726 lines
24 KiB
JavaScript
726 lines
24 KiB
JavaScript
/**
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* A basic Web GL class. This provides a very basic setup for GLSL shader code.
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* Currently it doesn't support anything except for clip-space 3d, but this was
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* done so that we could start writing fragments right out of the gate. My
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* Intention is to update it with particle and polygonal 3d support later on.
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*
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* @class WTCGL
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* @author Liam Egan <liam@wethecollective.com>
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* @version 0.0.8
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* @created Jan 16, 2019
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*/
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class WTCGL {
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/**
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* The WTCGL Class constructor. If construction of the webGL context fails
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* for any reason this will return null.
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*
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* @TODO make the dimension properties properly optional
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* @TODO provide the ability to allow for programmable buffers
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*
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* @constructor
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* @param {HTMLElement} el The canvas element to use as the root
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* @param {string} vertexShaderSource The vertex shader source
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* @param {string} fragmentShaderSource The fragment shader source
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* @param {number} [width] The width of the webGL context. This will default to the canvas dimensions
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* @param {number} [height] The height of the webGL context. This will default to the canvas dimensions
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* @param {number} [pxratio=1] The pixel aspect ratio of the canvas
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* @param {boolean} [styleElement] A boolean indicating whether to apply a style property to the canvas (resizing the canvas by the inverse of the pixel ratio)
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* @param {boolean} [webgl2] A boolean indicating whether to try to create a webgl2 context instead of a regulart context
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*/
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constructor(el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, styleElement, webgl2) {
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this.run = this.run.bind(this);
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this._onRun = ()=>{};
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// Destructure if an object is aprovided instead a series of parameters
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if(el instanceof Object && el.el) {
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({el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, webgl2, styleElement} = el);
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}
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// If the HTML element isn't a canvas, return null
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if(!el instanceof HTMLElement || el.nodeName.toLowerCase() !== 'canvas') {
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console.log('Provided element should be a canvas element');
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return null;
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}
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this._el = el;
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// The context should be either webgl2, webgl or experimental-webgl
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if(webgl2 === true) {
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this.isWebgl2 = true;
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this._ctx = this._el.getContext("webgl2", this.webgl_params) || this._el.getContext("webgl", this.webgl_params) || this._el.getContext("experimental-webgl", this.webgl_params);
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} else {
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this.isWebgl2 = false;
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this._ctx = this._el.getContext("webgl", this.webgl_params) || this._el.getContext("experimental-webgl", this.webgl_params);
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}
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// Set up the extensions
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this._ctx.getExtension('OES_standard_derivatives');
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this._ctx.getExtension('EXT_shader_texture_lod');
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this._ctx.getExtension('OES_texture_float');
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this._ctx.getExtension('WEBGL_color_buffer_float');
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this._ctx.getExtension('OES_texture_float_linear');
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this._ctx.getExtension('EXT_color_buffer_float');
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// We can't make the context so return an error
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if (!this._ctx) {
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console.log('Browser doesn\'t support WebGL ');
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return null;
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}
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// Create the shaders
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this._vertexShader = WTCGL.createShaderOfType(this._ctx, this._ctx.VERTEX_SHADER, vertexShaderSource);
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this._fragmentShader = WTCGL.createShaderOfType(this._ctx, this._ctx.FRAGMENT_SHADER, fragmentShaderSource);
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// Create the program and link the shaders
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this._program = this._ctx.createProgram();
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this._ctx.attachShader(this._program, this._vertexShader);
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this._ctx.attachShader(this._program, this._fragmentShader);
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this._ctx.linkProgram(this._program);
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// If we can't set up the params, this means the shaders have failed for some reason
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if (!this._ctx.getProgramParameter(this._program, this._ctx.LINK_STATUS)) {
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console.log('Unable to initialize the shader program: ' + this._ctx.getProgramInfoLog(this._program));
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return null;
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}
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// Initialise the vertex buffers
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this.initBuffers([
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-1.0, 1.0, -1.,
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1.0, 1.0, -1.,
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-1.0, -1.0, -1.,
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1.0, -1.0, -1.,
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]);
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// Initialise the frame buffers
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this.frameBuffers = [];
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// The program information object. This is essentially a state machine for the webGL instance
