webgl-tools

annotate glass.js @ 0:4fe036e28796

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 15 Jun 2011 20:04:49 +0300
parents
children c52b17d412f3
rev   line source
nuclear@0 1 /*
nuclear@0 2 glass - (web)gl-assistant.
nuclear@0 3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
nuclear@0 4
nuclear@0 5 This program is free software: you can redistribute it and/or modify
nuclear@0 6 it under the terms of the GNU General Public License as published by
nuclear@0 7 the Free Software Foundation, either version 3 of the License, or
nuclear@0 8 (at your option) any later version.
nuclear@0 9
nuclear@0 10 This program is distributed in the hope that it will be useful,
nuclear@0 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@0 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@0 13 GNU General Public License for more details.
nuclear@0 14
nuclear@0 15 You should have received a copy of the GNU General Public License
nuclear@0 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@0 17 */
nuclear@0 18
nuclear@0 19 var gl;
nuclear@0 20 var canvas, console;
nuclear@0 21 var glass_data_loaded, glass_data_count;
nuclear@0 22 var glass_progr_prog;
nuclear@0 23 var glass_start_time = 0;
nuclear@0 24
nuclear@0 25 var glass_cb_disp = null;
nuclear@0 26
nuclear@0 27 function glass_init(canv_id, cons_id)
nuclear@0 28 {
nuclear@0 29 if(cons_id && (console = document.getElementById(cons_id))) {
nuclear@0 30 console.value = "";
nuclear@0 31 }
nuclear@0 32
nuclear@0 33 if(!(canvas = document.getElementById(canv_id))) {
nuclear@0 34 logmsg("canvas \"" + canv_id + "\" does not exist\n");
nuclear@0 35 return false;
nuclear@0 36 }
nuclear@0 37 try {
nuclear@0 38 gl = canvas.getContext("experimental-webgl");
nuclear@0 39 }
nuclear@0 40 catch(e) {
nuclear@0 41 logmsg("can't get an OpenGL context\n");
nuclear@0 42 return false;
nuclear@0 43 }
nuclear@0 44
nuclear@0 45 var vs = create_shader(glass_progr_vs_src, gl.VERTEX_SHADER);
nuclear@0 46 var ps = create_shader(glass_progr_ps_src, gl.FRAGMENT_SHADER);
nuclear@0 47 if(!vs || !ps || !(glass_progr_prog = create_program(vs, ps))) {
nuclear@0 48 logmsg("internal glass error\n");
nuclear@0 49 return false;
nuclear@0 50 }
nuclear@0 51
nuclear@0 52 glass_data_loaded = glass_data_count = 0;
nuclear@0 53 return true;
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 function glass_start()
nuclear@0 57 {
nuclear@0 58 glass_start_time = get_msec();
nuclear@0 59 glass_redraw();
nuclear@0 60 }
nuclear@0 61
nuclear@0 62 function glass_display_func(func)
nuclear@0 63 {
nuclear@0 64 glass_cb_disp = func;
nuclear@0 65 }
nuclear@0 66
nuclear@0 67 function glass_redraw()
nuclear@0 68 {
nuclear@0 69 var msec = get_msec();
nuclear@0 70
nuclear@0 71 if(glass_data_loaded < glass_data_count || !glass_cb_disp) {
nuclear@0 72 glass_draw_progress(msec);
nuclear@0 73 } else {
nuclear@0 74 glass_cb_disp(msec);
nuclear@0 75 }
nuclear@0 76 request_redisplay(glass_redraw);
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 function get_msec()
nuclear@0 80 {
nuclear@0 81 return new Date().getTime() - glass_start_time;
nuclear@0 82 }
nuclear@0 83
nuclear@0 84 /* ---- textures ---- */
nuclear@0 85 function load_texture(name)
nuclear@0 86 {
nuclear@0 87 glass_data_count++;
nuclear@0 88
nuclear@0 89 var tex = gl.createTexture();
nuclear@0 90 tex.image = new Image();
nuclear@0 91 tex.image.onload = function() { glass_tex_load_done(tex); }
nuclear@0 92 tex.image.onerror = glass_tex_load_failed;
nuclear@0 93 tex.image.src = name;
nuclear@0 94 return tex;
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 function glass_tex_load_done(tex)
nuclear@0 98 {
nuclear@0 99 gl.bindTexture(gl.TEXTURE_2D, tex);
nuclear@0 100 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.image);
nuclear@0 101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
nuclear@0 102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
nuclear@0 103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
nuclear@0 104 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
nuclear@0 105 gl.bindTexture(gl.TEXTURE_2D, null);
nuclear@0 106 glass_data_loaded++;
nuclear@0 107 logmsg("loaded image: " + tex.image.src +
nuclear@0 108 " (" + glass_data_loaded + "/" + glass_data_count + ")\n");
nuclear@0 109 }
nuclear@0 110
nuclear@0 111 function glass_tex_load_failed()
nuclear@0 112 {
nuclear@0 113 logmsg("failed to load texture: " + this.src + "\n");
