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2 years ago
const vertex_shader_source = `
attribute vec2 a_pos;
attribute vec3 a_color;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_layer;
varying vec3 v_color;
void main() {
vec2 screen01 = (a_pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
vec2 screen11 = screen02 - 1.0;
v_color = a_color;
gl_Position = vec4(screen11, u_layer, 1);
}
`;
const fragment_shader_source = `
precision mediump float;
varying vec3 v_color;
void main() {
gl_FragColor = vec4(v_color, 1);
}
`;
function init_webgl(state, context) {
context.canvas = document.querySelector('#c');
context.gl = context.canvas.getContext('webgl', {
'preserveDrawingBuffer': true,
'desynchronized': true,
'antialias': true,
});
const vertex_shader = create_shader(context.gl, context.gl.VERTEX_SHADER, vertex_shader_source);
const fragment_shader = create_shader(context.gl, context.gl.FRAGMENT_SHADER, fragment_shader_source);
const program = create_program(context.gl, vertex_shader, fragment_shader)
context.program = program;
context.locations['a_pos'] = context.gl.getAttribLocation(program, 'a_pos');
context.locations['a_color'] = context.gl.getAttribLocation(program, 'a_color');
context.locations['u_res'] = context.gl.getUniformLocation(program, 'u_res');
context.locations['u_scale'] = context.gl.getUniformLocation(program, 'u_scale');
context.locations['u_translation'] = context.gl.getUniformLocation(program, 'u_translation');
context.locations['u_layer'] = context.gl.getUniformLocation(program, 'u_layer');
context.buffers['b_pos'] = context.gl.createBuffer();
context.buffers['b_color'] = context.gl.createBuffer();
const resize_canvas = (entries) => {
// https://www.khronos.org/webgl/wiki/HandlingHighDPI
const entry = entries[0];
let width;
let height;
if (entry.devicePixelContentBoxSize) {
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
} else if (entry.contentBoxSize) {
// fallback for Safari that will not always be correct
width = Math.round(entry.contentBoxSize[0].inlineSize * devicePixelRatio);
height = Math.round(entry.contentBoxSize[0].blockSize * devicePixelRatio);
}
context.canvas.width = width;
context.canvas.height = height;
window.requestAnimationFrame(() => draw(state, context));
}
const resize_observer = new ResizeObserver(resize_canvas);
resize_observer.observe(context.canvas);
}
function create_shader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(type, ':', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function create_program(gl, vs, fs) {
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
console.error('link:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}