-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathpixels_webgl.js
180 lines (150 loc) · 5.41 KB
/
pixels_webgl.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
// @ts-check
/**
* @import { PixelFight, PixelFightParams, PixelGameData } from "./@types/pixelfight";
*/
import Faction from "./faction.js";
const vertexShaderSourceCode = `
#version 100
attribute vec2 aPosition;
attribute vec2 aTexCoord;
varying highp vec2 vTexCoord;
void main() {
gl_PointSize = 16.0;
gl_Position = vec4(aPosition, 0.0, 1.0);
vTexCoord = aTexCoord;
}
`;
const fragmentShaderSourceCode = `
#version 100
varying highp vec2 vTexCoord;
uniform sampler2D uSampler;
void main() {
gl_FragColor = vec4(vTexCoord.x, vTexCoord.y, vTexCoord.y+vTexCoord.x, 1.0);
}
`;
/**
* @implements {PixelFight}
*/
export default class PixelFightWebGL {
/** @type {PixelFightParams} */ params;
/** @type {HTMLCanvasElement} */ canvas;
/** @type {WebGLRenderingContext} */ context;
/**
* @param {PixelFightParams} params
*/
constructor(params) {
this.params = params;
this.canvas = document.createElement("canvas");
this.canvas.width = this.params.width;
this.canvas.height = this.params.height;
const ctx = this.canvas.getContext("webgl");
if (!ctx) throw new Error("WebGLRenderingContext not available");
this.context = ctx;
this.webglSetup();
this.reset();
}
/**
* @returns {void}
*/
webglSetup() {
const gl = this.context;
this.context.clearColor(1, 0, 1, 1);
this.context.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
if (!vertexShader) throw new Error("could not create vertex shader");
gl.shaderSource(vertexShader, vertexShaderSourceCode);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
let compileError = gl.getShaderInfoLog(vertexShader);
console.error("vertex shader compile error: \n" + compileError);
}
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
if (!fragmentShader) throw new Error("could not create fragment shader");
gl.shaderSource(fragmentShader, fragmentShaderSourceCode);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
let compileError = gl.getShaderInfoLog(fragmentShader);
console.error("fragment shader compile error: \n" + compileError);
}
const shaderProgram = gl.createProgram();
if (!shaderProgram) throw new Error("could not create shader program");
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.detachShader(shaderProgram, vertexShader);
gl.detachShader(shaderProgram, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
let linkError = gl.getProgramInfoLog(shaderProgram);
console.error("shader program link error: \n" + linkError);
return;
}
// Get uniforms
const aPosition = gl.getAttribLocation(shaderProgram, "aPosition");
const aTexCoord = gl.getAttribLocation(shaderProgram, "aTexCoord");
const uSampler = gl.getUniformLocation(shaderProgram, "uSampler");
const d = 1;
const verts = [
-d, -d,
d, -d,
-d, d,
d, d,
d, -d,
-d, d,
];
const texcoords = [
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 1.0,
]
const texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, this.params.width, this.params.height, 0, gl.UNSIGNED_BYTE, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
const texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
gl.enableVertexAttribArray(aTexCoord);
gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);
gl.uniform1i(uSampler, 0);
gl.useProgram(shaderProgram);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
/**
* @returns {void}
*/
reset() {
this.draw();
}
/**
* @returns {void}
*/
step() {
}
/**
* @returns {void}
*/
draw() {
const gl = this.context;
this.context.clearColor(1, 0, 1, 1);
this.context.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
/**
* @returns {HTMLCanvasElement}
*/
getCanvas() {
return this.canvas;
}
}