nuclear@0 114 }
nuclear@0 115
nuclear@0 116
nuclear@0 117 /* ---- shaders ---- */
nuclear@0 118 function load_shader(name, type)
nuclear@0 119 {
nuclear@0 120 var xhr = new XMLHttpRequest();
nuclear@0 121 xhr.open("GET", name, false);
nuclear@0 122 xhr.overrideMimeType("text/plain");
nuclear@0 123 xhr.send(null);
nuclear@0 124
nuclear@0 125 var src = xhr.responseText;
nuclear@0 126 return create_shader(src, type);
nuclear@0 127 }
nuclear@0 128
nuclear@0 129 function create_shader(src, type)
nuclear@0 130 {
nuclear@0 131 var sdr = gl.createShader(type);
nuclear@0 132 gl.shaderSource(sdr, src);
nuclear@0 133 gl.compileShader(sdr);
nuclear@0 134
nuclear@0 135 if(!gl.getShaderParameter(sdr, gl.COMPILE_STATUS)) {
nuclear@0 136 logmsg("failed to compile shader: " + elem.src + ": " + gl.getShaderInfoLog(sdr));
nuclear@0 137 return null;
nuclear@0 138 }
nuclear@0 139 return sdr;
nuclear@0 140 }
nuclear@0 141
nuclear@0 142 function load_program(vsname, psname)
nuclear@0 143 {
nuclear@0 144 var vs, ps;
nuclear@0 145
nuclear@0 146 if(!(vs = load_shader(vsname, gl.VERTEX_SHADER))) {
nuclear@0 147 return null;
nuclear@0 148 }
nuclear@0 149 if(!(ps = load_shader(psname, gl.FRAGMENT_SHADER))) {
nuclear@0 150 return null;
nuclear@0 151 }
nuclear@0 152 return create_program(vs, ps);
nuclear@0 153 }
nuclear@0 154
nuclear@0 155 function create_program(vs, ps)
nuclear@0 156 {
nuclear@0 157 var prog = gl.createProgram();
nuclear@0 158 gl.attachShader(prog, vs);
nuclear@0 159 gl.attachShader(prog, ps);
nuclear@0 160 gl.linkProgram(prog);
nuclear@0 161
nuclear@0 162 if(!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
nuclear@0 163 logmsg("Failed to link GLSL program (" + vsname + " - " + psname + ")\n");
nuclear@0 164 return null;
nuclear@0 165 }
nuclear@0 166 return prog;
nuclear@0 167 }
nuclear@0 168
nuclear@0 169 function logmsg(str)
nuclear@0 170 {
nuclear@0 171 if(console) {
nuclear@0 172 console.value += str;
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 window.request_redisplay = (function() {
nuclear@0 177 return window.requestAnimationFrame ||
nuclear@0 178 window.webkitRequestAnimationFrame ||
nuclear@0 179 window.mozRequestAnimationFrame ||
nuclear@0 180 window.oRequestAnimationFrame ||
nuclear@0 181 window.msRequestAnimationFrame ||
nuclear@0 182 function(callback, element) { window.setTimeout(callback, 1000/60); };
nuclear@0 183 })();
nuclear@0 184
nuclear@0 185
nuclear@0 186 var glass_progr_vs_src =
nuclear@0 187 "attribute vec4 attr_vertex, attr_color;\n" +
nuclear@0 188 "uniform mat4 mvmat, projmat;\n" +
nuclear@0 189 "varying vec4 color;\n" +
nuclear@0 190 "void main()\n{\n" +
nuclear@0 191 "\tmat4 mvp = projmat * mvmat;\n" +
nuclear@0 192 "\tgl_Position = mvp * attr_vertex;\n" +
nuclear@0 193 "\tcolor = attr_color;\n}\n";
nuclear@0 194
nuclear@0 195 var glass_progr_ps_src =
nuclear@0 196 "precision highp float;\n" +
nuclear@0 197 "varying vec4 color;\n" +
nuclear@0 198 "void main()\n{\n" +
nuclear@0 199 "\tgl_FragColor = color;\n}\n";
nuclear@0 200
nuclear@0 201 function glass_draw_progress(msec)
nuclear@0 202 {
nuclear@0 203 glMatrixMode(GL_PROJECTION);
nuclear@0 204 glPushMatrix();
nuclear@0 205 glLoadIdentity();
nuclear@0 206
nuclear@0 207 glMatrixMode(GL_MODELVIEW);
nuclear@0 208 glPushMatrix();
nuclear@0 209 glLoadIdentity();
nuclear@0 210
nuclear@0 211 gl.clearColor(0, 0, 0, 1);
nuclear@0 212 gl.clear(gl.COLOR_BUFFER_BIT);
nuclear@0 213
nuclear@0 214 var progr = glass_data_loaded / glass_data_count;
nuclear@0 215
nuclear@0 216 gl.useProgram(glass_progr_prog);
nuclear@0 217
nuclear@0 218 glBegin(GL_QUADS);
nuclear@0 219 glColor3f(0.3, 0.5, 0.8);
nuclear@0 220 glVertex2f(-0.55, -0.1);
nuclear@0 221 glVertex2f(0.55, -0.1);
nuclear@0 222 glVertex2f(0.55, 0.1);
nuclear@0 223 glVertex2f(-0.55, 0.1);
nuclear@0 224
nuclear@0 225 glColor3f(0, 0, 0);
nuclear@0 226 glVertex2f(-0.525, -0.075);
nuclear@0 227 glVertex2f(0.525, -0.075);
nuclear@0 228 glVertex2f(0.525, 0.075);
nuclear@0 229 glVertex2f(-0.525, 0.075);
nuclear@0 230
nuclear@0 231 glColor3f(1.0, 0.3, 0.2);
nuclear@0 232 glVertex2f(-0.5, -0.05);
nuclear@0 233 glVertex2f(progr - 0.5, -0.05);
nuclear@0 234 glVertex2f(progr - 0.5, 0.05);
nuclear@0 235 glVertex2f(-0.5, 0.05);
nuclear@0 236 glEnd();
nuclear@0 237
nuclear@0 238 glMatrixMode(GL_PROJECTION);
nuclear@0 239 glPopMatrix();
nuclear@0 240 glMatrixMode(GL_MODELVIEW);
nuclear@0 241 glPopMatrix();
nuclear@0 242 }
nuclear@0 243