created ShadeMyCanvas (smc)
This commit is contained in:
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commit
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12 changed files with 539 additions and 24 deletions
4
www/js/smc/README.md
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4
www/js/smc/README.md
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# Shade My Canvas
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An easy to use and purely declarative wrapper for WebGL written in Javascript.
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The main idea is to remove all the boilerplate required to render shader
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programs, so you can focus on writing GLSL and not debugging WebGL.
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60
www/js/smc/draw-scene.js.bak
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60
www/js/smc/draw-scene.js.bak
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function drawScene(gl, programInfo, buffers, time) {
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// Tell WebGL how to convert from clip space to pixels
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// NOTE: this is how width/height is taken
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// const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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setPositionAttribute(gl, buffers, programInfo);
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gl.useProgram(programInfo.program);
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/* --- Set Uniform Variables --- */
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// Time since page loaded in seconds
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gl.uniform1f(
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programInfo.uniformLocations.time,
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time,
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);
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// Viewport resolution in pixels
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gl.uniform2f(
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programInfo.uniformLocations.resolution,
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gl.canvas.width,
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gl.canvas.height,
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);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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function setPositionAttribute(gl, buffers, programInfo) {
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const numComponents = 2; // pull out 2 values per iteration
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const type = gl.FLOAT; // the data in the buffer is 32bit floats
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set of values to the next
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// 0 = use type and numComponents above
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const offset = 0; // how many bytes inside the buffer to start from
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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}
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export { drawScene };
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10
www/js/smc/errors.js
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10
www/js/smc/errors.js
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export { SmcErr };
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const SmcErr = {
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UNSUPPORTED: 0, // unused
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SHADER_COMPILATION: 1,
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PROGRAM_INIT: 2,
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ATTRIBUTE_MISSING: 3,
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UNIFORM_MISSING: 4,
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FETCH_SHADER: 5,
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}
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34
www/js/smc/init-buffers.js.bak
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34
www/js/smc/init-buffers.js.bak
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function initBuffers(gl) {
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const positionBuffer = initPositionBuffer(gl);
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return {
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position: positionBuffer,
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};
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}
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function initPositionBuffer(gl) {
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// Position array of a "full-screen" quad (encoded as TRIANGLE_STRIP)
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// Ref: https://en.wikipedia.org/wiki/Triangle_strip
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// NOTE: +x,+y is top-right & -x,-y is bottom-left
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const positions = [
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, 1.0,
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1.0, -1.0,
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];
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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export { initBuffers };
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4
www/js/smc/lib.js
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4
www/js/smc/lib.js
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import { Smc } from "./smc.js";
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import { SmcErr } from "./errors.js";
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export { Smc, SmcErr };
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112
www/js/smc/lib.js.bak
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112
www/js/smc/lib.js.bak
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import { initBuffers } from "./init-buffers.js";
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import { drawScene } from "./draw-scene.js";
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export { run };
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// Initialize a shader program, so WebGL knows how to draw our data
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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program,
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)}`,
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);
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return null;
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}
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return program;
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}
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function renderShader(gl, vsSource, fsSource) {
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attribute our shader program is using
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// for aVertexPosition and look up uniform locations.
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
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},
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uniformLocations: {
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resolution: gl.getUniformLocation(shaderProgram, "u_resolution"),
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time: gl.getUniformLocation(shaderProgram, "u_time"),
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},
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};
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// Here's where we call the routine that builds all the
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// objects we'll be drawing.
