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12.texturearrays.technique1.js
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12.texturearrays.technique1.js
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// tslint:disable: no-console
const vertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location=0) in vec4 aPosition;
layout(location=1) in vec2 aTexCoord;
layout(location=2) in float aDepth;
out vec2 vTexCoord;
out float vDepth;
void main()
{
vDepth = aDepth;
vTexCoord = aTexCoord;
gl_Position = aPosition;
}`;
const fragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
uniform mediump sampler2DArray uSampler;
in vec2 vTexCoord;
in float vDepth;
out vec4 fragColor;
void main()
{
fragColor = texture(uSampler, vec3(vTexCoord, vDepth));
}`;
const gl = document.querySelector('canvas').getContext('webgl2');
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
gl.useProgram(program);
const positionData = new Float32Array([
-1,-1, 0,1,
1,1, 1,0,
-1,1, 0,0,
-1,-1, 0,1,
1,-1, 1,1,
1,1, 1,0,
]);
const loadImage = (name) => new Promise(resolve => {
const image = new Image();
image.src = `./assets/${name}.png`;
image.addEventListener('load', () => resolve(image));
});
const main = async () => {
const image = await loadImage('running.1x10');
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, texture);
// This call to texImage3D() assumes you have an atlas image that is 128x1280 -- 10 x 128x128 vertically
// stacked images. It will place each 128x128 texture in its depth, from 0 to 9.
gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA, 128,128,10, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, positionData, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
gl.vertexAttrib1f(2, 7); // View texture at depth of 7
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.generateMipmap(gl.TEXTURE_2D_ARRAY)
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BASE_LEVEL, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
main();