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; } }