From 3c51a1994f41b625823c4f15e92396b5498ce23c Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Tue, 24 Dec 2019 13:53:16 +0100 Subject: Move renderer into "runtime" subdirectory --- src/renderer/runtime/view/renderer/renderer.ts | 100 +++++++++++++++++++++ src/renderer/runtime/view/renderer/shaders.ts | 79 ++++++++++++++++ .../runtime/view/renderer/shaders/default.fs | 10 +++ .../runtime/view/renderer/shaders/default.vs | 13 +++ 4 files changed, 202 insertions(+) create mode 100644 src/renderer/runtime/view/renderer/renderer.ts create mode 100644 src/renderer/runtime/view/renderer/shaders.ts create mode 100644 src/renderer/runtime/view/renderer/shaders/default.fs create mode 100644 src/renderer/runtime/view/renderer/shaders/default.vs (limited to 'src/renderer/runtime/view/renderer') diff --git a/src/renderer/runtime/view/renderer/renderer.ts b/src/renderer/runtime/view/renderer/renderer.ts new file mode 100644 index 0000000..9f711d3 --- /dev/null +++ b/src/renderer/runtime/view/renderer/renderer.ts @@ -0,0 +1,100 @@ +import { nextPowerOf2 } from '../../util'; +import { Shaders } from './shaders'; + +import { mat4, vec2 } from 'gl-matrix'; + +export class Renderer { + public readonly coordScale = 32; + private readonly viewScale = 2; + + private readonly gl: WebGLRenderingContext; + private readonly shaders: Shaders; + + private readonly center: vec2 = vec2.create(); + private readonly translation: vec2 = vec2.create(); + 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.gl.enable(this.gl.BLEND); + this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA); + this.gl.pixelStorei(this.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1); + } + + 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; + } + + public setCenter(v: vec2|number[]) { + this.snapToGrid(this.center, v); + } + + public setTranslation(v: vec2|number[]) { + vec2.sub(this.translation, v, this.center); + this.snapToGrid(this.translation, this.translation); + this.gl.uniform2fv(this.shaders.translateLoc, this.translation); + } + + public clear(): void { + this.gl.clear(this.gl.COLOR_BUFFER_BIT); + + this.setTranslation([0, 0]); + } + + public snapToGrid(out: vec2, a: vec2|number[]): void { + vec2.scale(out, a, this.coordScale); + vec2.round(out, out); + vec2.scale(out, out, 1 / this.coordScale); + } + + public resize(): void { + const w = this.canvas.width; + const h = this.canvas.height; + const ws = nextPowerOf2(w); + const hs = nextPowerOf2(h); + + this.gl.viewport((w - ws) / 2, (h - hs) / 2, ws, hs); + this.clear(); + + const scale = this.viewScale * this.coordScale; + + mat4.identity(this.viewport); + mat4.scale(this.viewport, this.viewport, [2 * scale / ws, -2 * scale / hs, 1.0]); + this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport); + } + + 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; + } +} 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; + } +} diff --git a/src/renderer/runtime/view/renderer/shaders/default.fs b/src/renderer/runtime/view/renderer/shaders/default.fs new file mode 100644 index 0000000..2c8ad15 --- /dev/null +++ b/src/renderer/runtime/view/renderer/shaders/default.fs @@ -0,0 +1,10 @@ +precision highp float; + +varying vec2 vTextureCoord; + +uniform sampler2D uSampler; + + +void main(void) { + gl_FragColor = texture2D(uSampler, vTextureCoord); +} diff --git a/src/renderer/runtime/view/renderer/shaders/default.vs b/src/renderer/runtime/view/renderer/shaders/default.vs new file mode 100644 index 0000000..4715a17 --- /dev/null +++ b/src/renderer/runtime/view/renderer/shaders/default.vs @@ -0,0 +1,13 @@ +attribute vec2 aVertexPos; +attribute vec2 aTextureCoord; + +uniform mat4 uViewport; +uniform vec2 uTranslate; + +varying highp vec2 vTextureCoord; + + +void main(void) { + gl_Position = uViewport * vec4(aVertexPos + uTranslate, 0.0, 1.0); + vTextureCoord = aTextureCoord; +} -- cgit v1.2.3