* added a shitty ecs that I'm confident is way worse than just looping objects lol * mader a rendering system based on ecs
108 lines
2.6 KiB
TypeScript
108 lines
2.6 KiB
TypeScript
import { mat4 } from "gl-matrix";
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export const compileShader = (
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gl: WebGL2RenderingContext,
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type: number,
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source: string,
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) => {
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const shader = gl.createShader(type);
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if (!shader) {
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throw new Error(`couldn't make the shader ${source}`);
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}
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(
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`Error in ${source}: ${gl.getShaderInfoLog(shader) ?? "no error returned"}`,
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);
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}
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return shader;
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};
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export const createProgram = (
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gl: WebGL2RenderingContext,
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vs: string,
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fs: string,
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): WebGLProgram => {
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const program = gl.createProgram()!;
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const vShader = compileShader(gl, gl.VERTEX_SHADER, vs);
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const fShader = compileShader(gl, gl.FRAGMENT_SHADER, fs);
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(gl.getProgramInfoLog(program) || "");
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}
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return program;
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};
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export type AttributeCollection = {
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name: string;
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data: Float32Array;
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size: number;
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};
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export const setupVAO = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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attributeCollections: AttributeCollection[],
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) => {
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const vao = gl.createVertexArray()!;
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gl.bindVertexArray(vao);
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for (const attr of attributeCollections) {
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const loc = gl.getAttribLocation(program, attr.name);
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if (loc >= 0) {
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const buf = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
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}
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}
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gl.bindVertexArray(null);
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return vao;
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};
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export const updateVAO = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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vao: WebGLVertexArrayObject,
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attributeCollections: AttributeCollection[],
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) => {
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gl.bindVertexArray(vao);
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for (const attr of attributeCollections) {
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const loc = gl.getAttribLocation(program, attr.name);
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if (loc >= 0) {
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const buf = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, attr.data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, attr.size, gl.FLOAT, false, 0, 0);
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}
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}
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gl.bindVertexArray(null);
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return vao;
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};
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export const setMat4 = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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name: string,
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mat: mat4,
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) => {
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const loc = gl.getUniformLocation(program, name);
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if (loc) gl.uniformMatrix4fv(loc, false, mat);
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};
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