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this._programInfo = {
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attribs: {
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vertexPosition: this._ctx.getAttribLocation(this._program, 'a_position'),
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},
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uniforms: {
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projectionMatrix: this._ctx.getUniformLocation(this._program, 'u_projectionMatrix'),
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modelViewMatrix: this._ctx.getUniformLocation(this._program, 'u_modelViewMatrix'),
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resolution: this._ctx.getUniformLocation(this._program, 'u_resolution'),
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time: this._ctx.getUniformLocation(this._program, 'u_time'),
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},
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};
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// Tell WebGL to use our program when drawing
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this._ctx.useProgram(this._program);
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this.pxratio = pxratio;
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this.styleElement = styleElement !== true;
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this.resize(width, height);
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}
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/**
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* Public methods
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*/
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addFrameBuffer(w, h, tiling = 0, buffertype = 0) {
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// create to render to
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const gl = this._ctx;
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const targetTextureWidth = w * this.pxratio;
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const targetTextureHeight = h * this.pxratio;
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const targetTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, targetTexture);
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{
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// define size and format of level 0
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const level = 0;
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let internalFormat = gl.RGBA;
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const border = 0;
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let format = gl.RGBA;
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let t;
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if(buffertype & WTCGL.TEXTYPE_FLOAT) {
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const e = gl.getExtension('OES_texture_float');
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window.extension = e;
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t = e.FLOAT;
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// internalFormat = gl.RGBA32F;
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} else if(buffertype & WTCGL.TEXTYPE_HALF_FLOAT_OES) {
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// t = gl.renderer.isWebgl2 ? e.HALF_FLOAT : e.HALF_FLOAT_OES;
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// gl.renderer.extensions['OES_texture_half_float'] ? gl.renderer.extensions['OES_texture_half_float'].HALF_FLOAT_OES :
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// gl.UNSIGNED_BYTE;
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const e = gl.getExtension('OES_texture_half_float');
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t = this.isWebgl2 ? gl.HALF_FLOAT : e.HALF_FLOAT_OES;
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// format = gl.RGBA;
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if(this.isWebgl2) {
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internalFormat = gl.RGBA16F;
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}
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// internalFormat = gl.RGB32F;
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// format = gl.RGB32F;
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// window.gl = gl
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// t = e.HALF_FLOAT_OES;
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} else {
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t = gl.UNSIGNED_BYTE;
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}
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const type = t;
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const data = null;
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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targetTextureWidth, targetTextureHeight, border,
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format, type, data);
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// gl.generateMipmap(gl.TEXTURE_2D);
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// set the filtering so we don't need mips
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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// Set the parameters based on the passed type
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if(tiling === WTCGL.IMAGETYPE_TILE) {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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} else if(tiling === WTCGL.IMAGETYPE_MIRROR) {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
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} else if(tiling === WTCGL.IMAGETYPE_REGULAR) {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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}
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// Create and bind the framebuffer
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const fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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// attach the texture as the first color attachment
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const attachmentPoint = gl.COLOR_ATTACHMENT0;
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const level = 0;
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gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, targetTexture, level);
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return {
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w: w * this.pxratio,
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h: h * this.pxratio,
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fb: fb,
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frameTexture: targetTexture
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};
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}
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/**
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* Resizes the canvas to a specified width and height, respecting the pixel ratio
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*
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* @param {number} w The width of the canvas
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* @param {number} h The height of the canvas
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* @return {Void}
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*/
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resize(w, h) {
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this.width = w;
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this.height = h;
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this._el.width = w * this.pxratio;
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this._el.height = h * this.pxratio;
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this._size = [w * this.pxratio, h * this.pxratio];
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if(this.styleElement) {
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this._el.style.width = w + 'px';
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this._el.style.height = h + 'px';
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}
