scene editing working, need lint and cleanup

This commit is contained in:
gbrochar 2020-11-29 08:22:24 +01:00
parent 3fdcf3b694
commit 562b99607d
6 changed files with 321 additions and 45 deletions

View File

@ -100,30 +100,31 @@ export async function initCache(context: any) {
* Set the program info
* @param {any} context the program context
*/
export function setProgramInfo(context: any) {
context.programInfo = {
program: context.shaderProgram,
export function setProgramInfo(context: any,
shaderProgram: any) {
return {
program: shaderProgram,
attribLocations: {
vertexPosition: context.gl.getAttribLocation(context.shaderProgram,
vertexPosition: context.gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexNormal: context.gl.getAttribLocation(context.shaderProgram,
vertexNormal: context.gl.getAttribLocation(shaderProgram,
'aVertexNormal'),
textureCoord: context.gl.getAttribLocation(context.shaderProgram,
textureCoord: context.gl.getAttribLocation(shaderProgram,
'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: context.gl.getUniformLocation(
context.shaderProgram, 'uProjectionMatrix'),
shaderProgram, 'uProjectionMatrix'),
viewMatrix: context.gl.getUniformLocation(
context.shaderProgram, 'uviewMatrix'),
shaderProgram, 'uviewMatrix'),
modelMatrix: context.gl.getUniformLocation(
context.shaderProgram, 'umodelMatrix'),
shaderProgram, 'umodelMatrix'),
normalMatrix: context.gl.getUniformLocation(
context.shaderProgram, 'unormalMatrix'),
shaderProgram, 'unormalMatrix'),
uSampler: context.gl.getUniformLocation(
context.shaderProgram, 'uSampler'),
shaderProgram, 'uSampler'),
time: context.gl.getUniformLocation(
context.shaderProgram, 'time'),
shaderProgram, 'time'),
},
};
}

View File

@ -29,8 +29,10 @@ async function main() {
buffers: null,
programInfo: null,
shaderProgram: null,
fragmentShader: null,
vertexShader: null,
shaders: {
frag: null,
vert: null,
},
cache: null,
scene: [],
};
@ -46,9 +48,9 @@ async function main() {
initParams(context);
await initCache(context);
loadObjBuffers(context, context.cache.objs.racer);
initShaderProgram(context, vsSource, texture);
setProgramInfo(context);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.racer);
[context.shaderProgram, context.shaders.vert, context.shaders.frag] = initShaderProgram(context, context.shaderProgram, context.shaders.frag, context.shaders.vert, vsSource, texture);
context.programInfo = setProgramInfo(context, context.shaderProgram);
// context.texture = loadTexture(context.gl, '/static/textures/racer.png');
let then = 0;
let changed = false;

View File

@ -34,9 +34,10 @@ export function pushBuffersToScene(
*/
export function loadObjBuffers(
context: any,
buffers: any,
obj: any) {
if (context.buffers != null) {
deleteBuffers(context.gl, context.buffers);
if (buffers != null) {
deleteBuffers(context.gl, buffers);
}
context.obj = {
positions: obj.positions,
@ -44,7 +45,7 @@ export function loadObjBuffers(
normals: obj.normals,
uvs: obj.uvs,
};
context.buffers = initBuffers(context.gl,
return initBuffers(context.gl,
obj.positions, obj.indices, obj.normals, obj.uvs);
}

