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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.WebGLRenderer = function () {
- var _canvas = document.createElement( 'canvas' ),
- _gl, _program,
- _viewMatrix = new THREE.Matrix4(), _normalMatrix;
- this.domElement = _canvas;
- this.autoClear = true;
- initGL();
- initProgram();
- // material constants used in shader
- var COLORFILL = 0, COLORSTROKE = 1, FACECOLORFILL = 2, FACECOLORSTROKE = 3, BITMAP = 4;
-
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- _gl.viewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.clear = function () {
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
- };
- this.setupLights = function ( scene ) {
-
- var l, ll, lightColor, lightPosition, lightIntensity, light;
-
- _gl.uniform1i( _program.enableLighting, scene.lights.length );
- for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
- light = scene.lights[ l ];
- if ( light instanceof THREE.AmbientLight ) {
- lightColor = light.color;
- _gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
- } else if ( light instanceof THREE.DirectionalLight ) {
- lightColor = light.color;
- lightPosition = light.position;
- lightIntensity = light.intensity;
- _gl.uniform3f( _program.lightingDirection, lightPosition.x, lightPosition.y, lightPosition.z );
- _gl.uniform3f( _program.directionalColor, lightColor.r * lightIntensity, lightColor.g * lightIntensity, lightColor.b * lightIntensity );
- } else if( light instanceof THREE.PointLight ) {
- lightColor = light.color;
- lightPosition = light.position;
- lightIntensity = light.intensity;
- _gl.uniform3f( _program.pointPosition, lightPosition.x, lightPosition.y, lightPosition.z );
- _gl.uniform3f( _program.pointColor, lightColor.r * lightIntensity, lightColor.g * lightIntensity, lightColor.b * lightIntensity );
-
- }
- }
- };
-
- this.createBuffers = function ( object, materialIndex ) {
-
- var materialFace = object.materialFaces[ materialIndex ];
- var material = object.material[ materialIndex ];
-
- var faceArray = [];
- var lineArray = [];
-
- var vertexArray = [];
- var colorArray = [];
- var normalArray = [];
- var uvArray = [];
-
- var vertexIndex = 0;
- var f, fl, fi, face, faceColor, vertexNormals, normal, uv, v1, v2, v3, v4;
-
- for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
- fi = materialFace.faces[f];
- face = object.geometry.faces[ fi ];
- faceColor = face.color;
- vertexNormals = face.vertexNormals;
- normal = face.normal;
- uv = object.geometry.uvs[ fi ];
- if ( face instanceof THREE.Face3 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- if ( vertexNormals.length == 3 ) {
-
- normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
- normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
- normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
-
- }
- else {
-
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
-
- }
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- if ( uv ) {
-
- uvArray.push( uv[0].u, uv[0].v );
- uvArray.push( uv[1].u, uv[1].v );
- uvArray.push( uv[2].u, uv[2].v );
-
- }
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
-
- // TODO: don't add lines that already exist (faces sharing edge)
-
- lineArray.push( vertexIndex, vertexIndex + 1 );
- lineArray.push( vertexIndex, vertexIndex + 2 );
- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
- vertexIndex += 3;
- } else if ( face instanceof THREE.Face4 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- v4 = object.geometry.vertices[ face.d ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- vertexArray.push( v4.x, v4.y, v4.z );
- if ( vertexNormals.length == 4 ) {
-
- normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
- normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
- normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
- normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
-
- }
- else {
-
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
-
- }
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- if ( uv ) {
-
- uvArray.push( uv[0].u, uv[0].v );
- uvArray.push( uv[1].u, uv[1].v );
- uvArray.push( uv[2].u, uv[2].v );
- uvArray.push( uv[3].u, uv[3].v );
-
- }
-
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
- faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
- // TODO: don't add lines that already exist (faces sharing edge)
-
- lineArray.push( vertexIndex, vertexIndex + 1 );
- lineArray.push( vertexIndex, vertexIndex + 2 );
- lineArray.push( vertexIndex, vertexIndex + 3 );
- lineArray.push( vertexIndex + 1, vertexIndex + 2 );
- lineArray.push( vertexIndex + 2, vertexIndex + 3 );
-
- vertexIndex += 4;
- }
- }
- if ( !vertexArray.length ) {
- return;
- }
- /*
- log( "vertices: " + vertexArray.length/3 );
- log( "faces: " + faceArray.length/3 );
- log( "normals: " + normalArray.length/3 );
- log( "colors: " + colorArray.length/4 );
- log( "uvs: " + uvArray.length/2 );
- */
-
- materialFace.__webGLVertexBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
- materialFace.__webGLNormalBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
- materialFace.__webGLColorBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
- materialFace.__webGLUVBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
- materialFace.__webGLFaceBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
