3d/html/lib/shader.js
2023-10-01 17:56:34 -04:00

107 lines
2.6 KiB
JavaScript

export class Shader {
constructor(app) {
this.gl = app.gl;
this.app = app;
this.program = this.gl.createProgram();
}
attach(type, source) {
console.log("attaching shader", { type, source });
const shader = this.gl.createShader(type);
this.gl.shaderSource(shader, source);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
throw new Error(
"An error occurred compiling the shaders: " +
this.gl.getShaderInfoLog(shader)
);
}
this.gl.attachShader(this.program, shader);
return this;
}
link() {
this.gl.linkProgram(this.program);
if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
throw new Error(
"Unable to initialize the shader program: " +
this.gl.getProgramInfoLog(this.program)
);
}
console.log("shader linked");
return this;
}
location(name) {
if (name[0] === "a") {
return this.gl.getAttribLocation(this.program, name);
} else if (name[0] === "u") {
return this.gl.getUniformLocation(this.program, name);
}
}
updateTime() {
const time = this.app.now();
const sinTime = Math.sin(time);
const cosTime = Math.cos(time);
this.gl.uniform1f(this.location("uTime"), time);
this.gl.uniform1f(this.location("uSinTime"), sinTime);
this.gl.uniform1f(this.location("uCosTime"), cosTime);
}
activate(projectionMatrix, modelViewMatrix) {
this.gl.useProgram(this.program);
this.gl.uniformMatrix4fv(
this.location("uProjectionMatrix"),
false,
projectionMatrix
);
this.gl.uniformMatrix4fv(
this.location("uModelViewMatrix"),
false,
modelViewMatrix
);
this.updateTime();
}
}
export const colorUtils = `
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
`;
export const commonFrag = `
precision highp float;
uniform float uTime;
uniform float uSinTime;
uniform float uCosTime;
`;
export const commonVert = `
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
`;