mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-09-24 08:31:47 +08:00
289 lines
7.8 KiB
TypeScript
289 lines
7.8 KiB
TypeScript
import { ensureArray } from '../utils';
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import { sleep } from 'mutate-animate';
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import { logger } from '@motajs/common';
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import { tip } from '../use';
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const { gl, gl2 } = checkSupport();
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function checkSupport() {
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const canvas = document.createElement('canvas');
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const canvas2 = document.createElement('canvas');
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const gl = canvas.getContext('webgl');
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const gl2 = canvas2.getContext('webgl2');
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if (!gl) {
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sleep(3000).then(() => {
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tip(
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'warning',
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`您的浏览器不支持WebGL,大部分效果将会无法显示,请更新你的浏览器`
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);
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});
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}
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if (!gl2) {
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sleep(3000).then(() => {
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tip(
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'warning',
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`您的浏览器不支持WebGL2,大部分效果将会无法显示,请更新你的浏览器`
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);
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});
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}
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return { gl: !!gl, gl2: !!gl2 };
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}
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export function isWebGLSupported() {
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return gl;
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}
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export function isWebGL2Supported() {
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return gl2;
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}
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export type WebGLColorArray = [number, number, number, number];
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interface WebGLShaderInfo {
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vertex: WebGLShader;
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fragment: WebGLShader;
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}
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type UniformBinderNum = 1 | 2 | 3 | 4;
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type UniformBinderType = 'f' | 'i';
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type UniformFunc<
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N extends UniformBinderNum,
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T extends UniformBinderType,
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V extends 'v' | ''
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> = `uniform${N}${T}${V}`;
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type UniformBinderValue<N extends UniformBinderNum> = N extends 1
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? number
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: N extends 2
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? [number, number]
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: N extends 3
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? [number, number, number]
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: [number, number, number, number];
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interface UniformBinder<
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N extends UniformBinderNum,
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T extends UniformBinderType,
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V extends 'v' | ''
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> {
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value: UniformBinderValue<N>;
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set(value: UniformBinderValue<N>): void;
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get(): UniformBinderValue<N>;
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}
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abstract class WebGLBase {
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abstract canvas: HTMLCanvasElement;
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abstract gl: WebGLRenderingContext | WebGL2RenderingContext;
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background: WebGLColorArray = [0, 0, 0, 0];
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vsSource: string = '';
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fsSource: string = '';
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program: WebGLProgram | null = null;
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shader: WebGLShaderInfo | null = null;
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resetCanvas() {
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this.gl.clearColor(...this.background);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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}
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setSize(width: number, height: number) {
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this.canvas.width = width;
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this.canvas.height = height;
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}
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compile() {
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const gl = this.gl;
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gl.deleteProgram(this.program);
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gl.deleteShader(this.shader?.vertex ?? null);
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gl.deleteShader(this.shader?.fragment ?? null);
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this.program = this.createProgram();
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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gl.useProgram(this.program);
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}
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vs(vs: string) {
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this.vsSource = vs;
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}
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fs(fs: string) {
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this.fsSource = fs;
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}
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/**
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* 创建一个全局变量绑定器,用于操作全局变量
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* @param uniform 全局变量的变量名
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* @param num 变量的元素数量,float和int视为1,vec2 vec3 vec4分别视为 2 3 4
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* @param type 数据类型,可以填'f',表示浮点型,或者填'i',表示整型
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* @param vector 是否为向量,可以填'v',表示是向量,或者填'',表示不是向量
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* @returns 一个uniform绑定器,用于操作全局变量uniform
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*/
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createUniformBinder<
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N extends UniformBinderNum,
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T extends UniformBinderType,
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V extends 'v' | ''
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>(uniform: string, num: N, type: T, vector: V): UniformBinder<N, T, V> {
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if (!this.program) {
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throw new Error(
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`Uniform binder should be use when the program initialized.`
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);
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}
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const suffix = `${num}${type}${vector ? 'v' : ''}`;
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const func = `uniform${suffix}` as UniformFunc<N, T, V>;
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const value = (
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num === 1 ? 0 : Array(num).fill(0)
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) as UniformBinderValue<N>;
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const loc = this.gl.getUniformLocation(this.program, uniform);
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const gl = this.gl;
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return {
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value,
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set(value) {
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this.value = value;
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let v;
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if (vector === 'v') {
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let _v = ensureArray(value);
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if (type === 'f') {
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v = new Float32Array(_v);
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} else {
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v = new Int32Array(_v);
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}
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} else {
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v = ensureArray(value);
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}
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// 对uniform赋值
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if (vector === 'v') {
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// @ts-ignore
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gl[func](loc, v);
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} else {
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// @ts-ignore
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gl[func](loc, ...v);
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}
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},
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get() {
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return this.value;
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}
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};
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}
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protected createProgram() {
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const gl = this.gl;
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const vs = this.loadShader(gl.VERTEX_SHADER, this.vsSource);
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const fs = this.loadShader(gl.FRAGMENT_SHADER, this.fsSource);
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this.shader = {
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vertex: vs,
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fragment: fs
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};
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const program = gl.createProgram()!;
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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logger.error(9, gl.getProgramInfoLog(program) ?? '');
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}
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return program;
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}
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protected loadShader(type: number, source: string) {
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const gl = this.gl;
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const shader = gl.createShader(type)!;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(
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`Cannot compile ${
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type === gl.VERTEX_SHADER ? 'vertex' : 'fragment'
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} shader. Error info: ${gl.getShaderInfoLog(shader)}`
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);
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}
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return shader;
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}
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}
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export class WebGLCanvas extends WebGLBase {
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canvas: HTMLCanvasElement;
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gl: WebGLRenderingContext;
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constructor(canvas?: HTMLCanvasElement) {
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super();
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this.canvas = canvas ?? document.createElement('canvas');
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this.gl = this.canvas.getContext('webgl')!;
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}
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}
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export class WebGL2Canvas extends WebGLBase {
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canvas: HTMLCanvasElement;
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gl: WebGL2RenderingContext;
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constructor(canvas?: HTMLCanvasElement) {
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super();
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this.canvas = canvas ?? document.createElement('canvas');
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this.gl = this.canvas.getContext('webgl2')!;
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}
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vs(vs: string): void {
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if (!vs.startsWith('#version 300 es')) {
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this.vsSource = `#version 300 es\n` + vs;
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} else {
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this.vsSource = vs;
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}
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}
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fs(fs: string): void {
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if (!fs.startsWith('#version 300 es')) {
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this.fsSource = `#version 300 es\n` + fs;
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} else {
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this.vsSource = fs;
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}
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}
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}
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export function loadShader(
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gl: WebGLRenderingContext,
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type: number,
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source: string
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) {
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const shader = gl.createShader(type)!;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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logger.error(
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10,
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type === gl.VERTEX_SHADER ? 'vertex' : 'fragment',
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gl.getShaderInfoLog(shader) ?? ''
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);
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}
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return shader;
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}
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export function createProgram(
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gl: WebGLRenderingContext,
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vsSource: string,
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fsSource: string
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) {
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const vs = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fs = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const program = gl.createProgram()!;
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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logger.error(9, gl.getProgramInfoLog(program) ?? '');
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}
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return program;
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}
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