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kernel.js
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/**
* This source code is licensed under the GPLv3 License.
* Author: Alexei Nekrasov (znbiz, E-mail: [email protected])
*/
function initShaders() {
var fragmentShader = getShader(gl.FRAGMENT_SHADER, 'shader-fs');
var vertexShader = getShader(gl.VERTEX_SHADER, 'shader-vs');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Íå óäàëîñü óñòàíîâèòü øåéäåðû");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexTextureAttribute = gl.getAttribLocation(shaderProgram, "aVertexTextureCoords");
gl.enableVertexAttribArray(shaderProgram.vertexTextureAttribute);
}
// Ôóíêöèÿ ñîçäàíèÿ øåéäåðà
function getShader(type, id) {
var source = document.getElementById(id).textContent;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Îøèáêà êîìïèëÿöèè øåéäåðà: " + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function initBuffers() {
var vertices = [
-1, -1, 0.5,
-1, 1, 0.5,
1, 1, 0.5,
1, -1, 0.5
];
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
vertexBuffer.itemSize = 3;
var indices = [0, 1, 2, 2, 3, 0];
indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
indexBuffer.numberOfItems = indices.length;
// Êîîðäèíàòû òåêñòóðû
var textureCoords = [
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
1.0, 0.0
];
// Ñîçäàíèå áóôåðà êîîðäèíàò òåêñòóðû
textureCoordsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
textureCoordsBuffer.itemSize = 2; // êàæäàÿ âåðøèíà èìååò äâå êîîðäèíàòû
textureCoordsBuffer.numItems = 4;
}
function draw() {
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordsBuffer);
gl.vertexAttribPointer(shaderProgram.vertexTextureAttribute,
textureCoordsBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawElements(gl.TRIANGLES, indexBuffer.numberOfItems, gl.UNSIGNED_SHORT, 0);
}
function setupWebGL() {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT || gl.DEPTH_BUFFER_BIT);
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
}
function setTextures() {
texture = gl.createTexture();
textureField = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindTexture(gl.TEXTURE_2D, textureField);
var fieldWH = fieldWidthHeight(256, 256);
var imagedWH = imageWidthHeight(500, 500);
var fieldbuf = fillTexture(fieldWH[0], fieldWH[1]);
var imagebuf = imageTexture(imagedWH[0], imagedWH[1]);
handleTextureLoaded(fieldbuf, textureField, 1, fieldWH[0], fieldWH[1]);
handleTextureLoaded(imagebuf, texture, 0, imagedWH[0], imagedWH[1]);
setupWebGL();
draw();
}
function handleTextureLoaded(image, texture, lav, width, height) {
if (lav == 0) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);
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);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
} else {
var ext = (
gl.getExtension("WEBGL_compressed_texture_s3tc") ||
gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") ||
gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc")
);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
var ext = (
gl.getExtension('EXT_texture_filter_anisotropic') ||
gl.getExtension('MOZ_EXT_texture_filter_anisotropic') ||
gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic')
);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "fieldSampler"), 1);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, image);
}
}
function fieldWidthHeight(x, y) {
var WH = [x, y];
return WH;
}
function imageWidthHeight(x, y) {
var WH = [x, y];
gl.uniform1f(gl.getUniformLocation(shaderProgram, "imageWidthf"), x);
gl.uniform1f(gl.getUniformLocation(shaderProgram, "imageHeightf"), y);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "imageWidth"), x);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "imageHeight"), y);
return WH;
}