site/www/js/smc/smc.js

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2026-02-02 01:12:53 +10:00
import { SmcErr } from "./errors.js";
import { SmcProgramBuilder } from "./progbuilder.js";
import { hexToRgba } from "./util.js";
export { Smc, UniformType };
const UniformType = {
Float1: 0,
Float2: 1,
Float3: 2,
Float4: 3,
Int1: 4,
Int2: 5,
Int3: 6,
Int4: 7,
};
class Smc {
#canvas;
#gl;
// Position array of a "full-screen" quad (encoded as TRIANGLE_STRIP)
// Ref: https://en.wikipedia.org/wiki/Triangle_strip
// NOTE: +x,+y is top-right & -x,-y is bottom-left
#verticesFullscreen = [
-1.0, 1.0,
-1.0, -1.0,
1.0, 1.0,
1.0, -1.0,
];
#vertices = this.#verticesFullscreen;
#attributes = new Map();
#uniforms = new Map();
#program = null;
#clearBitFlags;
#maxFps;
#minDeltaTimeMs; // in milliseconds
#prevTimeMs = 0;
#errorDelegate = (_, error) => { throw error };
#initDelegate = (_) => { };
#resizeDelegate = (_) => { };
constructor(canvas) {
this.raiseError = this.raiseError.bind(this);
this.render = this.render.bind(this);
this.renderLoop = this.renderLoop.bind(this);
this.#canvas = canvas;
this.#gl = Smc.#getWebGlContext(canvas);
// NOTE: smc.isWebGlSupported() should be queried prior
if (this.#gl == null)
throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");
// clear the entire depth buffer when this.#gl.clear is called
this.#gl.clearDepth(1.0);
this.#clearBitFlags = this.#gl.COLOR_BUFFER_BIT | this.#gl.DEPTH_BUFFER_BIT;
// set WebGL's render context (number of pixels to draw)
this.#gl.viewport(0, 0, this.#gl.canvas.width, this.#gl.canvas.height);
// set defaults
this.setMaxFps(30);
this.setClearColor(0., 0., 0., 255.);
}
static #getWebGlContext(canvas) {
try {
return canvas.getContext("webgl") ?? canvas.getContext("experimental-webgl");
} catch {
return null;
};
}
static isWebGlSupported() {
try {
const canvas = document.createElement('canvas');
return !!window.WebGLRenderingContext && Smc.#getWebGlContext(canvas) != null;
} catch (e) {
return false;
}
}
onError(delegate) {
this.#errorDelegate = delegate;
return this;
}
onInit(delegate) {
this.#initDelegate = delegate;
return this;
}
onResize(delegate) {
this.#resizeDelegate = delegate;
return this;
}
setClearColorHex(color) {
color = hexToRgba(color);
if (color == null) {
// this.raiseError isn't needed because this should
// be treated as a "compilation" error not a "runtime" error
throw new Error(`setClearColorHex expects an RGB/RGBA hex value, got "${color}"`);
}
return this.setClearColor(color.r, color.g, color.b, color.a);
}
setClearColor(r, g, b, a) {
this.#gl.clearColor(r / 255., g / 255., b / 255., a / 255.);
return this;
}
setVertices(positions) {
this.#vertices = positions;
return this;
}
setMaxFps(fps) {
this.#maxFps = fps;
this.#minDeltaTimeMs = fps ? 1000 / fps : null;
return this;
}
setProgram(delegate) {
const builder = new SmcProgramBuilder(this.#gl, this.raiseError);
delegate(builder); // i pray js passes by ref well...
this.#program = builder.build();
if (!this.#gl.getProgramParameter(this.#program, this.#gl.LINK_STATUS)) {
const infoLog = this.#gl.getProgramInfoLog(this.#program);
this.raiseError(
SmcErr.PROGRAM_INIT,
new Error(`Unable to initialize the shader program: ${infoLog}`)
)
}
this.#addAttribute("aVertex", this.#setVerticesAttribute.bind(this));
// DEBUG: uncomment afterwards
// this.#addUniform("uResolution", UniformType.Float2);
// this.#addUniform("uTime", UniformType.Float1);
// this.#addUniform("uDelta", UniformType.Float1);
return this;
}
run() {
this.#initDelegate()
this.setAttribute("aVertex", this.#vertices);
// DEBUG: uncomment afterwards
// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
if (this.#maxFps == 0)
requestAnimationFrame(this.render)
else
requestAnimationFrame(this.renderLoop);
}
// requestAnimationFrame requests the browser to call the renderLoop
// callback function before the next repaint.
