192 lines
5.1 KiB
TypeScript
192 lines
5.1 KiB
TypeScript
import { Vec2 } from "./common.js";
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import { Graphics } from "./graphics.js";
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const vertexShader =
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`#version 300 es
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in vec2 a_position;
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in vec4 a_color;
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out vec4 color;
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uniform vec2 u_resolution;
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void main() {
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vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0;
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color = a_color;
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gl_Position = vec4(clipSpace.xy, 0.0, 1.0);
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}
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`;
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const fragmentShader =
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`#version 300 es
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precision highp float;
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in vec4 color;
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out vec4 outColor;
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void main() {
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outColor = color;
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}
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`;
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function initializeContext(canvasId: string): WebGL2RenderingContext | null {
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const canvas = document.getElementById(canvasId) as HTMLCanvasElement;
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const ctx = canvas.getContext("webgl2", {antialias: false});
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return ctx;
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}
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function drawTriangle(gfx: Graphics, positions: [Vec2, Vec2, Vec2]) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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const points: Array<number> = [
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positions[0].x, positions[0].y,
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positions[1].x, positions[1].y,
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positions[2].x, positions[2].y,
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]
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const color: Array<number> = [
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, color, gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
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}
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function drawTriangleExts(gfx: Graphics, position: Vec2, exts: Vec2) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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const points: Array<number> = [
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position.x, position.y,
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position.x + exts.x, position.y,
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position.x, position.y + exts.y,
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]
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const color: Array<number> = [
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, color, gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
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}
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function drawRectangle(gfx: Graphics, position: Vec2, exts: Vec2) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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const points: Array<number> = [
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position.x, position.y,
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position.x + exts.x, position.y,
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position.x, position.y + exts.y,
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position.x + exts.x, position.y + exts.y,
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position.x + exts.x, position.y,
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position.x, position.y + exts.y,
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]
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const color: Array<number> = [
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1,
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1, 0, 0, 1,
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0, 1, 0, 1,
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0, 0, 1, 1,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, color, gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
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}
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function drawCircle(gfx: Graphics, position: Vec2, radius: number) {
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const points: Array<Vec2> = new Array<Vec2>();
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const precision = 40;
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const angle = 2.0*Math.PI/precision;
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let a = 0;
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for (let i = 0; i < precision; ++i) {
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var vec = Vec2.angle(a);
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vec.mult(radius);
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a += angle;
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points.push(vec);
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}
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for (let i = 0; i < points.length; i++) {
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const current = points[i];
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const next = points[(i + 1) % points.length];
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let center = position;
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drawTriangle(gfx, [center, center.addNew(current), center.addNew(next)]);
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}
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}
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function drawLine(gfx: Graphics, A: Vec2, B: Vec2) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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let points: Array<number> = [
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A.x, A.y,
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B.x, B.y,
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];
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const color: Array<number> = [
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1, 0, 0, 1,
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0, 0, 1, 1,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, color, gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.LINES, 0, 2);
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}
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function fullscreenCanvas(id: string) {
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const canvas = document.getElementById(id) as HTMLCanvasElement;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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function draw(gfx: Graphics) {
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const position: Vec2 = new Vec2(gfx.ctx.canvas.width / 2 - 100, gfx.ctx.canvas.height / 2 - 100);
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gfx.clear(0, 0, 0, 0);
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gfx.ctx.uniform2f(gfx.getUniform("u_resolution"), gfx.ctx.canvas.width, gfx.ctx.canvas.height);
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drawRectangle(gfx, position, new Vec2(200, 200))
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drawTriangle(gfx, [new Vec2(100, 100), new Vec2(200, 100), new Vec2(100, 200)]);
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drawTriangleExts(gfx, new Vec2(200, 200), new Vec2(-100, -100));
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drawCircle(gfx, new Vec2(400, 200), 100);
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drawLine(gfx, new Vec2(100, 600), new Vec2(600, 600));
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}
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(() => {
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const canvasId = "game";
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fullscreenCanvas(canvasId);
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const ctx = initializeContext(canvasId);
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if (ctx === null) return;
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const gfx = new Graphics(ctx, vertexShader, fragmentShader);
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const a_position = gfx.createAttribute("a_position");
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a_position.format(2, gfx.ctx.FLOAT, false, 0, 0);
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const a_color = gfx.createAttribute("a_color");
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a_color.format(4, gfx.ctx.FLOAT, false, 0, 0);
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gfx.createUniform("u_resolution");
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draw(gfx);
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window.onresize = () => {
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fullscreenCanvas(canvasId);
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draw(gfx);
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}
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})();
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