"use strict"; var vertexShaderSource = `#version 300 es in vec2 a_position; uniform vec2 u_resolution; void main() { vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0; gl_Position = vec4(clipSpace.xy, 0.0, 1.0); } `; var fragmentShaderSource = ` #version 300 es precision highp float; out vec4 outColor; uniform vec4 u_color; void main() { outColor = u_color; } `; function createShader(ctx, type, source) { 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, vertexShaderSource, fragmentShaderSource) { 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; } function createUniform(ctx, program, name) { const loc = ctx.getUniformLocation(program, name); return loc; } function initializeContext(canvasId) { const canvas = document.getElementById(canvasId); const ctx = canvas.getContext("webgl2", { antialias: false }); return ctx; } function drawTriangle(gfx, position, exts) { const positionLoc = gfx.attribs.get("a_position"); if (positionLoc === undefined) throw new Error("`drawTriangle` requires attribute `a_position` to be defined"); const points = [ position.x, position.y, position.x + exts.x, position.y, position.x, position.y + exts.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 drawRectangle(gfx, position, exts) { const positionLoc = gfx.attribs.get("a_position"); if (positionLoc === undefined) throw new Error("`drawRectange` requires attribute `a_position` to be defined"); const points = [ position.x, position.y, position.x + exts.x, position.y, position.x, position.y + exts.y, position.x + exts.x, position.y + exts.y, position.x + exts.x, position.y, position.x, position.y + exts.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, 6); 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 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) { var vec = Vec2.angle(a); a += angle; } 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.disableVertexAttribArray(positionLoc); } class Graphics { ctx; program; buffer; vao; attribs = new Map(); uniforms = new Map(); constructor(ctx) { this.ctx = ctx; this.program = createProgram(ctx, vertexShaderSource, fragmentShaderSource); this.buffer = ctx.createBuffer(); this.vao = ctx.createVertexArray(); ctx.bindVertexArray(this.vao); ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.useProgram(this.program); } clear(r, g, b, a) { this.ctx.clearColor(r, g, b, a); this.ctx.clear(this.ctx.COLOR_BUFFER_BIT); } createAttribute(name) { const loc = this.ctx.getAttribLocation(this.program, name); this.attribs.set(name, loc); } createUniform(name) { 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) { const loc = this.uniforms.get(name); if (loc === undefined) throw new Error("Tried to get uninitialized uniform: " + name); return loc; } } class Vec2 { x; y; constructor(x, y) { this.x = x; this.y = y; } add(other) { this.x += other.x; this.y += other.y; } sub(other) { this.x -= other.x; this.y -= other.y; } mult(scalar) { this.x *= scalar; this.y *= scalar; } static angle(angle) { const eps = 1e-6; let x = Math.cos(angle); let y = Math.sin(angle); if ((x > 0 && x < eps) || (x < 0 && x > -eps)) x = 0; if ((y > 0 && y < eps) || (y < 0 && y > -eps)) y = 0; return new Vec2(x, y); } } class Vec3 { x; y; z; constructor(x, y, z) { this.x = x; this.y = y; this.z = z; } add(other) { this.x += other.x; this.y += other.y; this.z += other.z; } sub(other) { this.x -= other.x; this.y -= other.y; this.z -= other.z; } } function fullscreenCanvas(id) { const canvas = document.getElementById(id); canvas.width = window.innerWidth; canvas.height = window.innerHeight; } function draw() { const canvasId = "game"; fullscreenCanvas(canvasId); const ctx = initializeContext(canvasId); if (ctx === null) return; const gfx = new Graphics(ctx); gfx.createAttribute("a_position"); gfx.createUniform("u_resolution"); gfx.createUniform("u_color"); 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); drawRectangle(gfx, position, new Vec2(200, 200)); } (() => { draw(); window.onresize = draw; })();