(gl, arrays); |
|
* |
|
* Is the same as |
|
* |
|
* let arrays = { |
|
* position: ..., |
|
* texcoord: ..., |
|
* normal: ..., |
|
* indices: ..., |
|
* }; |
|
* |
|
* let mapping = { |
|
* a_position: "position", |
|
* a_texcoord: "texcoord", |
|
* a_normal: "normal", |
|
* }; |
|
* |
|
* bufferInfo = createBufferInfoFromArrays(gl, arrays, mapping); |
|
* |
|
* @return {module:webgl-utils.BufferInfo} A BufferInfo |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function createBufferInfoFromArrays(gl, arrays, opt_mapping) { |
|
const bufferInfo = { |
|
attribs: createAttribsFromArrays(gl, arrays, opt_mapping), |
|
}; |
|
let indices = arrays.indices; |
|
if (indices) { |
|
indices = makeTypedArray(indices, 'indices'); |
|
bufferInfo.indices = createBufferFromTypedArray(gl, indices, gl.ELEMENT_ARRAY_BUFFER); |
|
bufferInfo.numElements = indices.length; |
|
} else { |
|
bufferInfo.numElements = getNumElementsFromNonIndexedArrays(arrays); |
|
} |
|
|
|
return bufferInfo; |
|
} |
|
|
|
/** |
|
* Creates buffers from typed arrays |
|
* |
|
* Given something like this |
|
* |
|
* let arrays = { |
|
* positions: [1, 2, 3], |
|
* normals: [0, 0, 1], |
|
* } |
|
* |
|
* returns something like |
|
* |
|
* buffers = { |
|
* positions: WebGLBuffer, |
|
* normals: WebGLBuffer, |
|
* } |
|
* |
|
* If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER. |
|
* |
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext. |
|
* @param {Object<string, array|typedarray>} arrays |
|
* @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function createBuffersFromArrays(gl, arrays) { |
|
const buffers = { }; |
|
Object.keys(arrays).forEach(function(key) { |
|
const type = key === 'indices' ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER; |
|
const array = makeTypedArray(arrays[key], name); |
|
buffers[key] = createBufferFromTypedArray(gl, array, type); |
|
}); |
|
|
|
// hrm |
|
if (arrays.indices) { |
|
buffers.numElements = arrays.indices.length; |
|
} else if (arrays.position) { |
|
buffers.numElements = arrays.position.length / 3; |
|
} |
|
|
|
return buffers; |
|
} |
|
|
|
/** |
|
* Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate |
|
* |
|
* normally you'd call `gl.drawElements` or `gl.drawArrays` yourself |
|
* but calling this means if you switch from indexed data to non-indexed |
|
* data you don't have to remember to update your draw call. |
|
* |
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext |
|
* @param {module:webgl-utils.BufferInfo} bufferInfo as returned from createBufferInfoFromArrays |
|
* @param {enum} [primitiveType] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...) |
|
* @param {number} [count] An optional count. Defaults to bufferInfo.numElements |
|
* @param {number} [offset] An optional offset. Defaults to 0. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function drawBufferInfo(gl, bufferInfo, primitiveType, count, offset) { |
|
const indices = bufferInfo.indices; |
|
primitiveType = primitiveType === undefined ? gl.TRIANGLES : primitiveType; |
|
const numElements = count === undefined ? bufferInfo.numElements : count; |
|
offset = offset === undefined ? 0 : offset; |
|
if (indices) { |
|
gl.drawElements(primitiveType, numElements, gl.UNSIGNED_SHORT, offset); |
|
} else { |
|
gl.drawArrays(primitiveType, offset, numElements); |
|
} |
|
} |
|
|
|
/** |
|
