site/www/js/webgl-demo.js

128 lines
3.7 KiB
JavaScript

import { initBuffers } from "./init-buffers.js";
import { drawScene } from "./draw-scene.js";
main();
// 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;
}
// Creates a shader of the given type, uploads the source and compiles
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
gl.deleteShader(shader);
throw new Error(`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
}
return shader;
}
function renderShader(gl, vsSource, fsSource) {
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attribute our shader program is using
// for aVertexPosition and look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
},
uniformLocations: {
resolution: gl.getUniformLocation(shaderProgram, "u_resolution"),
time: gl.getUniformLocation(shaderProgram, "u_time"),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
// Draw the scene
// drawScene(gl, programInfo, buffers, 0);
// let timePrev = 0;
// requestAnimationFrame asks the browser to call render,
// providing the time in milliseconds since the page loaded
function render(time) {
time *= 0.001; // convert to seconds
// deltaTime = time - prevTime;
// prevTime = time;
drawScene(gl, programInfo, buffers, time);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
// window.addEventListener('resize', render);
}
function fetchShader(name) {
return fetch(`../shaders/${name}`)
.then(res => {
if (!res.ok) throw new Error(`Failed to load fragment shader source ${url}: ${res.status}`);
return res.text();
});
}
function main() {
const canvas = document.querySelector("#gl-canvas");
// Initialize the GL context
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("segfault.glsl")
.then(fsSource => {
renderShader(gl, vsSource, fsSource);
});
}