added a shitty ecs that I'm confident is way worse than just looping … (#4)
* added a shitty ecs that I'm confident is way worse than just looping objects lol * mader a rendering system based on ecs
This commit is contained in:
@@ -58,11 +58,11 @@ const connectWorker = (worker: Worker) => {
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document.addEventListener(
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"pointermove",
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eventPassers[EventTypes.pointermove]
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eventPassers[EventTypes.pointermove],
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);
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document.addEventListener(
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"pointerdown",
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eventPassers[EventTypes.pointerdown]
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eventPassers[EventTypes.pointerdown],
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);
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document.addEventListener("pointerup", eventPassers[EventTypes.pointerup]);
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//
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@@ -72,15 +72,15 @@ const connectWorker = (worker: Worker) => {
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const disconnectWorker = () => {
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document.removeEventListener(
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"pointermove",
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eventPassers[EventTypes.pointermove]
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eventPassers[EventTypes.pointermove],
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);
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document.removeEventListener(
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"pointerdown",
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eventPassers[EventTypes.pointerdown]
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eventPassers[EventTypes.pointerdown],
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);
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document.removeEventListener(
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"pointerup",
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eventPassers[EventTypes.pointerup]
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eventPassers[EventTypes.pointerup],
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);
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//
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document.removeEventListener("keydown", eventPassers[EventTypes.keydown]);
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@@ -97,11 +97,6 @@ const attachCanvas = (worker: Worker, canvas: HTMLCanvasElement | string) => {
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throw new Error("Fatal: Canvas Not Found!");
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}
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// set canvas dimensions
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// if this is not done, the canvas passed to the web worker
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// will have the default size of 300x150
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// this will cause the viewport to be set to the default size
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// and eveything will be messed up
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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@@ -1,7 +1,14 @@
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import { Attribute, draw, ProgramData } from "../gl";
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import { cubeVertices } from "../gl/vertices";
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import { Engine } from "../renderer/engine";
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import { MessageType } from "./mainThread";
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const cubeVertices = [
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1, -1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1,
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-1, -1, -1, -1, 1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, 1, -1,
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1, 1, 1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, 1, -1,
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-1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, 1,
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1, -1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, -1, -1, -1, 1,
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];
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const handleConnection = (msg: MessageEvent<any>) => {
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const { data } = msg;
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@@ -12,19 +19,19 @@ const handleConnection = (msg: MessageEvent<any>) => {
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case MessageType.attachCanvas:
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const canvas = data[1];
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const ctxWorker = canvas.getContext("webgl2");
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var p: ProgramData<Attribute<Float32Array>> = {
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vertexShaderSource: "/shaders/triangle/vertex.glsl",
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fragmentShaderSource: "/shaders/triangle/frag.glsl",
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attributes: [
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{
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name: "position",
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data: new Float32Array(cubeVertices),
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},
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],
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const engine = new Engine(canvas);
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const scene = engine.createScene();
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scene.addMesh("box", cubeVertices);
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scene.addCamera("cam", true);
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const raf = () => {
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requestAnimationFrame(() => {
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scene.runSystems();
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raf();
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});
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};
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requestAnimationFrame(() => draw(ctxWorker, p));
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raf();
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break;
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}
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+110
@@ -0,0 +1,110 @@
