Remove twgl

This commit is contained in:
schmelczerandras 2020-07-19 22:15:18 +02:00
parent 13942af41c
commit ac66c91000
16 changed files with 364 additions and 154 deletions

View file

@ -1,9 +1,9 @@
import { Vec2 } from '../math/vec2';
export interface Drawer {
startWaitingForInstructions();
finishWaitingForInstructions();
startFrame();
finishFrame();
setCameraPosition(position: Vec2);
setViewBoxSize(size: Vec2);
drawCornerText(text: string);
setInViewWidth(size: number): Vec2;
drawInfoText(text: string);
}

View file

@ -1 +0,0 @@
//export function

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@ -0,0 +1,24 @@
import { createShader } from './create-shader';
export const createProgram = (
gl: WebGL2RenderingContext,
vertexShader: string,
fragmentShader: string
): WebGLProgram => {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexShader));
gl.attachShader(
program,
createShader(gl, gl.FRAGMENT_SHADER, fragmentShader)
);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
};

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@ -0,0 +1,16 @@
export const createShader = (
gl: WebGL2RenderingContext,
type: GLenum,
source: string
): WebGLShader => {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
};

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@ -0,0 +1,26 @@
export const prepareScreenQuad = (
gl: WebGL2RenderingContext,
program: WebGLProgram,
attributeName: string
): WebGLVertexArrayObject => {
const positionAttributeLocation = gl.getAttribLocation(
program,
attributeName
);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
gl.STATIC_DRAW
);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
return vao;
};

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@ -1,84 +1,102 @@
const twgl = require('twgl.js');
import { Drawer } from './drawer';
import { Vec2 } from '../math/vec2';
import { createProgram } from './graphics-library/create-program';
import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
export class WebGl2Renderer implements Drawer {
private gl: WebGL2RenderingContext;
private programInfo: any;
private bufferInfo: any;
private vao: any;
private program: WebGLProgram;
private vao: WebGLVertexArrayObject;
constructor(
private canvas: HTMLCanvasElement,
private overlay: HTMLElement,
shaderSources: Array<string>
) {
twgl.setDefaults({ attribPrefix: 'a_' });
this.gl = this.canvas.getContext('webgl2');
if (!this.gl) {
throw new Error('WebGl2 not supported');
}
this.programInfo = twgl.createProgramInfo(this.gl, shaderSources);
const arrays = {
position: {
numComponents: 3,
data: [-1.0, -1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0],
},
indices: {
numComponents: 3,
data: [0, 1, 2, 0, 2, 3],
},
};
this.bufferInfo = twgl.createBufferInfoFromArrays(this.gl, arrays);
this.vao = twgl.createVAOFromBufferInfo(
this.gl,
this.programInfo,
this.bufferInfo
);
}
startWaitingForInstructions() {
//throw new Error("Method not implemented.");
}
public enableHighDpiRendering = false;
public renderScale = 0.33;
private cameraPosition: Vec2;
private viewBoxSize: Vec2;
finishWaitingForInstructions() {
const gl = this.gl;
constructor(
private canvas: HTMLCanvasElement,
private overlay: HTMLElement,
shaderSources: [string, string]
) {
this.gl = this.canvas.getContext('webgl2');
if (!this.gl) {
throw new Error('WebGl2 is not supported');
}
twgl.resizeCanvasToDisplaySize(this.canvas);
this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
this.program = createProgram(this.gl, ...shaderSources);
this.vao = prepareScreenQuad(this.gl, this.program, 'a_position');
}
gl.clear(gl.COLOR_BUFFER_BIT);
private handleResize() {
const realToCssPixels = window.devicePixelRatio * this.renderScale;
const uniforms = {
cameraPosition: this.cameraPosition.list,
viewBoxSize: this.viewBoxSize.list,
resolution: [this.gl.canvas.width, this.gl.canvas.height],
};
const displayWidth = Math.floor(this.canvas.clientWidth * realToCssPixels);
const displayHeight = Math.floor(
this.canvas.clientHeight * realToCssPixels
);
this.gl.useProgram(this.programInfo.program);
if (
this.canvas.width !== displayWidth ||
this.canvas.height !== displayHeight
) {
this.canvas.width = displayWidth;
this.canvas.height = displayHeight;
}
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
}
public startFrame() {
this.handleResize();
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.useProgram(this.program);
this.gl.bindVertexArray(this.vao);
//twgl.setBuffersAndAttributes(this.gl, this.programInfo, this.bufferInfo);
}
twgl.setUniforms(this.programInfo, uniforms);
twgl.drawBufferInfo(this.gl, this.bufferInfo);
finishFrame() {
const resolutionUniformLocation = this.gl.getUniformLocation(
this.program,
'resolution'
);
this.gl.uniform2f(
resolutionUniformLocation,
this.canvas.width,
this.canvas.height
);
const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
this.program,
'viewBoxSize'
);
this.gl.uniform2f(viewBoxSizeUniformLocation, ...this.viewBoxSize.list);
const cameraPositionUniformLocation = this.gl.getUniformLocation(
this.program,
'cameraPosition'
);
this.gl.uniform2f(
cameraPositionUniformLocation,
...this.cameraPosition.list
);
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
setCameraPosition(position: Vec2) {
this.cameraPosition = position;
}
setViewBoxSize(size: Vec2) {
this.viewBoxSize = size;
setInViewWidth(size: number): Vec2 {
const canvasAspectRatio =
this.canvas.clientHeight / this.canvas.clientWidth;
this.viewBoxSize = new Vec2(size, size * canvasAspectRatio);
return this.viewBoxSize;
}
drawCornerText(text: string) {
drawInfoText(text: string) {
if (this.overlay.innerText != text) {
this.overlay.innerText = text;
}

