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