// `time` is the milliseconds elapsed since the page loaded.
renderLoop(time) {
var delta = time - this.#prevTimeMs;
this.render(time, delta);
setTimeout(
() => requestAnimationFrame(this.renderLoop),
Math.max(0, delta - this.#minDeltaTimeMs)
);
this.#prevTimeMs = time;
}
render(time, delta) {
// DEBUG: uncomment afterwards
// this.setUniform("uTime", time * 0.001);
// this.setUniform("uDelta", delta);
// DEBUG: START (remove if not necessary)
this.#gl.viewport(0, 0, this.#gl.canvas.width, this.#gl.canvas.height);
this.#gl.clear(this.#gl.COLOR_BUFFER_BIT | this.#gl.DEPTH_BUFFER_BIT);
this.setAttribute("aVertex", this.#vertices);
this.#gl.useProgram(this.#program);
// DEBUG: uncomment afterwards
// this.setUniform("uTime", time * 0.001);
// this.setUniform("uDelta", delta);
// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length / 2);
// DEBUG: END (remove if not necessary)
// DEBUG: uncomment afterwards
// this.#gl.clear(this.#clearBitFlags);
// this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length);
}
#addAttribute(name, setDelegate, required = false) {
var location = this.#gl.getAttribLocation(this.#program, name);
if (location == -1) {
if (required) {
this.raiseError(
SmcErr.ATTRIBUTE_MISSING,
`Linked program missing required attribute: "${name}"`
);
}
location = null;
}
this.#attributes.set(
name,
{
setDelegate: setDelegate,
location: location,
});
}
#addUniform(name, type, setEachFrame, setCallback, required = false) {
const location = this.#gl.getUniformLocation(this.#program, name);
if (location == -1) {
if (required) {
this.raiseError(
SmcErr.UNIFORM_MISSING,
`Linked program missing required uniform: "${name}"`
)
}
location = null;
}
if (type == UniformType.Float1)
var uniformfv = this.#gl.uniform1f;
else if (type == UniformType.Float2)
var uniformfv = this.#gl.uniform2fv;
else if (type == UniformType.Float3)
var uniformfv = this.#gl.uniform3fv;
else if (type == UniformType.Float4)
var uniformfv = this.#gl.uniform4fv;
else if (type == UniformType.Int1)
var uniformfv = this.#gl.uniform1i;
else if (type == UniformType.Int2)
var uniformfv = this.#gl.uniform2iv;
else if (type == UniformType.Int3)
var uniformfv = this.#gl.uniform3iv;
else if (type == UniformType.Int4)
var uniformfv = this.#gl.uniform4iv;
else {
// this.raiseError isn't needed because this should
// be treated as a "compilation" error not a "runtime" error
throw new Error(`Expected type from enum UniformType, but got "${type}"`);
}
const setDelegate = value => uniformfv(location, value);
// simplify function call to a single argument
this.#uniforms.set(
name,
{
setDelegate: setDelegate,
location: location,
setEachFrame: setEachFrame,
setCallback,
}
);
}
#getAttributeLocation(name) {
return this.#attributes.get(name).location;
}
#getUniformLocation(name) {
return this.#uniforms.get(name).location;
}
setAttribute(name, value) {
if (this.#getAttributeLocation(name) != null)
this.#attributes.get(name).setDelegate(value);
}
setUniform(name, value) {
if (this.#getUniformLocation(name) != null)
this.#uniforms.get(name).setDelegate(value);
}
#setVerticesAttribute(vertices) {
this.#vertices = vertices;
const buffer = this.#gl.createBuffer();
this.#gl.bindBuffer(this.#gl.ARRAY_BUFFER, buffer);
this.#gl.bufferData(
this.#gl.ARRAY_BUFFER,
new Float32Array(vertices),
this.#gl.STATIC_DRAW
);
this.#gl.vertexAttribPointer(
this.#getAttributeLocation("aVertex"),
2, // (size) one vertex == 2 floats
this.#gl.FLOAT, // (type) vertex positions given as 32bit floats
false, // (normalized) don't normalize
0, // (stride) buffer offset pointer BETWEEN elements (0 => packed)
0, // (offset) buffer offset pointer from START to first element
)
this.#gl.enableVertexAttribArray(this.#getAttributeLocation("aVertex"));
return buffer;
}
raiseError(type, error) {
this.#errorDelegate(type, error);
}
}