blob: 933ddf602eb69c67bf276b0cf957f2e57cb7511a [file] [log] [blame]
/**
* Constructs a renderer object.
* @param {WebGLRenderingContext} gl The GL context.
* @constructor
*/
var Renderer = function(gl) {
/**
* The GL context.
* @type {WebGLRenderingContext}
* @private
*/
this.gl_ = gl;
/**
* The WebGLProgram.
* @type {WebGLProgram}
* @private
*/
this.program_ = gl.createProgram();
/**
* @type {WebGLShader}
* @private
*/
this.vertexShader_ = this.compileShader_(
Renderer.vertexShaderSource_, gl.VERTEX_SHADER);
/**
* @type {WebGLShader}
* @private
*/
this.fragmentShader_ = this.compileShader_(
Renderer.fragmentShaderSource_, gl.FRAGMENT_SHADER);
/**
* Cached uniform locations.
* @type {Object.<string, WebGLUniformLocation>}
* @private
*/
this.uniformLocations_ = {};
/**
* Cached attribute locations.
* @type {Object.<string, WebGLActiveInfo>}
* @private
*/
this.attribLocations_ = {};
/**
* A vertex buffer containing a single quad with xy coordinates from [-1,-1]
* to [1,1] and uv coordinates from [0,0] to [1,1].
* @private
*/
this.quadVertexBuffer_ = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVertexBuffer_);
var vertices = new Float32Array(
[-1.0, -1.0, 0.0, 1.0,
+1.0, -1.0, 1.0, 1.0,
-1.0, +1.0, 0.0, 0.0,
1.0, +1.0, 1.0, 0.0]);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// init shaders
gl.attachShader(this.program_, this.vertexShader_);
gl.attachShader(this.program_, this.fragmentShader_);
gl.bindAttribLocation(this.program_, 0, 'vert');
gl.linkProgram(this.program_);
gl.useProgram(this.program_);
gl.enableVertexAttribArray(0);
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
var count = gl.getProgramParameter(this.program_, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < /** @type {number} */(count); i++) {
var info = gl.getActiveUniform(this.program_, i);
var result = gl.getUniformLocation(this.program_, info.name);
this.uniformLocations_[info.name] = result;
}
count = gl.getProgramParameter(this.program_, gl.ACTIVE_ATTRIBUTES);
for (var i = 0; i < /** @type {number} */(count); i++) {
var info = gl.getActiveAttrib(this.program_, i);
var result = gl.getAttribLocation(this.program_, info.name);
this.attribLocations_[info.name] = result;
}
};
Renderer.prototype.finishInit = function() {
this.draw();
};
Renderer.prototype.createDxtTexture = function(dxtData, width, height, format) {
var gl = this.gl_;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
format,
width,
height,
0,
dxtData);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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.generateMipmap(gl.TEXTURE_2D)
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
};
Renderer.prototype.destroyTexture = function(tex)
{
var gl = this.gl_;
//gl.bindTexture(gl.TEXTURE_2D, 0);
gl.deleteTexture(tex);
}
Renderer.prototype.createRgb565Texture = function(rgb565Data, width, height) {
var gl = this.gl_;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGB,
width,
height,
0,
gl.RGB,
gl.UNSIGNED_SHORT_5_6_5,
rgb565Data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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.generateMipmap(gl.TEXTURE_2D)
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
};
Renderer.prototype.drawTexture = function(texture, width, height, mode) {
var gl = this.gl_;
// draw scene
gl.clearColor(0, 0, 0, 1);
gl.clearDepth(1.0);
gl.viewport(0, 0, width, height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(this.uniformLocations_.texSampler, 0);
var x = 0.0;
var y = 0.0;
if (mode == 1)
x = 1.0;
else if (mode == 2)
y = 1.0;
gl.uniform4f(this.uniformLocations_.control, x, y, 0.0, 0.0);
gl.enableVertexAttribArray(this.attribLocations_.vert);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVertexBuffer_);
gl.vertexAttribPointer(this.attribLocations_.vert, 4, gl.FLOAT,
false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
/**
* Compiles a GLSL shader and returns a WebGLShader.
* @param {string} shaderSource The shader source code string.
* @param {number} type Either VERTEX_SHADER or FRAGMENT_SHADER.
* @return {WebGLShader} The new WebGLShader.
* @private
*/
Renderer.prototype.compileShader_ = function(shaderSource, type) {
var gl = this.gl_;
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
return shader;
};
/**
* @type {string}
* @private
*/
Renderer.vertexShaderSource_ = [
'attribute vec4 vert;',
'varying vec2 v_texCoord;',
'void main() {',
' gl_Position = vec4(vert.xy, 0.0, 1.0);',
' v_texCoord = vert.zw;',
'}'
].join('\n');
/**
* @type {string}
* @private ' gl_FragColor = texture2D(texSampler, v_texCoord);',
*/
Renderer.fragmentShaderSource_ = [
'precision highp float;',
'uniform sampler2D texSampler;',
'uniform vec4 control;',
'varying vec2 v_texCoord;',
'void main() {',
' vec4 c;',
' c = texture2D(texSampler, v_texCoord);',
' if (control.x > 0.0)',
' {',
' c.w = 1.0;',
' }',
' else if (control.y > 0.0)',
' {',
' c.rgb = c.aaa; c.w = 1.0;',
' }',
' gl_FragColor = c;',
'}'
].join('\n');