- materialFace.__webGLLineBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
- materialFace.__webGLFaceCount = faceArray.length;
- materialFace.__webGLLineCount = lineArray.length;
- }
-
- this.renderMesh = function ( object, camera ) {
-
- var m, ml, mf, material, materialFace, fi, lineWidth;
- // create separate VBOs per material
- for (var mf in object.materialFaces ) {
- materialFace = object.materialFaces[ mf ];
- material = object.material[ mf ];
- if( !material ) continue;
- // initialise on the first access
- if( !materialFace.__webGLVertexBuffer ) {
-
- this.createBuffers( object, mf );
-
- }
-
- for ( m = 0, ml = object.material.length; m < ml; m++ ) {
-
- material = object.material[ m ];
-
- // these materials can be either the only material for whole mesh
- // or if they are overlays in multimaterials, they apply only to
- // group of faces with single material (specified by decalIndex)
-
- if ( ( material instanceof THREE.MeshBitmapUVMappingMaterial ||
- material instanceof THREE.MeshFaceColorFillMaterial ||
- material instanceof THREE.MeshColorFillMaterial
- )
- &&
- ! ( m == mf || mf == material.decalIndex ) ) {
-
- continue;
-
- }
-
- if ( material instanceof THREE.MeshColorFillMaterial ) {
- color = material.color;
- _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
-
- _gl.uniform1i( _program.material, COLORFILL );
-
- } else if ( material instanceof THREE.MeshColorStrokeMaterial ) {
-
- lineWidth = material.lineWidth;
-
- color = material.color;
- _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
-
- _gl.uniform1i( _program.material, COLORSTROKE );
-
- } else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
-
- _gl.uniform1i( _program.material, FACECOLORFILL );
-
- } else if ( material instanceof THREE.MeshFaceColorStrokeMaterial ) {
- lineWidth = material.lineWidth;
-
- _gl.uniform1i( _program.material, FACECOLORSTROKE );
- } else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
-
- if ( !material.__webGLTexture && material.loaded ) {
-
- material.__webGLTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
- //_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- }
-
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
- _gl.uniform1i( _program.diffuse, 0 );
-
- _gl.uniform1i( _program.material, BITMAP );
-
- }
-
- // vertices
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
- _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
- // normals
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
- _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
- // colors
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
- _gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
-
- // uvs
-
- if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
-
- _gl.enableVertexAttribArray( _program.uv );
- _gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- }
- else {
-
- _gl.disableVertexAttribArray( _program.uv );
-
- }
- // render triangles
- if ( material instanceof THREE.MeshBitmapUVMappingMaterial ||
- material instanceof THREE.MeshFaceColorFillMaterial ||
- material instanceof THREE.MeshColorFillMaterial ) {
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, materialFace.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
-
- }
-
- // render lines
-
- else if ( material instanceof THREE.MeshColorStrokeMaterial ||
- material instanceof THREE.MeshFaceColorStrokeMaterial ) {
-
- _gl.lineWidth( lineWidth );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
- _gl.drawElements( _gl.LINES, materialFace.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
-
- }
-
- }
- }
- };
-
- this.setupMatrices = function ( object, camera ) {
-
- camera.autoUpdateMatrix && camera.updateMatrix();
- object.autoUpdateMatrix && object.updateMatrix();
- _viewMatrix.multiply( camera.matrix, object.matrix );
- _program.viewMatrixArray = new Float32Array( _viewMatrix.flatten() );
- _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
- _normalMatrix = THREE.Matrix4.makeInvert3x3( object.matrix ).transpose();
- _program.normalMatrixArray = new Float32Array( _normalMatrix.m );
-
- _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
- _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
- _gl.uniformMatrix3fv( _program.normalMatrix, false, _program.normalMatrixArray );
- _gl.uniformMatrix4fv( _program.objMatrix, false, new Float32Array( object.matrix.flatten() ) );
-
- };
-
- this.render = function ( scene, camera ) {
-
- var o, ol, object;
- if ( this.autoClear ) {
- this.clear();
- }
- this.setupLights( scene );
- for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
- object = scene.objects[ o ];
- this.setupMatrices( object, camera );
- if ( object instanceof THREE.Mesh ) {
- this.renderMesh( object, camera );
-
- } else if ( object instanceof THREE.Line ) {
-
- // TODO
- // It would be very inefficient to do lines one-by-one.
-
- // This will need a complete redesign from how CanvasRenderer does it.
-
- // Though it could be brute forced, if only used for lightweight
- // stuff (as CanvasRenderer can only handle small number of elements
- // anyways).
-
- // Heavy-duty wireframe lines are handled efficiently in mesh renderer.
- } else if ( object instanceof THREE.Particle ) {
-
- // TODO
-
- // The same as with lines, particles shouldn't be handled one-by-one.
