webgl-tools

view glass.js @ 5:7b3ed284e4bb

added glass_fullscreen
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 18 Jun 2011 05:29:39 +0300
parents 06d05a65bd77
children
line source
1 /*
2 glass - (web)gl-assistant.
3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
5 This program is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
17 */
19 /* public interface
21 bool glass_init(canvas-id, optional-console-textarea-id);
22 void glass_start(void);
24 void glass_display_func(callback);
25 void glass_reshape_func(callback);
26 void glass_mouse_func(callback);
27 void glass_motion_func(callback);
29 void glass_resize(x, y);
31 WebGLTexture load_texture(uri);
33 WebGLShader load_shader(uri, type);
34 WebGLShader create_shader(source, type, optional-sdrname);
35 WebGLProgram load_program(vertex-uri, fragment-uri);
36 WebGLProgram create_program(vertex-shader, fragment-shader);
38 void set_uniform1i(program, uniform-name, value);
39 void set_uniform1f(program, uniform-name, value);
40 void set_uniform2f(program, uniform-name, x, y);
41 void set_uniform3f(program, uniform-name, x, y, z);
42 void set_uniform4f(program, uniform-name, x, y, z, w);
43 void set_uniform_matrix4fv(program, uniform-name, matrix);
45 void request_redisplay(void);
47 void logmsg(string);
48 */
50 var gl;
51 var canvas, console;
52 var glass_orig_width, glass_orig_height;
53 var glass_data_loaded, glass_data_count;
54 var glass_progr_prog;
55 var glass_start_time = 0;
56 var glass_fullscr = false;
58 var glass_cb_disp = null;
59 var glass_cb_reshape = null;
60 var glass_cb_mouse = null;
61 var glass_cb_motion = null;
63 function glass_init(canv_id, cons_id)
64 {
65 if(cons_id && (console = document.getElementById(cons_id))) {
66 console.value = "";
67 }
69 if(!(canvas = document.getElementById(canv_id))) {
70 logmsg("canvas \"" + canv_id + "\" does not exist\n");
71 return false;
72 }
73 try {
74 gl = canvas.getContext("experimental-webgl");
75 }
76 catch(e) {
77 logmsg("can't get an OpenGL context\n");
78 return false;
79 }
81 glass_orig_width = canvas.width;
82 glass_orig_height = canvas.height;
84 var vs = create_shader(glass_progr_vs_src, gl.VERTEX_SHADER);
85 var ps = create_shader(glass_progr_ps_src, gl.FRAGMENT_SHADER);
86 if(!vs || !ps || !(glass_progr_prog = create_program(vs, ps))) {
87 logmsg("internal glass error\n");
88 return false;
89 }
91 glass_data_loaded = glass_data_count = 0;
92 return true;
93 }
95 function glass_start()
96 {
97 if(glass_cb_motion) {
98 canvas.onmousemove = function(ev) {
99 glass_cb_motion(ev.clientX, ev.clientY);
100 }
101 }
103 if(glass_cb_mouse) {
104 canvas.onmousedown = function(ev) {
105 glass_cb_mouse(ev.button, true, ev.clientX, ev.clientY);
106 }
107 canvas.onmouseup = function(ev) {
108 glass_cb_mouse(ev.button, false, ev.clientX, ev.clientY);
109 }
110 }
112 glass_start_time = get_msec();
114 if(glass_cb_reshape) {
115 glass_cb_reshape(canvas.width, canvas.height);
116 }
117 glass_redraw();
118 }
120 function glass_display_func(func)
121 {
122 glass_cb_disp = func;
123 }
125 function glass_reshape_func(func)
126 {
127 glass_cb_reshape = func;
128 }
130 function glass_mouse_func(func)
131 {
132 glass_cb_mouse = func;
133 }
135 function glass_motion_func(func)
136 {