View File

@ -7,26 +7,30 @@ import {setProgramInfo} from './init';
* @param {string} fsSource the fragment shader source
*/
export function initShaderProgram(context: any,
shaderProgram: any,
fragmentShader: any,
vertexShader: any,
vsSource: string,
fsSource: string) {
context.vertexShader = loadShader(context.gl,
vertexShader = loadShader(context.gl,
context.gl.VERTEX_SHADER, vsSource);
context.fragmentShader = loadShader(context.gl,
fragmentShader = loadShader(context.gl,
context.gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
context.shaderProgram = context.gl.createProgram();
context.gl.attachShader(context.shaderProgram, context.vertexShader);
context.gl.attachShader(context.shaderProgram, context.fragmentShader);
context.gl.linkProgram(context.shaderProgram);
shaderProgram = context.gl.createProgram();
context.gl.attachShader(shaderProgram, vertexShader);
context.gl.attachShader(shaderProgram, fragmentShader);
context.gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!context.gl.getProgramParameter(context.shaderProgram,
if (!context.gl.getProgramParameter(shaderProgram,
context.gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' +
context.gl.getProgramInfoLog(context.shaderProgram));
context.shaderProgram = null;
context.gl.getProgramInfoLog(shaderProgram));
shaderProgram = null;
}
return [shaderProgram, vertexShader, fragmentShader];
}
/**
@ -59,9 +63,14 @@ export function loadShader(gl: any, type: any, source: string) {
* @param {string} vsSource current vsSource
*/
export function changeFragmentShader(context: any,
programInfo: any,
shaderProgram: any,
fragmentShader: any,
vertexShader: any,
fsSource: string,
vsSource: string) {
context.gl.deleteShader(context.fragmentShader);
initShaderProgram(context, vsSource, fsSource);
setProgramInfo(context);
context.gl.deleteShader(fragmentShader);
[shaderProgram, vertexShader, fragmentShader] = initShaderProgram(context, shaderProgram, fragmentShader, vertexShader, vsSource, fsSource);
programInfo = setProgramInfo(context, shaderProgram);
return [programInfo, shaderProgram, vertexShader, fragmentShader];
}

