WebGl Fragment Shader pass array
我对OpenGL或WebGL知之甚少。 我想知道是否可以向片段着色器传递参数。 具体来说,我想将其传递给多维数组,并为每个像素设置颜色,例如:
1 | [0][0][0] = 1 |
将是(0,0)处像素的红色分量。
执行此操作的标准方法是使用纹理而不是传递数组。
西蒙的答案是正确的。 但是我花了大约6个小时才真正开始工作,这是我完整的工作代码(HTML文件)。 希望它将使您免于我今晚经历的所有麻烦。
使用方法:在画布上单击任意位置以设置或删除图块。
在以下环境中测试:Chrome,IE,Edge:
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margin:0px; font-family:"Andale Mono"; } button,input{ padding:10px; } </style> <script id="VERT_SHADER" type="NOT_JAVASCRIPT"> precision highp float; attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } <!-- Simpler shader for when you need to --> <!-- simplify and hunt down a problem --> <script id="FRAG_SHADER_SIMPLE" type="NOT_JAVASCRIPT"> #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif uniform int HAS_TEXTURE_BEEN_PUSHED_FROM_JAVASCRIPT; uniform sampler2D u_texture; //<--"uSampler" here: https://www.john-smith.me/hassles-with-array-access-in-webgl-and-a-couple-of-workarounds.html void main(){ gl_FragColor = vec4( 0.5, 0.5, 0.5, 1.0); } <script id="FRAG_SHADER" type="NOT_JAVASCRIPT"> //Must declare precision before declaring //any uniforms: //////////////////////////////////////////////// #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif //////////////////////////////////////////////// //:Width and height of tilemap in TILES: uniform int CMAP_WID; uniform int CMAP_HIG; //SOURCE: https://stackoverflow.com/questions/36324295/webgl-access-buffer-from-shader //: QUOTE[ //: Make sure your texture filtering //: is set to gl.NEAREST. //: ]QUOTE //SDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSD// uniform int HAS_TEXTURE_BEEN_PUSHED_FROM_JAVASCRIPT; uniform sampler2D u_texture; //<--"uSampler" here: https://www.john-smith.me/hassles-with-array-access-in-webgl-and-a-couple-of-workarounds.html vec2 textureSize = vec2(128.0, 128.0); vec4 getValueFromTexture(float index) { float column = mod(index, textureSize.x); float row = floor(index / textureSize.x); vec2 uv = vec2( (column + 0.5) / textureSize.x, (row + 0.5) / textureSize.y); return texture2D(u_texture, uv); } //Integer version of function: vec4 TVi( int index_i ){ return getValueFromTexture( float(index_i) ); } //SDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSDSD// #define CANVAS_WID 640.0 #define CANVAS_HIG 480.0 #define TIL_WID 64.0 #define TIL_HIG 64.0 //Uniforms exposed to HTML/JAVASCRIPT: uniform float TIL_WID_EDIT; uniform float TIL_HIG_EDIT; //Time modulates between 0 and 1: uniform float TIME_TICKER; //Matches iTime of shadertoy website; uniform float TIME_UPUP; //Hard code to support a 16x16 tilemap: uniform float TIL_MAP[256]; //uniform float TIL_MAP[8]; float til_wid; float til_hig; //TFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTFTF// vec2 RenderTileBase(){ vec2 OUT_DATA; //Don't render until tile-map size in tiles //has been set by javascript: if(CMAP_WID == 0){ return OUT_DATA; } if(CMAP_HIG == 0){ return OUT_DATA; } //If uniforms have not set by user, //use the default values set by the #define(s) //==========================================// if(TIL_WID_EDIT > 0.0){ til_wid = TIL_WID_EDIT; }else{ til_wid = TIL_WID; } if(TIL_HIG_EDIT > 0.0){ til_hig = TIL_HIG_EDIT; }else{ til_hig = TIL_HIG; } //==========================================// //NOTE: on"gl_FragCoord" range: //******************************************// //web-gl: In terms of pixel/canvas coords. // X-AXIS: 0 to canvas.width - 1 // Y-AXIS: 0 to canvas.height- 1 //OpenGL: In terms of 0 to 1. //******************************************// //:Calculate