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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
export function loadShader(gl: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader {
const shader = gl.createShader(type);
if (shader == null) {
throw new Error('falied to create shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
throw new Error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
}
return shader;
}
export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string, fsSource: string): WebGLProgram {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error(`failed to init shader: ${gl.getProgramInfoLog(shaderProgram)}`);
throw new Error('failed to init shader');
}
return shaderProgram;
}
export function createTexture(gl: WebGL2RenderingContext): WebGLTexture {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
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