예제 #1
0
  /** Create and initialize the WebGL context. */
  public final boolean initWebGLContext() {
    if (gl == null) {
      gl =
          GL2ContextHelper.getGL2(
              getWidget(),
              new WebGLContextAttributes() {
                {
                  setStencilEnable(true);
                }
              });

      if (gl == null) {
        return false;
      }
    }

    float[] cc = getState().clearColor;
    gl.clearColor(cc[0], cc[1], cc[2], cc[3]);
    gl.clearDepth(1);

    gl.enable(EnableCap.DEPTH_TEST);
    gl.depthFunc(DepthFunction.LEQUAL);
    gl.clear(ClearBufferMask.COLOR_BUFFER_BIT, ClearBufferMask.DEPTH_BUFFER_BIT);

    try {
      shader =
          new AbstractShader() {
            @Override
            protected void initImpl() throws ShaderException {
              initProgram(getState().vertexShaderSource, getState().fragmentShaderSource);
            }
          };

      shader.init(gl);
      shader.bind();
    } catch (ShaderException e) {
      Window.alert(e.getMessage());
      return false;
    }

    vertexPositionAttribute = shader.getAttributeLocation("aVertexPosition");
    gl.enableVertexAttribArray(vertexPositionAttribute);

    vertexColorAttribute = shader.getAttributeLocation("aVertexColor");
    gl.enableVertexAttribArray(vertexColorAttribute);

    PROJECTION.pushIdentity();
    PROJECTION.perspective(getState().fov, 1, getState().minDist, getState().maxDist);
    gl.uniformMatrix(shader.getUniformLocation("uPMatrix"), PROJECTION.get());
    PROJECTION.pop();

    buildBuffers(getState().shapes);

    return true;
  }
예제 #2
0
 private void setMatrixUniforms() {
   gl.uniformMatrix(shader.getUniformLocation("uMVMatrix"), MODELVIEW.get());
 }