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rpgedit/src/index.ts

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import {mat4} from 'gl-matrix';
(() => {
const body = document.getElementsByTagName('body')[0];
const canvas = document.getElementById('rpgedit') as HTMLCanvasElement;
if (!canvas)
return;
const gl = canvas.getContext('webgl') as WebGLRenderingContext;
if (!gl)
return;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
function compileShader(type: number, src: string): WebGLShader|null {
let shader = gl.createShader(type);
if (!shader) {
console.error('Unable to create shader');
return null;
}
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Unable to compile shader');
return null;
}
return shader;
}
let shaderVertexPositionAttribute: number;
let shaderPMatrixUniform: WebGLUniformLocation|null;
let shaderVMatrixUniform: WebGLUniformLocation|null;
function initShaders(): void {
let shaderProgram = gl.createProgram();
let vertexShader = compileShader(gl.VERTEX_SHADER, require('./default.vs'));
let fragmentShaderSrc = require('./default.fs');
let fragmentShader = compileShader(gl.FRAGMENT_SHADER, require('./default.fs'));
if (!vertexShader || !fragmentShader)
return;
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error('Unable to link shader');
return;
}
gl.useProgram(shaderProgram);
shaderVertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderVertexPositionAttribute);
shaderPMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderVMatrixUniform = gl.getUniformLocation(shaderProgram, "uVMatrix");
}
const triangleVertexPositionBuffer = gl.createBuffer();
const squareVertexPositionBuffer = gl.createBuffer();
function initScene(): void {
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
const triangleVertices = [
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
const squareVertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(squareVertices), gl.STATIC_DRAW);
}
initShaders();
initScene();
const pMatrix = mat4.create();
const vMatrix = mat4.create();
function drawScene(): void {
if (!shaderPMatrixUniform || !shaderVMatrixUniform)
return;
let width = canvas.width, height = canvas.height
gl.viewport(0, 0, width, height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(pMatrix, 45, width / height, 0.1, 100.0);
gl.uniformMatrix4fv(shaderPMatrixUniform, false, pMatrix);
mat4.identity(vMatrix);
mat4.translate(vMatrix, vMatrix, [-1.5, 0.0, -7.0]);
gl.uniformMatrix4fv(shaderVMatrixUniform, false, vMatrix);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderVertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
mat4.translate(vMatrix, vMatrix, [3.0, 0.0, 0.0]);
gl.uniformMatrix4fv(shaderVMatrixUniform, false, vMatrix);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderVertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
function setSize(): void {
var e = document.documentElement;
var w = window.innerWidth || e.clientWidth || body.clientWidth;
var h = window.innerHeight || e.clientHeight || body.clientHeight;
canvas.width = w;
canvas.height = h;
drawScene()
}
window.addEventListener('resize', () => setSize());
setSize();
})();