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Author: Fedor Katurov <gotham48@gmail.com> Date: Sun Nov 27 19:29:56 2022 +0600 added webgl basics
1 line
No EOL
89 KiB
JavaScript
1 line
No EOL
89 KiB
JavaScript
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transformations","source-code-with-explanations","Source code with explanations","\u002F\u002F render-a-cube.ts\nimport { createShader } from \".\u002Fcreate-shader\";\nimport vxShader from \".\u002Fvertex.glsl?raw\";\nimport fgShader from \".\u002Ffragment.glsl?raw\";\n\nconst canvas = document.getElementyId('view');\nconst ctx = canvas.getRenderingContext('webgl');\n\n\u002F\u002F This one should be put inside requestAnimationFrame\ndrawCube(ctx)(); \n\nfunction drawCube (\n gl: WebGL2RenderingContext, \n width: number,\n height: number\n) {\n \u002F\u002F Initializing viewport\n gl.viewport(0, 0, width, height);\n gl.clearColor(0, 0, 0, 0);\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n const prg = gl.createProgram();\n if (!prg) {\n throw new Error(\"Can't init programm\");\n }\n\n \u002F\u002F Setting up VERTEX and FRAGMENT shaders\n const vx = createShader(gl, vxShader, gl.VERTEX_SHADER);\n gl.attachShader(prg, vx);\n const fx = createShader(gl, fgShader, gl.FRAGMENT_SHADER);\n gl.attachShader(prg, fx);\n gl.linkProgram(prg);\n if (!gl.getProgramParameter(prg, gl.LINK_STATUS)) {\n throw new Error(\"Could not initialise shaders\");\n }\n\n \u002F\u002F Cube's vertices Array\u003C[x,y,z]\u003E, 8 items\n const vertices = [\n -1, -1, -1, \u002F\u002F 0\n 1, -1, -1, \u002F\u002F 1\n 1, 1, -1, \u002F\u002F 2\n -1, 1, -1, \u002F\u002F 3\n -1, -1, 1, \u002F\u002F 4\n 1, -1, 1, \u002F\u002F 5\n 1, 1, 1, \u002F\u002F 6\n -1, 1, 1, \u002F\u002F 7\n ];\n\n \u002F\u002F Cube's indices, that connect vertices\n const indices = [\n 2, 1, 0, 0, 3, 2, 0, 4, 7, 7, 3, 0, 0, 1, 5, 5, 4, 0, 1, 2, 6, 6, 5, 1, 2,\n 3, 7, 7, 6, 2, 4, 5, 6, 6, 7, 4,\n ];\n\n \u002F\u002FThe following code snippet creates a vertex buffer and binds the vertices to it\n const squareVertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n \u002F\u002F create a vertex buffer and bind the indices to it\n const squareIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareIndexBuffer);\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Uint16Array(indices),\n gl.STATIC_DRAW\n );\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n\n \u002F\u002F initial drawing\n gl.clearColor(0.0, 0.0, 0.0, 0.0);\n gl.enable(gl.DEPTH_TEST);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n gl.viewport(0, 0, width, height);\n\n \u002F\u002F Bind squareVertexBuffer as vertex positions buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexBuffer);\n \n \u002F\u002F Send every 3 bytes from squareVertexBuffer as {x,y,z} for each verticle\n gl.vertexAttribPointer(\n gl.getAttribLocation(prg, \"aVertexPosition\"), \n 3, \u002F\u002F 3 bytes-long\n gl.FLOAT,\n false, \u002F\u002F don't normalize (int to float)\n 0, \n 0\n );\n \u002F\u002F Send vertice buffer as `aVertexPosition` inside vertex shader\n gl.enableVertexAttribArray(\n gl.getAttribLocation(prg, \"aVertexPosition\")\n );\n\n let i = 0;\n let speed = 0.01;\n\n \u002F\u002F that's the main rendering callback\n return () =\u003E {\n gl.useProgram(prg);\n\n const scale = i * 0.25 + 0.25;\n\n \u002F\u002F That will be used for scaling inside Vertex Shader\n gl.uniform1f(gl.getUniformLocation(prg, \"slide\"), scale);\n\n \u002F\u002F GL Screen is square, so we need to fix it's aspect ration\n gl.uniform1f(gl.getUniformLocation(prg, \"aspect\"), height \u002F width);\n\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareIndexBuffer);\n gl.drawElements(\n gl.TRIANGLES, \n indices.length, \n gl.UNSIGNED_SHORT, \n 0\n );\n\n if (i \u003E 1 || i \u003C 0) {\n speed = -speed;\n }\n\n i += speed;\n };\n};\n","shader-compiler","Shader compiler","\u002F\u002F create-shader.ts\nexport const createShader = (\n gl: WebGL2RenderingContext,\n sourceCode: string,\n type: number, \u002F\u002F gl.VERTEX_SHADER or gl.FRAGMENT_SHADER\n) =\u003E {\n const shader = gl.createShader(type);\n if (!shader) {\n throw new Error(`Can't init shader`);\n }\n\n gl.shaderSource(shader, sourceCode);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader);\n throw `Could not compile WebGL program. \\n\\n${info}`;\n }\n\n return shader;\n};\n","vertex-shader-example","Vertex Shader Example","\u002F\u002F current vertice position {x,y,z,w}\nattribute vec4 aVertexPosition;\n\u002F\u002F final vertice position with all transformations applied,\n\u002F\u002F that will be passed to Fragment Shader\nvarying vec4 v_positionWithOffset;\n\u002F\u002F Parameters passed from Javascript loop\nuniform float slide;\nuniform float aspect;\n\nvoid main(){\n \u002F\u002F float array of 4 elements, same as [slide,slide,slide,1]\n vec4 scale=vec4(vec3(slide),1);\n \u002F\u002F float array of 4 elements, same as [aspect,1,1,1]\n vec4 aspectRatioFix=vec4(aspect,vec3(1));\n \u002F\u002F vertice position, 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","https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=kB0ZVUrI4Aw","Basics","https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=3yLL9ADo-ko","Making a cube, applying transformations","https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=hpnd11doMgc&t=52s","Texturing"," are points with specific coordinates ","{x,y,z}"," in a 3D-space. 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