Basic outline draw
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@ -11,5 +11,6 @@
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"devDependencies": {
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"typescript": "^5.5.3",
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"vite": "^5.4.1"
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}
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},
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"packageManager": "pnpm@9.9.0+sha512.60c18acd138bff695d339be6ad13f7e936eea6745660d4cc4a776d5247c540d0edee1a563695c183a66eb917ef88f2b4feb1fc25f32a7adcadc7aaf3438e99c1"
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}
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11
src/data/letter_outline.json
Normal file
11
src/data/letter_outline.json
Normal file
@ -0,0 +1,11 @@
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{
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"k": {
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"vertices": [-1.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.05, 1.0, -1.0, 0.0, 0.05, -1.0]
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},
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"e": {
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"vertices": [-1.0, -1.0, -1.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, -1.0, 1.0, 0.0, 1.0]
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},
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"a": {
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"vertices": [-0.8, -1.0, 0.0, 1.0, 0.0, 1.0, 0.8, -1.0, -0.4, 0.0, 0.4, 0.0]
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}
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}
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@ -7,5 +7,6 @@ export default class Shape2D {
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public color: [number, number, number],
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public verticesCount: number,
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public vao: WebGLVertexArrayObject,
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public renderType: GLenum,
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) {}
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}
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56
src/main.ts
56
src/main.ts
@ -3,13 +3,13 @@ import "./style.css";
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import vsSource from "./shaders/basic.vert?raw";
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import fsSource from "./shaders/basic.frag?raw";
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import { loadBuffer, loadProgram, loadShader } from "./shaderUtils";
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import { loadBuffer, loadProgram, loadShader } from "./utils/shader";
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import Vector2D from "./geometry/Vector2D";
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import { createBasicVao } from "./vaoUtils";
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import { createBasicVao } from "./utils/vao";
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import Shape2D from "./geometry/Shape2D";
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import triangle from "./verts/triangle.json";
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import outline from "./data/letter_outline.json";
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function render() {
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const canvas = document.querySelector<HTMLCanvasElement>("#canvas");
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@ -32,13 +32,22 @@ function render() {
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throw new Error("Failed to get attrib location for vertexPosition");
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}
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const triangleVerts = new Float32Array(triangle.vertices);
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const triangleBuffer = loadBuffer(gl, triangleVerts);
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const triangleVao = createBasicVao(gl, triangleBuffer, vertexPositionAttribLocation);
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const kVerts = new Float32Array(outline.k.vertices);
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const kBuffer = loadBuffer(gl, kVerts);
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const kVao = createBasicVao(gl, kBuffer, vertexPositionAttribLocation);
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const eVerts = new Float32Array(outline.e.vertices);
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const eBuffer = loadBuffer(gl, eVerts);
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const eVao = createBasicVao(gl, eBuffer, vertexPositionAttribLocation);
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const aVerts = new Float32Array(outline.a.vertices);
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const aBuffer = loadBuffer(gl, aVerts);
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const aVao = createBasicVao(gl, aBuffer, vertexPositionAttribLocation);
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const shapes: Shape2D[] = [
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new Shape2D(new Vector2D(300, 300), 200, [0.22745, 0.35294, 0.25098], 3, triangleVao),
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new Shape2D(new Vector2D(800, 300), 100, [0.22745, 0.35294, 0.25098], 3, triangleVao),
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new Shape2D(new Vector2D(300, canvas.height/2), 200, [0.22745, 0.35294, 0.25098], kVerts.length / 2, kVao, gl.LINES),
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new Shape2D(new Vector2D(600, canvas.height/2), 200, [0.22745, 0.35294, 0.25098], eVerts.length / 2, eVao, gl.LINES),
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new Shape2D(new Vector2D(900, canvas.height/2), 200, [0.22745, 0.35294, 0.25098], aVerts.length / 2, aVao, gl.LINES),
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]
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const fragmentColorUniform = gl.getUniformLocation(program, "uColor");
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@ -54,24 +63,29 @@ function render() {
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`);
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}
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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gl.clearColor(0.1, 0.1, 0.1, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.uniform2f(canvasSizeUniform, canvas.width, canvas.height);
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shapes.forEach((shape) => {
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gl.uniform3f(fragmentColorUniform, shape.color[0], shape.color[1], shape.color[2]);
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gl.uniform2f(shapeLocationUniform, shape.position.x, shape.position.y);
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gl.uniform1f(shapeScaleUniform, shape.scale);
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const frame = () => {
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canvas.width = canvas.clientWidth;
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canvas.height = canvas.clientHeight;
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gl.clearColor(0.1, 0.1, 0.1, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.uniform2f(canvasSizeUniform, canvas.width, canvas.height);
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gl.bindVertexArray(shape.vao);
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gl.drawArrays(gl.TRIANGLES, 0, shape.verticesCount);
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})
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shapes.forEach((shape) => {
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gl.uniform3f(fragmentColorUniform, shape.color[0], shape.color[1], shape.color[2]);
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gl.uniform2f(shapeLocationUniform, shape.position.x, shape.position.y);
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gl.uniform1f(shapeScaleUniform, shape.scale);
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gl.bindVertexArray(shape.vao);
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gl.drawArrays(shape.renderType, 0, shape.verticesCount);
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});
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}
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requestAnimationFrame(frame);
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}
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try {
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render();
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} catch (err) {
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@ -1,3 +0,0 @@
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{
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"vertices": [0.0, -1, 0.6, 1, -0.6, 1]
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}
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