created ShadeMyCanvas (smc)
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12 changed files with 539 additions and 24 deletions
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@ -1,133 +0,0 @@
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import { initBuffers } from "./init-buffers.js";
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import { drawScene } from "./draw-scene.js";
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main();
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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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// Creates a shader of the given type, uploads the source and compiles
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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gl.deleteShader(shader);
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throw new Error(`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
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}
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return shader;
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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 main() {
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const canvas = document.querySelector("#gl-canvas");
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// Initialize the GL context
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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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