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this._ctx.viewportWidth = w * this.pxratio;
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this._ctx.viewportHeight = h * this.pxratio;
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this._ctx.uniform2fv( this._programInfo.uniforms.resolution, this._size);
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this.initBuffers(this._positions);
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}
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/**
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* Initialise a provided vertex buffer
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*
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* @param {array} positions The vertex positions to initialise
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* @return {Void}
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*/
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initBuffers(positions) {
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this._positions = positions;
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this._positionBuffer = this._ctx.createBuffer();
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this._ctx.bindBuffer(this._ctx.ARRAY_BUFFER, this._positionBuffer);
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this._ctx.bufferData(this._ctx.ARRAY_BUFFER,
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new Float32Array(positions),
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this._ctx.STATIC_DRAW);
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}
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/**
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* Add a uniform to the program. At this time the following types are supported:
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* - Float - WTCGL.TYPE_FLOAT
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* - Vector 2 - WTCGL.TYPE_V2
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* - Vector 3 - WTCGL.TYPE_V3
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* - Vector 4 - WTCGL.TYPE_V4
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*
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* @param {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo`
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* @param {WTCGL.UNIFORM_TYPE} type The unfiform type
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* @param {number|array} value The unfiform value. The type depends on the uniform type being created
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* @return {WebGLUniformLocation} The uniform location for later reference
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*/
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addUniform(name, type, value) {
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let uniform = this._programInfo.uniforms[name];
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uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);
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switch(type) {
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case WTCGL.TYPE_INT :
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if(!isNaN(value)) this._ctx.uniform1i( uniform, value);
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break;
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case WTCGL.TYPE_FLOAT :
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if(!isNaN(value)) this._ctx.uniform1f( uniform, value);
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break;
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case WTCGL.TYPE_V2 :
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if(value instanceof Array && value.length === 2.) this._ctx.uniform2fv( uniform, value);
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break;
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case WTCGL.TYPE_V3 :
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if(value instanceof Array && value.length === 3.) this._ctx.uniform3fv( uniform, value);
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break;
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case WTCGL.TYPE_V4 :
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if(value instanceof Array && value.length === 4.) this._ctx.uniform4fv( uniform, value);
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break;
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case WTCGL.TYPE_BOOL :
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if(!isNaN(value)) this._ctx.uniform1i( uniform, value);
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break;
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}
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this._programInfo.uniforms[name] = uniform;
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return uniform;
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}
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/**
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* Adds a texture to the program and links it to a named uniform. Providing the type changes the tiling properties of the texture. Possible values for type:
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* - WTCGL.IMAGETYPE_REGULAR - No tiling, clamp to edges and doesn't need to be power of 2.
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* - WTCGL.IMAGETYPE_TILE - full x and y tiling, needs to be power of 2.
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* - WTCGL.IMAGETYPE_MIRROR - mirror tiling, needs to be power of 2.
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*
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* @public
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* @param {string} name The name of the uniform. N.B. your name will be prepended with a `u_` in your shaders. So providing a name of `foo` here will result in a uniform named `u_foo`
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* @param {WTCGL.TYPE_IMAGETYPE} type The type of texture to create. This is basically the tiling behaviour of the texture as described above
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* @param {Image} image The image object to add to the texture
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* @return {WebGLTexture} The texture object
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*/
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addTexture(name, type, image, liveUpdate = false) {
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var texture = this._ctx.createTexture();
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this._ctx.pixelStorei(this._ctx.UNPACK_FLIP_Y_WEBGL, true);
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this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture);
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// this._ctx.generateMipmap(this._ctx.TEXTURE_2D);
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// Set the parameters based on the passed type
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if(type === WTCGL.IMAGETYPE_MIRROR) {
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this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.MIRRORED_REPEAT);
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this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.MIRRORED_REPEAT);
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} else if(type === WTCGL.IMAGETYPE_REGULAR) {
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this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_S, this._ctx.CLAMP_TO_EDGE);
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this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_WRAP_T, this._ctx.CLAMP_TO_EDGE);
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}
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this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MIN_FILTER, this._ctx.LINEAR);
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// this._ctx.texParameteri(this._ctx.TEXTURE_2D, this._ctx.TEXTURE_MAG_FILTER, this._ctx.LINEAR);
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// Upload the image into the texture.
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this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image);
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// add the texture to the array of textures.