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type ComponentMap<CT> = {
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uid: (number | null)[];
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} & {
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[K in keyof CT]?: Array<CT[K] | null>;
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};
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namespace ECS {
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export type System<ComponentsType extends Record<string | number, any>> = (
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arg: ComponentsType & { uid: (number | null)[] },
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) => Partial<ComponentsType> | null;
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}
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class ECS<ComponentsType extends Record<string | number, any>> {
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private components: ComponentMap<ComponentsType> = { uid: [] };
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private componentDefaults: Record<
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string,
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null | ComponentsType[keyof ComponentsType]
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> = { uid: null };
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private systems: Record<string, ECS.System<ComponentsType>> = {};
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/**
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* System
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*/
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runSystems() {
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const limit = this.components.uid.length;
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for (let i = 0; i < limit; i++) {
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const obj = {} as Record<string, unknown>;
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for (const key in this.components) {
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obj[key] = this.components[key]![i];
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}
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const systems = Object.values(this.systems);
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for (let j = 0; j < systems.length; j++) {
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const res = systems[j](
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obj as ComponentsType & { uid: (number | null)[] },
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);
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if (!res) continue;
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for (const key in res) {
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if (!this.components[key]) continue;
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this.components[key][i] = res[key]!;
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}
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}
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}
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}
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addSystem(system: ECS.System<ComponentsType>) {
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const id = crypto.randomUUID();
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this.systems[id] = system;
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return id;
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}
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removeSystem(id: string) {
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delete this.systems[id];
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}
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getById(uid: number) {
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if (this.components.uid.length <= uid) return {};
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const obj = {} as Record<string, unknown>;
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for (const key in this.components) {
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obj[key] = this.components[key]![uid];
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}
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return obj;
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}
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/**
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* Entity
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*/
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addEntity(components: ComponentsType) {
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for (const key in this.components) {
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if (key === "uid") {
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this.components[key].push(this.components[key].length);
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continue;
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}
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this.components[key]!.push(
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components[key] ?? this.componentDefaults[key],
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);
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}
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return this.components.uid.length - 1;
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}
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/**
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* Component
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*/
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addComponent(
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name: keyof ComponentsType,
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fillValue = null as null | ComponentsType[keyof ComponentsType],
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defaultValue = null as null | ComponentsType[keyof ComponentsType],
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) {
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if (this.components[name]) throw new Error("Component already exists");
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this.components[name] = new Array(this.components.uid.length).fill(
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fillValue,
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) as ComponentMap<ComponentsType>[keyof ComponentsType];
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this.componentDefaults[name as string] = defaultValue;
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}
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removeComponent(name: keyof ComponentsType) {
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delete this.components[name];
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}
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}
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export { ECS };
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@@ -1,156 +0,0 @@
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import { mat4 } from "gl-matrix";
