/* Utilities for the OpenGL ES 2.0 HTML Canvas context Copyright (C) 2011 Ilmari Heikkinen Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 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 Software. THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 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