View File

@ -29,8 +29,269 @@ export function uiUpdateScene(context: any) {
params: _.cloneDeep(context.params),
programInfo: _.cloneDeep(context.programInfo),
shaderProgram: _.cloneDeep(context.shaderProgram),
fragmentShader: _.cloneDeep(context.fragmentShader),
vertexShader: _.cloneDeep(context.vertexShader),
shaders: _.cloneDeep(context.shaders),
});
let instanceRadioString;
if ($('input[name=instance]:checked', '#instanceoptions').val() ==
'normal') {
instanceRadioString = `<input type="radio" id="normal" name="` + context.scene.length + `instance" value="normal" checked>
<label for="normal">Use instance slider</label>
<input type="radio" id="one" name="` + context.scene.length + `instance" value="one">
<label for="one">Lock to one instance</label>
<input type="radio" id="zero" name="` + context.scene.length + `instance" value="zero">
<label for="zero">Do not show object</label>`;
} else if (
($('input[name=instance]:checked', '#instanceoptions').val() ==
'one')) {
instanceRadioString = `<input type="radio" id="normal" name="` + context.scene.length + `instance" value="normal">
<label for="normal">Use instance slider</label>
<input type="radio" id="one" name="` + context.scene.length + `instance" value="one" checked>
<label for="one">Lock to one instance</label>
<input type="radio" id="zero" name="` + context.scene.length + `instance" value="zero">
<label for="zero">Do not show object</label>`;
} else {
instanceRadioString = `<input type="radio" id="normal" name="` + context.scene.length + `instance" value="normal">
<label for="normal">Use instance slider</label>
<input type="radio" id="one" name="` + context.scene.length + `instance" value="one">
<label for="one">Lock to one instance</label>
<input type="radio" id="zero" name="` + context.scene.length + `instance" value="zero" checked>
<label for="zero">Do not show object</label>`;
}
$('.scene-block').append(`
<div class='ui-block'>
<div style='display: inline;'>Change shader: </div>
<button id='` + context.scene.length + `s_blackandwhite'>Black & White</button>
<button id='` + context.scene.length + `s_color'>Colored</button>
<button id='` + context.scene.length + `s_grey'>No texture</button>
<button id='` + context.scene.length + `s_texture'>Texture</button>
<button id='` + context.scene.length + `s_sobel'>Sobel Edge Detection</button>
<button id='` + context.scene.length + `s_fractal'>Fractal</button>
</div>
<div class='ui-block'>
<div style='display: inline;'>Change instances number: </div>
<input type="range" min="1" max="180" value="` + $('#instance').val() + `" step='1' class="slider" id="` + context.scene.length + `instance">
</div>
<div class='ui-block'>
<form id="` + context.scene.length + `instanceoptions">` + instanceRadioString + `</form>
</div>
<div class='ui-block'>
<div style='display: inline;'>Change rotation: </div>
<div style='display: inline;'>X: </div>
<input type="range" min="0" max="6.2830" value="` + $('#rotx').val() + `" step='0.0001' class="slider" id="` + context.scene.length + `rotx">
<div style='display: inline;'>Y: </div>
<input type="range" min="0" max="6.2830" value="` + $('#roty').val() + `" step='0.0001' class="slider" id="` + context.scene.length + `roty">
<div style='display: inline;'>Z: </div>
<input type="range" min="0" max="6.2830" value="` + $('#rotz').val() + `" step='0.0001' class="slider" id="` + context.scene.length + `rotz">
</div>
<div class='ui-block'>
<div style='display: inline;'>Change scale: </div>
<div style='display: inline;'>X: </div>
<input type="number" value="` + $('#scalex').val() + `" min="0" step='0.00001' id="` + context.scene.length + `scalex">
<div style='display: inline;'>Y: </div>
<input type="number" value="` + $('#scaley').val() + `" min="0" step='0.00001' id="` + context.scene.length + `scaley">
<div style='display: inline;'>Z: </div>
<input type="number" value="` + $('#scalez').val() + `" min="0" step='0.00001' id="` + context.scene.length + `scalez">
</div>
<div class='ui-block'>
<div style='display: inline;'>Translate: </div>
<div style='display: inline;'>X: </div>
<input type="number" value="` + $('#posx').val() + `" step='0.00001' id="` + context.scene.length + `posx">
<div style='display: inline;'>Y: </div>
