a rotating cube (#3)

This commit is contained in:
Akash Shakdwipeea
2024-12-22 20:01:51 +05:30
committed by GitHub
parent 41196e4840
commit 5ecaf14b3d
10 changed files with 312 additions and 43 deletions
+156
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import { mat4 } from "gl-matrix";
import { cubeVertices } from "./vertices";
type AttributeDataTypes = Float32Array | Int32Array;
export interface Attribute<T> {
name: string;
data: T;
}
export interface Dimensions {
width: number;
height: number;
}
export interface ProgramData<T extends Attribute<AttributeDataTypes>> {
vertexShaderSource: string;
fragmentShaderSource: string;
attributes: T[];
}
async function fetchShader(path: string) {
const response = await fetch(path);
return response.text();
}
async function createShader(
gl: WebGL2RenderingContext,
type: number,
sourceFile: string
) {
const source = await fetchShader(sourceFile);
var shader = gl.createShader(type);
if (!shader) return;
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
console.error(gl.getShaderInfoLog(shader)); // eslint-disable-line
gl.deleteShader(shader);
}
return shader;
}
async function setupProgram<T extends Attribute<AttributeDataTypes>>(
gl: WebGL2RenderingContext,
programData: ProgramData<T>
) {
var program = gl.createProgram();
if (!program) return;
var vertexShader = await createShader(
gl,
gl.VERTEX_SHADER,
programData.vertexShaderSource
);
if (!vertexShader) return;
var fragmentShader = await createShader(
gl,
gl.FRAGMENT_SHADER,
programData.fragmentShaderSource
);
if (!fragmentShader) return;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
return program;
}
function setupAttribute<T extends Attribute<AttributeDataTypes>>(
gl: WebGL2RenderingContext,
program: WebGLProgram,
attribute: T
) {
const location = gl.getAttribLocation(program, attribute.name);
if (location === -1) return;
// setup a buffer for the attribute data
const buffer = gl.createBuffer();
if (!buffer) return;
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, attribute.data, gl.STATIC_DRAW);
const vao = gl.createVertexArray();
if (!vao) return;
gl.bindVertexArray(vao);
gl.enableVertexAttribArray(location);
gl.vertexAttribPointer(location, 3, gl.FLOAT, false, 5 * 4, 0);
}
export async function draw<T extends Attribute<AttributeDataTypes>>(
gl: WebGL2RenderingContext,
programData: ProgramData<T>
) {
gl.enable(gl.DEPTH_TEST);
const program = await setupProgram(gl, programData);
if (!program) {
console.error("failed to setup program");
return;
}
gl.useProgram(program);
for (const attribute of programData.attributes) {
setupAttribute(gl, program, attribute);
}
let view = mat4.create();
view = mat4.translate(view, view, [0, 0, -5]);
let model = mat4.create();
const angle = Date.now() * 0.001;
model = mat4.rotate(model, model, angle, [0.5, 1, 0]);
const projection = mat4.create();
mat4.perspective(
projection,
45,
gl.canvas.width / gl.canvas.height,
0.1,
100.0
);
const viewLoc = gl.getUniformLocation(program, "view");
const modelLoc = gl.getUniformLocation(program, "model");
const projectionLoc = gl.getUniformLocation(program, "projection");
gl.uniformMatrix4fv(viewLoc, false, view);
gl.uniformMatrix4fv(modelLoc, false, model);
gl.uniformMatrix4fv(projectionLoc, false, projection);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 36);
requestAnimationFrame(() => draw(gl, programData));
}
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export const cubeVertices = [
-0.5, -0.5, -0.5, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0,
1.0, 0.5, 0.5, -0.5, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, -0.5, -0.5, -0.5,
0.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, -0.5, 1.0, 1.0, -0.5, -0.5, -0.5, 0.0,
1.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5,
1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 1.0,
0.0, 0.5, -0.5, 0.5, 1.0, 0.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, -0.5, -0.5,
0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0,
];