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120 lines (104 loc) · 3.43 KB
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Copy pathutils.js
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120 lines (104 loc) · 3.43 KB
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async function loadShader(vertUrl, fragUrl) {
const vertList = [];
const fragList = [];
const vertSource = await loadShaderFile(vertUrl, vertList);
const fragSource = await loadShaderFile(fragUrl, fragList);
const program = gl.createProgram();
const vs = gl.createShader(gl.VERTEX_SHADER);
const fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vs, vertSource);
gl.shaderSource(fs, fragSource);
gl.compileShader(vs);
gl.compileShader(fs);
let vslog = gl.getShaderInfoLog(vs);
if (vslog) {
const m = vslog.match(/ERROR\: ([0-9]+)\:([0-9]+)\:/);
if (m) vslog = vslog.replace(m[0], "ERROR: \"" + vertList[m[1]] + "\":" + m[2]);
console.error("VertexShader: " + vslog + "File: " + vertUrl);
}
let fslog = gl.getShaderInfoLog(fs);
if (fslog) {
const m = fslog.match(/ERROR\: ([0-9]+)\:([0-9]+)\:/);
if (m) fslog = fslog.replace(m[0], "ERROR: \"" + fragList[m[1]] + "\":" + m[2]);
console.error("FragmentShader: " + fslog);
}
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
const plog = gl.getProgramInfoLog(program);
if (plog) console.error("ShaderProgram: " + plog + "File: " + vertUrl + "/" + fragUrl);
return program;
}
async function loadShaderFile(shaderUrl, shaderList) {
const shaderNumber = shaderList.length;
const dirIndex = shaderUrl.lastIndexOf('/');
const dirUrl = (dirIndex >= 0) ? shaderUrl.slice(0, dirIndex + 1) : "";
shaderList.push(shaderUrl);
const source = await loadText(shaderUrl);
let lines = source.split(/\r\n|\r|\n/);
for (let i = 0; i < lines.length; i++) {
const m = lines[i].match(/#include \"(.*?)\"/);
if (m) {
lines[i] = await loadShaderFile(dirUrl + m[1], shaderList);
lines.splice(i + 1, 0, "#line " + (i + 2) + " " + shaderNumber);
i++;
}
}
if (lines[0].indexOf("#version") >= 0) {
lines.splice(1, 0, "#line 2 " + shaderNumber);
} else {
lines.splice(0, 0, "#line 1 " + shaderNumber);
}
return lines.join("\n");
}
async function loadText(url) {
const a = await fetch(url);
const b = await a.text();
return b;
}
function createSampler(wrap, filter) {
const sampler = gl.createSampler();
gl.samplerParameteri(sampler, gl.TEXTURE_WRAP_S, wrap);
gl.samplerParameteri(sampler, gl.TEXTURE_WRAP_T, wrap);
gl.samplerParameteri(sampler, gl.TEXTURE_MIN_FILTER, filter);
gl.samplerParameteri(sampler, gl.TEXTURE_MAG_FILTER, filter);
return sampler;
}
function createColorTableTexture() {
const width = 128;
const pixels = new Uint8Array(width * 4);
for (let x = 0; x < width; x++) {
const rgb = hsv2rgb([x * 360 / width, 0.8, 1.0]);
pixels[x * 4 + 0] = rgb[0];
pixels[x * 4 + 1] = rgb[1];
pixels[x * 4 + 2] = rgb[2];
pixels[x * 4 + 3] = 255;
}
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
function hsv2rgb(hsv) {
var h = hsv[0] / 60 ;
var s = hsv[1] ;
var v = hsv[2] ;
if ( s == 0 ) return [ v * 255, v * 255, v * 255 ] ;
var rgb ;
var i = parseInt( h ) ;
var f = h - i ;
var v1 = v * (1 - s) ;
var v2 = v * (1 - s * f) ;
var v3 = v * (1 - s * (1 - f)) ;
switch( i ) {
case 0:
case 6: rgb = [ v, v3, v1 ]; break;
case 1: rgb = [ v2, v, v1 ]; break;
case 2: rgb = [ v1, v, v3 ]; break;
case 3: rgb = [ v1, v2, v ]; break;
case 4: rgb = [ v3, v1, v ]; break;
case 5: rgb = [ v, v1, v2 ]; break;
}
return rgb.map(v => v * 255);
}