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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);
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