Created
November 3, 2011 03:31
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webgl stuff
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# Much of this was borrowed from: | |
# http://blogoben.wordpress.com/ | |
mc = {} | |
gl = null | |
$canvas = null | |
_initGL = -> | |
canvas = $canvas[0] | |
gl = null | |
err = null | |
try | |
gl = canvas.getContext('experimental-webgl') | |
catch e | |
err = e | |
unless gl | |
throw new Error("Couldn't create WebGL context" + (if err ": #{err}" else "")) | |
gl.viewportWidth = canvas.width | |
gl.viewportHeight = canvas.height | |
gl.clearColor(0.0, 0.0, 0.5, 1.0); # Set clear color to black, fully opaque | |
# gl.enable(gl.DEPTH_TEST); # Enable depth testing | |
# gl.depthFunc(gl.LEQUAL); # Near things obscure far things | |
# gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); # Clear the color as well as the depth buffer. | |
gl.clear(gl.COLOR_BUFFER_BIT) | |
return gl | |
# Return a white color for any position | |
_createFragmentShader = -> | |
fshader = gl.createShader(gl.FRAGMENT_SHADER) | |
code = """ | |
void main(void) { | |
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | |
} | |
""" | |
gl.shaderSource(fshader, code) | |
gl.compileShader(fshader) | |
unless gl.getShaderParameter(fshader, gl.COMPILE_STATUS) | |
throw new Error("Error during fragment shader compilation:\n" + gl.getShaderInfoLog(fshader)) | |
return fshader | |
_createVertexShader = -> | |
vshader = gl.createShader(gl.VERTEX_SHADER) | |
code = """ | |
attribute vec2 ppos; | |
void main(void) { | |
gl_Position = vec4(ppos.x, ppos.y, 0.0, 1.0); | |
} | |
""" | |
gl.shaderSource(vshader, code); | |
gl.compileShader(vshader) | |
unless gl.getShaderParameter(vshader, gl.COMPILE_STATUS) | |
throw new Error("Error during vertex shader compilation:\n" + gl.getShaderInfoLog(vshader)) | |
return vshader | |
_createProgram = (fshader, vshader) -> | |
program = gl.createProgram() | |
gl.attachShader(program, fshader) | |
gl.attachShader(program, vshader) | |
gl.linkProgram(program) | |
unless gl.getProgramParameter(program, gl.LINK_STATUS) | |
throw new Error("Error during program linking:\n" + gl.getProgramInfoLog(program)) | |
gl.validateProgram(program) | |
unless gl.getProgramParameter(program, gl.VALIDATE_STATUS) | |
throw new Error("Error during program validation:\n" + gl.getProgramInfoLog(program)) | |
gl.useProgram(program) | |
return program | |
_getVertexShaderAttr = (program) -> | |
vattrib = gl.getAttribLocation(program, 'ppos'); | |
if vattrib == -1 | |
throw new Error('Error during attribute address retrieval') | |
gl.enableVertexAttribArray(vattrib) | |
return vattrib | |
_addVerticesToVertexShader = (vattrib, arr) -> | |
# Initialize the vertex buffer and set as current one | |
vbuffer = gl.createBuffer() | |
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer) | |
# Put vertices to buffer and link it to attribute variable 'ppos' | |
vertices = new Float32Array(arr); | |
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); | |
gl.vertexAttribPointer(vattrib, 2, gl.FLOAT, false, 0, 0); | |
_draw = -> | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
gl.flush() | |
mc.init = -> | |
$canvas = $('#canvas') | |
_isRunning = false | |
gl = _initGL() | |
fshader = _createFragmentShader() | |
vshader = _createVertexShader() | |
program = _createProgram(fshader, vshader) | |
vattrib = _getVertexShaderAttr(program) | |
# Default camera is centered at (0,0,0) with size of 2 | |
# So this will fill the whole viewport | |
_addVerticesToVertexShader(vattrib, [0.0, 0.5, -0.5, -0.5, 0.5, -0.5]) | |
_draw() | |
mc.init() |
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