View file

@ -16,6 +16,7 @@ export class Game {
private previousTime: DOMHighResTimeStamp = 0;
private objects: ObjectContainer = new ObjectContainer();
private renderer: WebGl2Renderer;
private frameCount = 0;
constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
@ -47,14 +48,18 @@ export class Game {
@timeIt()
private gameLoop(time: DOMHighResTimeStamp) {
const deltaTime = time - this.previousTime;
if (this.frameCount++ % 30 == 0) {
InfoText.modifyRecord('FPS', (1000 / deltaTime).toFixed(1));
}
this.previousTime = time;
this.objects.sendCommand(new StepCommand(deltaTime));
this.renderer.startWaitingForInstructions();
this.renderer.startFrame();
this.objects.sendCommand(new DrawCommand(this.renderer));
this.renderer.finishWaitingForInstructions();
this.renderer.finishFrame();
requestAnimationFrame(this.gameLoop.bind(this));
window.requestAnimationFrame(this.gameLoop.bind(this));
}
}

View file

@ -1,23 +1,22 @@
import { GameObject } from '../game-object';
import { DrawCommand } from '../../commands/types/draw';
import { Vec2 } from '../../math/vec2';
import { MoveToCommand } from '../../commands/types/move-to';
export class Camera extends GameObject {
private inViewWidth = 1500;
constructor() {
super();
this._boundingBoxSize = new Vec2(1200, 800);
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
}
private draw(e: DrawCommand) {
e.drawer.setCameraPosition(this.position);
e.drawer.setViewBoxSize(this.boundingBoxSize);
private draw(c: DrawCommand) {
c.drawer.setCameraPosition(this.position);
this._boundingBoxSize = c.drawer.setInViewWidth(this.inViewWidth);
}
private moveTo(e: MoveToCommand) {
this._position = e.position;
private moveTo(c: MoveToCommand) {
this._position = c.position;
}
}

View file

@ -17,6 +17,6 @@ export class InfoText extends GameObject {
private draw(e: DrawCommand) {
let text = '';
InfoText.records.forEach((v, k) => (text += `${k}\n\t${v}\n`));
e.drawer.drawCornerText(text);
e.drawer.drawInfoText(text);
}
}