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| 1 | +import type { ExampleContext } from '../../types.ts'; |
| 2 | + |
| 3 | +export default function ({ canvas, trace }: ExampleContext) { |
| 4 | + const gl = canvas.getContext('webgl')!; |
| 5 | + |
| 6 | + if (!gl) { |
| 7 | + throw new Error('WebGL not supported'); |
| 8 | + } |
| 9 | + |
| 10 | + const vertexShaderSource = ` |
| 11 | + attribute vec2 a_position; |
| 12 | + attribute vec3 a_color; |
| 13 | +
|
| 14 | + varying vec3 v_color; |
| 15 | + varying vec2 v_uv; |
| 16 | +
|
| 17 | + void main() { |
| 18 | + gl_Position = vec4(a_position, 0.0, 1.0); |
| 19 | + v_color = a_color; |
| 20 | + v_uv = a_position.xy; |
| 21 | + } |
| 22 | + `; |
| 23 | + |
| 24 | + const fragmentShaderSource = ` |
| 25 | + precision mediump float; |
| 26 | +
|
| 27 | + varying vec3 v_color; |
| 28 | + varying vec2 v_uv; |
| 29 | +
|
| 30 | + struct Light { |
| 31 | + vec2 position; |
| 32 | + vec3 color; |
| 33 | + }; |
| 34 | +
|
| 35 | + uniform Light u_light[4]; |
| 36 | +
|
| 37 | + void main() { |
| 38 | + vec3 lightColor = vec3(0.0); |
| 39 | + for (int i = 0; i < 4; i++) { |
| 40 | + float dist = length(u_light[i].position - v_uv); |
| 41 | + float acc = pow(max(0.0, 1.0 - dist), 2.0); |
| 42 | + lightColor += acc * u_light[i].color; |
| 43 | + } |
| 44 | + gl_FragColor = vec4(lightColor * 0.8 + vec3(0.2), 1.0); |
| 45 | + } |
| 46 | + `; |
| 47 | + |
| 48 | + const vertexShader = gl.createShader(gl.VERTEX_SHADER) as WebGLShader; |
| 49 | + gl.shaderSource(vertexShader, vertexShaderSource); |
| 50 | + gl.compileShader(vertexShader); |
| 51 | + |
| 52 | + if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { |
| 53 | + console.error( |
| 54 | + 'Error compiling vertex shader:', |
| 55 | + gl.getShaderInfoLog(vertexShader), |
| 56 | + ); |
| 57 | + } |
| 58 | + |
| 59 | + const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER) as WebGLShader; |
| 60 | + gl.shaderSource(fragmentShader, fragmentShaderSource); |
| 61 | + gl.compileShader(fragmentShader); |
| 62 | + |
| 63 | + if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { |
| 64 | + console.error( |
| 65 | + 'Error compiling fragment shader:', |
| 66 | + gl.getShaderInfoLog(fragmentShader), |
| 67 | + ); |
| 68 | + } |
| 69 | + |
| 70 | + const program = gl.createProgram(); |
| 71 | + gl.attachShader(program, vertexShader); |
| 72 | + gl.attachShader(program, fragmentShader); |
| 73 | + gl.linkProgram(program); |
| 74 | + |
| 75 | + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
| 76 | + console.error('Error linking program:', gl.getProgramInfoLog(program)); |
| 77 | + } |
| 78 | + |
| 79 | + console.log('Uniforms:'); |
| 80 | + for ( |
| 81 | + let i = 0; |
| 82 | + i < gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
| 83 | + i++ |
| 84 | + ) { |
| 85 | + console.log(gl.getActiveUniform(program, i)); |
| 86 | + } |
| 87 | + |
| 88 | + console.log('Attributes:'); |
| 89 | + for ( |
| 90 | + let i = 0; |
| 91 | + i < gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); |
