Added drawLine and drawTriangleExts

This commit is contained in:
Maciej Samborski 2024-12-09 23:29:37 +01:00
parent d36d54f130
commit 88edb2af0a
2 changed files with 114 additions and 25 deletions

View File

@ -1,8 +1,8 @@
"use strict";
var vertexShaderSource = `#version 300 es
in vec2 a_position;
in vec2 a_position;
uniform vec2 u_resolution;
void main() {
@ -64,7 +64,24 @@ function initializeContext(canvasId) {
const ctx = canvas.getContext("webgl2", { antialias: false });
return ctx;
}
function drawTriangle(gfx, position, exts) {
function drawTriangle(gfx, positions) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
const points = [
positions[0].x, positions[0].y,
positions[1].x, positions[1].y,
positions[2].x, positions[2].y,
];
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
gfx.ctx.enableVertexAttribArray(positionLoc);
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
gfx.ctx.bindVertexArray(gfx.vao);
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
gfx.ctx.disableVertexAttribArray(positionLoc);
}
function drawTriangleExts(gfx, position, exts) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
@ -102,27 +119,40 @@ function drawRectangle(gfx, position, exts) {
gfx.ctx.disableVertexAttribArray(positionLoc);
}
function drawCircle(gfx, position, radius) {
const precision = 20;
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawCircle` requires attribute `a_position` to be defined");
const points = new Array();
const precision = 40;
const angle = 2.0 * Math.PI / precision;
var a = 0;
points.push(position.x);
points.push(position.y);
points.push(position.x);
points.push(position.y + radius);
for (let i = precision; i >= 0; --i) {
let a = 0;
for (let i = 0; i < precision; ++i) {
var vec = Vec2.angle(a);
vec.mult(radius);
a += angle;
points.push(vec);
}
for (let i = 0; i < points.length; i++) {
const current = points[i];
const next = points[(i + 1) % points.length];
let center = position;
drawTriangle(gfx, [center, center.addNew(current), center.addNew(next)]);
}
}
function drawLine(gfx, A, B) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
let points = [
A.x, A.y,
B.x, B.y,
];
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
gfx.ctx.enableVertexAttribArray(positionLoc);
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
gfx.ctx.bindVertexArray(gfx.vao);
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3 * precision);
gfx.ctx.drawArrays(gfx.ctx.LINES, 0, 2);
gfx.ctx.disableVertexAttribArray(positionLoc);
}
class Graphics {
@ -173,6 +203,9 @@ class Vec2 {
this.x += other.x;
this.y += other.y;
}
addNew(other) {
return new Vec2(this.x + other.x, this.y + other.y);
}
sub(other) {
this.x -= other.x;
this.y -= other.y;
@ -181,6 +214,9 @@ class Vec2 {
this.x *= scalar;
this.y *= scalar;
}
splatToArray() {
return [this.x, this.y];
}
static angle(angle) {
const eps = 1e-6;
let x = Math.cos(angle);
@ -232,8 +268,12 @@ function draw() {
const position = new Vec2(ctx.canvas.width / 2 - 100, ctx.canvas.height / 2 - 100);
gfx.clear(0, 0, 0, 0);
ctx.uniform2f(gfx.getUniform("u_resolution"), ctx.canvas.width, ctx.canvas.height);
ctx.uniform4f(gfx.getUniform("u_color"), 0.2, 0.2, 0.2, 1);
ctx.uniform4f(gfx.getUniform("u_color"), 0.5, 0.2, 0.2, 1);
drawRectangle(gfx, position, new Vec2(200, 200));
drawTriangle(gfx, [new Vec2(100, 100), new Vec2(200, 100), new Vec2(100, 200)]);
drawTriangleExts(gfx, new Vec2(200, 200), new Vec2(-100, -100));
drawCircle(gfx, new Vec2(400, 200), 100);
drawLine(gfx, new Vec2(100, 600), new Vec2(600, 600));
}
(() => {
draw();

