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emptytexture.js
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/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* 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.
*/
/**
* This class initializes an empty texture. This is primarily
* meant for use with ping-pong rendering
*
* Originally, it was going to be a wrapper around WebGL textures
* but it turns out to mostly be unnecessary. So, it simply
* returns the generated WebGL texture.
*
* @param {WebGLContext} context The WebGL context in which we're operating
* @param {int} width The width of the texture to allocate
* @param {int} height The height of the texture to allocate
* @returns {WebGLTexture}
*/
function emptytexture(context, width, height) {
/** The texture object we'll be returning */
this.texture = null;
/** @deprecated */
this.image = null;
/** The local copy of the WebGLContext */
this.gl = context;
/** The local copy of the width of the generated texture */
this.width = 0;
/** The local copy of the height of the generated texture */
this.height = 0;
/**
* Work with the WebGL context to actually initialize the
* texture.
*
* @param {int} width The width to make the texture
* @param {int} height The height to make the texture
*/
this.initialize = function(width, height) {
this.width = width;
this.height = height;
this.texture = this.gl.createTexture();
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
var pixels = new WebGLFloatArray(width * height * 4);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, 0x8814, width, height, 0, this.gl.RGBA, this.gl.FLOAT, pixels);
//this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, width, height, 0, this.gl.RGBA, this.gl.FLOAT, pixels);
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_S_WRAP, this.gl.REPEAT);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_T_WRAP, this.gl.REPEAT);
this.gl.bindTexture(this.gl.TEXTURE_2D, null);
}
/**
* Bind the texture in the WebGL context. This class is just a
* helper, and returns the actual texture, and not a wrapper around
* the texture.
*
* @deprecated
*/
this.bind = function() {
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
}
this.initialize(width, height);
return this.texture;
}