<input type="number" value="` + $('#posy').val() + `" step='0.00001' id="` + context.scene.length + `posy">
<div style='display: inline;'>Z: </div>
<input type="number" value="` + $('#posz').val() + `" step='0.00001' id="` + context.scene.length + `posz">
</div>
<div class='ui-block'>
<div style='display: inline;'>Change object: </div>
<button id='` + context.scene.length + `o_sphere'>Sphere</button>
<button id='` + context.scene.length + `o_teapot'>Teapot</button>
<button id='` + context.scene.length + `o_fox'>Fox</button>
<button id='` + context.scene.length + `o_mecha'>Mecha</button>
<button id='` + context.scene.length + `o_racer'>Racer</button>
</div>
<div class='ui-block'>
<div style='display: inline;'>Change texture: </div>
<button id='` + context.scene.length + `t_wall'>Wall</button>
<button id='` + context.scene.length + `t_ice'>Ice</button>
<button id='` + context.scene.length + `t_noise'>Noise</button>
<button id='` + context.scene.length + `t_fox'>Fox</button>
<button id='` + context.scene.length + `t_racer'>Racer</button>
<button id='` + context.scene.length + `t_racer_wireframe'>Racer Wireframe</button>
</div>`);
$('#' + context.scene.length + 't_wall').on('click', (event) => {
const n = parseInt(event.target.id.split('t')[0]);
if (context.cache.textures.wall == null) {
context.cache.textures.wall = loadTexture(context.gl,
'/static/textures/wall.png');
}
context.scene[n - 1].texture = context.cache.textures.wall;
});
$('#' + context.scene.length + 't_ice').on('click', (event) => {
const n = parseInt(event.target.id.split('t')[0]);
if (context.cache.textures.ice == null) {
context.cache.textures.ice = loadTexture(context.gl,
'/static/textures/ice.png');
}
context.scene[n - 1].texture = context.cache.textures.ice;
});
$('#' + context.scene.length + 't_fox').on('click', (event) => {
const n = parseInt(event.target.id.split('t')[0]);
if (context.cache.textures.fox == null) {
context.cache.textures.fox = loadTexture(context.gl,
'/static/textures/fox.png');
}
context.scene[n - 1].texture = context.cache.textures.fox;
});
$('#' + context.scene.length + 't_racer').on('click', (event) => {
const n = parseInt(event.target.id.split('t')[0]);
if (context.cache.textures.racer == null) {
context.cache.textures.racer = loadTexture(context.gl,
'/static/textures/racer.png');
}
context.scene[n - 1].texture = context.cache.textures.racer;
});
$('#' + context.scene.length + 't_racer_wireframe').on('click',
(event) => {
const n = parseInt(event.target.id.split('t')[0]);
if (context.cache.textures.racerWireframe == null) {
context.cache.textures.racerWireframe = loadTexture(
context.gl,
'/static/textures/racer_wireframe.png');
}
context.scene[n - 1].texture = context.cache.textures.racerWireframe;
});
$('#' + context.scene.length + 'instanceoptions input').on('change', (event) => {
const n = parseInt(event.target.attributes[2].nodeValue!.split('instance')[0]);
if ($('input[name=' + n + 'instance]:checked', '#' + n + 'instanceoptions').val() ==
'normal') {
context.scene[n - 1].params.instanceNumber = parseFloat(<string>$('#' + n + 'instance').val());
} else if (
($('input[name=' + n + 'instance]:checked', '#' + n + 'instanceoptions').val() ==
'one')) {
context.scene[n - 1].params.instanceNumber = 1;
} else {
context.scene[n - 1].params.instanceNumber = 0;
}
});
$('#' + context.scene.length + 'instance').on('input', (event) => {
const n = parseInt(event.target.id.split('instance')[0]);
if ($('input[name=' + n + 'instance]:checked', '#' + n + 'instanceoptions').val() ==
'normal') {
context.scene[n - 1].params.instanceNumber = parseFloat(<string>$('#' + n + 'instance').val());
}
});
$('#' + context.scene.length + 'rotx').on('input', (event) => {
const n = parseInt(event.target.id.split('rot')[0]);
console.log(n);
context.scene[n - 1].params.rot.x = parseFloat(<string>$('#' + n + 'rotx').val());
});
$('#' + context.scene.length + 'roty').on('input', (event) => {
const n = parseInt(event.target.id.split('rot')[0]);
context.scene[n - 1].params.rot.y = parseFloat(<string>$('#' + n + 'roty').val());
});
$('#' + context.scene.length + 'rotz').on('input', (event) => {
const n = parseInt(event.target.id.split('rot')[0]);
context.scene[n - 1].params.rot.z = parseFloat(<string>$('#' + n + 'rotz').val());
});