137 glass_cb_motion = func;
138 }
140 function glass_resize(x, y)
141 {
142 canvas.width = glass_orig_width = x;
143 canvas.height = glass_orig_height = y;
145 if(glass_cb_reshape) {
146 glass_cb_reshape(x, y);
147 }
148 }
150 function glass_fullscreen(state)
151 {
152 if(state == null) {
153 glass_fullscr = !glass_fullscr;
154 } else {
155 glass_fullscr = state;
156 }
158 if(glass_fullscr) {
159 canvas.style.position = "absolute";
160 canvas.style.left = 0;
161 canvas.style.top = 0;
162 canvas.width = window.innerWidth;
163 canvas.height = window.innerHeight;
165 window.onresize = function() {
166 canvas.width = window.innerWidth;
167 canvas.height = window.innerHeight;
168 if(glass_cb_reshape) {
169 glass_cb_reshape(canvas.width, canvas.height);
170 }
171 }
172 } else {
173 canvas.style.position = "static";
174 canvas.width = glass_orig_width;
175 canvas.height = glass_orig_height;
177 window.onresize = null;
178 }
180 if(glass_cb_reshape) {
181 glass_cb_reshape(canvas.width, canvas.height);
182 }
183 }
186 function glass_redraw()
187 {
188 var msec = get_msec();
190 if(glass_data_loaded < glass_data_count || !glass_cb_disp) {
191 glass_draw_progress(msec);
192 } else {
193 glass_cb_disp(msec);
194 }
195 request_redisplay(glass_redraw);
196 }
198 function get_msec()
199 {
200 return new Date().getTime() - glass_start_time;
201 }
203 /* ---- textures ---- */
204 function load_texture(name)
205 {
206 glass_data_count++;
208 var tex = gl.createTexture();
209 tex.image = new Image();
210 tex.image.onload = function() { glass_tex_load_done(tex); }
211 tex.image.onerror = glass_tex_load_failed;
212 tex.image.src = name;
213 return tex;
214 }
216 function glass_tex_load_done(tex)
217 {
218 gl.bindTexture(gl.TEXTURE_2D, tex);
219 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.image);
220 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
221 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
222 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
223 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
224 gl.bindTexture(gl.TEXTURE_2D, null);
225 glass_data_loaded++;
226 logmsg("loaded image: " + tex.image.src +
227 " (" + glass_data_loaded + "/" + glass_data_count + ")\n");
228 }
230 function glass_tex_load_failed()
231 {
232 logmsg("failed to load texture: " + this.src + "\n");
233 }
236 /* ---- shaders ---- */
237 function load_shader(name, type)
238 {
239 var xhr = new XMLHttpRequest();
240 xhr.open("GET", name, false);
241 xhr.overrideMimeType("text/plain");
242 xhr.send(null);
244 var src = xhr.responseText;
245 return create_shader(src, type, name);
246 }
248 function create_shader(src, type, name)
249 {
250 var sdr = gl.createShader(type);
251 gl.shaderSource(sdr, src);
252 gl.compileShader(sdr);
254 if(!gl.getShaderParameter(sdr, gl.COMPILE_STATUS)) {
255 if(!name) {
256 name = "<unnamed>";
257 }
258 logmsg("failed to compile shader: " + name + ": " + gl.getShaderInfoLog(sdr));
259 return null;
260 }
261 return sdr;
262 }
264 function load_program(vsname, psname)
265 {
266 var vs, ps;
268 if(!(vs = load_shader(vsname, gl.VERTEX_SHADER))) {
269 return null;
270 }
271 if(!(ps = load_shader(psname, gl.FRAGMENT_SHADER))) {
272 return null;
273 }
274 return create_program(vs, ps);
