reorganised file structure

This commit is contained in:
Emile Clark-Boman 2025-08-01 22:20:11 +10:00
parent ea47bd1ca6
commit d1279703bf
5 changed files with 0 additions and 0 deletions

51
www/js/draw-scene.js Normal file
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function drawScene(gl, programInfo, buffers, time) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// NOTE: this is how width/height is taken
// const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
setPositionAttribute(gl, buffers, programInfo);
gl.useProgram(programInfo.program);
/* --- Set Uniform Variables --- */
// Time since page loaded in seconds
gl.uniform1f(
programInfo.uniformLocations.time,
time,
);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
function setPositionAttribute(gl, buffers, programInfo) {
const numComponents = 2; // pull out 2 values per iteration
const type = gl.FLOAT; // the data in the buffer is 32bit floats
const normalize = false; // don't normalize
const stride = 0; // how many bytes to get from one set of values to the next
// 0 = use type and numComponents above
const offset = 0; // how many bytes inside the buffer to start from
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
export { drawScene };

34
www/js/init-buffers.js Normal file
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function initBuffers(gl) {
const positionBuffer = initPositionBuffer(gl);
return {
position: positionBuffer,
};
}
function initPositionBuffer(gl) {
// Position array of a "full-screen" quad (encoded as TRIANGLE_STRIP)
// Ref: https://en.wikipedia.org/wiki/Triangle_strip
// NOTE: +x,+y is top-right & -x,-y is bottom-left
const positions = [
-1.0, 1.0,
-1.0, -1.0,
1.0, 1.0,
1.0, -1.0,
];
// Create a buffer for the square's positions.
const positionBuffer = gl.createBuffer();
// Select the positionBuffer as the one to apply buffer
// operations to from here out.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Now pass the list of positions into WebGL to build the
// shape. We do this by creating a Float32Array from the
// JavaScript array, then use it to fill the current buffer.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
return positionBuffer;
}
export { initBuffers };

140
www/js/webgl-demo.js Normal file
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import { initBuffers } from "./init-buffers.js";
import { drawScene } from "./draw-scene.js";
main();
/* TODO: Avoid using alerts! Check return values instead,
* TODO: or create/use a Result like object.
*/
// Initialize a shader program, so WebGL knows how to draw our data
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert(
`Unable to initialize the shader program: ${gl.getProgramInfoLog(
program,
)}`,
);
return null;
}
return program;
}
// Creates a shader of the given type, uploads the source and compiles
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
// Send the source to the shader object
gl.shaderSource(shader, source);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(
`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
);
gl.deleteShader(shader);
return null;
}
return shader;
}
function main() {
const canvas = document.querySelector("#gl-canvas");
// Initialize the GL context
const gl = canvas.getContext("webgl");
// Only continue if WebGL is available and working
if (gl === null) {
alert(
"Unable to initialize WebGL. Your browser or machine may not support it.",
);
return;
}
// Vertex shader program
const vsSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
const fsSource = `
// is highp wasteful for this shader?
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
// shadertoy-like parameters
// uniform vec2 uResolution;
uniform float uTime;
void main() {
vec2 uv = gl_FragCoord.xy/vec2(300, 300).xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(uTime+uv.xyx+vec3(0,2,4));
// Output to screen
gl_FragColor = vec4(col,1.0);
// gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
// Collect all the info needed to use the shader program.
// Look up which attribute our shader program is using
// for aVertexPosition and look up uniform locations.
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
},
uniformLocations: {
// resolution: context.getUniformLocation(program, "uResolution"),
time: gl.getUniformLocation(shaderProgram, "uTime"),
},
};
// Here's where we call the routine that builds all the
// objects we'll be drawing.
const buffers = initBuffers(gl);
// Draw the scene
// drawScene(gl, programInfo, buffers, 0);
// let timePrev = 0;
// requestAnimationFrame asks the browser to call render,
// providing the time in milliseconds since the page loaded
function render(time) {
time *= 0.001; // convert to seconds
// deltaTime = time - prevTime;
// prevTime = time;
console.log(time)
drawScene(gl, programInfo, buffers, time);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}