number of tiles shown on screen: //:This may be fractional: float NUM_TIL_X = CANVAS_WID / til_wid; float NUM_TIL_Y = CANVAS_HIG / til_hig; //DETERMINE WHAT tile you are on: float TC_X; //tile coordinate X float TC_Y; //tile coordinate Y TC_X = floor( gl_FragCoord.x / til_wid ); TC_Y = floor( gl_FragCoord.y / til_hig ); int i_X = int( TC_X ); //integer version of TC_X int i_Y = int( TC_Y ); //integer version of TC_Y int DEX = (i_Y * CMAP_WID) + i_X; vec2 FC_MOD; FC_MOD.x = gl_FragCoord.x; FC_MOD.y = gl_FragCoord.y; //You want all tiles to have the full range //of colors, so you always modulate by //CANVAS_WID and CANVAS_HIG, You scale by the //# of tiles on each axis which means the //gradient becomes steeper as the # of tiles //increases. FC_MOD.x = mod( gl_FragCoord.x*NUM_TIL_X, CANVAS_WID ); FC_MOD.y = mod( gl_FragCoord.y*NUM_TIL_Y, CANVAS_HIG ); //[N]ormalize values into range 0 to 1: //NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN// float norm_X = (FC_MOD.x) / CANVAS_WID; float norm_Y = (FC_MOD.y) / CANVAS_HIG; float NMAP_X; // norm_X value mapped. float NMAP_Y; // norm_Y value mapped. //NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN// //Use [B]lue channel because why not? //BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB// float GRAD_X = gl_FragCoord.x / CANVAS_WID; float GRAD_Y = gl_FragCoord.y / CANVAS_HIG; if(GRAD_X > 1.0 || GRAD_X < 0.0){ return OUT_DATA; } if(GRAD_Y > 1.0 || GRAD_Y < 0.0){ return OUT_DATA; } float tile_value; float DEX_F = float(DEX); vec4 V4 ; //tile_RGBA if( HAS_TEXTURE_BEEN_PUSHED_FROM_JAVASCRIPT > 0 ){ V4 = getValueFromTexture( DEX_F ); tile_value = V4.x; } if( tile_value==0.0 ){ NMAP_X = 0.0; NMAP_Y = 0.0; }else{ NMAP_X = TIME_TICKER; NMAP_Y = 1.0-TIME_TICKER; } //BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB// OUT_DATA.x = NMAP_X; OUT_DATA.y = NMAP_Y; return OUT_DATA; } void main() { vec2 uv = RenderTileBase(); gl_FragColor = vec4( uv.x, uv.y, 0, 1.0); return; } <!-- SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS --> <!-- SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS --> <!-- SSSSSSSSSS SHADER_SECTION END SSSSSSSSSS --> <!-- SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS --> <script id="BOILER_PLATE_CODE" type="text/javascript"> function ON_LOADED_FUNCTION(){ console.log("[ON_LOADED_FUNCTION]"); main(); } //SOURCE:https://www.john-smith.me/hassles-with-array-access-in-webgl-and-a-couple-of-workarounds.html var HACK_CANVAS = document.createElement('canvas'); HACK_CANVAS.width = 128*128; HACK_CANVAS.height= 1; //Global Array Container: var GLOBAL_GAC; var TIME_UPUP = 0; var TIME_0255 = 0; var TIME_2PI = 0.0; var TIME_TICKER = 0.0; function UPDATE_TIMER(){ TIME_UPUP = TIME_UPUP + 0.01; TIME_0255 += 0.75; if(TIME_0255 > 255){ TIME_0255 = 0; } TIME_2PI = (TIME_0255 / 255) * (Math.PI * 2); //Use cos to modulate value between 0 and 1: //To do so, need to offset by 1 and divide //by two to transform [-1, 1] range //into [0, 1] range. TIME_TICKER = ( Math.cos(TIME_2PI) + 1) / 2; //console.log( TIME_TICKER); SET_ATTR("TIME_TICKER", TIME_TICKER); SET_ATTR("TIME_UPUP" , TIME_UPUP ); } //:Takes the gl context object, if the input //:is null, we likely failed to get the //:context. function HAS_OPEN_GL_CHECK(gl){ // Only continue if WebGL is // available and working if (!gl) { var msg =""; msg +="[Unable to initialize WebGL.]"; msg +="[your browser or machine may]"; msg += "[not support it.]" alert( msg ); return; } } function GET_INPUT_BOX_VALUE( elem_id ){ var box; //DOM input