From e33936a86b9898b76f4ea717325a16f599346c7d Mon Sep 17 00:00:00 2001 From: mekanoe <1581674+mekanoe@users.noreply.github.com> Date: Sun, 1 Oct 2023 11:43:31 -0400 Subject: [PATCH] port to OOP --- LICENSE | 661 ++++++++++++++++++ README.md | 22 + bun.lockb | Bin 39061 -> 53575 bytes generators/README.md.template | 17 - generators/README.md.txt | 39 ++ generators/{generate.js => generate.ts} | 11 +- .../{index.html.template => index.html.txt} | 0 .../{work.html.template => work.html.txt} | 0 html/001-platform-provenance.js | 44 +- html/lib/app.js | 92 +++ html/lib/basic-plane.js | 57 +- html/lib/object.js | 64 ++ html/lib/platform.js | 50 -- html/lib/shader.js | 8 +- package.json | 11 +- 15 files changed, 918 insertions(+), 158 deletions(-) create mode 100644 LICENSE delete mode 100644 generators/README.md.template create mode 100644 generators/README.md.txt rename generators/{generate.js => generate.ts} (76%) rename generators/{index.html.template => index.html.txt} (100%) rename generators/{work.html.template => work.html.txt} (100%) create mode 100644 html/lib/app.js create mode 100644 html/lib/object.js delete mode 100644 html/lib/platform.js diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..2def0e8 --- /dev/null +++ b/LICENSE @@ -0,0 +1,661 @@ + GNU AFFERO GENERAL PUBLIC LICENSE + Version 3, 19 November 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU Affero General Public License is a free, copyleft license for +software and other kinds of works, specifically designed to ensure +cooperation with the community in the case of network server software. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If your software can interact with users remotely through a computer +network, you should also make sure that it provides a way for users to +get its source. For example, if your program is a web application, its +interface could display a "Source" link that leads users to an archive +of the code. There are many ways you could offer source, and different +solutions will be better for different programs; see section 13 for the +specific requirements. + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU AGPL, see +. \ No newline at end of file diff --git a/README.md b/README.md index 7ccb324..9c60589 100644 --- a/README.md +++ b/README.md @@ -2,6 +2,8 @@ Foxes dream of electron beams. +**noe** + **eidelon** _(n. a thing, an image, a reflection)_ + https://art.mekanoe.com ## Development @@ -15,3 +17,23 @@ https://art.mekanoe.com ## Artworks - [./001-platform-provenance](https://art.mekanoe.com/001-platform-provenance) + +## Infrastructure + +- The "generator" does + + - Generates a work list from .js files within `html` + - Creates this README.md file + - Creates the index.html file + - Creates individual HTML files for each work + +- The platform supplies + - Shader types + - Primitive objects + - A canvas to draw on + - WebGL hooks + - Helpers, etc + +## License + +Code and images are licensed under the AGPLv3 license. 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See [LICENSE](./LICENSE) for more information. diff --git a/generators/generate.js b/generators/generate.ts similarity index 76% rename from generators/generate.js rename to generators/generate.ts index 0ee938a..b5022ef 100644 --- a/generators/generate.js +++ b/generators/generate.ts @@ -1,5 +1,8 @@ -import { unlinkSync } from "fs"; +import { unlinkSync } from "node:fs"; import { globSync } from "glob"; +import indexTemplate from "./index.html.txt"; +import workTemplate from "./work.html.txt"; +import readmeTemplate from "./README.md.txt"; const allHtmls = globSync("html/*.html").filter( (file) => file !== "html/index.html" @@ -8,10 +11,6 @@ for (const htmlFile of allHtmls) { unlinkSync(htmlFile); } -const indexTemplate = await Bun.file("generators/index.html.template").text(); -const workTemplate = await Bun.file("generators/work.html.template").text(); -const readmeTemplate = await Bun.file("generators/README.md.template").text(); - const allWorks = globSync("html/*.js") .map((file) => file.replace("html/", "").replace(".js", "")) .filter((work) => work !