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this.pushTexture(name, texture, image, this._ctx.TEXTURE_2D, liveUpdate);
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return texture;
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}
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pushTexture(name, texture, image, target, liveUpdate = false) {
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let textures = this.textures;
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textures.push({ name: name, tex: texture, liveUpdate: liveUpdate, image: image, target: target });
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// Finally set the this.textures (this is just to get around the funnyness of default getters)
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this.textures = textures;
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}
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/**
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* Updates a texture location for a given WebGLTexture with an image
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*
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* @param {WebGLTexture} texture The texture location to update
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* @param {Image} image The image object to add to the texture
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* @return {Void}
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*/
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updateTexture(texture, image, name) {
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let uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);
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// Set the texture unit to the uniform
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this._ctx.uniform1i(uniform, 0);
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this._ctx.activeTexture(this._ctx.TEXTURE0);
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this._ctx.bindTexture(this._ctx.TEXTURE_2D, texture);
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// Upload the image into the texture.
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this._ctx.texImage2D(this._ctx.TEXTURE_2D, 0, this._ctx.RGBA, this._ctx.RGBA, this._ctx.UNSIGNED_BYTE, image);
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}
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/**
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* Initialise texture locations in the program
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*
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* @return {Void}
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*/
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initTextures() {
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for(let i = 0; i < this.textures.length; i++) {
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let name = this.textures[i].name;
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let uniform = this._programInfo.uniforms[name];
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uniform = this._ctx.getUniformLocation(this._program, `u_${name}`);
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// Set the texture unit to the uniform
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this._ctx.uniform1i(uniform, i);
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// find the active texture based on the index
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this._ctx.activeTexture(this._ctx[`TEXTURE${i}`]);
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// Finally, bind the texture
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this._ctx.bindTexture(this.textures[i].target, this.textures[i].tex);
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}
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}
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/**
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* The run loop. This function is run as a part of a RaF and updates the internal
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* time uniform (`u_time`).
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*
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* @param {number} delta The delta time provided by the RaF loop
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* @return {Void}
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*/
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run(delta) {
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this.running && requestAnimationFrame(this.run);
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const runFunction = () => {
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this.time = this.startTime + delta * .0002;
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this.onRun(delta);
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this.render();
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}
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if(this.frameRate) {
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let now = Date.now();
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let elapsed = now - this._then;
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if (elapsed > this.frameRate) {
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this._then = now - (elapsed % this.frameRate);
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runFunction();
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}
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} else {
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runFunction();
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}
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}
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/**
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* Render the program
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*
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* @return {Void}
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*/
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render(buffer = {}) {
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this._ctx.bindFramebuffer(this._ctx.FRAMEBUFFER, buffer.fb || null);
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// Update the time uniform
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this._ctx.uniform1f( this._programInfo.uniforms.time, this.time);
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this.textures.forEach((textureInfo) => {
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if(textureInfo.liveUpdate === true) {
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this.updateTexture(textureInfo.tex, textureInfo.image, textureInfo.name);
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}
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});
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this._ctx.viewport(0, 0, buffer.w || this._ctx.viewportWidth, buffer.h || this._ctx.viewportHeight);
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if(this.clearing) {
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this._ctx.clearColor(1.0, 0.0, 0.0, 0.0);
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// this._ctx.clearDepth(1.0);
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// this._ctx.enable(this._ctx.DEPTH_TEST);
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// this._ctx.depthFunc(this._ctx.LEQUAL);
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this._ctx.blendFunc(this._ctx.SRC_ALPHA, this._ctx.ONE_MINUS_SRC_ALPHA);
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this._ctx.clear( this._ctx.COLOR_BUFFER_BIT );
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}
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this._ctx.bindBuffer(this._ctx.ARRAY_BUFFER, this._positionBuffer);
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this._ctx.vertexAttribPointer(
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this._programInfo.attribs.vertexPosition,
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3,
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this._ctx.FLOAT,
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false,
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0,
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0);
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this._ctx.enableVertexAttribArray(this._programInfo.attribs.vertexPosition);
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// Set the shader uniforms
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this.includePerspectiveMatrix && this._ctx.uniformMatrix4fv( this._programInfo.uniforms.projectionMatrix, false, this.perspectiveMatrix);
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this.includeModelViewMatrix && this._ctx.uniformMatrix4fv( this._programInfo.uniforms.modelViewMatrix, false, this.modelViewMatrix);
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this._ctx.drawArrays(this._ctx.TRIANGLE_STRIP, 0, 4);
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}
|
|
|
|
|
|
/**
|
|
* Getters and setters
|
|
*/
|
|
|
|
/**
|
|
* The default webGL parameters to be used for the program.
