/* Utilities for the OpenGL ES 2.0 HTML Canvas context */ /* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ function loadTexture(gl, elem, mipmaps) { var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elem); if (mipmaps != false) gl.generateMipmap(gl.TEXTURE_2D); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); if (mipmaps) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); else gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); return tex; } function getShader(gl, id) { var shaderScript = document.getElementById(id); if (!shaderScript) { throw(new Error("No shader element with id: "+id)); } var str = ""; var k = shaderScript.firstChild; while (k) { if (k.nodeType == 3) str += k.textContent; k = k.nextSibling; } var shader; if (shaderScript.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (shaderScript.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } else { throw(new Error("Unknown shader type "+shaderScript.type)); } gl.shaderSource(shader, str); gl.compileShader(shader); if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) != 1) { var ilog = gl.getShaderInfoLog(shader); gl.deleteShader(shader); throw(new Error("Failed to compile shader "+shaderScript.id + ", Shader info log: " + ilog)); } return shader; } function loadShaderArray(gl, shaders) { var id = gl.createProgram(); var shaderObjs = []; for (var i=0; i