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import { cubeVertices } from "./vertices";
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type AttributeDataTypes = Float32Array | Int32Array;
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export interface Attribute<T> {
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name: string;
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data: T;
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}
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export interface Dimensions {
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width: number;
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height: number;
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}
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export interface ProgramData<T extends Attribute<AttributeDataTypes>> {
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vertexShaderSource: string;
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fragmentShaderSource: string;
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attributes: T[];
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}
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async function fetchShader(path: string) {
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const response = await fetch(path);
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return response.text();
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}
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async function createShader(
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gl: WebGL2RenderingContext,
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type: number,
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sourceFile: string
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) {
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const source = await fetchShader(sourceFile);
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var shader = gl.createShader(type);
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if (!shader) return;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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console.error(gl.getShaderInfoLog(shader)); // eslint-disable-line
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gl.deleteShader(shader);
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}
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return shader;
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}
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async function setupProgram<T extends Attribute<AttributeDataTypes>>(
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gl: WebGL2RenderingContext,
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programData: ProgramData<T>
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) {
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var program = gl.createProgram();
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if (!program) return;
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var vertexShader = await createShader(
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gl,
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gl.VERTEX_SHADER,
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programData.vertexShaderSource
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);
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if (!vertexShader) return;
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var fragmentShader = await createShader(
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gl,
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gl.FRAGMENT_SHADER,
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programData.fragmentShaderSource
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);
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if (!fragmentShader) return;
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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var success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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console.error(gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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}
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return program;
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}
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function setupAttribute<T extends Attribute<AttributeDataTypes>>(
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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attribute: T
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) {
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const location = gl.getAttribLocation(program, attribute.name);
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if (location === -1) return;
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// setup a buffer for the attribute data
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const buffer = gl.createBuffer();
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if (!buffer) return;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, attribute.data, gl.STATIC_DRAW);
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const vao = gl.createVertexArray();
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if (!vao) return;
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gl.bindVertexArray(vao);
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gl.enableVertexAttribArray(location);
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gl.vertexAttribPointer(location, 3, gl.FLOAT, false, 5 * 4, 0);
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}
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export async function draw<T extends Attribute<AttributeDataTypes>>(
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gl: WebGL2RenderingContext,
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programData: ProgramData<T>
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) {
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gl.enable(gl.DEPTH_TEST);
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const program = await setupProgram(gl, programData);
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if (!program) {
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console.error("failed to setup program");
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return;
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}
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gl.useProgram(program);
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for (const attribute of programData.attributes) {
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setupAttribute(gl, program, attribute);
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}
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let view = mat4.create();
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view = mat4.translate(view, view, [0, 0, -5]);
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let model = mat4.create();
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const angle = Date.now() * 0.001;
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model = mat4.rotate(model, model, angle, [0.5, 1, 0]);
