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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>WebGL Texture Mipmap</title>
</head>
<body>
<div style="text-align: center">
SE<canvas id="canvas" width="128" height="128"></canvas>VO
</div>
<script id="vertexshader" type="x-shader">
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
varying vec2 vTextureCoord;
uniform float uTime;
void main() {
vTextureCoord = aTextureCoord;
mat4 rotMat = mat4(sin(uTime), 0.0, 0.0, 0.0,
0.0, sin(uTime), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
gl_Position = rotMat * vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script id="fragmentshader" type="x-shader">
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = texture2D(uSampler, vTextureCoord);
}
</script>
<script type="text/javascript">
var canvas;
function initWebGL()
{
canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) return null; // can't initialize WebGL
return gl;
}
var gl = initWebGL();
// Setup Shaders:
var v = document.getElementById("vertexshader").firstChild.nodeValue;
var f = document.getElementById("fragmentshader").firstChild.nodeValue;
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(vs));
}
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(fs));
}
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getProgramInfoLog(program));
}
gl.useProgram(program);
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
program.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord");
gl.enableVertexAttribArray(program.aTextureCoord);
var rustTexture = gl.createTexture();
var rustImage = new Image();
rustImage.onload = function() { handleTextureLoaded(rustImage, rustTexture); }
rustImage.src = "rust-power-of-two.png";
// Setup Geometry
var vertices = new Float32Array([
-1.0, -1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0 // Square-Coordinates
]);
var textureCoords = new Float32Array([
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
]);
vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
uvbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
gl.bufferData(gl.ARRAY_BUFFER, textureCoords, gl.STATIC_DRAW);
itemSize = 2; // we have 2 coordinates (x,y)
numItems = vertices.length / itemSize; // number of vertices
// Viewport
gl.viewport(0, 0, canvas.width, canvas.height);
program.time = gl.getUniformLocation(program, "uTime");
var start_time = new Date().getTime() / 1000;
setInterval(function () {
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
gl.vertexAttribPointer(program.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, rustTexture);
var dt = new Date().getTime() / 1000 - start_time;
gl.uniform1f(program.time, dt);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, numItems);
}, 15);
function handleTextureLoaded(image, texture) {
console.log("handleTextureLoaded, image = " + image);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
</script>
</body>
</html>
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