box var val; //Value in input box. box = document.getElementById( elem_id ); val = box.value; return (0 + val); //cast to number. } function PUT_WID(){ assert_program_and_gl_exist(); var val = GET_INPUT_BOX_VALUE("INPUT_WID"); var res = SET_ATTR_UI("TIL_WID_EDIT", val); //For click listener on canvas: if(res){ GLOBAL_TIL_WID = val; } } function PUT_HIG(){ assert_program_and_gl_exist(); var val = GET_INPUT_BOX_VALUE("INPUT_HIG"); var res = SET_ATTR_UI("TIL_HIG_EDIT", val); //For click listener on canvas: if(res){ GLOBAL_TIL_HIG = val; } } //Integer Version of set-attribute helper: function SET_ATTR_INT(gl_var_name, val){ var loc; //<--location of variable loc = gl.getUniformLocation( program, gl_var_name ); gl.useProgram(program); gl.uniform1i(loc, val ); } //Returns TRUE if successful: function SET_ATTR(gl_var_name, val){ var loc; //<--location of variable. loc = gl.getUniformLocation( program , gl_var_name ); gl.useProgram(program); gl.uniform1f(loc, val); return true; } //Version of SET_ATTR used for the //User Interface (UI): function SET_ATTR_UI(gl_var_name, val){ if(val < 0 || val > 256 ){ alert("choose value between 0 to 256"); //Call was ignored, so return false: return false; } return SET_ATTR(gl_var_name, val); } function assert_program_and_gl_exist(){ if(!program){慌("[NO_PROGRAM_EXISTS]");} if(!gl ){慌("[NO_GL_EXISTS]");} } //慌:"disconcerted, be confused, lose one's head" //慌: In Code: ~Panic~ function 慌( panic_message ){ console.log( panic_message ); alert ( panic_message ); throw ( panic_message ); } function makeOpenGlContextUsingCanvas(c){ //:Try what works in chrome and all the //:respectable browsers first: gl = c.getContext("webgl"); if(!gl){ console.log("[Probably_In_IE]"); gl = c.getContext("experimental-webgl"); }else{ console.log("[Probably_NOT_IE]"); } HAS_OPEN_GL_CHECK( gl ); return gl; } function CANVAS_CLICK_FUNCTION(event){ var mp = getMousePos(canvas,event); //Correct to match openGL orientation: mp.y = canvas.height - mp.y; console.log( mp ); //Determine tile clicked on: var tx = mp.x / GLOBAL_TIL_WID; var ty = mp.y / GLOBAL_TIL_HIG; tx = Math.floor(tx); ty = Math.floor(ty); console.log("tx:", tx,"ty:", ty); //Convert to index: var dex; dex = (GLOBAL_GAC.WID * ty) + tx; val = GLOBAL_GAC.Get_R( dex ); if(val!=0){ val = 0; }else{ val = 1; } GLOBAL_GAC.Put_R( dex , val ); //Update The Shader With New TileMap: GLOBAL_GAC.pushToGL(); } function getMousePos(GMP_canvas, evt) { var rect = GMP_canvas.getBoundingClientRect(); return { x: evt.clientX - rect.left, y: evt.clientY - rect.top }; } //: No"var" prefix, making them global: function initGlobals(){ //The width and height in PIXELS of a //single tile on our tile-map: GLOBAL_TIL_WID = 64; GLOBAL_TIL_HIG = 64; canvas = document.querySelector("#glCanvas"); if(!canvas){ alert("FAILED_TO_GET_CANVAS"); }else{ console.log("[GOT_CANVAS]"); } //Add listener to canvas: canvas.addEventListener('click',CANVAS_CLICK_FUNCTION); gl = makeOpenGlContextUsingCanvas(canvas); //These dimensions are hard-coded into //fragment shader code, so be careful //about changing them: canvas.width = 640; canvas.height= 480; buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW ); //G == Global Container. //To fix problems with rendering in I.E. //(Internet Explorer) //GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG// var G = {}; G.canvas = canvas; G.gl = gl; G.buffer = buffer; if( ! G.canvas || ! G.gl || ! G.buffer ){ 慌("[Global_Container_Broken]"); } return G; //GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG// } function