import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, 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'; 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 { const [mesh, factory] = await Promise.all([ url_to_mesh(path), ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "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 = 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; } const mesh = await url_to_mesh("static/res/images/earth.svg"); console.log(Math.max(...mesh.positions), Math.min(...mesh.positions)); const renderer = new Renderer(); const factory = await ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/simple.glsl"); 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(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);