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ftexture.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.
*/
/** Creates a WebGLTexture based on any function that the
* programmer would like to use. Include a function that
* when given a WebGLFloatArray, sets all the appropriate
* values. It expects that the supplied data will be of
* the format RGBA in successive elements, and is stored
* internally in full 32-bit floats. Thus, the array passed
* to the user-provided function has size width * height * 4
*
* @param {WebGLContext} context the context to use to create textures
* @param {int} width the width to make the texture
* @param {int} height the height to make the texture
* @param {function(WebGLFloatArray)} a function that fills \
* the provided array with the appropriate data
*/
function ftexture(context, width, height, f) {
/** The WebGLTexture to return */
this.texture = null;
/** @deprecated */
this.image = null;
/** The WebGL context to use */
this.gl = context;
/** local copy of the width of the texture */
this.width = width;
/** local copy of the height of the texture */
this.height = height;
/** This function does the heavy lifting, but the structure
* of the class is going to change soon. Currently, ftexture
* actually returns a WebGLTexture, and not a wrapper of one.
*
* @param {function(WebGLFloatArray)} f
*/
this.initialize = function(f) {
this.texture = this.gl.createTexture();
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
var pixels = new WebGLFloatArray(this.width * this.height * 4);
// Pass pixels into the user-provided function
pixels = f(pixels);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, 0x8814, this.width, this.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.NEAREST);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_S_WRAP, this.gl.CLAMP);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_T_WRAP, this.gl.CLAMP);
this.gl.bindTexture(this.gl.TEXTURE_2D, null);
}
/** Bind the texture
*
* @deprecated
*/
this.bind = function() {
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
}
this.initialize(f);
return this.texture;
}