Files
2024-05-19 01:20:10 +02:00

295 lines
11 KiB
JavaScript

/*
* Copyright 2021, GFXFundamentals.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of GFXFundamentals. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* global define */
(function(root, factory) { // eslint-disable-line
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define([], function() {
return factory.call(root);
});
} else {
// Browser globals
root.webglUtils = factory.call(root);
}
}(this, function() {
"use strict";
const topWindow = this;
/** @module webgl-utils */
function isInIFrame(w) {
w = w || topWindow;
return w !== w.top;
}
if (!isInIFrame()) {
console.log("%c%s", 'color:blue;font-weight:bold;', 'for more about webgl-utils.js see:'); // eslint-disable-line
console.log("%c%s", 'color:blue;font-weight:bold;', 'http://webgl2fundamentals.org/webgl/lessons/webgl-boilerplate.html'); // eslint-disable-line
}
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
function error(msg) {
if (topWindow.console) {
if (topWindow.console.error) {
topWindow.console.error(msg);
} else if (topWindow.console.log) {
topWindow.console.log(msg);
}
}
}
const errorRE = /ERROR:\s*\d+:(\d+)/gi;
function addLineNumbersWithError(src, log = '') {
// Note: Error message formats are not defined by any spec so this may or may not work.
const matches = [...log.matchAll(errorRE)];
const lineNoToErrorMap = new Map(matches.map((m, ndx) => {
const lineNo = parseInt(m[1]);
const next = matches[ndx + 1];
const end = next ? next.index : log.length;
const msg = log.substring(m.index, end);
return [lineNo - 1, msg];
}));
return src.split('\n').map((line, lineNo) => {
const err = lineNoToErrorMap.get(lineNo);
return `${lineNo + 1}: ${line}${err ? `\n\n^^^ ${err}` : ''}`;
}).join('\n');
}
/**
* Error Callback
* @callback ErrorCallback
* @param {string} msg error message.
* @memberOf module:webgl-utils
*/
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
const errFn = opt_errorCallback || error;
// Create the shader object
const shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
const compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
const lastError = gl.getShaderInfoLog(shader);
errFn(`Error compiling shader: ${lastError}\n${addLineNumbersWithError(shaderSource, lastError)}`);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {WebGLShader[]} shaders The shaders to attach
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @memberOf module:webgl-utils
*/
function createProgram(
gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
const errFn = opt_errorCallback || error;
const program = gl.createProgram();
shaders.forEach(function(shader) {
gl.attachShader(program, shader);
});
if (opt_attribs) {
opt_attribs.forEach(function(attrib, ndx) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ndx] : ndx,
attrib);
});
}
gl.linkProgram(program);
// Check the link status
const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
const lastError = gl.getProgramInfoLog(program);
errFn(`Error in program linking: ${lastError}\n${
shaders.map(shader => {
const src = addLineNumbersWithError(gl.getShaderSource(shader));
const type = gl.getShaderParameter(shader, gl.SHADER_TYPE);
return `${glEnumToString(gl, type)}:\n${src}`;
}).join('\n')
}`);
gl.deleteProgram(program);
return null;
}
return program;
}
/**
* Loads a shader from a script tag.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} opt_shaderType The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
*/
function createShaderFromScript(
gl, scriptId, opt_shaderType, opt_errorCallback) {
let shaderSource = "";
let shaderType;
const shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw ("*** Error: unknown script element" + scriptId);
}
shaderSource = shaderScript.text;
if (!opt_shaderType) {
if (shaderScript.type === "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type === "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType !== gl.VERTEX_SHADER && shaderType !== gl.FRAGMENT_SHADER) {
throw ("*** Error: unknown shader type");
}
}
return loadShader(
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
opt_errorCallback);
}
const defaultShaderType = [
"VERTEX_SHADER",
"FRAGMENT_SHADER",
];
/**
* Creates a program from 2 script tags.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderScriptIds Array of ids of the script
* tags for the shaders. The first is assumed to be the
* vertex shader, the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram} The created program.
* @memberOf module:webgl-utils
*/
function createProgramFromScripts(
gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
const shaders = [];
for (let ii = 0; ii < shaderScriptIds.length; ++ii) {
shaders.push(createShaderFromScript(
gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
}
/**
* Creates a program from 2 sources.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSourcess Array of sources for the
* shaders. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram} The created program.
* @memberOf module:webgl-utils
*/
function createProgramFromSources(
gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
const shaders = [];
for (let ii = 0; ii < shaderSources.length; ++ii) {
shaders.push(loadShader(
gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback));
}
return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
}
/**
* Resize a canvas to match the size its displayed.
* @param {HTMLCanvasElement} canvas The canvas to resize.
* @param {number} [multiplier] amount to multiply by.
* Pass in window.devicePixelRatio for native pixels.
* @return {boolean} true if the canvas was resized.
* @memberOf module:webgl-utils
*/
function resizeCanvasToDisplaySize(canvas, multiplier) {
multiplier = multiplier || 1;
const width = canvas.clientWidth * multiplier | 0;
const height = canvas.clientHeight * multiplier | 0;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
return {
createProgram: createProgram,
createProgramFromScripts: createProgramFromScripts,
createProgramFromSources: createProgramFromSources,
resizeCanvasToDisplaySize: resizeCanvasToDisplaySize,
};
}));