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webgl-utils.js
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70 lines (64 loc) · 2.7 KB
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function buildShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
export const webglUtils = {
initShaderProgram: function(gl, vertShaderSource, fragShaderSource) {
const vertexShader = buildShader(gl, gl.VERTEX_SHADER, vertShaderSource);
const fragmentShader = buildShader(gl, gl.FRAGMENT_SHADER, fragShaderSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
},
loadTexture: function(gl, path) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const pixel = new Uint8Array([0, 0, 255, 255]);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, pixel);
const image = new Image();
image.crossOrigin = "anonymous";
image.src = path;
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
} else {
// Turn off mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
}
return texture;
}
}