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index.js
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import {vec3, vec4} from 'gl-matrix';
/**
* @param {HTMLCanvasElement} canvas
* @param {WebGLContextAttributes} opt_attribs
* @returns {WebGLRenderingContext|null}
*/
export function create3DContext(canvas, opt_attribs) {
const names = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
let context = null;
for(let ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(names[ii], opt_attribs);
} catch (e) {
// no-empty
}
if(context) {
break;
}
}
return context;
}
function makeFailHTML(msg) {
return `<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>
<td align="center">
<div style="display: table-cell; vertical-align: middle;">
<div>${msg}</div>
</div>
</td></tr></table>`;
}
const GET_A_WEBGL_BROWSER = `This page requires a browser that supports WebGL.<br/>
<a href="http://get.webgl.org">Click here to upgrade your browser.</a>`;
const OTHER_PROBLEM = `It doesn't appear your computer can support WebGL.<br/>
<a href="http://get.webgl.org/troubleshooting/">Click here for more information.</a>`;
/**
* @param {HTMLCanvasElement} canvas
* @param {WebGLContextAttributes} opt_attribs
* @returns {WebGLRenderingContext}
*/
export function setupWebGL(canvas, opt_attribs) {
function showLink(str) {
const container = canvas.parentNode;
if(container) {
container.innerHTML = makeFailHTML(str);
}
}
if(!window.WebGLRenderingContext) {
showLink(GET_A_WEBGL_BROWSER);
return null;
}
const context = create3DContext(canvas, opt_attribs);
if(!context) {
showLink(OTHER_PROBLEM);
}
return context;
}
/**
* @param {WebGLRenderingContext} gl
* @param {string} vertex
* @param {string} fragment
* @returns {WebGLProgram}
*/
export function createProgram(gl, vertex, fragment) {
const vertShdr = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShdr, vertex);
gl.compileShader(vertShdr);
if(!gl.getShaderParameter(vertShdr, gl.COMPILE_STATUS)) {
const msg = `Vertex shader failed to compile. The error log is:${gl.getShaderInfoLog(vertShdr)}`;
console.error(msg);
return -1;
}
const fragShdr = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShdr, fragment);
gl.compileShader(fragShdr);
if(!gl.getShaderParameter(fragShdr, gl.COMPILE_STATUS)) {
const msg = `Fragment shader failed to compile. The error log is:${gl.getShaderInfoLog(fragShdr)}`;
console.error(msg);
return -1;
}
const program = gl.createProgram();
gl.attachShader(program, vertShdr);
gl.attachShader(program, fragShdr);
gl.linkProgram(program);
if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const msg = `Shader program failed to link. The error log is:${gl.getProgramInfoLog(program)}`;
console.error(msg);
return -1;
}
return program;
}
export function pointsToBuffer(points, Type = Float32Array) {
const deminsion = points[0].length;
const len = points.length;
const buffer = new Type(deminsion * len);
let idx = 0;
for(let i = 0; i < len; i++) {
for(let j = 0; j < deminsion; j++) {
buffer[idx++] = points[i][j];
}
}
return buffer;
}
const colorCache = {
fv3: {},
fv4: {},
uv3: {},
uv4: {},
};
export function parseColor(colorStr, type = 'fv4') {
if(colorCache[type][colorStr]) {
return colorCache[type][colorStr];
}
const r = parseInt(colorStr.charAt(1) + colorStr.charAt(2), 16);
const g = parseInt(colorStr.charAt(3) + colorStr.charAt(4), 16);
const b = parseInt(colorStr.charAt(5) + colorStr.charAt(6), 16);
let color;
if(type === 'fv3') {
color = vec3.fromValues(r / 255, g / 255, b / 255);
} else if(type === 'fv4') {
color = vec4.fromValues(r / 255, g / 255, b / 255, 1.0);
} else if(type === 'uv3') {
color = new Uint8Array([r, g, b]);
} else {
color = new Uint8Array([r, g, b, 255]);
}
colorCache[type][colorStr] = color;
return colorCache[type][colorStr];
}