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-rw-r--r--src/renderer/runtime/view/renderer/shaders.ts79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/renderer/runtime/view/renderer/shaders.ts b/src/renderer/runtime/view/renderer/shaders.ts
new file mode 100644
index 0000000..8fd1fda
--- /dev/null
+++ b/src/renderer/runtime/view/renderer/shaders.ts
@@ -0,0 +1,79 @@
+import fragmentShaderSrc from './shaders/default.fs';
+import vertexShaderSrc from './shaders/default.vs';
+
+export class Shaders {
+ public readonly viewportLoc: WebGLUniformLocation;
+ public readonly translateLoc: WebGLUniformLocation;
+
+ public readonly vertexPosLoc: number;
+ public readonly textureCoordLoc: number;
+ public readonly samplerLoc: WebGLUniformLocation;
+
+ constructor(private readonly gl: WebGLRenderingContext) {
+ const shaderProgram = this.gl.createProgram();
+ if (!shaderProgram)
+ throw new Error('Unable to create shader program');
+
+ const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc);
+ const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc);
+
+ this.gl.attachShader(shaderProgram, vertexShader);
+ this.gl.attachShader(shaderProgram, fragmentShader);
+
+ this.gl.linkProgram(shaderProgram);
+ if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) {
+ const 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, 'aVertexPos');
+ this.gl.enableVertexAttribArray(this.vertexPosLoc);
+
+ this.textureCoordLoc = this.getAttribLocation(shaderProgram, 'aTextureCoord');
+ this.gl.enableVertexAttribArray(this.textureCoordLoc);
+
+ this.viewportLoc = this.getUniformLocation(shaderProgram, 'uViewport');
+ this.translateLoc = this.getUniformLocation(shaderProgram, 'uTranslate');
+ this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler');
+ }
+
+ private compileShader(type: number, src: string): WebGLShader {
+ const 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)) {
+ const err = this.gl.getShaderInfoLog(shader);
+ this.gl.deleteShader(shader);
+ throw new Error('Unable to compile shader: ' + err);
+ }
+
+ return shader;
+ }
+
+ private getAttribLocation(program: WebGLProgram, name: string): number {
+ const ret = this.gl.getAttribLocation(program, name);
+ if (ret < 0)
+ throw new Error("unable to get location of attribute '" + name + "'");
+
+ return ret;
+ }
+
+ private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
+ const ret = this.gl.getUniformLocation(program, name);
+ if (!ret)
+ throw new Error("unable to get location of uniform '" + name + "'");
+
+ return ret;
+ }
+}