| 92 | + i++ |
| 93 | + ) { |
| 94 | + console.log(gl.getActiveAttrib(program, i)); |
| 95 | + } |
| 96 | + |
| 97 | + const positionLocation = gl.getAttribLocation(program, 'a_position'); |
| 98 | + const colorLocation = gl.getAttribLocation(program, 'a_color'); |
| 99 | + |
| 100 | + const positionBuffer = gl.createBuffer(); |
| 101 | + gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| 102 | + gl.bufferData( |
| 103 | + gl.ARRAY_BUFFER, |
| 104 | + new Float32Array([ |
| 105 | + // bottom-left |
| 106 | + -1, -1, |
| 107 | + // bottom-right |
| 108 | + 1, -1, |
| 109 | + // top-left |
| 110 | + -1, 1, |
| 111 | + // top-right |
| 112 | + 1, 1, |
| 113 | + ]), |
| 114 | + gl.STATIC_DRAW, |
| 115 | + ); |
| 116 | + |
| 117 | + gl.enableVertexAttribArray(positionLocation); |
| 118 | + gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); |
| 119 | + |
| 120 | + const colorBuffer = gl.createBuffer(); |
| 121 | + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); |
| 122 | + gl.bufferData( |
| 123 | + gl.ARRAY_BUFFER, |
| 124 | + new Uint8Array([ |
| 125 | + // bottom-left |
| 126 | + 255, 0, 0, |
| 127 | + // bottom-right |
| 128 | + 255, 0, 255, |
| 129 | + // top-left |
| 130 | + 0, 255, 0, |
| 131 | + // top-right |
| 132 | + 0, 255, 255, |
| 133 | + ]), |
| 134 | + gl.STATIC_DRAW, |
| 135 | + ); |
| 136 | + |
| 137 | + gl.enableVertexAttribArray(colorLocation); |
| 138 | + gl.vertexAttribPointer(colorLocation, 3, gl.UNSIGNED_BYTE, true, 0, 0); |
| 139 | + |
| 140 | + const indexBuffer = gl.createBuffer(); |
| 141 | + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
| 142 | + gl.bufferData( |
| 143 | + gl.ELEMENT_ARRAY_BUFFER, |
| 144 | + new Uint16Array([ |
| 145 | + // first triangle |
| 146 | + 0, 1, 2, |
| 147 | + // second triangle |
| 148 | + 2, 1, 3, |
| 149 | + ]), |
| 150 | + gl.STATIC_DRAW, |
| 151 | + ); |
| 152 | + |
| 153 | + function animate(timestamp: number) { |
| 154 | + handle = requestAnimationFrame(animate); |
| 155 | + |
| 156 | + gl.useProgram(program); |
| 157 | + |
| 158 | + const colors = [ |
| 159 | + [1, 0.2, 0.2], |
| 160 | + [0.2, 1, 0.2], |
| 161 | + [0.2, 0.2, 1], |
| 162 | + [1, 1, 1], |
| 163 | + ]; |
| 164 | + for (let i = 0; i < 4; ++i) { |
| 165 | + gl.uniform2f( |
| 166 | + gl.getUniformLocation(program, `u_light[${i}].position`), |
| 167 | + Math.sin(timestamp * (0.002 + Math.sin(i) * 0.001) + i), |
| 168 | + Math.cos(timestamp * (0.001 + Math.sin(i) * 0.002) + i), |
| 169 | + ); |
| 170 | + gl.uniform3fv( |
| 171 | + gl.getUniformLocation(program, `u_light[${i}].color`), |
| 172 | + colors[i], |
| 173 | + ); |
| 174 | + } |
| 175 | + |
| 176 | + gl.clearColor(0, 0, 0, 1); |
| 177 | + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 178 | + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); |
| 179 | + } |
| 180 | + |
| 181 | + let handle = requestAnimationFrame(animate); |
| 182 | + |
| 183 | + return () => { |
| 184 | + cancelAnimationFrame(handle); |
| 185 | + }; |
| 186 | +} |
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