main(){ G = initGlobals(); HAS_OPEN_GL_CHECK( G ); gl.viewport(0,0,gl.drawingBufferWidth , gl.drawingBufferHeight); setup(); render(); SETUP_TILE_MAP_DATA(); } //Need texture/buffer container: 斗 var GLArrayContainer = function(){ var _self = this; //web-gl texture handle: this.TEX = null; //Pixel Array: this.PIX = null; //Number of pixels in Pixel Array: this.PIX_NUM = 0; this.WID = 0; //width in pixels. this.HIG = 0; //height in pixels. Sure pixels? //Publically Exposed Functions: //PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP// this.setPixelByIndex = _setPixelByIndex; this.makePattern = _makePattern ; this.solidFill = _solidFill ; this.pushToGL = _pushToGL ; this.Get_R = _get_R; this.Put_R = _put_R; //PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP// //: i == index. function _get_R( i ){ var RED_INDEX = 0; var r = _self.PIX[(i*4) + RED_INDEX]; return r; } //: i == index. function _put_R( i, val){ var RED_INDEX = 0; _self.PIX[(i*4) + RED_INDEX] = val; } function _setPixelByIndex(i, r,g,b, a){ //Multiply by 4 to get address //of first component of pixel [i] //Because each pixel is 4-bytes: var b = i*4; //RGBA (alpha last) (NOT : argb) _self.PIX[ b + 0 ] = r; _self.PIX[ b + 1 ] = g; _self.PIX[ b + 2 ] = b; _self.PIX[ b + 3 ] = a; } function _solidFill(){ if(_self.PIX_NUM <= 0){慌("[BAD_PIX_NUM]");} var r,g,b; for(var i = 0; i < _self.PIX_NUM; i++){ _setPixelByIndex(i,225,22,64,255); } } //Make a checker pattern: function _makePattern(){ var EVERY_OTHER = false; var i_r = 0; var i_g = 0; var i_b = 0; for(var i = 0; i < _self.PIX_NUM; i++){ EVERY_OTHER = (!EVERY_OTHER); if( EVERY_OTHER ){ i_r = 255; i_g = 255; i_b = 255; }else{ //alert("HEY"); i_r = 0; i_g = 0; i_b = 0; } _setPixelByIndex( i,i_r,i_g,i_b,255 ); } } //Push changes to Web-GL so fragment //shader can use the values: function _pushToGL(){ if(!_self.TEX){慌("[TEX_PROBLEM]");} console.log("[push_to_gl]"); gl.activeTexture( gl.TEXTURE1 ); gl.bindTexture( gl.TEXTURE_2D, _self.TEX ); //Will get error: //[ WebGL: INVALID_OPERATION: ] //[ texParameter: no texture bound to target ] //If no texture is bound to active slot before doing this. //:SOURCE:https://stackoverflow.com/questions/42358462/no-texture-bound-to-the-unit-0 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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); //:will also throw error if no texture //in active texture slot: gl.texImage2D( gl.TEXTURE_2D , 0 , //LEVEL gl.RGBA , //internalFormat, _self.WID , _self.HIG , 0 , //border gl.RGBA , //srcFormat gl.UNSIGNED_BYTE , //srcType _self.PIX //<--ArrayBufferView object ); SET_ATTR_INT( "HAS_TEXTURE_BEEN_PUSHED_FROM_JAVASCRIPT", 1 ); //Let shader know tile-map width and height: SET_ATTR_INT("CMAP_WID", _self.WID); SET_ATTR_INT("CMAP_HIG", _self.HIG); } } TILE_MAP_HAS_BEEN_SETUP = false; function SETUP_TILE_MAP_DATA(){ if(TILE_MAP_HAS_BEEN_SETUP){ alert("[MAP_ALREADY_SETUP]"); return; } TILE_MAP_HAS_BEEN_SETUP = true; //Decided on 128x128: //Because it is maximum dimensions of //a project I am working on. const WID = 128; const HIG = 128; //4 components/bytes in 1 ARGB pixel: const NUM_COM_ARGB = 4; //4; const ARRAY_LENGTH = WID*HIG*NUM_COM_ARGB; const pixel = new Uint8Array( ARRAY_LENGTH ); //Create Texure slot at TEXTURE1 because //seems to be bug"there is no texture bound to unit 0" //in chrome. gl.activeTexture(gl.TEXTURE1); const texture = gl.createTexture(); if(!texture){慌("[NOT_TEXTURE]");} //Our texture sampler needs to be bound to //the