-
- // Again, heavy duty particle system would require different approach,
- // like one VBO per particle system and then update attribute arrays,
- // though the best would be to move also behavior computation
- // into the shader (ala http://spidergl.org/example.php?id=11)
-
- }
-
- }
- };
- function initGL() {
- try {
- _gl = _canvas.getContext( 'experimental-webgl', { antialias: true} );
- } catch(e) { }
- if (!_gl) {
- alert("WebGL not supported");
- throw "cannot create webgl context";
- }
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.enable( _gl.BLEND );
- //_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- // _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool!
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( 0, 0, 0, 0 );
- }
- function initProgram() {
- _program = _gl.createProgram();
- _gl.attachShader( _program, getShader( "fragment", [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
- "uniform sampler2D diffuse;",
- "uniform vec4 uniformColor;",
-
- "varying vec2 vertexUv;",
- "varying vec4 vertexColor;",
- "varying vec3 lightWeighting;",
- "varying vec3 vNormal;",
-
- "uniform int material;", // 0 - ColorFill, 1 - ColorStroke, 2 - FaceColorFill, 3 - FaceColorStroke, 4 - Bitmap
- "void main(){",
- "if(material==4) {", // texture
- "vec4 texelColor = texture2D(diffuse, vertexUv);",
- "gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.a);",
-
- "} else if(material==3) {", // wireframe using vertex color
- "gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
-
- "} else if(material==2) {", // triangle using vertex color
- "gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
-
- "} else if(material==1) {", // wireframe using uniform color
- "gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
-
- "} else {", // triangle using uniform color
- "gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
- //"gl_FragColor = vec4(vNormal, 1.0);",
- "}",
- "}"
- ].join("\n") ) );
- _gl.attachShader( _program, getShader( "vertex", [
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec4 color;",
- "attribute vec2 uv;",
- "uniform bool enableLighting;",
- "uniform vec3 ambientColor;",
- "uniform vec3 directionalColor;",
- "uniform vec3 lightingDirection;",
- "uniform vec3 pointColor;",
- "uniform vec3 pointPosition;",
- "uniform mat4 viewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 objMatrix;",
- "uniform mat3 normalMatrix;",
-
- "varying vec4 vertexColor;",
- "varying vec2 vertexUv;",
- "varying vec3 lightWeighting;",
- "varying vec3 vNormal;",
-
- "void main(void) {",
- "vec4 mvPosition = viewMatrix * vec4( position, 1.0 );",
- "vec4 mPosition = objMatrix * vec4( position, 1.0 );",
- "vec3 transformedNormal = normalize(normalMatrix * normal);",
- "if(!enableLighting) {",
- "lightWeighting = vec3(1.0, 1.0, 1.0);",
- "} else {",
- "vec3 pointLight = normalize(pointPosition.xyz - mPosition.xyz);",
- "float directionalLightWeighting = max(dot(transformedNormal, normalize(lightingDirection)), 0.0);",
- "float pointLightWeighting = max(dot(transformedNormal, pointLight), 0.0);",
- "lightWeighting = ambientColor + directionalColor * directionalLightWeighting + pointColor * pointLightWeighting;",
- "}",
- "vNormal = transformedNormal;",
- "vertexColor = color;",
- "vertexUv = uv;",
-
- "gl_Position = projectionMatrix * mvPosition;",
- "}"].join("\n") ) );
- _gl.linkProgram( _program );
- if ( !_gl.getProgramParameter( _program, _gl.LINK_STATUS ) ) {
- alert( "Could not initialise shaders" );
- }
- _gl.useProgram( _program );
- _program.viewMatrix = _gl.getUniformLocation( _program, "viewMatrix" );
- _program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
- _program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
- _program.objMatrix = _gl.getUniformLocation( _program, "objMatrix" );
- _program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
- _program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
- _program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
- _program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
- _program.pointColor = _gl.getUniformLocation(_program, 'pointColor');
- _program.pointPosition = _gl.getUniformLocation(_program, 'pointPosition');
-
- _program.material = _gl.getUniformLocation(_program, 'material');
- _program.uniformColor = _gl.getUniformLocation(_program, 'uniformColor');
- _program.color = _gl.getAttribLocation( _program, "color" );
- _gl.enableVertexAttribArray( _program.color );
- _program.position = _gl.getAttribLocation( _program, "position" );
- _gl.enableVertexAttribArray( _program.position );
- _program.normal = _gl.getAttribLocation( _program, "normal" );
- _gl.enableVertexAttribArray( _program.normal );
- _program.uv = _gl.getAttribLocation( _program, "uv" );
- _gl.enableVertexAttribArray( _program.uv );
- _program.diffuse = _gl.getUniformLocation( _program, "diffuse");
- _gl.uniform1i( _program.diffuse, 0 );
- _program.viewMatrixArray = new Float32Array(16);
- _program.projectionMatrixArray = new Float32Array(16);
- }
- function getShader( type, string ) {
- var shader;
- if ( type == "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type == "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- alert( _gl.getShaderInfoLog( shader ) );
- return null;
- }
- return shader;
- }
- };
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