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55 changes: 55 additions & 0 deletions static/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -169,6 +169,36 @@
surface = { centerX: 0, centerY: 0, width: 1, height: 1, isPanning: false, isZooming: false, lastX: 0, lastY: 0 },
frontTarget, backTarget, screenProgram, getWebGL, resizer = {}, compileOnChangeCode = true;

var customTextures, textureCache = {}, loadCustomTexture = function ( url ) {
if (!textureCache[ url ]) {

var tex = gl.createTexture();
var img = new Image();

// assume cross-domain image
img.crossOrigin = 'anonymous';

img.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, tex);

// assume NPOT texture
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);

gl.bindTexture(gl.TEXTURE_2D, null);
};

img.src = url;

textureCache[ url ] = tex;
}

return textureCache[ url ];
};

init();
if (gl) { animate(); }

Expand Down Expand Up @@ -299,6 +329,8 @@

} else {

gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true );

// enable dFdx, dFdy, fwidth
gl.getExtension('OES_standard_derivatives');

Expand Down Expand Up @@ -621,6 +653,17 @@
cacheUniformLocation( program, 'backbuffer' );
cacheUniformLocation( program, 'surfaceSize' );

// Custom textures

customTextures = {};

var matches, regexp = /sampler2D\s+(\w+)\s*;\s*\/\/\s*([^\s]+)/g;
while (matches = regexp.exec (fragment)) {
var name = matches[ 1 ];
cacheUniformLocation( program, name );
customTextures[ name ] = matches[ 2 ];
}

// Load program into GPU

gl.useProgram( currentProgram );
Expand Down Expand Up @@ -893,6 +936,18 @@
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, backTarget.texture );

// Load custom textures

var sampler = 1;
for (var samplerName in customTextures) {
gl.uniform1i( currentProgram.uniformsCache[ samplerName ], sampler );

gl.activeTexture( gl[ 'TEXTURE' + sampler ] );
gl.bindTexture( gl.TEXTURE_2D, loadCustomTexture( customTextures[ samplerName ] ) );

sampler++;
}

// Render custom shader to front buffer

gl.bindFramebuffer( gl.FRAMEBUFFER, frontTarget.framebuffer );
Expand Down