/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ (function(){ "use strict"; const logging = require("./logging"); let scope; if ((typeof exports) !== "undefined"){ scope = exports; } else { scope = require.register("./webgl", {}); } scope.copyCanvasToWebgl = function copyCanvasToWebgl(window, canvas, webGLVersion = "webgl"){ const webGlCanvas = canvas.cloneNode(true); const context = window.HTMLCanvasElement.prototype.getContext.call(webGlCanvas, webGLVersion) || window.HTMLCanvasElement.prototype.getContext.call(webGlCanvas, "experimental-" + webGLVersion); if (!context){ // unable to get a context... logging.warning("unable to create webgl context."); return {canvas: false, context: false}; } context.viewport(0, 0, webGlCanvas.width, webGlCanvas.height); const program = context.createProgram(); const vertexShader = context.createShader(context.VERTEX_SHADER); const vertex = "attribute vec4 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_texCoord;\n" + "void main(){\n\tgl_Position = a_position;\n\tv_texCoord = a_texCoord;\n}"; context.shaderSource(vertexShader, vertex); context.compileShader(vertexShader); if (!context.getShaderParameter(vertexShader, context.COMPILE_STATUS)){ context.deleteShader(vertexShader); logging.warning("webgl: failed to compile vertex shader."); return {canvas: false, context: false}; } context.attachShader(program, vertexShader); const fragmentShader = context.createShader(context.FRAGMENT_SHADER); const fragmenter = "precision mediump float;\nuniform sampler2D u_image;\nvarying vec2 v_texCoord;\n" + "void main(){\n\tgl_FragColor = texture2D(u_image, v_texCoord);\n}"; context.shaderSource(fragmentShader, fragmenter); context.compileShader(fragmentShader); if (!context.getShaderParameter(fragmentShader, context.COMPILE_STATUS)){ context.deleteShader(fragmentShader); logging.warning("webgl: failed to compile fragmenter shader."); return {canvas: false, context: false}; } context.attachShader(program, fragmentShader); context.linkProgram(program); if (!context.getProgramParameter(program, context.LINK_STATUS)){ context.deleteProgram(program); logging.warning("webgl: failed to link program."); return {canvas: false, context: false}; } context.useProgram(program); const positionBuffer = context.createBuffer(); context.bindBuffer(context.ARRAY_BUFFER, positionBuffer); context.bufferData(context.ARRAY_BUFFER, new Float32Array([ -1, -1, -1, 1, 1, -1, 1, 1, -1, 1, 1, -1 ]), context.STATIC_DRAW); const positionAttributeLocation = context.getAttribLocation(program, "a_position"); context.enableVertexAttribArray(positionAttributeLocation); const size = 2; // 2 components per iteration const type = context.FLOAT; // the data is 32bit floats const normalize = false; // don't normalize the data const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position const offset = 0; // start at the beginning of the buffer context.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); const texCoordLocation = context.getAttribLocation(program, "a_texCoord"); // provide texture coordinates for the rectangle. const texCoordBuffer = context.createBuffer(); context.bindBuffer(context.ARRAY_BUFFER, texCoordBuffer); context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1 ]), context.STATIC_DRAW); context.enableVertexAttribArray(texCoordLocation); context.vertexAttribPointer(texCoordLocation, 2, context.FLOAT, false, 0, 0); context.bindTexture(context.TEXTURE_2D, context.createTexture()); context.texParameteri(context.TEXTURE_2D, context.TEXTURE_WRAP_S, context.CLAMP_TO_EDGE); context.texParameteri(context.TEXTURE_2D, context.TEXTURE_WRAP_T, context.CLAMP_TO_EDGE); context.texParameteri(context.TEXTURE_2D, context.TEXTURE_MIN_FILTER, context.NEAREST); context.texParameteri(context.TEXTURE_2D, context.TEXTURE_MAG_FILTER, context.NEAREST); context.texImage2D(context.TEXTURE_2D, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, canvas); context.drawArrays(context.TRIANGLES /*primitiveType*/, 0 /*triangleOffset*/, 6 /*count*/); return {webGlCanvas, context}; }; }());