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const buffers = initBuffers(gl);
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const fpsLimit = 30;
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const fpsDelta = 1000 / fpsLimit;
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// let timePrev = 0;
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// requestAnimationFrame asks the browser to call render,
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// providing the time in milliseconds since the page loaded
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function render(time) {
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time *= 0.001; // convert to seconds
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// delta = time - timePrev;
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drawScene(gl, programInfo, buffers, time);
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setTimeout(() => requestAnimationFrame(render), fpsDelta);
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}
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function update() {
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requestAnimationFrame(render);
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}
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// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
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// window.addEventListener('resize', render);
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requestAnimationFrame(render);
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// update();
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// setInterval(update, 1000 / fpsLimit);
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}
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function fetchShader(name) {
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return fetch(`../shaders/${name}`)
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.then(res => {
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if (!res.ok) throw new Error(`Failed to load fragment shader source ${url}: ${res.status}`);
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return res.text();
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});
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}
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function run(canvas) {
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const gl = canvas.getContext("webgl");
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// XXX: TODO: use `window.addEventListener('resize', ...);`
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canvas.setAttribute('width', window.innerWidth);
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canvas.setAttribute('height', window.innerHeight);
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// Only continue if WebGL is available and working
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if (gl === null) {
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throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");
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}
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// Vertex shader program
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const vsSource = `
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attribute vec4 aVertexPosition;
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void main() {
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gl_Position = aVertexPosition;
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}
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`;
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// Fetch fragment shader program
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fetchShader("fbm.glsl")
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.then(fsSource => {
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renderShader(gl, vsSource, fsSource);
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});
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}
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127
www/js/smc/progbuilder.js
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127
www/js/smc/progbuilder.js
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import { SmcErr } from './errors.js';
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export { SmcProgramBuilder };
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class SmcProgramBuilder {
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#gl;
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#program;
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#isBuilt = false;
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#hasVertexShader = false;
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#hasFragmentShader = false;
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#defaultVertexShader = `
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attribute vec4 aVertex;
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void main() {
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gl_Position = aVertex;
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}
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`;
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// TODO: reset the sample fragment shader back to the rainbow
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#sampleFragmentShader = `
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precision mediump float;
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// uniform float uTime;
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// uniform vec2 uResolution;
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void main() {
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// vec2 uv = gl_FragCoord.xy / uResolution;
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// vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
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// gl_FragColor = vec4(col, 1.0);
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// gl_FragColor = vec4(216., 43., 72., 255.) / 255.;
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float maxfc = max(gl_FragCoord.x, gl_FragCoord.y);
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gl_FragColor = vec4(gl_FragCoord.xy, maxfc, maxfc) / maxfc;
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}
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`;
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constructor(gl, raiseError) {
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this.#gl = gl;
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this.#program = this.#gl.createProgram();
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this.raiseError = raiseError;
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}
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addVertexShader(source) {
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this.#gl.attachShader(
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this.#program,
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this.#newShader(
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this.#gl.VERTEX_SHADER,
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source
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)
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)
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this.#hasVertexShader = true;
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return this;
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}
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addFragmentShader(source) {
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this.#gl.attachShader(
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this.#program,
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this.#newShader(
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this.#gl.FRAGMENT_SHADER,
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source
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)
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)
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this.#hasFragmentShader = true;
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return this;
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}
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fetchVertexShader(uri) {
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this.#fetchShader(uri, (source) => this.addVertexShader(source));
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return this;
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}
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fetchFragmentShader(uri) {
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this.#fetchShader(uri, (source) => this.addFragmentShader(source));
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return this;
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}
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build() {
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// avoid user accidental calls to build()
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if (!this.#isBuilt) {
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if (!this.#hasVertexShader)
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this.addVertexShader(this.#defaultVertexShader)
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if (!this.#hasFragmentShader)
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this.addFragmentShader(this.#sampleFragmentShader);
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this.#gl.linkProgram(this.#program);
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this.#gl.useProgram(this.#program);
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}
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return this.#program;
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}
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// Creates a shader of the given type, uploads the source and compiles
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#newShader(type, source) {
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const shader = this.#gl.createShader(type);
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this.#gl.shaderSource(shader, source);
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this.#gl.compileShader(shader);
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if (!this.#gl.getShaderParameter(shader, this.#gl.COMPILE_STATUS)) {
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this.#gl.deleteShader(shader);
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const infoLog = this.#gl.getShaderInfoLog(shader);
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this.raiseError(
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SmcErr.SHADER_COMPILATION,
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new Error(`An error occurred while compiling the shader: ${infoLog}`)
