remove *.bak
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4 changed files with 0 additions and 243 deletions
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@ -1,60 +0,0 @@
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function drawScene(gl, programInfo, buffers, time) {
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// Tell WebGL how to convert from clip space to pixels
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// NOTE: this is how width/height is taken
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// const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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setPositionAttribute(gl, buffers, programInfo);
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gl.useProgram(programInfo.program);
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/* --- Set Uniform Variables --- */
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// Time since page loaded in seconds
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gl.uniform1f(
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programInfo.uniformLocations.time,
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time,
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);
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// Viewport resolution in pixels
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gl.uniform2f(
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programInfo.uniformLocations.resolution,
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gl.canvas.width,
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gl.canvas.height,
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);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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function setPositionAttribute(gl, buffers, programInfo) {
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const numComponents = 2; // pull out 2 values per iteration
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const type = gl.FLOAT; // the data in the buffer is 32bit floats
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set of values to the next
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// 0 = use type and numComponents above
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const offset = 0; // how many bytes inside the buffer to start from
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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}
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export { drawScene };
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@ -1,34 +0,0 @@
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function initBuffers(gl) {
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const positionBuffer = initPositionBuffer(gl);
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return {
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position: positionBuffer,
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};
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}
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function initPositionBuffer(gl) {
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// Position array of a "full-screen" quad (encoded as TRIANGLE_STRIP)
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// Ref: https://en.wikipedia.org/wiki/Triangle_strip
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// NOTE: +x,+y is top-right & -x,-y is bottom-left
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const positions = [
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, 1.0,
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1.0, -1.0,
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];
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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export { initBuffers };
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@ -1,112 +0,0 @@
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import { initBuffers } from "./init-buffers.js";
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import { drawScene } from "./draw-scene.js";
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export { run };
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// Initialize a shader program, so WebGL knows how to draw our data
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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program,
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)}`,
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);
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return null;
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}
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return program;
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}
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function renderShader(gl, vsSource, fsSource) {
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attribute our shader program is using
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// for aVertexPosition and look up uniform locations.
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
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},
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uniformLocations: {
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resolution: gl.getUniformLocation(shaderProgram, "u_resolution"),
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time: gl.getUniformLocation(shaderProgram, "u_time"),
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},
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};
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// Here's where we call the routine that builds all the
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// objects we'll be drawing.
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const buffers = initBuffers(gl);
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const fpsLimit = 30;
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const fpsDelta = 1000 / fpsLimit;
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// let timePrev = 0;
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// requestAnimationFrame asks the browser to call render,
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// providing the time in milliseconds since the page loaded
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function render(time) {
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time *= 0.001; // convert to seconds
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// delta = time - timePrev;
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drawScene(gl, programInfo, buffers, time);
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setTimeout(() => requestAnimationFrame(render), fpsDelta);
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}
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function update() {
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requestAnimationFrame(render);
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}
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// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
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// window.addEventListener('resize', render);
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requestAnimationFrame(render);
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// update();
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// setInterval(update, 1000 / fpsLimit);
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}
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function fetchShader(name) {
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return fetch(`../shaders/${name}`)
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.then(res => {
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if (!res.ok) throw new Error(`Failed to load fragment shader source ${url}: ${res.status}`);
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return res.text();
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});
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}
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function run(canvas) {
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const gl = canvas.getContext("webgl");
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// XXX: TODO: use `window.addEventListener('resize', ...);`
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canvas.setAttribute('width', window.innerWidth);
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canvas.setAttribute('height', window.innerHeight);
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// Only continue if WebGL is available and working
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if (gl === null) {
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throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");
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}
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// Vertex shader program
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const vsSource = `
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attribute vec4 aVertexPosition;
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void main() {
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gl_Position = aVertexPosition;
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}
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`;
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// Fetch fragment shader program
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fetchShader("fbm.glsl")
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.then(fsSource => {
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renderShader(gl, vsSource, fsSource);
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});
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}
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@ -1,37 +0,0 @@
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import { SmcErr } from "./errors.js";
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import { SmcBuilder } from "./builder.js";
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export { SmcErr };
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// XXX: TODO: merge SmcBuilder into smc
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class smc {
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#canvas;
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#builderDelegate = _ => { };
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constructor(canvas) {
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this.#canvas = canvas;
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}
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build(delegate) {
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this.#builderDelegate = delegate;
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return this;
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}
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onError(delegate) {
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this.#errorDelegate = delegate;
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return this;
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}
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run() {
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this.#canvas = canvas;
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const gl = this.#canvas.getContext("webgl");
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if (gl == null) {
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this.#raiseError(
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SmcErr.UNSUPPORTED,
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Error("Unable to initialize WebGL. Your browser or machine may not support it."),
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);
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}
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const builder = this.#builderDelegate(new SmcBuilder(gl, this.#raiseError))
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builder.render()
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}
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}
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