diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/default.fs | 3 | ||||
-rw-r--r-- | src/default.vs | 8 | ||||
-rw-r--r-- | src/index.ts | 141 |
3 files changed, 152 insertions, 0 deletions
diff --git a/src/default.fs b/src/default.fs new file mode 100644 index 0000000..7a085b6 --- /dev/null +++ b/src/default.fs @@ -0,0 +1,3 @@ +void main(void) { + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +} diff --git a/src/default.vs b/src/default.vs new file mode 100644 index 0000000..457a528 --- /dev/null +++ b/src/default.vs @@ -0,0 +1,8 @@ +attribute vec3 aVertexPosition; + +uniform mat4 uVMatrix; +uniform mat4 uPMatrix; + +void main(void) { + gl_Position = uPMatrix * uVMatrix * vec4(aVertexPosition, 1.0); +} diff --git a/src/index.ts b/src/index.ts new file mode 100644 index 0000000..8a5a067 --- /dev/null +++ b/src/index.ts @@ -0,0 +1,141 @@ +import {mat4} from 'gl-matrix'; + + +(() => { + const body = document.getElementsByTagName('body')[0]; + + const canvas = document.getElementById('rpgedit') as HTMLCanvasElement; + if (!canvas) + return; + + const gl = canvas.getContext('webgl') as WebGLRenderingContext; + if (!gl) + return; + + 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(); +})(); |