|
|
* This is read only and should only be overridden as a part of a subclass.
|
|
*
|
|
* @readonly
|
|
* @type {object}
|
|
* @default { alpha: true }
|
|
*/
|
|
get webgl_params() {
|
|
return { alpha: true };
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) Whether the element should include styling as a part of
|
|
* its rendition.
|
|
*
|
|
* @type {boolean}
|
|
* @default true
|
|
*/
|
|
set styleElement(value) {
|
|
this._styleElement = value === true;
|
|
if(this._styleElement === false && this._el) {
|
|
this._el.style.width = '';
|
|
this._el.style.height = '';
|
|
}
|
|
}
|
|
get styleElement() {
|
|
return this._styleElement !== false;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) startTime. This is a value to begin the `u_time`
|
|
* unform at. This is here in case you want `u_time` to begin at a
|
|
* specific value other than 0.
|
|
*
|
|
* @type {number}
|
|
* @default 0
|
|
*/
|
|
set startTime(value) {
|
|
if(!isNaN(value)) {
|
|
this._startTime = value;
|
|
}
|
|
}
|
|
get startTime() {
|
|
return this._startTime || 0;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) time. This is the time that the program currently
|
|
* sits at. By default this value is set as a part of the run loop
|
|
* however this is a public property so that we can specify time
|
|
* for rendition outside of the run loop.
|
|
*
|
|
* @type {number}
|
|
* @default 0
|
|
*/
|
|
set time(value) {
|
|
if(!isNaN(value)) {
|
|
this._time = value;
|
|
}
|
|
}
|
|
get time() {
|
|
return this._time || 0;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) includePerspectiveMatrix. This determines whether the
|
|
* perspecive matrix is included in the program. This doesn't really make
|
|
* a difference right now, but this is here to provide future interoperability.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
*/
|
|
set includePerspectiveMatrix(value) {
|
|
this._includePerspectiveMatrix = value === true;
|
|
}
|
|
get includePerspectiveMatrix() {
|
|
return this._includePerspectiveMatrix === true;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) includeModelViewMatrix. This determines whether the
|
|
* model view matrix is included in the program. This doesn't really make
|
|
* a difference right now, but this is here to provide future interoperability.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
*/
|
|
set includeModelViewMatrix(value) {
|
|
this._includeModelViewMatrix = value === true;
|
|
}
|
|
get includeModelViewMatrix() {
|
|
return this._includeModelViewMatrix === true;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) textures. The array of textures to initialise into the program.
|
|
*
|
|
* @private
|
|
* @type {array}
|
|
* @default []
|
|
*/
|
|
set textures(value) {
|
|
if(value instanceof Array) {
|
|
this._textures = value;
|
|
}
|
|
}
|
|
get textures() {
|
|
return this._textures || [];
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) clearing. Specifies whether the program should clear the screen
|
|
* before drawing anew.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
*/
|
|
set clearing(value) {
|
|
this._clearing = value === true;
|
|
}
|
|
get clearing() {
|
|
return this._clearing === true;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) running. Specifies whether the programming is running. Setting
|
|
* this to true will create a RaF loop which will call the run function.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
*/
|
|
set running(value) {
|
|
if(!this.running && value === true) {
|
|
|
|
this._then = Date.now();
|
|
|
|
requestAnimationFrame(this.run);
|
|
}
|
|
this._running = value === true;
|
|
}
|
|
get running() {
|
|
return this._running === true;
|
|
}
|
|
|
|
set frameRate(value) {
|
|
if(!isNaN(value)) this._frameRate = 1000 / value;
|
|
}
|
|
get frameRate() {
|
|
return this._frameRate || null;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) pxratio. The 1-dimensional pixel ratio of the application.
|
|
* This should be used either for making a program look good on high density
|
|
* screens or for raming down pixel density for performance.