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);
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}
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return shader;
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}
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#fetchShader(uri, delegate) {
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return fetch(uri)
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.then(res => {
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if (res.ok)
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delegate(res.text());
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else {
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this.raiseError(
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SmcErr.FETCH_SHADER,
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`Failed to load shader source ${url}: ${res.status} ${res.json()}`);
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}
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});
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}
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}
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311
www/js/smc/smc.js
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311
www/js/smc/smc.js
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import { SmcErr } from "./errors.js";
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import { SmcProgramBuilder } from "./progbuilder.js";
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import { hexToRgba } from "./util.js";
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export { Smc, UniformType };
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const UniformType = {
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Float1: 0,
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Float2: 1,
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Float3: 2,
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Float4: 3,
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Int1: 4,
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Int2: 5,
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Int3: 6,
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Int4: 7,
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};
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class Smc {
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#canvas;
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#gl;
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// Position array of a "full-screen" quad (encoded as TRIANGLE_STRIP)
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// Ref: https://en.wikipedia.org/wiki/Triangle_strip
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// NOTE: +x,+y is top-right & -x,-y is bottom-left
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#verticesFullscreen = [
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, 1.0,
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1.0, -1.0,
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];
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#vertices = this.#verticesFullscreen;
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#attributes = new Map();
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#uniforms = new Map();
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#program = null;
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#clearBitFlags;
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#maxFps;
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#minDeltaTimeMs; // in milliseconds
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#prevTimeMs = 0;
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#errorDelegate = (_, error) => { throw error };
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#initDelegate = (_) => { };
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#resizeDelegate = (_) => { };
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constructor(canvas) {
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this.raiseError = this.raiseError.bind(this);
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this.render = this.render.bind(this);
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this.renderLoop = this.renderLoop.bind(this);
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this.#canvas = canvas;
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this.#gl = Smc.#getWebGlContext(canvas);
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// NOTE: smc.isWebGlSupported() should be queried prior
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if (this.#gl == null)
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throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");
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// clear the entire depth buffer when this.#gl.clear is called
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this.#gl.clearDepth(1.0);
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this.#clearBitFlags = this.#gl.COLOR_BUFFER_BIT | this.#gl.DEPTH_BUFFER_BIT;
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// set WebGL's render context (number of pixels to draw)
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this.#gl.viewport(0, 0, this.#gl.canvas.width, this.#gl.canvas.height);
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// set defaults
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this.setMaxFps(30);
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this.setClearColor(0., 0., 0., 255.);
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}
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static #getWebGlContext(canvas) {
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try {
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return canvas.getContext("webgl") ?? canvas.getContext("experimental-webgl");
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} catch {
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return null;
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};
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}
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static isWebGlSupported() {
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try {
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const canvas = document.createElement('canvas');
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return !!window.WebGLRenderingContext && Smc.#getWebGlContext(canvas) != null;
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} catch (e) {
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return false;
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}
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}
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onError(delegate) {
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this.#errorDelegate = delegate;
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return this;
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}
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onInit(delegate) {
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this.#initDelegate = delegate;
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return this;
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}
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onResize(delegate) {
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this.#resizeDelegate = delegate;
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return this;
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}
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setClearColorHex(color) {
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color = hexToRgba(color);
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if (color == null) {
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// this.raiseError isn't needed because this should
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// be treated as a "compilation" error not a "runtime" error
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throw new Error(`setClearColorHex expects an RGB/RGBA hex value, got "${color}"`);
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}
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return this.setClearColor(color.r, color.g, color.b, color.a);
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}
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setClearColor(r, g, b, a) {
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this.#gl.clearColor(r / 255., g / 255., b / 255., a / 255.);
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return this;
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}
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setVertices(positions) {
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this.#vertices = positions;
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return this;
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}
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setMaxFps(fps) {
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this.#maxFps = fps;
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this.#minDeltaTimeMs = fps ? 1000 / fps : null;
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return this;
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}
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setProgram(delegate) {
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const builder = new SmcProgramBuilder(this.#gl, this.raiseError);
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delegate(builder); // i pray js passes by ref well...
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this.#program = builder.build();
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if (!this.#gl.getProgramParameter(this.#program, this.#gl.LINK_STATUS)) {
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const infoLog = this.#gl.getProgramInfoLog(this.#program);
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this.raiseError(
|
||||
SmcErr.PROGRAM_INIT,
|
||||
new Error(`Unable to initialize the shader program: ${infoLog}`)
|
||||
)
|
||||
}
|
||||
|
||||
this.#addAttribute("aVertex", this.#setVerticesAttribute.bind(this));
|
||||
// DEBUG: uncomment afterwards
|
||||
// this.#addUniform("uResolution", UniformType.Float2);
|
||||
// this.#addUniform("uTime", UniformType.Float1);
|
||||
// this.#addUniform("uDelta", UniformType.Float1);
|
||||
return this;
|
||||
}
|
||||
|
||||
run() {
|
||||
this.#initDelegate()
|
||||
this.setAttribute("aVertex", this.#vertices);
|
||||
// DEBUG: uncomment afterwards
|
||||
// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
|
||||
|
||||
if (this.#maxFps == 0)
|
||||
requestAnimationFrame(this.render)
|
||||
else
|
||||
requestAnimationFrame(this.renderLoop);
|
||||
}
|
||||
|
||||
// requestAnimationFrame requests the browser to call the renderLoop
|
||||
// callback function before the next repaint.
