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-rw-r--r--src/view/Renderer.ts124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/view/Renderer.ts b/src/view/Renderer.ts
new file mode 100644
index 0000000..556cfe3
--- /dev/null
+++ b/src/view/Renderer.ts
@@ -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;