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const projection = mat4.create();
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mat4.perspective(
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projection,
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45,
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gl.canvas.width / gl.canvas.height,
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0.1,
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100.0
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);
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const viewLoc = gl.getUniformLocation(program, "view");
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const modelLoc = gl.getUniformLocation(program, "model");
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const projectionLoc = gl.getUniformLocation(program, "projection");
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gl.uniformMatrix4fv(viewLoc, false, view);
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gl.uniformMatrix4fv(modelLoc, false, model);
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gl.uniformMatrix4fv(projectionLoc, false, projection);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 36);
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requestAnimationFrame(() => draw(gl, programData));
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}
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@@ -1,22 +0,0 @@
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export const cubeVertices = [
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-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,
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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,
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0.0, 0.0,
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-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,
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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,
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-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,
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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,
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1.0, 0.0,
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|
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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,
|
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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,
|
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|
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-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,
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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,
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0.0, 1.0,
|
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|
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-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,
|
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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,
|
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];
|
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Vendored
+1
@@ -0,0 +1 @@
|
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/// <reference types="vite-plugin-glsl/ext" />
|
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@@ -0,0 +1,31 @@
|
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import { Scene } from "./scene";
|
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|
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class Engine {
|
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canvas: HTMLCanvasElement;
|
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ctx: WebGL2RenderingContext;
|
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scenes = [] as Scene[];
|
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|
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constructor(canvas: string | HTMLCanvasElement) {
|
||||
/** get canvas by id */
|
||||
if (typeof canvas === "string") {
|
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canvas = document.getElementById(canvas)! as HTMLCanvasElement;
|
||||
}
|
||||
|
||||
if (!canvas) {
|
||||
throw new Error("canvas not found");
|
||||
}
|
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this.canvas = canvas;
|
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this.ctx = canvas.getContext("webgl2")!;
|
||||
if (!this.ctx) {
|
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throw new Error("can't get webgl2 context");
|
||||
}
|
||||
}
|
||||
|
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createScene() {
|
||||
const scene = new Scene(this.canvas, this.ctx);
|
||||
this.scenes.push(scene);
|
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return scene;
|
||||
}
|
||||
}
|
||||
|
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export { Engine };
|
||||
@@ -0,0 +1,107 @@
|
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import { mat4 } from "gl-matrix";
|
||||
|
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export const compileShader = (
|
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gl: WebGL2RenderingContext,
|
||||
type: number,
|
||||
source: string,
|
||||
) => {
|
||||
const shader = gl.createShader(type);
|
||||
if (!shader) {
|
||||
throw new Error(`couldn't make the shader ${source}`);
|
||||
}
|
||||
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
throw new Error(
|
||||
`Error in ${source}: ${gl.getShaderInfoLog(shader) ?? "no error returned"}`,
|
||||
);
|
||||
}
|
||||
|
||||
return shader;
|
||||
};
|
||||
|
||||
export const createProgram = (
|
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gl: WebGL2RenderingContext,
|
||||
vs: string,
|
||||
fs: string,
|
||||
): WebGLProgram => {
|
||||
const program = gl.createProgram()!;
|
||||
|
||||
const vShader = compileShader(gl, gl.VERTEX_SHADER, vs);
|
||||
const fShader = compileShader(gl, gl.FRAGMENT_SHADER, fs);
|
||||
|
||||
gl.attachShader(program, vShader);
|
||||
gl.attachShader(program, fShader);
|
||||
|
||||
gl.linkProgram(program);
|
||||
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
throw new Error(gl.getProgramInfoLog(program) || "");
|
||||
}
|
||||
|
||||
return program;
|
||||
};
|
||||
|
||||
export type AttributeCollection = {
|
||||
name: string;
|
||||
data: Float32Array;
|
||||
size: number;
|
||||
};
|
||||
|
||||
export const setupVAO = (
|
||||
gl: WebGL2RenderingContext,
|
||||
program: WebGLProgram,
|
||||
attributeCollections: AttributeCollection[],
|
||||
) => {
|
||||
const vao = gl.createVertexArray()!;
|
||||
gl.bindVertexArray(vao);
|
||||
|
||||
for (const attr of attributeCollections) {
|
||||
const loc = gl.getAttribLocation(program, attr.name);
|
||||
if (loc >= 0) {
|
||||
const buf = gl.createBuffer()!;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(loc);
|
||||
gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
gl.bindVertexArray(null);
|
||||
return vao;
|
||||
};
|
||||
|
||||
export const updateVAO = (
|