$('#' + context.scene.length + 'posx').on('input', (event) => {
const n = parseInt(event.target.id.split('pos')[0]);
context.scene[n - 1].params.pos.x = parseFloat(<string>$('#' + n + 'posx').val());
});
$('#' + context.scene.length + 'posy').on('input', (event) => {
const n = parseInt(event.target.id.split('pos')[0]);
context.scene[n - 1].params.pos.y = parseFloat(<string>$('#' + n + 'posy').val());
});
$('#' + context.scene.length + 'posz').on('input', (event) => {
const n = parseInt(event.target.id.split('pos')[0]);
context.scene[n - 1].params.pos.z = parseFloat(<string>$('#' + n + 'posz').val());
});
$('#' + context.scene.length + 'scalex').on('input', (event) => {
const n = parseInt(event.target.id.split('scale')[0]);
console.log(n);
console.log(parseFloat(<string>$('#' + n + 'scalex').val()));
context.scene[n - 1].params.scale.x = parseFloat(<string>$('#' + n + 'scalex').val());
});
$('#' + context.scene.length + 'scaley').on('input', (event) => {
const n = parseInt(event.target.id.split('scale')[0]);
context.scene[n - 1].params.scale.y = parseFloat(<string>$('#' + n + 'scaley').val());
});
$('#' + context.scene.length + 'scalez').on('input', (event) => {
const n = parseInt(event.target.id.split('scale')[0]);
context.scene[n - 1].params.scale.z = parseFloat(<string>$('#' + n + 'scalez').val());
});
$('#' + context.scene.length + 's_blackandwhite').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, blackandwhite, vsSource);
});
$('#' + context.scene.length + 's_color').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, colored, vsSource);
});
$('#' + context.scene.length + 's_grey').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, grey, vsSource);
});
$('#' + context.scene.length + 's_texture').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, texture, vsSource);
});
$('#' + context.scene.length + 's_sobel').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, sobel, vsSource);
});
$('#' + context.scene.length + 's_fractal').on('click', function(event) {
const n = parseInt(event.target.id.split('s')[0]);
[context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.vert, context.scene[n - 1].shaders.frag] = changeFragmentShader(context, context.scene[n - 1].programInfo, context.scene[n - 1].shaderProgram, context.scene[n - 1].shaders.frag, context.scene[n - 1].shaders.vert, fractal, vsSource);
});
$('#' + context.scene.length + 'o_sphere').on('click', async function(event) {
const n = parseInt(event.target.id.split('o')[0]);
if (context.cache.objs.sphere == null) {
const data = await fetchObj('/static/objs/sphere.obj');
context.cache.objs.sphere = loadObj(data);
}
context.scene[n - 1].buffers = loadObjBuffers(context, context.scene[n - 1].buffers, context.cache.objs.sphere);
context.scene[n - 1].params.len = context.cache.objs.sphere.indices.length;
context.scene[n - 1].params.range = context.cache.objs.sphere.range;
});
$('#' + context.scene.length + 'o_teapot').on('click', async function(event) {
const n = parseInt(event.target.id.split('o')[0]);
if (context.cache.objs.teapot == null) {
const data = await fetchObj('/static/objs/teapot.obj');
context.cache.objs.teapot = loadObj(data);
}
context.scene[n - 1].buffers = loadObjBuffers(context, context.scene[n - 1].buffers, context.cache.objs.teapot);
context.scene[n - 1].params.len = context.cache.objs.teapot.indices.length;
context.scene[n - 1].params.range = context.cache.objs.teapot.range;
});
$('#' + context.scene.length + 'o_fox').on('click', async function(event) {
const n = parseInt(event.target.id.split('o')[0]);
if (context.cache.objs.fox == null) {
const data = await fetchObj('/static/objs/fox.obj');
context.cache.objs.fox = loadObj(data);
}
context.scene[n - 1].buffers = loadObjBuffers(context, context.scene[n - 1].buffers, context.cache.objs.fox);
context.scene[n - 1].params.len = context.cache.objs.fox.indices.length;
context.scene[n - 1].params.range = context.cache.objs.fox.range;
});
$('#' + context.scene.length + 'o_mecha').on('click', async function(event) {
const n = parseInt(event.target.id.split('o')[0]);
if (context.cache.objs.mecha == null) {
const data = await fetchObj('/static/objs/mecha.obj');
context.cache.objs.mecha = loadObj(data);
}