* @typedef {Object} DrawObject |
|
* @property {module:webgl-utils.ProgramInfo} programInfo A ProgramInfo as returned from createProgramInfo |
|
* @property {module:webgl-utils.BufferInfo} bufferInfo A BufferInfo as returned from createBufferInfoFromArrays |
|
* @property {Object<string, ?>} uniforms The values for the uniforms |
|
* @memberOf module:webgl-utils |
|
*/ |
|
|
|
/** |
|
* Draws a list of objects |
|
* @param {WebGLRenderingContext} gl A WebGLRenderingContext |
|
* @param {DrawObject[]} objectsToDraw an array of objects to draw. |
|
* @memberOf module:webgl-utils |
|
*/ |
|
function drawObjectList(gl, objectsToDraw) { |
|
let lastUsedProgramInfo = null; |
|
let lastUsedBufferInfo = null; |
|
|
|
objectsToDraw.forEach(function(object) { |
|
const programInfo = object.programInfo; |
|
const bufferInfo = object.bufferInfo; |
|
let bindBuffers = false; |
|
|
|
if (programInfo !== lastUsedProgramInfo) { |
|
lastUsedProgramInfo = programInfo; |
|
gl.useProgram(programInfo.program); |
|
bindBuffers = true; |
|
} |
|
|
|
// Setup all the needed attributes. |
|
if (bindBuffers || bufferInfo !== lastUsedBufferInfo) { |
|
lastUsedBufferInfo = bufferInfo; |
|
setBuffersAndAttributes(gl, programInfo.attribSetters, bufferInfo); |
|
} |
|
|
|
// Set the uniforms. |
|
setUniforms(programInfo.uniformSetters, object.uniforms); |
|
|
|
// Draw |
|
drawBufferInfo(gl, bufferInfo); |
|
}); |
|
} |
|
|
|
function glEnumToString(gl, v) { |
|
const results = []; |
|
for (const key in gl) { |
|
if (gl[key] === v) { |
|
results.push(key); |
|
} |
|
} |
|
return results.length |
|
? results.join(' | ') |
|
: `0x${v.toString(16)}`; |
|
} |
|
|
|
const isIE = /*@cc_on!@*/false || !!document.documentMode; |
|
// Edge 20+ |
|
const isEdge = !isIE && !!window.StyleMedia; |
|
if (isEdge) { |
|
// Hack for Edge. Edge's WebGL implmentation is crap still and so they |
|
// only respond to "experimental-webgl". I don't want to clutter the |
|
// examples with that so his hack works around it |
|
HTMLCanvasElement.prototype.getContext = function(origFn) { |
|
return function() { |
|
let args = arguments; |
|
const type = args[0]; |
|
if (type === 'webgl') { |
|
args = [].slice.call(arguments); |
|
args[0] = 'experimental-webgl'; |
|
} |
|
return origFn.apply(this, args); |
|
}; |
|
}(HTMLCanvasElement.prototype.getContext); |
|
} |
|
|
|
return { |
|
createAugmentedTypedArray: createAugmentedTypedArray, |
|
createAttribsFromArrays: createAttribsFromArrays, |
|
createBuffersFromArrays: createBuffersFromArrays, |
|
createBufferInfoFromArrays: createBufferInfoFromArrays, |
|
createAttributeSetters: createAttributeSetters, |
|
createProgram: createProgram, |
|
createProgramFromScripts: createProgramFromScripts, |
|
createProgramFromSources: createProgramFromSources, |
|
createProgramInfo: createProgramInfo, |
|
createUniformSetters: createUniformSetters, |
|
createVAOAndSetAttributes: createVAOAndSetAttributes, |
|
createVAOFromBufferInfo: createVAOFromBufferInfo, |
|
drawBufferInfo: drawBufferInfo, |
|
drawObjectList: drawObjectList, |
|
glEnumToString: glEnumToString, |
|
getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes, |
|
resizeCanvasToDisplaySize: resizeCanvasToDisplaySize, |
|
setAttributes: setAttributes, |
|
setBuffersAndAttributes: setBuffersAndAttributes, |
|
setUniforms: setUniforms, |
|
}; |
|
|
|
})); |
|
|
|
|