||||
gl: WebGL2RenderingContext,
|
||||
program: WebGLProgram,
|
||||
vao: WebGLVertexArrayObject,
|
||||
attributeCollections: AttributeCollection[],
|
||||
) => {
|
||||
gl.bindVertexArray(vao);
|
||||
|
||||
for (const attr of attributeCollections) {
|
||||
const loc = gl.getAttribLocation(program, attr.name);
|
||||
if (loc >= 0) {
|
||||
const buf = gl.createBuffer()!;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(loc);
|
||||
gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
gl.bindVertexArray(null);
|
||||
return vao;
|
||||
};
|
||||
|
||||
export const setMat4 = (
|
||||
gl: WebGL2RenderingContext,
|
||||
program: WebGLProgram,
|
||||
name: string,
|
||||
mat: mat4,
|
||||
) => {
|
||||
const loc = gl.getUniformLocation(program, name);
|
||||
if (loc) gl.uniformMatrix4fv(loc, false, mat);
|
||||
};
|
||||
@@ -0,0 +1,197 @@
|
||||
import { mat4, vec3 } from "gl-matrix";
|
||||
import { ECS } from "../ecs/ecs";
|
||||
import { createProgram, setMat4, setupVAO, updateVAO } from "./gl";
|
||||
import defaultVertexSrc from "../shaders/triangle/vertex.glsl";
|
||||
import defaultFragSrc from "../shaders/triangle/frag.glsl";
|
||||
|
||||
class Scene {
|
||||
canvas: HTMLCanvasElement;
|
||||
gl: WebGL2RenderingContext;
|
||||
ecs: ECS<Record<string | number, any>>;
|
||||
activeCamera: number;
|
||||
|
||||
constructor(canvas: HTMLCanvasElement, ctx: WebGL2RenderingContext) {
|
||||
this.canvas = canvas;
|
||||
this.gl = ctx;
|
||||
this.activeCamera = -1;
|
||||
|
||||
/** make ecs */
|
||||
this.ecs = new ECS();
|
||||
this.initECS();
|
||||
}
|
||||
|
||||
private initECS() {
|
||||
const projection = mat4.create();
|
||||
mat4.perspective(
|
||||
projection,
|
||||
45,
|
||||
this.canvas.width / this.canvas.height,
|
||||
0.1,
|
||||
100.0,
|
||||
);
|
||||
|
||||
this.ecs.addComponent("isMesh");
|
||||
this.ecs.addComponent("isCamera");
|
||||
this.ecs.addComponent("isMaterial");
|
||||
this.ecs.addComponent("program");
|
||||
this.ecs.addComponent("vao");
|
||||
this.ecs.addComponent("name", "deafult", "default");
|
||||
this.ecs.addComponent("attr_pos", [], []);
|
||||
this.ecs.addComponent("attr_normals", [], []);
|
||||
this.ecs.addComponent("u_model_matrix", mat4.create(), mat4.create());
|
||||
this.ecs.addComponent("u_projection_matrix", projection, projection);
|
||||
|
||||
const defaultMaterial = this.addMaterial(
|
||||
"default-material",
|
||||
defaultVertexSrc,
|
||||
defaultFragSrc,
|
||||
);
|
||||
this.ecs.addComponent("applied_material", defaultMaterial, defaultMaterial);
|
||||
|
||||
this.ecs.addSystem((data) => {
|
||||
this.render(data);
|
||||
|
||||
const model = mat4.create();
|
||||
const angle = Date.now() * 0.001;
|
||||
mat4.translate(model, model, vec3.fromValues(0, 0, -5));
|
||||
mat4.rotate(model, model, angle, [0.5, 1, 0]);
|
||||
|
||||
if (data["isMesh"]) {
|
||||
return {
|
||||
u_model_matrix: model,
|
||||
};
|
||||
}
|
||||
|
||||
return null;
|
||||
});
|
||||
}
|
||||
|
||||
runSystems() {
|
||||
this.ecs.runSystems();
|
||||
}
|
||||
|
||||
private render(data: any) {
|
||||
if (this.activeCamera === -1) return;
|
||||
const camera = this.ecs.getById(this.activeCamera);
|
||||
|
||||
const view = mat4.create();
|
||||
mat4.invert(view, camera["u_model_matrix"] as mat4);
|
||||
|
||||
const projection = camera["u_projection_matrix"] as mat4;
|
||||
|
||||
const gl = this.gl;
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
|
||||
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);
|
||||
|
||||
if (data["isMesh"]) {
|
||||
const { program, vao } = this.ecs.getById(data["applied_material"]);
|
||||
|
||||
const attrCollection = [
|
||||
{
|
||||
name: "attr_pos",
|
||||
data: data["attr_pos"],
|
||||
size: 3,
|
||||
},
|
||||
{
|
||||
name: "attr_normals",
|
||||
data: data["attr_normals"],
|
||||
size: 3,
|
||||
},
|
||||
];
|
||||
|
||||
updateVAO(gl, program as any, vao as any, attrCollection);
|
||||
gl.useProgram(program!);
|
||||
|
||||
const model = data["u_model_matrix"];
|
||||
setMat4(gl, program as any, "model", model);
|
||||
setMat4(gl, program as any, "view", view);
|
||||
setMat4(gl, program as any, "projection", projection);
|
||||
|
||||
gl.bindVertexArray(vao as any);
|
||||
const vertexCount = data["attr_pos"].length / 3;
|
||||
gl.drawArrays(gl.TRIANGLES, 0, vertexCount);
|
||||
console.log(vertexCount);
|
||||
}
|
||||
|
||||
gl.bindVertexArray(null);
|
||||
gl.useProgram(null);
|
||||
}
|
||||
|
||||
addMaterial(name: string, vs: string, fs: string) {
|
||||
const program = createProgram(this.gl, vs, fs);
|
||||
const vao = setupVAO(this.gl, program, []);
|
||||
return this.ecs.addEntity({
|
||||
name,
|
||||
isMaterial: true,
|
||||
program,
|
||||
vao,
|
||||
});
|
||||
}
|
||||
|
||||
addCamera(name: string, setActive = true) {
|
||||
const uid = this.ecs.addEntity({
|
||||
name,
|
||||
});
|
||||
if (setActive) this.activeCamera = uid;
|
||||
}
|
||||
|
||||
addMesh(name: string, positions: number[], normals?: number[]) {
|
||||
const numVerts = Math.floor(positions.length / 3);
|
||||
const numTris = Math.floor(numVerts / 3);
|
||||
positions.length = numTris * 9;
|
||||
|
||||
if (!normals) {
|
||||
normals = [];
|
||||
const a = vec3.create();
|
||||
const b = vec3.create();
|
||||
const c = vec3.create();
|
||||
const e1 = vec3.create();
|
||||
const e2 = vec3.create();
|
||||
|
||||
for (let i = 0; i < numTris; i++) {
|
||||
const base = i * 9;
|
||||
|
||||
vec3.set(
|
||||
a,
|
||||
positions[base + 0],
|
||||
positions[base + 1],
|
||||
positions[base + 2],
|
||||
);
|
||||
vec3.set(
|
||||
b,
|
||||
positions[base + 3],
|
||||
positions[base + 4],
|
||||
positions[base + 5],
|
||||
);
|
||||
vec3.set(
|
||||
c,
|
||||
positions[base + 6],
|
||||
positions[base + 7],
|
||||
positions[base + 8],
|
||||
);
|
||||
|
||||
vec3.subtract(e1, b, a);
|
||||
vec3.subtract(e2, c, a);
|
||||
vec3.cross(e1, e2, e1);
|
||||
vec3.normalize(e1, e1);
|
||||
|
||||
normals.push(e1[0], e1[1], e1[2]);
|
||||
normals.push(e1[0], e1[1], e1[2]);
|
||||
normals.push(e1[0], e1[1], e1[2]);
|
||||
}
|
||||
}
|
||||
|
||||
this.ecs.addEntity({
|
||||
name,
|
||||
attr_pos: new Float32Array(positions),
|
||||
attr_normals: new Float32Array(normals),
|
||||
isMesh: true,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export { Scene };
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 300 es
|
||||
|
||||
precision highp float;
|
||||
|
||||
in vec3 vNormal;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec3 normal = normalize(vNormal);
|
||||
vec3 lightDir = normalize(vec3(0.0, 0.0, 1.0));
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
vec3 diffuseColor = vec3(1.0, 0.5, 0.3) * diff;
|
||||
|
||||
fragColor = vec4(diffuseColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
#version 300 es
|
||||
|
||||
precision highp float;
|
||||
|
||||
in vec3 attr_pos;
|
||||
in vec3 attr_normals;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
out vec3 vNormal;
|
||||
|
||||
void main() {
|
||||
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
||||
|
||||
vNormal = normalize(normalMatrix * attr_normals);
|
||||
|
||||
gl_Position = projection * view * model * vec4(attr_pos, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user