town-page/_assets/javascript/shaderCanvas4.js

197 lines
7.0 KiB
JavaScript

var shader_time = 0.0;
var canvas_size = new Array(2);
window.addEventListener("load", main);
function main() {
var canvas = document.querySelector('#webgl-canvas');
const canvasses = document.querySelectorAll('.webgl-shader-canvas');
if (canvasses.length == 0) {
console.log("WebGL script requires at least one canvas with class 'webgl-shader-canvas''");
return
}
canvasses.forEach(function(canvas){
if (!canvas.getAttributeNames().includes("data-fs-source") || !canvas.getAttributeNames().includes("data-fs-source")) {
console.log("WebGL script requires a canvas with data-fs-source and data-vs-source attributes.");
return
}
// load vertex shader
const vsxhttp = new XMLHttpRequest();
vsxhttp.onreadystatechange = function() {
if (this.readyState == 4 && this.status == 200) {
const vsSource = vsxhttp.responseText;
// load fragment shader
const fsxhttp = new XMLHttpRequest();
fsxhttp.onreadystatechange = function() {
if (this.readyState == 4 && this.status == 200) {
const fsSource = fsxhttp.responseText;
// console.log(fsSource);
// console.log(fsSource);
// Shaders loaded, begin the webgl render:
webglRender(canvas, vsSource, fsSource);
}
}
fsxhttp.open('GET',canvas.getAttribute('data-fs-source'));
fsxhttp.send();
}
}
vsxhttp.open('GET',canvas.getAttribute('data-vs-source'));
vsxhttp.send();
});
}
function webglRender(canvas, vsSource, fsSource) {
const gl = canvas.getContext('webgl');
// If we don't have a GL context, give up now
if (!gl) {
alert('Unable to initialize WebGL. Your browser or machine may not support it.');
return;
}
canvas_size[0] = canvas.width; canvas_size[1] = canvas.height;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attributes our shader program is using
// for aVertexPosition, aVevrtexColor and also
// look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
uResolution: gl.getUniformLocation(shaderProgram, 'uResolution'),
uTime: gl.getUniformLocation(shaderProgram, 'uTime'),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
var then = 0;
// Draw the scene repeatedly
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
drawScene(gl, programInfo, buffers, deltaTime);
window.requestAnimationFrame(render);
}
window.requestAnimationFrame(render);
}
//
// initBuffers
//
// Initialize the buffers we'll need. For this demo, we just
// have one object -- a simple two-dimensional square.
//
function initBuffers(gl) {
// Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now create an array of positions for the square.
const positions = [
1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
];
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
return {
position: positionBuffer,
};
}
//
// Draw the scene.
//
function drawScene(gl, programInfo, buffers, deltaTime) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a orthographic matrix
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.0;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument as the destination to receive the result.
mat4.ortho(projectionMatrix, -1.0, 1.0, -1.0, 1.0, zNear, zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const modelViewMatrix = mat4.create();
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(programInfo.uniformLocations.projectionMatrix, false, projectionMatrix);
gl.uniformMatrix4fv(programInfo.uniformLocations.modelViewMatrix, false, modelViewMatrix);
gl.uniform2f(programInfo.uniformLocations.uResolution, canvas_size[0], canvas_size[1]);
gl.uniform1f(programInfo.uniformLocations.uTime, shader_time);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
// Update time:
shader_time += deltaTime;
}
//
// Initialize a shader program, so WebGL knows how to draw our data
//
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
//
// creates a shader of the given type, uploads the source and compiles it.
//
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source); // Send the source to the shader object
gl.compileShader(shader); // Compile the shader program
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}