IT'S ALIVE
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1d06470ccd
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2 changed files with 36 additions and 47 deletions
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@ -23,17 +23,24 @@ class SmcProgramBuilder {
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precision mediump float;
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// uniform float uTime;
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// uniform vec2 uResolution;
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uniform vec2 uResolution;
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void main() {
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// vec2 uv = gl_FragCoord.xy / uResolution;
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vec2 uv = gl_FragCoord.xy / uResolution.xy;
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// vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
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// gl_FragColor = vec4(col, 1.0);
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// gl_FragColor = vec4(216., 43., 72., 255.) / 255.;
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float maxfc = max(gl_FragCoord.x, gl_FragCoord.y);
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gl_FragColor = vec4(gl_FragCoord.xy, maxfc, maxfc) / maxfc;
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// float maxfc = max(gl_FragCoord.x, gl_FragCoord.y);
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// gl_FragColor = vec4(gl_FragCoord.xy, maxfc, maxfc) / maxfc;
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float maxuv = max(uv.x, uv.y);
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gl_FragColor = vec4(216. * maxuv, 43., 72., 255.) / 255.;
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// vec3 col = 0.5 + 0.5*cos(uv.xyx+vec3(0,2,4));
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// gl_FragColor = vec4(col, 1.);
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}
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`;
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@ -46,6 +46,9 @@ class Smc {
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this.raiseError = this.raiseError.bind(this);
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this.render = this.render.bind(this);
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this.renderLoop = this.renderLoop.bind(this);
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// DEBUG: is this necessary
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this.setAttribute = this.setAttribute.bind(this);
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this.setUniform = this.setUniform.bind(this);
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this.#canvas = canvas;
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this.#gl = Smc.#getWebGlContext(canvas);
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@ -137,17 +140,16 @@ class Smc {
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this.#addAttribute("aVertex", this.#setVerticesAttribute.bind(this));
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// DEBUG: uncomment afterwards
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// this.#addUniform("uResolution", UniformType.Float2);
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// this.#addUniform("uTime", UniformType.Float1);
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// this.#addUniform("uDelta", UniformType.Float1);
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this.#addUniform("uResolution", UniformType.Float2, false, (_) => new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
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this.#addUniform("uTime", UniformType.Float1);
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this.#addUniform("uDelta", UniformType.Float1);
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return this;
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}
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run() {
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this.#initDelegate()
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this.setAttribute("aVertex", this.#vertices);
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// DEBUG: uncomment afterwards
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// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
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this.setUniform("uResolution", this.#gl.canvas.width, this.#gl.canvas.height);
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if (this.#maxFps == 0)
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requestAnimationFrame(this.render)
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@ -170,29 +172,10 @@ class Smc {
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}
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render(time, delta) {
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// DEBUG: uncomment afterwards
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// this.setUniform("uTime", time * 0.001);
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// this.setUniform("uDelta", delta);
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// DEBUG: START (remove if not necessary)
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this.#gl.viewport(0, 0, this.#gl.canvas.width, this.#gl.canvas.height);
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this.setUniform("uTime", time * 0.001);
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this.setUniform("uDelta", delta);
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this.#gl.clear(this.#gl.COLOR_BUFFER_BIT | this.#gl.DEPTH_BUFFER_BIT);
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this.setAttribute("aVertex", this.#vertices);
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this.#gl.useProgram(this.#program);
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// DEBUG: uncomment afterwards
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// this.setUniform("uTime", time * 0.001);
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// this.setUniform("uDelta", delta);
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// this.setUniform("uResolution", new Float32Array([this.#gl.canvas.width, this.#gl.canvas.height]));
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this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length / 2);
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// DEBUG: END (remove if not necessary)
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// DEBUG: uncomment afterwards
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// this.#gl.clear(this.#clearBitFlags);
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// this.#gl.drawArrays(this.#gl.TRIANGLE_STRIP, 0, this.#vertices.length);
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}
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#addAttribute(name, setDelegate, required = false) {
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@ -228,37 +211,35 @@ class Smc {
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}
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if (type == UniformType.Float1)
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var uniformfv = this.#gl.uniform1f;
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var uniformfv = (...values) => this.#gl.uniform1f(location, ...values);
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else if (type == UniformType.Float2)
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var uniformfv = this.#gl.uniform2fv;
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var uniformfv = (...values) => this.#gl.uniform2f(location, ...values);
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else if (type == UniformType.Float3)
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var uniformfv = this.#gl.uniform3fv;
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var uniformfv = (...values) => this.#gl.uniform3f(location, ...values);
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else if (type == UniformType.Float4)
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var uniformfv = this.#gl.uniform4fv;
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var uniformfv = (...values) => this.#gl.uniform4f(location, ...values);
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else if (type == UniformType.Int1)
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var uniformfv = this.#gl.uniform1i;
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var uniformfv = (...values) => this.#gl.uniform1i(location, ...values);
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else if (type == UniformType.Int2)
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var uniformfv = this.#gl.uniform2iv;
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var uniformfv = (...values) => this.#gl.uniform2i(location, ...values);
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else if (type == UniformType.Int3)
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var uniformfv = this.#gl.uniform3iv;
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var uniformfv = (...values) => this.#gl.uniform3i(location, ...values);
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else if (type == UniformType.Int4)
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var uniformfv = this.#gl.uniform4iv;
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var uniformfv = (...values) => this.#gl.uniform4i(location, ...values);
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else {
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// this.raiseError isn't needed because this should
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// be treated as a "compilation" error not a "runtime" error
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throw new Error(`Expected type from enum UniformType, but got "${type}"`);
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}
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const setDelegate = value => uniformfv(location, value);
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// simplify function call to a single argument
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this.#uniforms.set(
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name,
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{
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setDelegate: setDelegate,
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setDelegate: uniformfv,
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location: location,
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setEachFrame: setEachFrame,
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setCallback,
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setCallback: setCallback,
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}
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);
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}
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@ -271,14 +252,15 @@ class Smc {
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return this.#uniforms.get(name).location;
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}
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setAttribute(name, value) {
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setAttribute(name, ...args) {
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if (this.#getAttributeLocation(name) != null)
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this.#attributes.get(name).setDelegate(value);
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this.#attributes.get(name).setDelegate(...args);
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}
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setUniform(name, value) {
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if (this.#getUniformLocation(name) != null)
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this.#uniforms.get(name).setDelegate(value);
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setUniform(name, ...args) {
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if (this.#getUniformLocation(name) != null) {
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this.#uniforms.get(name).setDelegate(...args);
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}
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}
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#setVerticesAttribute(vertices) {
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