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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS
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, 'precision highp float;'
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, 'float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {'
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, ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +'
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, ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);'
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, ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);'
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, ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;'
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, ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
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, '} return .5 * sin(r); }'
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].join('\n');
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let nfsh = fragmentShaderHeader.split('\n').length; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
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let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
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let errorMsg = '';
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//
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// Initialize a texture and load an image.
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// When the image finished loading copy it into the texture.
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//
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function loadTexture(gl, url) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Because images have to be downloaded over the internet
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// they might take a moment until they are ready.
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// Until then put a single pixel in the texture so we can
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// use it immediately. When the image has finished downloading
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// we'll update the texture with the contents of the image.
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const level = 0;
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const internalFormat = gl.RGBA;
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const width = 1;
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const height = 1;
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const border = 0;
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const srcFormat = gl.RGBA;
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const srcType = gl.UNSIGNED_BYTE;
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const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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width, height, border, srcFormat, srcType,
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pixel);
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const image = new Image();
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image.onload = function () {
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, srcType, image);
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// WebGL1 has different requirements for power of 2 images
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// vs non power of 2 images so check if the image is a
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// power of 2 in both dimensions.
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if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
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// Yes, it's a power of 2. Generate mips.
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gl.generateMipmap(gl.TEXTURE_2D);
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} else {
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// No, it's not a power of 2. Turn off mips and set
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// wrapping to clamp to edge
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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}
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};
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image.src = url;
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return texture;
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}
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function isPowerOf2(value) {
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return (value & (value - 1)) == 0;
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}
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function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS
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setTimeout(function () {
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try {
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canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
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} catch (e) { throw 'Sorry, your browser does not support WebGL.'; }
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canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
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let gl = this.gl, program = gl.createProgram(); // Create the WebGL program.
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function addshader(type, src) { // Create and attach a WebGL shader.
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function spacer(color, width, height) {
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return '<table bgcolor=' + color +
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' width=' + width +
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' height=' + height + '><tr><td> </td></tr></table>';
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}
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errorMessage.innerHTML = '<br>';
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// errorMarker.innerHTML = spacer('white', 1, 1) + '<font size=1 color=white>\u25B6</font>';
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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let msg = gl.getShaderInfoLog(shader);
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console.log('Cannot compile shader:\n\n' + msg);
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let a = msg.substring(6, msg.length);
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let line = 0;
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if (a.substring(0, 3) == ' 0:') {
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a = a.substring(3, a.length);
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line = parseInt(a) - nfsh;
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editor.session.setAnnotations([{
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row: line,
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column: 0,
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text: msg,
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type: "error"
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}]);
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}
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let j = a.indexOf(':');
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a = 'line ' + (line+1) + a.substring(j, a.length);
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if ((j = a.indexOf('\n')) > 0)
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a = a.substring(0, j);
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errorMessage.innerHTML = a;
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}
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else
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editor.session.clearAnnotations();
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gl.attachShader(program, shader);
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};
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addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
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addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShader);
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gl.linkProgram(program); // Link the program, report any errors.
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if (!gl.getProgramParameter(program, gl.LINK_STATUS))
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console.log('Could not link the shader program!');
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gl.useProgram(program);
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gl.program = program;
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let texture = loadTexture(gl, './earthmap1k.jpg') //Texture loading.
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// Tell WebGL we want to affect texture unit 0
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gl.activeTexture(gl.TEXTURE0);
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Tell the shader we bound the texture to texture unit 0
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gl.uniform1i(gl.getUniformLocation(program, 'uSampler'), 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles.
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[-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);
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let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex.
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gl.enableVertexAttribArray(aPos);
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gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0);
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}
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canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
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setInterval(function () { // Start the animation loop.
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gl = canvas.gl;
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if (gl.startTime === undefined) // First time through,
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gl.startTime = Date.now(); // record the start time.
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animate(gl);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square.
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}, 30);
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}, 100); // Wait 100 milliseconds after page has loaded before starting WebGL.
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}
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// THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html.
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function animate() { }
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let gl;
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function setUniform(type, name, a, b, c, d, e, f) {
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let loc = gl.getUniformLocation(gl.program, name);
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(gl['uniform' + type])(loc, a, b, c, d, e, f);
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}
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