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-rw-r--r--src/view/Renderer.ts29
1 files changed, 14 insertions, 15 deletions
diff --git a/src/view/Renderer.ts b/src/view/Renderer.ts
index 556cfe3..1b9dd84 100644
--- a/src/view/Renderer.ts
+++ b/src/view/Renderer.ts
@@ -1,15 +1,16 @@
import {mat4} from 'gl-matrix';
-class Renderer {
+export default class Renderer {
public gl: WebGLRenderingContext;
public vertexPosLoc: number;
+ public textureCoordLoc: number;
private viewportLoc: WebGLUniformLocation;
private translateLoc: WebGLUniformLocation;
+ public samplerLoc: 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;
@@ -45,9 +46,8 @@ class Renderer {
compileShader(type: number, src: string): WebGLShader {
let shader = this.gl.createShader(type);
- if (!shader) {
+ if (!shader)
throw new Error('Unable to create shader');
- }
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
@@ -63,9 +63,8 @@ class Renderer {
private initShaders(): void {
let shaderProgram = this.gl.createProgram();
- if (!shaderProgram) {
+ 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'));
@@ -87,11 +86,15 @@ class Renderer {
this.gl.useProgram(shaderProgram);
- this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'vertexPos');
+ this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'aVertexPos');
this.gl.enableVertexAttribArray(this.vertexPosLoc);
- this.viewportLoc = this.getUniformLocation(shaderProgram, 'viewport');
- this.translateLoc = this.getUniformLocation(shaderProgram, 'translate');
+ 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 setSize(): void {
@@ -102,11 +105,10 @@ class Renderer {
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]);
+ mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]);
this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport);
- mat4.identity(this.translate);
- this.gl.uniformMatrix4fv(this.translateLoc, false, this.translate);
+ this.gl.uniform2f(this.translateLoc, -5.0, -5.0);
}
constructor(private canvas: HTMLCanvasElement) {
@@ -115,10 +117,7 @@ class Renderer {
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;