View File

@ -1,8 +1,8 @@
var vertexShaderSource =
`#version 300 es
in vec2 a_position;
in vec2 a_position;
uniform vec2 u_resolution;
void main() {
@ -82,7 +82,28 @@ function initializeContext(canvasId: string): WebGL2RenderingContext | null {
}
function drawTriangle(gfx: Graphics, position: Vec2, exts: Vec2) {
function drawTriangle(gfx: Graphics, positions: [Vec2, Vec2, Vec2]) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
const points: Array<number> = [
positions[0].x, positions[0].y,
positions[1].x, positions[1].y,
positions[2].x, positions[2].y,
]
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
gfx.ctx.enableVertexAttribArray(positionLoc);
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
gfx.ctx.bindVertexArray(gfx.vao);
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
gfx.ctx.disableVertexAttribArray(positionLoc);
}
function drawTriangleExts(gfx: Graphics, position: Vec2, exts: Vec2) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
@ -130,32 +151,48 @@ function drawRectangle(gfx: Graphics, position: Vec2, exts: Vec2) {
}
function drawCircle(gfx: Graphics, position: Vec2, radius: number) {
const precision = 20;
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawCircle` requires attribute `a_position` to be defined");
const points: Array<number> = new Array<number>();
const points: Array<Vec2> = new Array<Vec2>();
const precision = 40;
const angle = 2.0*Math.PI/precision;
var a = 0;
points.push(position.x);
points.push(position.y);
points.push(position.x);
points.push(position.y + radius);
for (let i = precision; i >= 0; --i) {
let a = 0;
for (let i = 0; i < precision; ++i) {
var vec = Vec2.angle(a);
vec.mult(radius);
a += angle;
points.push(vec);
}
for (let i = 0; i < points.length; i++) {
const current = points[i];
const next = points[(i + 1) % points.length];
let center = position;
drawTriangle(gfx, [center, center.addNew(current), center.addNew(next)]);
}
}
function drawLine(gfx: Graphics, A: Vec2, B: Vec2) {
const positionLoc = gfx.attribs.get("a_position");
if (positionLoc === undefined)
throw new Error("`drawTriangle` requires attribute `a_position` to be defined");
let points: Array<number> = [
A.x, A.y,
B.x, B.y,
];
gfx.ctx.bindBuffer(gfx.ctx.ARRAY_BUFFER, gfx.buffer);
gfx.ctx.enableVertexAttribArray(positionLoc);
gfx.ctx.vertexAttribPointer(positionLoc, 2, gfx.ctx.FLOAT, false, 0, 0);
gfx.ctx.bufferData(gfx.ctx.ARRAY_BUFFER, new Float32Array(points), gfx.ctx.STATIC_DRAW);
gfx.ctx.bindVertexArray(gfx.vao);
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3*precision);
gfx.ctx.drawArrays(gfx.ctx.LINES, 0, 2);
gfx.ctx.disableVertexAttribArray(positionLoc);
}
@ -220,6 +257,10 @@ class Vec2 {
this.y += other.y;
}
addNew(other: Vec2): Vec2 {
return new Vec2(this.x + other.x, this.y + other.y);
}
sub(other: Vec2) {
this.x -= other.x;
this.y -= other.y;
@ -230,6 +271,10 @@ class Vec2 {
this.y *= scalar;
}
splatToArray(): Array<number> {
return [this.x, this.y];
}
static angle(angle: number): Vec2 {
const eps = 1e-6;
let x = Math.cos(angle);
@ -293,8 +338,12 @@ function draw() {
gfx.clear(0, 0, 0, 0);
ctx.uniform2f(gfx.getUniform("u_resolution"), ctx.canvas.width, ctx.canvas.height);
ctx.uniform4f(gfx.getUniform("u_color"), 0.2, 0.2, 0.2, 1);
ctx.uniform4f(gfx.getUniform("u_color"), 0.5, 0.2, 0.2, 1);
drawRectangle(gfx, position, new Vec2(200, 200))
drawTriangle(gfx, [new Vec2(100, 100), new Vec2(200, 100), new Vec2(100, 200)]);
drawTriangleExts(gfx, new Vec2(200, 200), new Vec2(-100, -100));
drawCircle(gfx, new Vec2(400, 200), 100);
drawLine(gfx, new Vec2(100, 600), new Vec2(600, 600));
}
(() => {