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-rw-r--r--src/view/renderer/Renderer.ts100
1 files changed, 100 insertions, 0 deletions
diff --git a/src/view/renderer/Renderer.ts b/src/view/renderer/Renderer.ts
new file mode 100644
index 0000000..6e3897d
--- /dev/null
+++ b/src/view/renderer/Renderer.ts
@@ -0,0 +1,100 @@
+import {mat4} from 'gl-matrix';
+
+import Shaders from './Shaders';
+
+export default class Renderer {
+ private readonly gl: WebGLRenderingContext;
+ private readonly shaders: Shaders;
+ private readonly viewport: mat4 = mat4.create();
+
+ constructor(private readonly canvas: HTMLCanvasElement) {
+ this.gl = this.mkContext();
+
+ this.shaders = new Shaders(this.gl);
+
+ this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
+
+ this.setSize();
+ }
+
+ public createBuffer(): WebGLBuffer {
+ const ret = this.gl.createBuffer();
+ if (!ret)
+ throw new Error('unable to create buffer');
+
+ return ret;
+ }
+
+ public getContext(): WebGLRenderingContext {
+ return this.gl;
+ }
+
+ public getVertexPosLoc(): number {
+ return this.shaders.vertexPosLoc;
+ }
+
+ public getTextureCoordLoc(): number {
+ return this.shaders.textureCoordLoc;
+ }
+
+ public getSamplerLoc(): WebGLUniformLocation {
+ return this.shaders.samplerLoc;
+ }
+
+ private mkContext(): WebGLRenderingContext {
+ const gl = (
+ this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')
+ );
+ if (!gl)
+ throw new Error('unable to initialize WebGL context');
+
+ return gl;
+ }
+
+ private setSize(): void {
+ const w = this.canvas.width;
+ const 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, [2 * 64 / w, -2 * 64 / h, 1.0]);
+ this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport);
+
+ this.gl.uniform2f(this.shaders.translateLoc, -5.0, -5.0);
+ }
+
+ 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;
+ }
+
+ 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;
+ }
+}