From ebc56db63c054702ad910987aa666d7cfb52d5cc Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Wed, 24 Oct 2018 23:05:13 +0200 Subject: Move shader initialization out of renderer Avoid public fields and ! overrides, make almost all fields readonly. --- src/view/renderer/Renderer.ts | 100 ++++++++++++++++++++++++++++++++++++++++++ src/view/renderer/Shaders.ts | 79 +++++++++++++++++++++++++++++++++ src/view/renderer/default.fs | 8 ++++ src/view/renderer/default.vs | 13 ++++++ 4 files changed, 200 insertions(+) create mode 100644 src/view/renderer/Renderer.ts create mode 100644 src/view/renderer/Shaders.ts create mode 100644 src/view/renderer/default.fs create mode 100644 src/view/renderer/default.vs (limited to 'src/view/renderer') 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; + } +} diff --git a/src/view/renderer/Shaders.ts b/src/view/renderer/Shaders.ts new file mode 100644 index 0000000..da75a18 --- /dev/null +++ b/src/view/renderer/Shaders.ts @@ -0,0 +1,79 @@ +import fragmentShaderSrc from './default.fs'; +import vertexShaderSrc from './default.vs'; + +export default 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/view/renderer/default.fs b/src/view/renderer/default.fs new file mode 100644 index 0000000..351fed7 --- /dev/null +++ b/src/view/renderer/default.fs @@ -0,0 +1,8 @@ +varying highp vec2 vTextureCoord; + +uniform sampler2D uSampler; + + +void main(void) { + gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)); +} diff --git a/src/view/renderer/default.vs b/src/view/renderer/default.vs new file mode 100644 index 0000000..4715a17 --- /dev/null +++ b/src/view/renderer/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