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70 lines (58 loc) · 2.45 KB
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Shader.ts
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70 lines (58 loc) · 2.45 KB
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class Shader {
private shader;
constructor(){
//this.init_shaders();
}
public getShader(){ return this.shader; }
// read shader information from the main HTML file
private load_shader(gl, id){
var shaderScript = document.getElementById(id);
if(!shaderScript)
return null;
var str = "";
var k = shaderScript.firstChild;
while(k){
if(k.nodeType == 3)
str += k.textContent;
k = k.nextSibling;
}
var shader;
if((<any>shaderScript).type == "x-shader/x-fragment")
shader = gl.createShader(gl.FRAGMENT_SHADER);
else if((<any>shaderScript).type == "x-shader/x-vertex")
shader = gl.createShader(gl.VERTEX_SHADER);
else
return null;
gl.shaderSource(shader, str);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
// compile the shaders
public init_shaders(){
var fragmentShader = this.load_shader(gl, "shader-fs");
var vertexShader = this.load_shader(gl, "shader-vs");
this.shader = gl.createProgram();
gl.attachShader(this.shader, vertexShader);
gl.attachShader(this.shader, fragmentShader);
gl.linkProgram(this.shader);
if(!gl.getProgramParameter(this.shader, gl.LINK_STATUS))
alert("ERROR: Could not initialize shaders");
gl.useProgram(this.shader);
// position
this.shader.vertexPositionAttribute = gl.getAttribLocation(this.shader, "position");
gl.enableVertexAttribArray(this.shader.vertexPositionAttribute);
// texture coordinates
this.shader.textureCoordAttribute = gl.getAttribLocation(this.shader, "tex_coords");
gl.enableVertexAttribArray(this.shader.textureCoordAttribute );
// perspective and model and view matrices in shader
this.shader.pMatrixUniform = gl.getUniformLocation(this.shader, "proj_matrix");
this.shader.vMatrixUniform = gl.getUniformLocation(this.shader, "view_matrix");
this.shader.mMatrixUniform = gl.getUniformLocation(this.shader, "model_matrix");
// texture (as sampler2D)
this.shader.samplerUniform = gl.getUniformLocation(this.shader, "tex");
}
}let shader = new Shader();