|
||||
// `time` is the milliseconds elapsed since the page loaded.
|
||||
renderLoop(time) {
|
||||
var delta = time - this.#prevTimeMs;
|
||||
this.render(time, delta);
|
||||
|
||||
setTimeout(
|
||||
() => requestAnimationFrame(this.renderLoop),
|
||||
Math.max(0, delta - this.#minDeltaTimeMs)
|
||||
);
|
||||
this.#prevTimeMs = time;
|
||||
}
|
||||
|
||||
render(time, delta) {
|
||||
// DEBUG: uncomment afterwards
|
||||
// this.setUniform("uTime", time * 0.001);
|
||||
// this.setUniform("uDelta", delta);
|
||||
|
||||
// DEBUG: START (remove if not necessary)
|
||||
this.#gl.viewport(0, 0, this.#gl.canvas.width, this.#gl.canvas.height);
|
||||
this.#gl.clear(this.#gl.COLOR_BUFFER_BIT | this.#gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
this.setAttribute("aVertex", this.#vertices);
|
||||
|
||||
this.#gl.useProgram(this.#program);
|
||||
|
||||
// DEBUG: uncomment afterwards
|
||||
// this.setUniform("uTime", time * 0.001);
|
||||
// this.setUniform("uDelta", delta);
|
||||
// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
|
||||
|
||||
this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length / 2);
|
||||
// DEBUG: END (remove if not necessary)
|
||||
|
||||
// DEBUG: uncomment afterwards
|
||||
// this.#gl.clear(this.#clearBitFlags);
|
||||
// this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length);
|
||||
}
|
||||
|
||||
#addAttribute(name, setDelegate, required = false) {
|
||||
var location = this.#gl.getAttribLocation(this.#program, name);
|
||||
if (location == -1) {
|
||||
if (required) {
|
||||
this.raiseError(
|
||||
SmcErr.ATTRIBUTE_MISSING,
|
||||
`Linked program missing required attribute: "${name}"`
|
||||
);
|
||||
}
|
||||
location = null;
|
||||
}
|
||||
this.#attributes.set(
|
||||
name,
|
||||
{
|
||||
setDelegate: setDelegate,
|
||||
location: location,
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
#addUniform(name, type, setEachFrame, setCallback, required = false) {
|
||||
const location = this.#gl.getUniformLocation(this.#program, name);
|
||||
if (location == -1) {
|
||||
if (required) {
|
||||
this.raiseError(
|
||||
SmcErr.UNIFORM_MISSING,
|
||||
`Linked program missing required uniform: "${name}"`
|
||||
)
|
||||
}
|
||||
location = null;
|
||||
}
|
||||
|
||||
if (type == UniformType.Float1)
|
||||
var uniformfv = this.#gl.uniform1f;
|
||||
else if (type == UniformType.Float2)
|
||||
var uniformfv = this.#gl.uniform2fv;
|
||||
else if (type == UniformType.Float3)
|
||||
var uniformfv = this.#gl.uniform3fv;
|
||||
else if (type == UniformType.Float4)
|
||||
var uniformfv = this.#gl.uniform4fv;
|
||||
else if (type == UniformType.Int1)
|
||||
var uniformfv = this.#gl.uniform1i;
|
||||
else if (type == UniformType.Int2)
|
||||
var uniformfv = this.#gl.uniform2iv;
|
||||
else if (type == UniformType.Int3)
|
||||
var uniformfv = this.#gl.uniform3iv;
|
||||
else if (type == UniformType.Int4)
|
||||
var uniformfv = this.#gl.uniform4iv;
|
||||
else {
|
||||
// this.raiseError isn't needed because this should
|
||||
// be treated as a "compilation" error not a "runtime" error
|
||||
throw new Error(`Expected type from enum UniformType, but got "${type}"`);
|
||||
}
|
||||
|
||||
const setDelegate = value => uniformfv(location, value);
|
||||
|
||||
// simplify function call to a single argument
|
||||
this.#uniforms.set(
|
||||
name,
|
||||
{
|
||||
setDelegate: setDelegate,
|
||||
location: location,
|
||||
setEachFrame: setEachFrame,