same texture slot. Hence the"1" //https://www.john-smith.me/hassles-with-array-access-in-webgl-and-a-couple-of-workarounds.html gl.uniform1i( gl.getUniformLocation( program , "u_texture" //<--Sampler2D's Name. ), 1 //<--Texture Slot To Bind To. ); //Our pixel array is 4-component, so we //can use alignment 4. An alignment of //1 will also work. //SOURCE: https://webglfundamentals.org/webgl/lessons/webgl-data-textures.html const alignment = 4; gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment); //Populate our helper container: //PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP// GLOBAL_GAC = new GLArrayContainer(); GLOBAL_GAC.PIX = pixel; GLOBAL_GAC.TEX = texture; GLOBAL_GAC.PIX_NUM = WID*HIG; GLOBAL_GAC.WID = WID; GLOBAL_GAC.HIG = HIG; GLOBAL_GAC.makePattern(); GLOBAL_GAC.pushToGL(); //setTimeout( 1, GLOBAL_GAC.pushToGL() ); //PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP// } function setup(){ var frag_dom = document.getElementById("FRAG_SHADER"); var frag_src = frag_dom.text; console.log( frag_src ); F = createShader( gl,gl.FRAGMENT_SHADER, frag_src ); var vert_dom = document.getElementById("VERT_SHADER"); var vert_src = vert_dom.text; console.log( vert_src ); V = createShader( gl, gl.VERTEX_SHADER, vert_src ); //**** MAKE"program" a GLOBAL VAR ****// program = createProgram(gl,V,F); gl.useProgram( program ); if(!program){ 慌("[PROGRAM_IS_NULL]");} } function render(){ window.requestAnimationFrame(render,canvas); // Set clear color to black, fully opaque gl.clearColor(0.0, 0.0, 0.5, 1.0); // Clear the color buffer with specified clear color gl.clear(gl.COLOR_BUFFER_BIT); //Directly before call to gl.drawArrays: positionLocation = gl.getAttribLocation(program,"a_position"); gl.enableVertexAttribArray( positionLocation ); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); UPDATE_TIMER(); gl.drawArrays(gl.TRIANGLES, 0, 6); } function createShader(gl,type,source){ //:Error Check For Bad Inputs: if(!gl ){慌("[NULL_GL]");} if(!type ){慌("[NULL_TY]");} if(!source){慌("[NULL_SR]");} var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); var res = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if( res ){ console.log("[SHADER_COMPILED!]"); return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); 慌("[FAILED_TO_COMPILE_SHADER]"); } //:gl : openGL context : //:vert: vertex shader : //:frag: fragment shader: function createProgram(gl,vert, frag){ var program = gl.createProgram(); gl.attachShader(program, vert); gl.attachShader(program, frag); gl.linkProgram (program); var res = gl.getProgramParameter(program, gl.LINK_STATUS); if( res ){ console.log("[PROGRAM_CREATED!]"); return program; } console.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } <!-- SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS --> </head> <!-- HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH --> <!-- BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB --> <body onloadx="ON_LOADED_FUNCTION()"> <!-- BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB --> Web-GL: Texture As Tilemap <p> Author: John Mark Isaac Madison <p><center>[wp_ad_camp_3]</center></p><p> <p> Email : J4M4I5M7@hotmail.com <p> <canvas id="glCanvas"></canvas> </br> <button onClick="PUT_WID();">TILE_WIDTH__IN_PIXELS</button> <input type="text" id="INPUT_WID" value="32"> </br> </br> <button onClick="PUT_HIG();">TILE_HEIGHT_IN_PIXELS</button> <input type="text" id="INPUT_HIG" value="32"> </br> <!-- BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB --> </body> </html> |