import { Vec2 } from "./common.js" function fullscreenCanvas(gfx: Graphics, id: string) { const canvas = document.getElementById(id) as HTMLCanvasElement; canvas.width = window.innerWidth; canvas.height = window.innerHeight; gfx.ctx.viewport(0, 0, canvas.width, canvas.height); } function createShader(ctx: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader { var shader = ctx.createShader(type); if (!shader) { throw new Error("Couldn't create shader: " + type); } ctx.shaderSource(shader, source); ctx.compileShader(shader); var success = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS); if (!success) { console.log(ctx.getShaderInfoLog(shader)); ctx.deleteShader(shader); throw new Error("Couldn't compile shader: " + type); } return shader; } function createProgram(ctx: WebGL2RenderingContext, vertexShaderSource: string | null, fragmentShaderSource: string | null): WebGLProgram { var program = ctx.createProgram(); if (vertexShaderSource !== null) { const vs = createShader(ctx, ctx.VERTEX_SHADER, vertexShaderSource); ctx.attachShader(program, vs); } if (fragmentShaderSource !== null) { const fs = createShader(ctx, ctx.FRAGMENT_SHADER, fragmentShaderSource); ctx.attachShader(program, fs); } ctx.linkProgram(program); var success = ctx.getProgramParameter(program, ctx.LINK_STATUS); if (!success) { console.log(ctx.getProgramInfoLog(program)); ctx.deleteProgram(program); throw new Error("Failed to create program!"); } return program; } class Graphics { ctx: WebGL2RenderingContext; program: WebGLProgram; attribs: Map = new Map(); uniforms: Map = new Map(); vao: WebGLVertexArrayObject; constructor(ctx: WebGL2RenderingContext, vs: string, fs: string) { this.ctx = ctx; this.program = createProgram(ctx, vs, fs); this.vao = ctx.createVertexArray(); ctx.bindVertexArray(this.vao); ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.useProgram(this.program); } clear(r: number, g: number, b: number, a: number) { this.ctx.clearColor(r, g, b, a); this.ctx.clear(this.ctx.COLOR_BUFFER_BIT); } createAttribute(name: string): Attribute { const attrib = new Attribute(this.ctx, this.program, name); this.attribs.set(name, attrib); return attrib; } getAttribute(name: string): Attribute { const attrib = this.attribs.get(name); if (attrib === undefined) throw new Error("Tried to get uninitialized attribute: " + name); return attrib; } createUniform(name: string) { const loc = this.ctx.getUniformLocation(this.program, name); if (loc === null) throw new Error("Couldn't get location for uniform: " + name); this.uniforms.set(name, loc); } getUniform(name: string): WebGLUniformLocation { const loc = this.uniforms.get(name); if (loc === undefined) throw new Error("Tried to get uninitialized uniform: " + name); return loc; } } class Attribute { loc: GLint; buffer: WebGLBuffer; // TODO: maybe use undefined as default value? size: GLint = 0; type: GLenum = 0; normalized: GLboolean = false; stride: GLsizei = 0; offset: GLintptr = 0; constructor(ctx: WebGL2RenderingContext, program: WebGLProgram, name: string) { this.loc = ctx.getAttribLocation(program, name); this.buffer = ctx.createBuffer(); ctx.enableVertexAttribArray(this.loc); } format( size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) { this.size = size; this.type = type; this.normalized = normalized; this.stride = stride; this.offset = offset; } data(ctx: WebGL2RenderingContext, data: Array, usage: GLenum) { ctx.bindBuffer(ctx.ARRAY_BUFFER, this.buffer); ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(data), usage); ctx.vertexAttribPointer(this.loc, this.size, this.type, this.normalized, this.stride, this.offset); } } export { fullscreenCanvas, Graphics, Attribute }