Fixing html5 sample using html based image loading

This commit is contained in:
underscorediscovery
2014-05-16 19:25:22 -02:30
parent a722abca65
commit 6401b32628
2 changed files with 116 additions and 25 deletions

View File

@@ -87,9 +87,13 @@ class Main {
private function initializeShaders ():Void { private function initializeShaders ():Void {
var vertexShaderSource = var vertexShaderSource = "";
"attribute vec3 aVertexPosition; #if lime_html5
vertexShaderSource += "precision mediump float;";
#end
vertexShaderSource += "attribute vec3 aVertexPosition;
attribute vec2 aTexCoord; attribute vec2 aTexCoord;
varying vec2 vTexCoord; varying vec2 vTexCoord;
@@ -111,14 +115,19 @@ class Main {
} }
var fragmentShaderSource = var fragmentShaderSource = "";
#if lime_html5
fragmentShaderSource += "precision mediump float;";
#end
fragmentShaderSource +=
"varying vec2 vTexCoord; "varying vec2 vTexCoord;
uniform sampler2D uImage0; uniform sampler2D uImage0;
void main(void) void main(void)
{ {
gl_FragColor = texture2D (uImage0, vTexCoord).bgra; gl_FragColor = texture2D (uImage0, vTexCoord);
}"; }";
var fragmentShader = GL.createShader (GL.FRAGMENT_SHADER); var fragmentShader = GL.createShader (GL.FRAGMENT_SHADER);
@@ -150,25 +159,64 @@ class Main {
} }
function arrayToBytes( array:ByteArray ):haxe.io.Bytes {
if (array == null) return null; #if lime_html5
var bytes:haxe.io.Bytes = haxe.io.Bytes.alloc(array.length);
for (n in 0 ... array.length) { function load_image(_id:String, onload:Void->Void) {
bytes.set(n, array.readByte());
} var image: js.html.ImageElement = js.Browser.document.createImageElement();
return bytes; image.onload = function(a) {
}
public function ready (lime:Lime):Void { try {
this.lime = lime; var tmp_canvas = js.Browser.document.createCanvasElement();
tmp_canvas.width = image.width;
var bytes : ByteArray = Assets.getBytes ("assets/lime.png"); tmp_canvas.height = image.height;
var io_bytes : haxe.io.Bytes = arrayToBytes( bytes );
var byteInput = new BytesInput ( io_bytes, 0, io_bytes.length); var tmp_context = tmp_canvas.getContext2d();
tmp_context.clearRect( 0,0, tmp_canvas.width, tmp_canvas.height );
tmp_context.drawImage( image, 0, 0, image.width, image.height );
var image_bytes = tmp_context.getImageData( 0, 0, tmp_canvas.width, tmp_canvas.height );
var haxe_bytes = new lime.utils.UInt8Array( image_bytes.data );
imageData = haxe_bytes;
imageHeight = image.width;
imageWidth = image.height;
tmp_canvas = null;
tmp_context = null;
haxe_bytes = null;
image_bytes = null;
onload();
} catch(e:Dynamic) {
trace(e);
var tips = '- textures might require power of two sizes\n';
tips += '- textures served from file:/// throw security errors\n';
tips += '- textures served over http:// work for cross origin';
trace(tips);
throw e;
}
} //image.onload
//source comes after the onload being set, for race conditions
image.src = _id;
} //load_html5_image
#else
function load_image(_id:String, onload:Void->Void) {
var bytes : ByteArray = Assets.getBytes (_id);
var byteInput = new BytesInput ( bytes, 0, bytes.length);
var png = new Reader (byteInput).read (); var png = new Reader (byteInput).read ();
var data = Tools.extract32 (png); var data = Tools.extract32 (png);
var header = Tools.getHeader (png); var header = Tools.getHeader (png);
@@ -176,17 +224,60 @@ class Main {
imageWidth = header.width; imageWidth = header.width;
imageHeight = header.height; imageHeight = header.height;
imageData = new UInt8Array (data.getData ()); imageData = new UInt8Array (data.getData ());
var image_length = imageWidth * imageHeight;
//bytes are returned in a different order, bgra
//so we swap back to rgba
for(i in 0 ... image_length) {
var b = imageData[i*4+0];
var g = imageData[i*4+1];
var r = imageData[i*4+2];
var a = imageData[i*4+3];
imageData[i*4+0] = r;
imageData[i*4+1] = g;
imageData[i*4+2] = b;
imageData[i*4+3] = a;
}
onload();
initializeShaders (); }
#end //!lime_html5
var loaded = false;
public function ready (lime:Lime):Void {
createBuffers (); this.lime = lime;
createTexture ();
//we load the image with a callback,
//because on html5 it is asynchronous and we want
//to only try and use it when it's done loading
load_image("assets/lime.png", function(){
initializeShaders ();
createBuffers ();
createTexture ();
loaded = true;
});
} }
private function render ():Void { private function render ():Void {
if(!loaded) {
return;
}
GL.viewport (0, 0, lime.config.width, lime.config.height); GL.viewport (0, 0, lime.config.width, lime.config.height);
GL.clearColor (1.0, 1.0, 1.0, 1.0); GL.clearColor (1.0, 1.0, 1.0, 1.0);
@@ -204,7 +295,6 @@ class Main {
GL.activeTexture (GL.TEXTURE0); GL.activeTexture (GL.TEXTURE0);
GL.bindTexture (GL.TEXTURE_2D, texture); GL.bindTexture (GL.TEXTURE_2D, texture);
GL.enable (GL.TEXTURE_2D);
GL.bindBuffer (GL.ARRAY_BUFFER, vertexBuffer); GL.bindBuffer (GL.ARRAY_BUFFER, vertexBuffer);
GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0); GL.vertexAttribPointer (vertexAttribute, 3, GL.FLOAT, false, 0, 0);
@@ -218,7 +308,6 @@ class Main {
GL.drawArrays (GL.TRIANGLE_STRIP, 0, 4); GL.drawArrays (GL.TRIANGLE_STRIP, 0, 4);
GL.bindBuffer (GL.ARRAY_BUFFER, null); GL.bindBuffer (GL.ARRAY_BUFFER, null);
GL.disable (GL.TEXTURE_2D);
GL.bindTexture (GL.TEXTURE_2D, null); GL.bindTexture (GL.TEXTURE_2D, null);
GL.disableVertexAttribArray (vertexAttribute); GL.disableVertexAttribArray (vertexAttribute);

View File

@@ -3,6 +3,8 @@
<meta title="Simple OpenGLView" package="com.limeframework.samples.simpleopengl" version="1.0.0" company="OpenFL Technologies" /> <meta title="Simple OpenGLView" package="com.limeframework.samples.simpleopengl" version="1.0.0" company="OpenFL Technologies" />
<app main="Main" path="Export" file="SimpleOpenGL" /> <app main="Main" path="Export" file="SimpleOpenGL" />
<window width="960" height="640" />
<source path="Source" /> <source path="Source" />