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mirror of https://github.com/kkapsner/CanvasBlocker synced 2024-12-22 21:00:23 +01:00
CanvasBlocker/lib/webgl.js

121 lines
4.5 KiB
JavaScript

/* jslint moz: true */
/* 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";
var logging = require("./logging");
var scope;
if ((typeof exports) !== "undefined"){
scope = exports;
}
else {
window.scope.webgl = {};
scope = window.scope.webgl;
}
scope.copyCanvasToWebgl = function copyCanvasToWebgl(window, canvas, webGLVersion = "webgl"){
var webGlCanvas = canvas.cloneNode(true);
var success;
var 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);
var program = context.createProgram();
var shader = context.createShader(context.VERTEX_SHADER);
var vertex = "attribute vec4 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_texCoord;\nvoid main(){\n\tgl_Position = a_position;\n\tv_texCoord = a_texCoord;\n}";
context.shaderSource(shader, vertex);
context.compileShader(shader);
success = context.getShaderParameter(shader, context.COMPILE_STATUS);
if (!success){
context.deleteShader(shader);
logging.warning("webgl: failed to compile vertex shader.");
return {canvas: false, context: false};
}
context.attachShader(program, shader);
var shader = context.createShader(context.FRAGMENT_SHADER);
var fragmenter = "precision mediump float;\nuniform sampler2D u_image;\nvarying vec2 v_texCoord;\nvoid main(){\n\tgl_FragColor = texture2D(u_image, v_texCoord);\n}"
context.shaderSource(shader, fragmenter);
context.compileShader(shader);
success = context.getShaderParameter(shader, context.COMPILE_STATUS);
if (!success){
context.deleteShader(shader);
logging.warning("webgl: failed to compile fragmenter shader.");
return {canvas: false, context: false};
}
context.attachShader(program, shader);
context.linkProgram(program);
success = context.getProgramParameter(program, context.LINK_STATUS);
if (!success){
context.deleteProgram(program);
logging.warning("webgl: failed to link program.");
return {canvas: false, context: false};
}
context.useProgram(program);
var positionAttributeLocation = context.getAttribLocation(program, "a_position");
var 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);
context.enableVertexAttribArray(positionAttributeLocation);
var size = 2; // 2 components per iteration
var type = context.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
context.vertexAttribPointer( positionAttributeLocation, size, type, normalize, stride, offset);
var texCoordLocation = context.getAttribLocation(program, "a_texCoord");
// provide texture coordinates for the rectangle.
var 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);
var texture = context.createTexture();
context.bindTexture(context.TEXTURE_2D, texture);
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);
var primitiveType = context.TRIANGLES;
var offset = 0;
var count = 6;
context.drawArrays(primitiveType, offset, count);
return {webGlCanvas, context};
};
}());