////////////////////////////////////////////////////////////////////////////////////////// // // THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET. // ////////////////////////////////////////////////////////////////////////////////////////// let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS , 'precision highp float;' , 'float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {' , ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +' , ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);' , ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);' , ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;' , ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);' , '} return .5 * sin(r); }' ].join('\n'); let nfsh = fragmentShaderHeader.split('\n').length; // NUMBER OF LINES OF CODE IN fragmentShaderHeader let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER? let errorMsg = ''; // // Initialize a texture and load an image. // When the image finished loading copy it into the texture. // function loadTexture(gl, url) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); // Because images have to be downloaded over the internet // they might take a moment until they are ready. // Until then put a single pixel in the texture so we can // use it immediately. When the image has finished downloading // we'll update the texture with the contents of the image. 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]); // opaque blue gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, pixel); const image = new Image(); 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)) { // Yes, it's a power of 2. Generate mips. gl.generateMipmap(gl.TEXTURE_2D); } else { // No, it's not a power of 2. 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); } }; image.src = url; return texture; } function isPowerOf2(value) { return (value & (value - 1)) == 0; } function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS setTimeout(function () { try { canvas.gl = canvas.getContext('webgl2'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD. } catch (e) { throw 'Sorry, your browser does not support WebGL.'; } canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders: let gl = this.gl, program = gl.createProgram(); // Create the WebGL program. function addshader(type, src) { // Create and attach a WebGL shader. function spacer(color, width, height) { return '
 
'; } errorMessage.innerHTML = '
'; // errorMarker.innerHTML = spacer('white', 1, 1) + '\u25B6'; let shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { let msg = gl.getShaderInfoLog(shader); console.log('Cannot compile shader:\n\n' + msg); let a = msg.substring(6, msg.length); let line = 0; if (a.substring(0, 3) == ' 0:') { a = a.substring(3, a.length); line = parseInt(a) - nfsh; editor.session.setAnnotations([{ row: line, column: 0, text: msg, type: "error" }]); } let j = a.indexOf(':'); a = 'line ' + (line+1) + a.substring(j, a.length); if ((j = a.indexOf('\n')) > 0) a = a.substring(0, j); errorMessage.innerHTML = a; } else editor.session.clearAnnotations(); gl.attachShader(program, shader); }; addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders. addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShader); gl.linkProgram(program); // Link the program, report any errors. if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.log('Could not link the shader program!'); gl.useProgram(program); gl.program = program; let texture = loadTexture(gl, './earthmap1k.jpg') //Texture loading. // Tell WebGL we want to affect texture unit 0 gl.activeTexture(gl.TEXTURE0); // Bind the texture to texture unit 0 gl.bindTexture(gl.TEXTURE_2D, texture); // Tell the shader we bound the texture to texture unit 0 gl.uniform1i(gl.getUniformLocation(program, 'uSampler'), 0); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles. [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW); let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex. gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0); } canvas.setShaders(vertexShader, fragmentShader); // Initialize everything, setInterval(function () { // Start the animation loop. gl = canvas.gl; if (gl.startTime === undefined) // First time through, gl.startTime = Date.now(); // record the start time. animate(gl); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square. }, 30); }, 100); // Wait 100 milliseconds after page has loaded before starting WebGL. } // THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html. function animate() { } let gl; function setUniform(type, name, a, b, c, d, e, f) { let loc = gl.getUniformLocation(gl.program, name); (gl['uniform' + type])(loc, a, b, c, d, e, f); }