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glUtil.js
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//
// Copyright 2015 Takahito Tejima ([email protected])
//
var glUtil = {
linkProgram : function(vertexShader, fragmentShader, attribBindings) {
var program = gl.createProgram();
var vshader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vshader, vertexShader);
gl.compileShader(vshader);
if (!gl.getShaderParameter(vshader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(vshader));
console.log(gl.getShaderInfoLog(vshader));
}
var fshader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fshader, fragmentShader);
gl.compileShader(fshader);
if (!gl.getShaderParameter(fshader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(fshader));
console.log(gl.getShaderInfoLog(fshader));
}
gl.attachShader(program, vshader);
gl.attachShader(program, fshader);
for (var name in attribBindings) {
gl.bindAttribLocation(program, attribBindings[name], name);
}
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(gl.getProgramInfoLog(program));
console.log(gl.getProgramInfoLog(program));
}
return program;
},
drawGrid : function(mvpMatrix) {
if (!this.grid) this.grid = this.createGrid();
this.grid.draw(mvpMatrix);
},
createGrid : function() {
var grid = {};
var vertexShader =
"attribute vec3 position;\n"+
"uniform mat4 mvpMatrix;\n"+
"void main() {\n"+
" gl_Position = mvpMatrix * vec4(position, 1);\n"+
"}\n";
var fragmentShader =
"void main() {\n"+
" gl_FragColor = vec4(0.5, 0.5, 0.5, 1);\n"+
"}\n";
grid.program = this.linkProgram(vertexShader, fragmentShader, {position:0});
grid.program.mvpMatrix = gl.getUniformLocation(grid.program, "mvpMatrix");
grid.vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, grid.vbo);
var div = 10;
var data = [];
for (var x = -1; x <= 1; x += 2.0/div) {
data.push(x, 0, -1);
data.push(x, 0, 1);
}
for (var z = -1; z <= 1; z += 2.0/div) {
data.push(-1, 0, z);
data.push(1, 0, z);
}
grid.numIndices = data.length/3;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
grid.draw = function(mvpMatrix) {
gl.useProgram(this.program);
gl.uniformMatrix4fv(this.program.mvpMatrix, false, mvpMatrix);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.LINES, 0, this.numIndices);
gl.useProgram(null);
}
return grid;
},
}