Code structuring

Also, use a fixed-size canvas for now.
This commit is contained in:
Matthias Schiffer 2017-09-11 23:24:13 +02:00
parent 4a67ba6830
commit a5e69edc5a
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
7 changed files with 181 additions and 144 deletions

6
dist/index.html vendored
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@ -9,8 +9,8 @@
height: 100%; height: 100%;
} }
canvas { body {
position: absolute; text-align: center;
} }
* { * {
@ -21,7 +21,7 @@
</style> </style>
</head> </head>
<body> <body>
<canvas id="rpgedit"></canvas> <canvas id="rpgedit" width="1024" height="768"></canvas>
<script src="bundle.js"></script> <script src="bundle.js"></script>
</body> </body>
</html> </html>

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@ -1,8 +0,0 @@
attribute vec3 aVertexPosition;
uniform mat4 uVMatrix;
uniform mat4 uPMatrix;
void main(void) {
gl_Position = uPMatrix * uVMatrix * vec4(aVertexPosition, 1.0);
}

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@ -1,141 +1,13 @@
import {mat4} from 'gl-matrix'; import Renderer from './view/Renderer';
import Scene from './view/Scene';
(() => { (() => {
const body = document.getElementsByTagName('body')[0];
const canvas = document.getElementById('rpgedit') as HTMLCanvasElement; const canvas = document.getElementById('rpgedit') as HTMLCanvasElement;
if (!canvas) if (!canvas)
return; return;
const gl = canvas.getContext('webgl') as WebGLRenderingContext; const renderer = new Renderer(canvas);
if (!gl) const scene = new Scene(renderer);
return; scene.draw();
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();
})(); })();

124
src/view/Renderer.ts Normal file
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@ -0,0 +1,124 @@
import {mat4} from 'gl-matrix';
class Renderer {
public gl: WebGLRenderingContext;
public vertexPosLoc: number;
private viewportLoc: WebGLUniformLocation;
private translateLoc: WebGLUniformLocation;
private viewport: mat4 = mat4.create();
private translate: mat4 = mat4.create();
private mkContext(): WebGLRenderingContext {
let gl = (this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')) as WebGLRenderingContext|null;
if (!gl)
throw new Error('unable to initialize WebGL context');
return gl;
}
getAttribLocation(program: WebGLProgram, name: string): number {
let ret = this.gl.getAttribLocation(program, name);
if (ret < 0)
throw new Error('unable to get location of attribute \'' + name + '\'');
return ret;
}
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
let ret = this.gl.getUniformLocation(program, name);
if (!ret)
throw new Error('unable to get location of uniform \'' + name + '\'');
return ret;
}
createBuffer(): WebGLBuffer {
let ret = this.gl.createBuffer();
if (!ret)
throw new Error('unable to create buffer');
return ret;
}
compileShader(type: number, src: string): WebGLShader {
let shader = this.gl.createShader(type);
if (!shader) {
throw new Error('Unable to create shader');
}
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
let err = this.gl.getShaderInfoLog(shader);
this.gl.deleteShader(shader);
throw new Error('Unable to compile shader: ' + err);
}
return shader;
}
private initShaders(): void {
let shaderProgram = this.gl.createProgram();
if (!shaderProgram) {
throw new Error('Unable to create shader program');
}
let vertexShader = this.compileShader(this.gl.VERTEX_SHADER, require('./default.vs'));
let fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, require('./default.fs'));
this.gl.attachShader(shaderProgram, vertexShader);
this.gl.attachShader(shaderProgram, fragmentShader);
this.gl.linkProgram(shaderProgram);
if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) {
let err = this.gl.getProgramInfoLog(shaderProgram);
this.gl.deleteShader(vertexShader);
this.gl.deleteShader(fragmentShader);
this.gl.deleteProgram(shaderProgram);
throw new Error('Unable to link shader: ' + err);
}
this.gl.useProgram(shaderProgram);
this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'vertexPos');
this.gl.enableVertexAttribArray(this.vertexPosLoc);
this.viewportLoc = this.getUniformLocation(shaderProgram, 'viewport');
this.translateLoc = this.getUniformLocation(shaderProgram, 'translate');
}
private setSize(): void {
let w = this.canvas.width;
let h = this.canvas.height;
this.gl.viewport(0, 0, w, h);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
mat4.identity(this.viewport);
mat4.scale(this.viewport, this.viewport, [64 / w, 64 / h, 1.0]);
this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport);
mat4.identity(this.translate);
this.gl.uniformMatrix4fv(this.translateLoc, false, this.translate);
}
constructor(private canvas: HTMLCanvasElement) {
this.gl = this.mkContext();
this.initShaders();
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
this.gl.enable(this.gl.DEPTH_TEST);
this.setSize();
}
}
export default Renderer;

41
src/view/Scene.ts Normal file
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@ -0,0 +1,41 @@
import Renderer from './Renderer';
class Scene {
private triangleVertexPositionBuffer: WebGLBuffer;
private squareVertexPositionBuffer: WebGLBuffer;
constructor(private r: Renderer) {
this.triangleVertexPositionBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
const triangleVertices = [
-1.5, 1.0,
-2.5, -1.0,
-0.5, -1.0,
];
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(triangleVertices), r.gl.STATIC_DRAW);
this.squareVertexPositionBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.squareVertexPositionBuffer);
const squareVertices = [
2.5, 1.0,
0.5, 1.0,
2.5, -1.0,
0.5, -1.0,
];
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(squareVertices), r.gl.STATIC_DRAW);
}
draw(): void {
this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT | this.r.gl.DEPTH_BUFFER_BIT);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 3);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.squareVertexPositionBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLE_STRIP, 0, 4);
}
}
export default Scene;

8
src/view/default.vs Normal file
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@ -0,0 +1,8 @@
attribute vec2 vertexPos;
uniform mat4 viewport;
uniform mat4 translate;
void main(void) {
gl_Position = viewport * translate * vec4(vertexPos, 0.0, 1.0);
}