275 }
277 function create_program(vs, ps)
278 {
279 var prog = gl.createProgram();
280 gl.attachShader(prog, vs);
281 gl.attachShader(prog, ps);
282 gl.linkProgram(prog);
284 if(!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
285 logmsg("Failed to link GLSL program (" + vsname + " - " + psname + ")\n");
286 return null;
287 }
288 return prog;
289 }
291 function set_uniform1i(p, name, v)
292 {
293 var loc = gl.getUniformLocation(p, name);
294 if(loc != -1) {
295 gl.useProgram(p);
296 gl.uniform1i(loc, v);
297 }
298 }
300 function set_uniform1f(p, name, v)
301 {
302 var loc = gl.getUniformLocation(p, name);
303 if(loc != -1) {
304 gl.useProgram(p);
305 gl.uniform1f(loc, v);
306 }
307 }
309 function set_uniform2f(p, name, x, y)
310 {
311 var loc = gl.getUniformLocation(p, name);
312 if(loc != -1) {
313 gl.useProgram(p);
314 gl.uniform2f(loc, x, y);
315 }
316 }
318 function set_uniform3f(p, name, x, y, z)
319 {
320 var loc = gl.getUniformLocation(p, name);
321 if(loc != -1) {
322 gl.useProgram(p);
323 gl.uniform3f(loc, x, y, z);
324 }
325 }
327 function set_uniform4f(p, name, x, y, z, w)
328 {
329 var loc = gl.getUniformLocation(p, name);
330 if(loc != -1) {
331 gl.useProgram(p);
332 gl.uniform4f(loc, x, y, z, w);
333 }
334 }
336 function set_uniform_matrix4fv(p, name, mat)
337 {
338 var loc = gl.getUniformLocation(p, name);
339 if(loc != -1) {
340 gl.useProgram(p);
341 gl.uniformMatrix4fv(loc, false, mat);
342 }
343 }
345 function logmsg(str)
346 {
347 if(console) {
348 console.value += str;
349 }
350 }
352 window.request_redisplay = (function() {
353 return window.requestAnimationFrame ||
354 window.webkitRequestAnimationFrame ||
355 window.mozRequestAnimationFrame ||
356 window.oRequestAnimationFrame ||
357 window.msRequestAnimationFrame ||
358 function(callback, element) { window.setTimeout(callback, 1000/60); };
359 })();
362 var glass_progr_vs_src =
363 "attribute vec4 attr_vertex, attr_color;\n" +
364 "uniform mat4 mvmat, projmat;\n" +
365 "varying vec4 color;\n" +
366 "void main()\n{\n" +
367 "\tmat4 mvp = projmat * mvmat;\n" +
368 "\tgl_Position = mvp * attr_vertex;\n" +
369 "\tcolor = attr_color;\n}\n";
371 var glass_progr_ps_src =
372 "precision highp float;\n" +
373 "varying vec4 color;\n" +
374 "void main()\n{\n" +
375 "\tgl_FragColor = color;\n}\n";
377 function glass_draw_progress(msec)
378 {
379 glMatrixMode(GL_PROJECTION);
380 glPushMatrix();
381 glLoadIdentity();
383 glMatrixMode(GL_MODELVIEW);
384 glPushMatrix();
385 glLoadIdentity();
387 gl.clearColor(0, 0, 0, 1);
388 gl.clear(gl.COLOR_BUFFER_BIT);
390 var progr = glass_data_loaded / glass_data_count;
392 gl.useProgram(glass_progr_prog);
394 glBegin(GL_QUADS);
395 glColor3f(0.3, 0.5, 0.8);
396 glVertex2f(-0.55, -0.1);
397 glVertex2f(0.55, -0.1);
398 glVertex2f(0.55, 0.1);
399 glVertex2f(-0.55, 0.1);
401 glColor3f(0, 0, 0);
402 glVertex2f(-0.525, -0.075);
403 glVertex2f(0.525, -0.075);
404 glVertex2f(0.525, 0.075);
405 glVertex2f(-0.525, 0.075);
407 glColor3f(1.0, 0.3, 0.2);
408 glVertex2f(-0.5, -0.05);
409 glVertex2f(progr - 0.5, -0.05);
410 glVertex2f(progr - 0.5, 0.05);
411 glVertex2f(-0.5, 0.05);
412 glEnd();
414 glMatrixMode(GL_PROJECTION);
415 glPopMatrix();
416 glMatrixMode(GL_MODELVIEW);
417 glPopMatrix();
418 }