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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);
}
}
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