import {mat4} from 'gl-matrix'; import vertexShaderSrc from './default.vs'; import fragmentShaderSrc from './default.fs'; export default class Renderer { public gl: WebGLRenderingContext; public vertexPosLoc!: number; public textureCoordLoc!: number; private viewportLoc!: WebGLUniformLocation; private translateLoc!: WebGLUniformLocation; public samplerLoc!: WebGLUniformLocation; private viewport: 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, vertexShaderSrc); let 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)) { 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, '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 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, [2 * 64 / w, -2 * 64 / h, 1.0]); this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport); this.gl.uniform2f(this.translateLoc, -5.0, -5.0); } constructor(private canvas: HTMLCanvasElement) { this.gl = this.mkContext(); this.initShaders(); this.gl.clearColor(0.0, 0.0, 0.0, 1.0); this.setSize(); } }