remove *.bak

This commit is contained in:
Emile Clark-Boman 2026-02-02 03:44:43 +10:00
parent 3f28498ad4
commit 618a3aec23
4 changed files with 0 additions and 243 deletions

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@ -1,60 +0,0 @@
function drawScene(gl, programInfo, buffers, time) {
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// NOTE: this is how width/height is taken
// const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
setPositionAttribute(gl, buffers, programInfo);
gl.useProgram(programInfo.program);
/* --- Set Uniform Variables --- */
// Time since page loaded in seconds
gl.uniform1f(
programInfo.uniformLocations.time,
time,
);
// Viewport resolution in pixels
gl.uniform2f(
programInfo.uniformLocations.resolution,
gl.canvas.width,
gl.canvas.height,
);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
function setPositionAttribute(gl, buffers, programInfo) {
const numComponents = 2; // pull out 2 values per iteration
const type = gl.FLOAT; // the data in the buffer is 32bit floats
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set of values to the next
// 0 = use type and numComponents above
const offset = 0; // how many bytes inside the buffer to start from
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
export { drawScene };

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function initBuffers(gl) {
const positionBuffer = initPositionBuffer(gl);
return {
position: positionBuffer,
};
}
function initPositionBuffer(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
const positions = [
-1.0, 1.0,
-1.0, -1.0,
1.0, 1.0,
1.0, -1.0,
];
// Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
return positionBuffer;
}
export { initBuffers };

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import { initBuffers } from "./init-buffers.js";
import { drawScene } from "./draw-scene.js";
export { run };
// Initialize a shader program, so WebGL knows how to draw our data
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(
`Unable to initialize the shader program: ${gl.getProgramInfoLog(
program,
)}`,
);
return null;
}
return program;
}
function renderShader(gl, vsSource, fsSource) {
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attribute our shader program is using
// for aVertexPosition and look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
},
uniformLocations: {
resolution: gl.getUniformLocation(shaderProgram, "u_resolution"),
time: gl.getUniformLocation(shaderProgram, "u_time"),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
const fpsLimit = 30;
const fpsDelta = 1000 / fpsLimit;
// let timePrev = 0;
// requestAnimationFrame asks the browser to call render,
// providing the time in milliseconds since the page loaded
function render(time) {
time *= 0.001; // convert to seconds
// delta = time - timePrev;
drawScene(gl, programInfo, buffers, time);
setTimeout(() => requestAnimationFrame(render), fpsDelta);
}
function update() {
requestAnimationFrame(render);
}
// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
// window.addEventListener('resize', render);
requestAnimationFrame(render);
// update();
// setInterval(update, 1000 / fpsLimit);
}
function fetchShader(name) {
return fetch(`../shaders/${name}`)
.then(res => {
if (!res.ok) throw new Error(`Failed to load fragment shader source ${url}: ${res.status}`);
return res.text();
});
}
function run(canvas) {
const gl = canvas.getContext("webgl");
// XXX: TODO: use `window.addEventListener('resize', ...);`
canvas.setAttribute('width', window.innerWidth);
canvas.setAttribute('height', window.innerHeight);
// Only continue if WebGL is available and working
if (gl === null) {
throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");
}
// Vertex shader program
const vsSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
// Fetch fragment shader program
fetchShader("fbm.glsl")
.then(fsSource => {
renderShader(gl, vsSource, fsSource);
});
}

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import { SmcErr } from "./errors.js";
import { SmcBuilder } from "./builder.js";
export { SmcErr };
// XXX: TODO: merge SmcBuilder into smc
class smc {
#canvas;
#builderDelegate = _ => { };
constructor(canvas) {
this.#canvas = canvas;
}
build(delegate) {
this.#builderDelegate = delegate;
return this;
}
onError(delegate) {
this.#errorDelegate = delegate;
return this;
}
run() {
this.#canvas = canvas;
const gl = this.#canvas.getContext("webgl");
if (gl == null) {
this.#raiseError(
SmcErr.UNSUPPORTED,
Error("Unable to initialize WebGL. Your browser or machine may not support it."),
);
}
const builder = this.#builderDelegate(new SmcBuilder(gl, this.#raiseError))
builder.render()
}
}