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gl.js
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gl.js
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function $gl(gl) {
var pg = gl.createProgram();
var params = {};
var length = 0;
var textures = [];
var frames = [];
var getFrame = function(index) {
if (!textures[index]) return null;
if (!frames[index]) {
frames[index] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, frames[index]);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textures[index], 0);
}
return frames[index];
};
return {
shader: function(src) {
var s = gl.createShader(src.indexOf("gl_FragColor") === -1 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(s, src);
gl.compileShader(s);
gl.attachShader(pg, s);
src.split(";").forEach(function(a) {
if (a.match(/^\s*(uniform|attribute)\s*([^\s]+)\s*([^\s]+)[\s]*$/))
params[RegExp.$3] = RegExp.$1 + "/" + RegExp.$2;
});
if (gl.getAttachedShaders(pg).length === 2) {
gl.linkProgram(pg);
if (!gl.getProgramParameter(pg, gl.LINK_STATUS)) throw gl.getProgramInfoLog(pg);
gl.useProgram(pg);
}
return this;
},
bind: function(key, val) {
switch (params[key]) {
case "attribute/vec2":
if (length === 0) {
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(val), gl.STATIC_DRAW);
var location = gl.getAttribLocation(pg, key);
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, 2, gl.FLOAT, false, 0, 0);
length = val.length / 2;
} else {
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(val));
}
break;
case "uniform/float":
var location = gl.getUniformLocation(pg, key);
gl.uniform1f(location, val);
break;
case "uniform/int":
var location = gl.getUniformLocation(pg, key);
gl.uniform1i(location, val);
break;
case "uniform/vec2":
var location = gl.getUniformLocation(pg, key);
gl.uniform2f(location, val[0], val[1]);
break;
case "uniform/vec3":
var location = gl.getUniformLocation(pg, key);
gl.uniform3f(location, val[0], val[1], val[2]);
break;
case "uniform/vec4":
var location = gl.getUniformLocation(pg, key);
gl.uniform4f(location, val[0], val[1], val[2], val[3]);
break;
case "uniform/mat2":
var location = gl.getUniformLocation(pg, key);
gl.uniformMatrix2fv(location, false, val);
break;
case "uniform/mat3":
var location = gl.getUniformLocation(pg, key);
gl.uniformMatrix3fv(location, false, val);
break;
case "uniform/mat4":
var location = gl.getUniformLocation(pg, key);
gl.uniformMatrix4fv(location, false, val);
break;
case "uniform/sampler2D":
var texture = textures[val]; //(val instanceof WebGLTexture) ? val : this.texture(val);
var index = val; //textures.indexOf(texture);
gl.activeTexture(gl["TEXTURE" + index]);
gl.bindTexture(gl.TEXTURE_2D, texture);
var location = gl.getUniformLocation(pg, key);
gl.uniform1i(location, index);
break;
default:
console.error("unknown type", key, params[key]);
}
return this;
},
texture: function(index, img) {
if (!textures[index]) textures[index] = gl.createTexture();
var t = textures[index];
gl.bindTexture(gl.TEXTURE_2D, t);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.bindTexture(gl.TEXTURE_2D, null);
return this;
},
viewport: function(x, y, w, h) {
gl.viewport(x, y, w, h);
return this;
},
points: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.POINTS, 0, length);
return this;
},
lines: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.LINES, 0, length);
return this;
},
lineStrip: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.LINE_STRIP, 0, length);
return this;
},
lineLoop: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.LINE_LOOP, 0, length);
return this;
},
triangles: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.TRIANGLES, 0, length);
return this;
},
triangleStrip: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, length);
return this;
},
triangleFan: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.drawArrays(gl.TRIANGLE_FAN, 0, length);
return this;
},
clear: function(index) {
gl.bindFramebuffer(gl.FRAMEBUFFER, getFrame(index));
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
return this;
},
pixels: function() {
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
return pixels;
}
};
}