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:
Heaust Azure
2025-05-06 18:53:21 +05:30
committed by GitHub
parent 5ecaf14b3d
commit 9d2bf4055d
17 changed files with 549 additions and 233 deletions
+107
View File
@@ -0,0 +1,107 @@
import { mat4 } from "gl-matrix";
export const compileShader = (
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 = (
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);
};