|
||||
setCallback,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#getAttributeLocation(name) {
|
||||
return this.#attributes.get(name).location;
|
||||
}
|
||||
|
||||
#getUniformLocation(name) {
|
||||
return this.#uniforms.get(name).location;
|
||||
}
|
||||
|
||||
setAttribute(name, value) {
|
||||
if (this.#getAttributeLocation(name) != null)
|
||||
this.#attributes.get(name).setDelegate(value);
|
||||
}
|
||||
|
||||
setUniform(name, value) {
|
||||
if (this.#getUniformLocation(name) != null)
|
||||
this.#uniforms.get(name).setDelegate(value);
|
||||
}
|
||||
|
||||
#setVerticesAttribute(vertices) {
|
||||
this.#vertices = vertices;
|
||||
|
||||
const buffer = this.#gl.createBuffer();
|
||||
this.#gl.bindBuffer(this.#gl.ARRAY_BUFFER, buffer);
|
||||
this.#gl.bufferData(
|
||||
this.#gl.ARRAY_BUFFER,
|
||||
new Float32Array(vertices),
|
||||
this.#gl.STATIC_DRAW
|
||||
);
|
||||
|
||||
this.#gl.vertexAttribPointer(
|
||||
this.#getAttributeLocation("aVertex"),
|
||||
2, // (size) one vertex == 2 floats
|
||||
this.#gl.FLOAT, // (type) vertex positions given as 32bit floats
|
||||
false, // (normalized) don't normalize
|
||||
0, // (stride) buffer offset pointer BETWEEN elements (0 => packed)
|
||||
0, // (offset) buffer offset pointer from START to first element
|
||||
)
|
||||
this.#gl.enableVertexAttribArray(this.#getAttributeLocation("aVertex"));
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
raiseError(type, error) {
|
||||
this.#errorDelegate(type, error);
|
||||
}
|
||||
}
|
||||
37
www/js/smc/smc.js.bak
Normal file
37
www/js/smc/smc.js.bak
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
import { SmcErr } from "./errors.js";
|
||||
import { SmcBuilder } from "./builder.js";
|
||||
|
||||
export { SmcErr };
|
||||
|
||||
// XXX: TODO: merge SmcBuilder into smc
|
||||
class smc {
|
||||
#canvas;
|
||||
#builderDelegate = _ => { };
|
||||
|
||||
constructor(canvas) {
|
||||
this.#canvas = canvas;
|
||||
}
|
||||
|
||||
build(delegate) {
|
||||
this.#builderDelegate = delegate;
|
||||
return this;
|
||||
}
|
||||
|
||||
onError(delegate) {
|
||||
this.#errorDelegate = delegate;
|
||||
return this;
|
||||
}
|
||||
|
||||
run() {
|
||||
this.#canvas = canvas;
|
||||
const gl = this.#canvas.getContext("webgl");
|
||||
if (gl == null) {
|
||||
this.#raiseError(
|
||||
SmcErr.UNSUPPORTED,
|
||||
Error("Unable to initialize WebGL. Your browser or machine may not support it."),
|
||||
);
|
||||
}
|
||||
const builder = this.#builderDelegate(new SmcBuilder(gl, this.#raiseError))
|
||||
builder.render()
|
||||
}
|
||||
}
|
||||
24
www/js/smc/util.js
Normal file
24
www/js/smc/util.js
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
export { hexToRgba, hexToRgbaNormal };
|
||||
|
||||
/* Converts a string of the form "#XXXXXX"
|
||||
*
|
||||
*/
|
||||
function hexToRgba(hex) {
|
||||
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})?$/i.exec(hex.toLowerCase());
|
||||
return result ? {
|
||||
r: parseInt(result[1], 16),
|
||||
g: parseInt(result[2], 16),
|
||||
b: parseInt(result[3], 16),
|
||||
a: result.length == 4 ? parseInt(result[4], 16) : 255.,
|
||||
} : null;
|
||||
}
|
||||
|
||||
function hexToRgbaNormal(hex) {
|
||||
var result = hexToRgba(hex);
|
||||
return result ? {
|
||||
r: result.r / 255.,
|
||||
g: result.g / 255.,
|
||||
b: result.b / 255.,
|
||||
a: result.a / 255.,
|
||||
} : null;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue