planet-wars/frontend/www/webgl/instance.ts

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2019-09-16 21:18:01 +02:00
import { Renderable } from './renderer';
import { Shader, Uniform } from './shader';
import { Dictionary } from './util';
function createAndSetupTexture(gl: WebGLRenderingContext): WebGLTexture {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
export class Foo implements Renderable {
stages: Stage[];
textures: WebGLTexture[];
framebuffers: WebGLFramebuffer[];
width: number;
height: number;
constructor(gl: WebGLRenderingContext, width: number, height: number) {
this.width = width;
this.height = height;
for (let ii = 0; ii < 2; ++ii) {
const texture = createAndSetupTexture(gl);
this.textures.push(texture);
// make the texture the same size as the image
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
// Create a framebuffer
const fbo = gl.createFramebuffer();
this.framebuffers.push(fbo);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Attach a texture to it.
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
}
}
render(gl: WebGLRenderingContext) {
this.stages.forEach( (item, i) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[i%2]);
item.render(gl);
gl.bindTexture(gl.TEXTURE_2D, this.textures[i % 2]);
});
}
}
class Stage implements Renderable {
program: Shader;
uniforms: Dictionary<Uniform>;
render(gl: WebGLRenderingContext) {
this.program.bind(gl);
for (let name in this.uniforms) {
this.program.uniform(gl, name, this.uniforms[name]);
}
}
}