|
|
*
|
|
* @type {number}
|
|
* @default 1
|
|
*/
|
|
set pxratio(value) {
|
|
if(value > 0) this._pxratio = value;
|
|
}
|
|
get pxratio() {
|
|
return this._pxratio || 1;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) perspectiveMatrix. Calculate a perspective matrix, a
|
|
* special matrix that is used to simulate the distortion of perspective in
|
|
* a camera. Our field of view is 45 degrees, with a width/height ratio
|
|
* that matches the display size of the canvas and we only want to see
|
|
* objects between 0.1 units and 100 units away from the camera.
|
|
*
|
|
* @readonly
|
|
* @type {mat4}
|
|
*/
|
|
get perspectiveMatrix() {
|
|
const fieldOfView = 45 * Math.PI / 180; // in radians
|
|
const aspect = this._size.w / this._size.h;
|
|
const zNear = 0.1;
|
|
const zFar = 100.0;
|
|
const projectionMatrix = mat4.create();
|
|
// note: glmatrix.js always has the first argument
|
|
// as the destination to receive the result.
|
|
mat4.perspective(projectionMatrix,
|
|
fieldOfView,
|
|
aspect,
|
|
zNear,
|
|
zFar);
|
|
|
|
return projectionMatrix;
|
|
}
|
|
|
|
/**
|
|
* (getter/setter) perspectiveMatrix. Calculate a model view matrix.
|
|
*
|
|
* @readonly
|
|
* @type {mat4}
|
|
*/
|
|
get modelViewMatrix() {
|
|
// Set the drawing position to the "identity" point, which is
|
|
// the center of the scene.
|
|
const modelViewMatrix = mat4.create();
|
|
|
|
// Now move the drawing position a bit to where we want to
|
|
// start drawing the square.
|
|
mat4.translate(modelViewMatrix, // destination matrix
|
|
modelViewMatrix, // matrix to translate
|
|
[-0.0, 0.0, -1.]); // amount to translate
|
|
|
|
return modelViewMatrix;
|
|
}
|
|
|
|
set onRun(runMethod) {
|
|
if(typeof runMethod == 'function') {
|
|
this._onRun = runMethod.bind(this);
|
|
}
|
|
}
|
|
get onRun() {
|
|
return this._onRun;
|
|
}
|
|
|
|
get context() {
|
|
return this._ctx || null;
|
|
}
|
|
|
|
/**
|
|
* Static Methods
|
|
*/
|
|
|
|
/**
|
|
* Create a shader of a given type given a context, type and source.
|
|
*
|
|
* @static
|
|
* @param {WebGLContext} ctx The context under which to create the shader
|
|
* @param {WebGLShaderType} type The shader type, vertex or fragment
|
|
* @param {string} source The shader source.
|
|
* @return {WebGLShader} The created shader
|
|
*/
|
|
static createShaderOfType(ctx, type, source) {
|
|
const shader = ctx.createShader(type);
|
|
ctx.shaderSource(shader, source);
|
|
ctx.compileShader(shader);
|
|
|
|
if (!ctx.getShaderParameter(shader, ctx.COMPILE_STATUS)) {
|
|
console.log('An error occurred compiling the shaders: ' + ctx.getShaderInfoLog(shader));
|
|
ctx.deleteShader(shader);
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
}
|
|
|
|
WTCGL.TYPE_INT = 0;
|
|
WTCGL.TYPE_FLOAT = 1;
|
|
WTCGL.TYPE_V2 = 2;
|
|
WTCGL.TYPE_V3 = 3;
|
|
WTCGL.TYPE_V4 = 4;
|
|
WTCGL.TYPE_BOOL = 5;
|
|
|
|
WTCGL.IMAGETYPE_REGULAR = 0;
|
|
WTCGL.IMAGETYPE_TILE = 1;
|
|
WTCGL.IMAGETYPE_MIRROR = 2;
|
|
|
|
WTCGL.TEXTYPE_FLOAT = 0;
|
|
WTCGL.TEXTYPE_UNSIGNED_BYTE = 1;
|
|
WTCGL.TEXTYPE_HALF_FLOAT_OES = 2; |