== "platform"); @@ -31,7 +30,7 @@ const index = indexTemplate.replace( await Bun.write("html/index.html", index); const readme = readmeTemplate.replace( - //, + "", allWorks .map((work) => `- [./${work}](https://art.mekanoe.com/${work})`) .join("\n") diff --git a/generators/index.html.template b/generators/index.html.txt similarity index 100% rename from generators/index.html.template rename to generators/index.html.txt diff --git a/generators/work.html.template b/generators/work.html.txt similarity index 100% rename from generators/work.html.template rename to generators/work.html.txt diff --git a/html/001-platform-provenance.js b/html/001-platform-provenance.js index e4e6555..8b1623a 100644 --- a/html/001-platform-provenance.js +++ b/html/001-platform-provenance.js @@ -1,12 +1,14 @@ -import { main } from "./lib/platform.js"; import { Shader } from "./lib/shader.js"; import { BasicPlane } from "./lib/basic-plane.js"; +import { App } from "./lib/app.js"; -main({ fov: 20 }, (gl, core) => { - const shader = new Shader(gl, core) - .attach( - gl.VERTEX_SHADER, - ` +const app = new App({ fov: 20 }); +const gl = app.gl; + +const shader = new Shader(app) + .attach( + gl.VERTEX_SHADER, + ` attribute vec4 aVertexPosition; attribute vec2 aTextureCoord; @@ -20,10 +22,10 @@ main({ fov: 20 }, (gl, core) => { vTextureCoord = aTextureCoord; } ` - ) - .attach( - gl.FRAGMENT_SHADER, - ` + ) + .attach( + gl.FRAGMENT_SHADER, + ` uniform lowp float uTime; uniform lowp float uSinTime; uniform lowp float uCosTime; @@ -38,22 +40,10 @@ main({ fov: 20 }, (gl, core) => { gl_FragColor = clamp(gl_FragColor, 0.0, 1.0); } ` - ) - .link(); + ) + .link(); - const plane = new BasicPlane(gl, core); - plane.attachShader(shader); +const plane = new BasicPlane(app); +plane.attachShader(shader); - const render = () => { - core.clear(); - plane.draw2D(); - - if (gl.getError() !== gl.NO_ERROR) { - throw new Error("WebGL error"); - } - - requestAnimationFrame(render); - }; - - requestAnimationFrame(render); -}); +app.loop(); diff --git a/html/lib/app.js b/html/lib/app.js new file mode 100644 index 0000000..a4c8964 --- /dev/null +++ b/html/lib/app.js @@ -0,0 +1,92 @@ +export class App { + constructor( + config = { + fov: 45, + } + ) { + this.registry = { + onStart: [], + onUpdate: [], + onBeforeUpdate: [], + }; + + this.config = config; + this.canvas = document.querySelector("canvas"); + this.canvas.width = window.innerWidth; + this.canvas.height = window.innerHeight; + this.gl = this.canvas.getContext("webgl"); + + if (this.gl === null) { + document.querySelector( + "main" + ).innerHTML = `
your browser didn't let me set up webgl
`; + throw new Error( + "Unable to initialize WebGL. Your browser or machine may not support it." + ); + } + + const gl = this.gl; + + const fieldOfView = (this.config.fov * Math.PI) / 180; // in radians + const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; + const zNear = 0.1; + const zFar = 100.0; + const projectionMatrix = glMatrix.mat4.create(); + glMatrix.mat4.perspective( + projectionMatrix, + fieldOfView, + aspect, + zNear, + zFar + ); + + const modelViewMatrix = glMatrix.mat4.create(); + glMatrix.mat4.translate( + modelViewMatrix, + modelViewMatrix, + [-0.0, 0.0, -6.0] + ); + + this.projectionMatrix = projectionMatrix; + this.modelViewMatrix = modelViewMatrix; + + this.clear(); + this.onBeforeUpdate(() => this.clear()); + } + + clear() { + const gl = this.gl; + + gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque + gl.clearDepth(1.0); // Clear everything + gl.enable(gl.DEPTH_TEST); // Enable depth testing + gl.depthFunc(gl.LEQUAL); // Near things obscure far things + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + } + + onStart(fn) { + this.registry.onStart.push(fn); + } + + onUpdate(fn) { + this.registry.onUpdate.push(fn); + } + + onBeforeUpdate(fn) { + this.registry.onBeforeUpdate.push(fn); + } + + start() { + this.registry.onStart.forEach((fn) => fn(this.gl, this)); + } + + update() { + this.registry.onBeforeUpdate.forEach((fn) => fn(this.gl, this)); + this.registry.onUpdate.forEach((fn) => fn(this.gl, this)); + } + + loop() { + this.update(); + requestAnimationFrame(() => this.loop()); + } +} diff --git a/html/lib/basic-plane.js b/html/lib/basic-plane.js index 1555156..34e1a56 100644 --- a/html/lib/basic-plane.js +++ b/html/lib/basic-plane.js @@ -1,7 +1,8 @@ -export class BasicPlane { - constructor(gl, core) { - this.gl = gl; - this.core = core; +import { Object } from "./object.js"; + +export class BasicPlane extends Object { + constructor(app) { + super(app); this.vertexPositions = new Float32Array([ -1.0, -1.0, +1.0, -1.0, -1.0, +1.0, +1.0, +1.0, @@ -10,53 +11,7 @@ export class BasicPlane { this.textureBuffer = this.initBuffer( new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]) ); - } - initBuffer(data, draw = this.gl.STATIC_DRAW) { - const buffer = this.gl.createBuffer(); - this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer); - this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(data), draw); - - return buffer; - } - - attachShader(shader) { - this.shader = shader; - this.vertexPosition = shader.location("aVertexPosition"); - this.textureCoord = shader.location("aTextureCoord"); - - this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer); - this.gl.vertexAttribPointer( - this.vertexPosition, - 2, - this.gl.FLOAT, - false, - 0, - 0 - ); - this.gl.enableVertexAttribArray(this.vertexPosition); - - this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureBuffer); - this.gl.vertexAttribPointer( - this.textureCoord, - 2, - this.gl.FLOAT, - false, - 0, - 0 - ); - this.gl.enableVertexAttribArray(this.textureCoord); - - return this; - } - - draw2D() { - this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer); - this.shader.activate(this.core.projectionMatrix, this.core.modelViewMatrix); - this.gl.drawArrays( - this.gl.TRIANGLE_STRIP, - 0, - this.vertexPositions.length / 2 - ); + this.app.onUpdate(() => this.draw2D()); } } diff --git a/html/lib/object.js b/html/lib/object.js new file mode 100644 index 0000000..1bb25ce --- /dev/null +++ b/html/lib/object.js @@ -0,0 +1,64 @@ +export class Object { + constructor(app) { + this.gl = app.gl; + this.app = app; + } + + initBuffer(data, draw = this.gl.STATIC_DRAW) { + const buffer = this.gl.createBuffer(); + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer); + this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(data), draw); + + return buffer; + } + + attachShader(shader) { + this.shader = shader; + this.vertexPosition = shader.location("aVertexPosition"); + this.textureCoord = shader.location("aTextureCoord"); + + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer); + this.gl.vertexAttribPointer( + this.vertexPosition, + 2, + this.gl.FLOAT, + false, + 0, + 0 + ); + this.gl.enableVertexAttribArray(this.vertexPosition); + + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureBuffer); + this.gl.vertexAttribPointer( + this.textureCoord, + 2, + this.gl.FLOAT, + false, + 0, + 0 + ); + this.gl.enableVertexAttribArray(this.textureCoord); + + return this; + } + + draw2D() { + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer); + this.shader.activate(this.app.projectionMatrix, this.app.modelViewMatrix); + this.gl.drawArrays( + this.gl.TRIANGLE_STRIP, + 0, + this.vertexPositions.length / 2 + ); + } + + draw3D() { + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer); + this.shader.activate(this.app.projectionMatrix, this.app.modelViewMatrix); + this.gl.drawArrays( + this.gl.TRIANGLE_STRIP, + 0, + this.vertexPositions.length / 3 + ); + } +} diff --git a/html/lib/platform.js b/html/lib/platform.js deleted file mode 100644 index e42085f..0000000 --- a/html/lib/platform.js +++ /dev/null @@ -1,50 +0,0 @@ -export const clear = (gl) => {}; - -export const main = (config = { fov: 45 }, next = () => {}) => { - const canvas = document.querySelector("canvas"); - - canvas.width = window.innerWidth; - canvas.height = window.innerHeight; - - // Initialize the GL context - const gl = canvas.getContext("webgl"); - - // Only continue if WebGL is available and working - if (gl === null) { - document.querySelector( - "main" - ).innerHTML = `
your browser didn't let me set up webgl
`; - return; - } - - const core = renderingCore(gl, config); - core.clear(); - - next(gl, core); -}; - -const renderingCore = (gl, config = {}) => { - const fieldOfView = (config.fov * Math.PI) / 180; // in radians - const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; - const zNear = 0.1; - const zFar = 100.0; - const projectionMatrix = glMatrix.mat4.create(); - glMatrix.mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); - - const modelViewMatrix = glMatrix.mat4.create(); - glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]); - - return { - projectionMatrix, - modelViewMatrix, - clear() { - gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque - gl.clearDepth(1.0); // Clear everything - gl.enable(gl.DEPTH_TEST); // Enable depth testing - gl.depthFunc(gl.LEQUAL); // Near things obscure far things - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - }, - }; -}; - -export const glMatrix = window.glMatrix; diff --git a/html/lib/shader.js b/html/lib/shader.js index f92e07b..f8af62a 100644 --- a/html/lib/shader.js +++ b/html/lib/shader.js @@ -1,8 +1,8 @@ export class Shader { - constructor(gl, core) { - this.gl = gl; - this.core = core; - this.program = gl.createProgram(); + constructor(app) { + this.gl = app.gl; + this.app = app; + this.program = this.gl.createProgram(); this.startTime = Date.now(); } diff --git a/package.json b/package.json index ee54cb8..23f688b 100644 --- a/package.json +++ b/package.json @@ -3,13 +3,18 @@ "type": "module", "main": "./generators/generate.js", "scripts": { - "serve": "serve ./html" + "build": "bun ./generators/generate.ts", + "build:watch": "bun run build --watch", + "serve": "serve ./html", + "dev": "run-p serve build:watch" }, "devDependencies": { - "bun-types": "latest" + "bun-types": "latest", + "npm-run-all2": "^6.0.6", + "prettier": "^3.0.3" }, "peerDependencies": { - "typescript": "^5.0.0" + "typescript": "^5.2.2" }, "dependencies": { "glob": "^10.3.10",