port to OOP

This commit is contained in:
41666 2023-10-01 11:43:31 -04:00
parent 7e8b1ad477
commit e33936a86b
15 changed files with 918 additions and 158 deletions

View file

@ -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();

92
html/lib/app.js Normal file
View file

@ -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 = `<div><i>your browser didn't let me set up webgl</i></div>`;
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());
}
}

View file

@ -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());
}
}

64
html/lib/object.js Normal file
View file

@ -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
);
}
}

View file

@ -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 = `<div><i>your browser didn't let me set up webgl</i></div>`;
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;

View file

@ -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();
}