context.scene[n - 1].buffers = loadObjBuffers(context, context.scene[n - 1].buffers, context.cache.objs.mecha);
context.scene[n - 1].params.len = context.cache.objs.mecha.indices.length;
context.scene[n - 1].params.range = context.cache.objs.mecha.range;
});
$('#' + context.scene.length + 'o_racer').on('click', async function(event) {
const n = parseInt(event.target.id.split('o')[0]);
if (context.cache.objs.racer == null) {
const data = await fetchObj('/static/objs/racer.obj');
context.cache.objs.racer = loadObj(data);
}
context.scene[n - 1].buffers = loadObjBuffers(context, context.scene[n - 1].buffers, context.cache.objs.racer);
context.scene[n - 1].params.len = context.cache.objs.racer.indices.length;
context.scene[n - 1].params.range = context.cache.objs.racer.range;
});
});
}
@ -163,7 +424,7 @@ export function uiUpdateObject(context: any) {
const data = await fetchObj('/static/objs/sphere.obj');
context.cache.objs.sphere = loadObj(data);
}
loadObjBuffers(context, context.cache.objs.sphere);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.sphere);
context.params.len = context.cache.objs.sphere.indices.length;
context.params.range = context.cache.objs.sphere.range;
});
@ -172,7 +433,7 @@ export function uiUpdateObject(context: any) {
const data = await fetchObj('/static/objs/teapot.obj');
context.cache.objs.teapot = loadObj(data);
}
loadObjBuffers(context, context.cache.objs.teapot);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.teapot);
context.params.len = context.cache.objs.teapot.indices.length;
context.params.range = context.cache.objs.teapot.range;
});
@ -181,7 +442,7 @@ export function uiUpdateObject(context: any) {
const data = await fetchObj('/static/objs/fox.obj');
context.cache.objs.fox = loadObj(data);
}
loadObjBuffers(context, context.cache.objs.fox);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.fox);
context.params.len = context.cache.objs.fox.indices.length;
context.params.range = context.cache.objs.fox.range;
});
@ -190,7 +451,7 @@ export function uiUpdateObject(context: any) {
const data = await fetchObj('/static/objs/mecha.obj');
context.cache.objs.mecha = loadObj(data);
}
loadObjBuffers(context, context.cache.objs.mecha);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.mecha);
context.params.len = context.cache.objs.mecha.indices.length;
context.params.range = context.cache.objs.mecha.range;
});
@ -199,7 +460,7 @@ export function uiUpdateObject(context: any) {
const data = await fetchObj('/static/objs/racer.obj');
context.cache.objs.racer = loadObj(data);
}
loadObjBuffers(context, context.cache.objs.racer);
context.buffers = loadObjBuffers(context, context.buffers, context.cache.objs.racer);
context.params.len = context.cache.objs.racer.indices.length;
context.params.range = context.cache.objs.racer.range;
});
@ -211,21 +472,21 @@ export function uiUpdateObject(context: any) {
*/
export function uiUpdateShader(context: any) {
$('#s_blackandwhite').on('click', function() {
changeFragmentShader(context, blackandwhite, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, blackandwhite, vsSource);
});
$('#s_color').on('click', function() {
changeFragmentShader(context, colored, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, colored, vsSource);
});
$('#s_grey').on('click', function() {
changeFragmentShader(context, grey, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, grey, vsSource);
});
$('#s_texture').on('click', function() {
changeFragmentShader(context, texture, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, texture, vsSource);
});
$('#s_sobel').on('click', function() {
changeFragmentShader(context, sobel, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, sobel, vsSource);
});
$('#s_fractal').on('click', function() {
changeFragmentShader(context, fractal, vsSource);
[context.programInfo, context.shaderProgram, context.shaders.vert, context.shaders.frag] = changeFragmentShader(context, context.programInfo, context.shaderProgram, context.shaders.frag, context.shaders.vert, fractal, vsSource);
});
}

View File

@ -107,6 +107,8 @@
<div class='ui-block'>
<button id='pushtoscene'>Push To Scene</button>
</div>
<div class='scene-block'>
</div>
<div class='ui-block'>
<a href='https://git.gaetanbrochard.dev/gbrochar/webgl'>This project's git</a>
<br>