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authorIlion Beyst <ilion.beyst@gmail.com>2022-07-19 21:22:51 +0200
committerIlion Beyst <ilion.beyst@gmail.com>2022-07-19 21:22:51 +0200
commitd6acb6e0714f663fce8a16c76b5a8f411cc6227e (patch)
tree9ee3b19af7761835742169efb96b27b6e38ac530 /web/pw-visualizer/src/webgl/index.ts
parent338dc6ac63a2292e191099e3424e7d28bc11f31b (diff)
downloadplanetwars.dev-d6acb6e0714f663fce8a16c76b5a8f411cc6227e.tar.xz
planetwars.dev-d6acb6e0714f663fce8a16c76b5a8f411cc6227e.zip
remove obsolete dependencies
Diffstat (limited to 'web/pw-visualizer/src/webgl/index.ts')
-rw-r--r--web/pw-visualizer/src/webgl/index.ts129
1 files changed, 0 insertions, 129 deletions
diff --git a/web/pw-visualizer/src/webgl/index.ts b/web/pw-visualizer/src/webgl/index.ts
deleted file mode 100644
index 8d785ef..0000000
--- a/web/pw-visualizer/src/webgl/index.ts
+++ /dev/null
@@ -1,129 +0,0 @@
-import { Uniform4f, Uniform1f, Uniform2f, ShaderFactory, UniformMatrix3fv, Uniform3f } from './shader';
-import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer, url_to_mesh } from "./util";
-import { VertexBuffer, IndexBuffer } from './buffer';
-import { VertexArray, VertexBufferLayout } from './vertexBufferLayout';
-import { Renderer } from './renderer';
-import { Texture } from './texture';
-import * as assets from "../assets";
-
-// const URL = window.location.origin+window.location.pathname;
-// const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
-
-async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> {
-
- const [mesh, factory] = await Promise.all([
- url_to_mesh(path),
- ShaderFactory.create_factory(
- // assets.simpleFragmentShader,
- // assets.simpleVertexShader,
- // TODO: previously: this was the old code, which was not working.
- // what is the correct shader here?
- "static/shaders/frag/static_color.glsl", "static/shaders/vert/svg.glsl"
- )
- ]);
-
- const program = factory.create_shader(gl);
- const renderer = new Renderer();
-
- var positionBuffer = new VertexBuffer(gl, mesh.positions);
- var layout = new VertexBufferLayout();
- layout.push(gl.FLOAT, 3, 4, "a_position");
-
- const vao = new VertexArray();
- vao.addBuffer(positionBuffer, layout);
-
- program.bind(gl);
- vao.bind(gl, program);
-
- var indexBuffer = new IndexBuffer(gl, mesh.cells);
- indexBuffer.bind(gl);
-
- renderer.addToDraw(indexBuffer, vao, program, {});
-
- return Texture.fromRenderer(gl, name, width, height, renderer);
-}
-
-
-async function main() {
-
- // Get A WebGL context
- var canvas = <HTMLCanvasElement>document.getElementById("c");
- const resolution = [canvas.width, canvas.height];
-
- const resizer = new Resizer(canvas, [-10, -10, 20, 20], true);
-
- var gl = canvas.getContext("webgl");
- if (!gl) {
- return;
- }
-
- // TODO: do we still need this?
- const mesh = await url_to_mesh("static/res/images/earth.svg");
- const renderer = new Renderer();
-
- const factory = await ShaderFactory.create_factory(assets.simpleFragmentShader, assets.simpleVertexShader);
- const program = factory.create_shader(gl);
-
- var positionBuffer = new VertexBuffer(gl, mesh.positions);
- var layout = new VertexBufferLayout();
- layout.push(gl.FLOAT, 3, 4, "a_position");
- // layout.push(gl.FLOAT, 2, 4, "a_tex");
-
- const vao = new VertexArray();
- vao.addBuffer(positionBuffer, layout);
-
- resizeCanvasToDisplaySize(<HTMLCanvasElement>gl.canvas);
-
- // Tell WebGL how to convert from clip space to pixels
- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
-
- // Clear the canvas
- gl.clearColor(0, 0, 0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT);
-
- gl.enable(gl.BLEND);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
-
- program.bind(gl);
- vao.bind(gl, program);
-
- var indexBuffer = new IndexBuffer(gl, mesh.cells);
- indexBuffer.bind(gl);
-
- renderer.addToDraw(indexBuffer, vao, program, {});
-
- const counter = new FPSCounter();
-
- const step = function (time: number) {
-
- // console.log(resizer.get_viewbox());
-
- program.uniform(gl, "u_time", new Uniform1f(time * 0.001));
- program.uniform(gl, "u_mouse", new Uniform2f(resizer.get_mouse_pos()));
- program.uniform(gl, "u_viewbox", new Uniform4f(resizer.get_viewbox()));
- program.uniform(gl, "u_resolution", new Uniform2f(resolution));
- program.uniform(gl, "u_trans", new UniformMatrix3fv([1, 0, 0, 0, 1, 0, 0, 0, 1]));
- program.uniform(gl, "u_color", new Uniform3f(1.0, 0.5, 0.0));
-
- renderer.render(gl);
-
- counter.frame(time);
- requestAnimationFrame(step);
- }
-
- requestAnimationFrame(step);
-}
-
-
-main();
-
-document.getElementById("loader").classList.remove("loading");
-
-// const loader = document.getElementById("loader");
-// setInterval(() => {
-// if (loader.classList.contains("loading")) {
-// loader.classList.remove("loading")
-// } else {
-// loader.classList.add("loading");
-// }
-// }, 2000);