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/
gl_extend.js.coffee
131 lines (95 loc) · 4.58 KB
/
gl_extend.js.coffee
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@start = ->
canvas = document.getElementById("canvas")
window.gl = canvas.getContext("experimental-webgl")
gl.mvMatrix = Matrix.I(4)
gl.perspectiveMatrix = Matrix.I(4)
gl.mvMatrixStack = []
gl.getShader=(gl, id) ->
shaderScript = document.getElementById(id)
if (!shaderScript)
return null
theSource = ""
currentChild = shaderScript.firstChild
while(currentChild)
if (currentChild.nodeType == 3)
theSource += currentChild.textContent
currentChild = currentChild.nextSibling
if (shaderScript.type == "x-shader/x-fragment")
shader = gl.createShader(gl.FRAGMENT_SHADER)
else if (shaderScript.type == "x-shader/x-vertex")
shader = gl.createShader(gl.VERTEX_SHADER)
else
return
gl.shaderSource(shader, theSource)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader))
return null
return shader
gl.initShaders= ->
fragmentShader = gl.getShader(gl, "shader-fs")
vertexShader = gl.getShader(gl, "shader-vs")
@shaderProgram = gl.createProgram()
gl.attachShader(@shaderProgram, vertexShader)
gl.attachShader(@shaderProgram, fragmentShader)
gl.linkProgram(@shaderProgram)
if (!gl.getProgramParameter(@shaderProgram, gl.LINK_STATUS))
alert("Could not initialise shaders")
gl.useProgram(@shaderProgram)
@shaderProgram.vertexPositionAttribute = gl.getAttribLocation(@shaderProgram, "aVertexPosition")
gl.enableVertexAttribArray(@shaderProgram.vertexPositionAttribute)
@shaderProgram.vertexNormalAttribute = gl.getAttribLocation(@shaderProgram, "aVertexNormal")
gl.enableVertexAttribArray(@shaderProgram.vertexNormalAttribute)
@shaderProgram.textureCoordAttribute = gl.getAttribLocation(@shaderProgram, "aTextureCoord")
gl.enableVertexAttribArray(@shaderProgram.textureCoordAttribute)
@shaderProgram.pMatrixUniform = gl.getUniformLocation(@shaderProgram, "uPMatrix")
@shaderProgram.mvMatrixUniform = gl.getUniformLocation(@shaderProgram, "uMVMatrix")
@shaderProgram.nMatrixUniform = gl.getUniformLocation(@shaderProgram, "uNMatrix")
@shaderProgram.samplerUniform = gl.getUniformLocation(@shaderProgram, "uSampler")
@shaderProgram.useLightingUniform = gl.getUniformLocation(@shaderProgram, "uUseLighting")
@shaderProgram.ambientColorUniform = gl.getUniformLocation(@shaderProgram, "uAmbientColor")
@shaderProgram.lightingDirectionUniform = gl.getUniformLocation(@shaderProgram, "uLightingDirection")
@shaderProgram.directionalColorUniform = gl.getUniformLocation(@shaderProgram, "uDirectionalColor")
gl.handleLoadedTexture = (texture) ->
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image)
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_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)
gl.loadIdentity= ->
@mvMatrix = Matrix.I(4)
@setMatrixUniforms()
gl.multMatrix= (m) ->
@mvMatrix = @mvMatrix.x(m)
gl.mvTranslate= (v) ->
@multMatrix(Matrix.Translation($V([v[0], v[1], v[2]])).ensure4x4())
gl.setMatrixUniforms= ->
pUniform = gl.getUniformLocation(@shaderProgram, "uPMatrix")
gl.uniformMatrix4fv(pUniform, false, new Float32Array(@perspectiveMatrix.flatten()))
mvUniform = gl.getUniformLocation(@shaderProgram, "uMVMatrix")
gl.uniformMatrix4fv(mvUniform, false, new Float32Array(@mvMatrix.flatten()))
gl.mvPushMatrix= (m) ->
if (m)
@mvMatrixStack.push(m.dup())
@mvMatrix = m.dup()
else
@mvMatrixStack.push(@mvMatrix.dup())
gl.mvPopMatrix= ->
if (!@mvMatrixStack.length)
throw("Can't pop from an empty matrix stack.")
@mvMatrix = @mvMatrixStack.pop()
return @mvMatrix
gl.mvRotate= (angle, v) ->
inRadians = angle * Math.PI / 180.0
m = Matrix.Rotation(inRadians, $V([v[0], v[1], v[2]])).ensure4x4()
gl.multMatrix(m)
gl.normalMatrix = ->
normMatrix = gl.mvMatrix.inverse()
normMatrix = normMatrix.transpose()
nUniform = gl.getUniformLocation(@shaderProgram, "uNormalMatrix")
gl.uniformMatrix4fv(nUniform, false, new WebGLFloatArray(normMatrix.flatten()))
window.walker = new window.walker_object