1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
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;
}
}
|