Colored square

This commit is contained in:
gbrochar 2020-11-22 15:09:28 +01:00
parent 194be1b5ba
commit 9703298f40
8 changed files with 293 additions and 30 deletions

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@ -3,7 +3,7 @@ const nodeExternals = require('webpack-node-externals');
const EsLint = require('eslint-webpack-plugin');
module.exports = {
entry: path.resolve(__dirname, '../src/client/main.tsx'),
entry: path.resolve(__dirname, '../src/client/main.ts'),
output: {
filename: 'bundle.js',
path: path.resolve(__dirname, '../dist/client'),

5
package-lock.json generated
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@ -3194,6 +3194,11 @@
"pump": "^3.0.0"
}
},
"gl-mat4": {
"version": "1.2.0",
"resolved": "https://registry.npmjs.org/gl-mat4/-/gl-mat4-1.2.0.tgz",
"integrity": "sha512-sT5C0pwB1/e9G9AvAoLsoaJtbMGjfd/jfxo8jMCKqYYEnjZuFvqV5rehqar0538EmssjdDeiEWnKyBSTw7quoA=="
},
"glob": {
"version": "7.1.6",
"resolved": "https://registry.npmjs.org/glob/-/glob-7.1.6.tgz",

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@ -62,6 +62,7 @@
"dependencies": {
"ejs": "^3.1.5",
"express": "^4.17.1",
"gl-mat4": "^1.2.0",
"react": "^17.0.1",
"react-dom": "^17.0.1"
}

18
public/css/style.css Normal file
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@ -0,0 +1,18 @@
html {
padding: 0;
margin: 0;
height: 100%;
width: 100%;
}
body {
padding: 0;
margin: 0;
height: 100%;
width: 100%;
overflow: hidden;
}
#glCanvas {
display: inline-block;
}

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@ -1,12 +0,0 @@
import React from 'react';
/**
* @return {jsx} The root component
*/
export default function Root() {
return (
<div id='root'>
Hello World from React !
</div>
);
}

261
src/client/main.ts Normal file
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@ -0,0 +1,261 @@
// @ts-ignore
import mat4 from 'gl-mat4';
main();
/**
* The program purpose is encapsulated in a main function
*/
function main() {
const canvas: any = document.querySelector('#glCanvas')!;
const gl = canvas.getContext('webgl');
if (gl == null) {
canvas.parentNode.removeChild(canvas);
document.getElementById('root')!.insertAdjacentHTML('beforeend',
`<p>Unable to initialize WebGL. Your browser or machine may not
support it.</p>`);
}
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying lowp vec4 vColor;
void main() {
gl_Position = uProjectionMatrix *
uModelViewMatrix *
aVertexPosition;
vColor = aVertexColor;
}
`;
const fsSource = `
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
}
`;
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const programInfo: any = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram,
'aVertexPosition'),
vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram, 'uProjectionMatrix'),
modelViewMatrix: gl.getUniformLocation(
shaderProgram, 'uModelViewMatrix'),
},
};
const buffers = initBuffers(gl);
drawScene(gl, programInfo, buffers);
}
/**
* Initialize a shader program, so WebGL knows how to draw our data
* @param {any} gl the WebGL context
* @param {string} vsSource the vertex shader source
* @param {string} fsSource the fragment shader source
* @return {any} the shader program
*/
function initShaderProgram(gl: any, vsSource: string, fsSource: string) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
// Create the shader program
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' +
gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
/**
* load a GL shader
* @param {any} gl the WebGL context
* @param {any} type type of shader to load
* @param {string} source source code of shader
* @return {any} the loaded shader
*/
function loadShader(gl: any, type: any, source: string) {
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;
}
/**
* init buffers to create a square
* @param {any} gl the web gl context
* @return {any} the buffer
*/
function initBuffers(gl: any) {
// 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 create an array of positions for the square.
const positions = [
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
];
// 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);
const colors = [
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
];
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
return {
position: positionBuffer,
color: colorBuffer,
};
}
/**
* Draw a webgl scene
* @param {any} gl the WebGL context
* @param {any} programInfo WebGL program information
* @param {any} buffers the buffers to draw
*/
function drawScene(gl: any, programInfo: any, buffers: any) {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Create a perspective matrix, a special matrix that is
// used to simulate the distortion of perspective in a camera.
// Our field of view is 45 degrees, with a width/height
// ratio that matches the display size of the canvas
// and we only want to see objects between 0.1 units
// and 100 units away from the camera.
const fieldOfView = 45 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
// note: glmatrix.js always has the first argument
// as the destination to receive the result.
mat4.perspective(
projectionMatrix,
fieldOfView,
aspect,
zNear,
zFar);
// Set the drawing position to the "identity" point, which is
// the center of the scene.
const modelViewMatrix = mat4.create();
// Now move the drawing position a bit to where we want to
// start drawing the square.
mat4.translate(
modelViewMatrix,
modelViewMatrix,
[-0.0, 0.0, -6.0]);
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexPosition);
}
// Tell WebGL how to pull out the positions from the position
// buffer into the vertexPosition attribute.
{
const numComponents = 4;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexColor,
numComponents,
type,
normalize,
stride,
offset);
gl.enableVertexAttribArray(
programInfo.attribLocations.vertexColor);
}
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
// Set the shader uniforms
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
projectionMatrix);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix);
{
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}
}

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@ -1,13 +0,0 @@
import React from 'react';
import {hydrate, render} from 'react-dom';
import Root from './components/Root';
const root = document.getElementById('root');
let renderMethod;
if (root && root.innerHTML !== '') {
renderMethod = hydrate;
} else {
renderMethod = render;
}
renderMethod(<Root />, document.getElementById('root'));

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@ -3,14 +3,17 @@
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="Description" content="Web version of digital art exhibition">
<title>Web-Expo</title>
<meta
name="Description"
content="Simple WebGL app to demonstrate my skills">
<title>WebGL</title>
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css" integrity="sha384-Gn5384xqQ1aoWXA+058RXPxPg6fy4IWvTNh0E263XmFcJlSAwiGgFAW/dAiS6JXm" crossorigin="anonymous">
<link rel="stylesheet" href="static/css/style.css">
</head>
<body>
<div id="root"></div>
<div id="root">
<canvas id='glCanvas' width='640' height='480'></canvas>
</div>
<script src="js/bundle.js"></script>
</body>
</html>