mapv
Version:
a library of geography visualization
127 lines (120 loc) • 3.78 kB
JavaScript
//get the context
function getWebGLContext(canvas, err) {
// bind err
if (canvas.addEventListener) {
canvas.addEventListener("webglcontextcreationerror", function (event) {
console.log(event.statusMessage);
}, false);
}
//create context
var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
try {
context = canvas.getContext(names[ii], err);
} catch (e) {}
if (context) {
break;
}
}
return context;
};
//init shader
function initShaders(gl, vshader, fshader) {
var program = createProgram(gl, vshader, fshader);
if (!program) {
console.error('Failed to create program');
return false;
}
gl.useProgram(program);
gl.program = program;
// init shader variable
gl.uPMatrix = gl.getUniformLocation(program, "uPMatrix");
gl.uMVMatrix = gl.getUniformLocation(program, "uMVMatrix");
gl.aPosition = gl.getAttribLocation(gl.program, 'aPosition');
gl.aColor = gl.getAttribLocation(gl.program, 'aColor');
return true;
}
//create program
function createProgram(gl, vshader, fshader) {
console.log('create')
// Create shader object
var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
if (!vertexShader || !fragmentShader) {
return null;
}
// Create a program object
var program = gl.createProgram();
if (!program) {
return null;
}
// Attach the shader objects
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Link the program object
gl.linkProgram(program);
// Check the result of linking
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
console.error('Failed to link program: ' + error);
gl.deleteProgram(program);
gl.deleteShader(fragmentShader);
gl.deleteShader(vertexShader);
return null;
}
return program;
}
//loadShader
function loadShader(gl, type, source) {
// Create shader object
var shader = gl.createShader(type);
if (shader == null) {
console.error('unable to create shader');
return null;
}
// Set the shader program
gl.shaderSource(shader, source);
// Compile the shader
gl.compileShader(shader);
// Check the result of compilation
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
var error = gl.getShaderInfoLog(shader);
console.error('Failed to compile shader: ' + error);
gl.deleteShader(shader);
return null;
}
return shader;
}
function colorTransform(colorStr) {
var color = [0, 0, 0];
if (typeof (colorStr) == 'string') {
if (colorStr.indexOf('#') !== -1) {
var _color = colorStr.substring(1);
if (_color.length == 3) {
color = [];
for (var i = 0; i < _color.length; i++) {
var key = _color.charAt(i);
color.push(parseInt(key + key, 16) / 255);
}
} else if (_color.length == 6) {
color = [];
for (var i = 0; i < _color.length; i += 2) {
var key = _color.charAt(i);
var key2 = _color.charAt(i + 1);
color.push(parseInt(key + key2, 16) / 255);
}
}
}
}
return color;
}
export {
getWebGLContext,
initShaders,
createProgram,
loadShader,
colorTransform
}