a rotating cube (#3)
This commit is contained in:
@@ -0,0 +1,156 @@
|
||||
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));
|
||||
}
|
||||
Reference in New Issue
Block a user