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noisetexture.js
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noisetexture.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.
*/
/** Noisetexture-generating function. Some algorithms need
* a random noise texture as input. Notably the flow surface
*
* @param {WebGLContext} context the context in which we'll be working
* @param {int} width the width of the texture to generate
* @param {int} height the height of the texture to generate
*
* @see flow
*/
function noisetexture(context, width, height) {
/** The WebGLTexture object that we'll return */
this.texture = null;
/** @deprecated */
this.image = null;
/** The local copy of the WebGLContext we'll 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;
/** Initialize the randomized noise texture */
this.initialize = function() {
this.texture = this.gl.createTexture();
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
var pixels = new WebGLFloatArray(this.width * this.height * 4);
var count = this.width * this.height * 4;
//*
for (var i = 0; i < count; i += 1) {
pixels[i] = Math.random() * 3.0;
//pixels[i] = 4.0 * i / count;
//pixels[i] = 0.0;
}
//*/
/*
for (var i = count / 4; i < count / 2; i += 1) {
pixels[i] = 1.0;
}
*/
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, 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.LINEAR);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
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);
}
this.bind = function() {
this.gl.enable(this.gl.TEXTURE_2D);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
}
this.initialize();
//return this.texture;
}