Vao Abstraction
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@ -83,3 +83,32 @@ export class GLProgram{
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gl.useProgram(null);
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}
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}
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export class VertexArray{
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readonly vao:WebGLVertexArrayObject;
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constructor(vao:WebGLVertexArrayObject){
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this.vao = vao;
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}
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bind(gl:WebGL2RenderingContext){
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gl.bindVertexArray(this.vao);
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}
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unbind(gl:WebGL2RenderingContext){
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gl.bindVertexArray(null);
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}
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addBuffer(gl:WebGL2RenderingContext,va:VertexBuffer,loc:number,layout:{
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/**count of one element */
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count: GLint,
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type: GLenum,
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normalized: GLboolean,
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stride: GLsizei,
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offset: GLintptr
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}){
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this.bind(gl);
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va.bind(gl);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc,layout.count,layout.type,layout.normalized,layout.stride,layout.offset);
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}
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}
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export function createVertexArray(gl:WebGL2RenderingContext){
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return new VertexArray(gl.createVertexArray());
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}
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@ -13,7 +13,7 @@ export class Renderer2D implements RenderProgram{
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uniforms : UniformSet;
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program: G.GLProgram;
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vao: WebGLVertexArrayObject;
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vao: G.VertexArray;
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positionBuffer: G.VertexBuffer;
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indexBuffer: G.IndexBuffer;
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constructor(gl: WebGL2RenderingContext){
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@ -45,17 +45,22 @@ export class Renderer2D implements RenderProgram{
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0,1,2,
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2,3,0
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];
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this.vao = gl.createVertexArray();
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this.vao = G.createVertexArray(gl);
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const posLoc = this.program.getAttribLocation(gl,"pos");
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gl.bindVertexArray(this.vao);
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this.vao.bind(gl);
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this.positionBuffer = G.createVertexBuffer(gl,position);
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this.positionBuffer.bind(gl);
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gl.enableVertexAttribArray(posLoc);
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gl.vertexAttribPointer(posLoc,2,gl.FLOAT,false,0,0);
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this.vao.addBuffer(gl,this.positionBuffer,posLoc,{
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count:2,
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type:gl.FLOAT,
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normalized:false,
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stride:0,
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offset:0
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});
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this.indexBuffer = G.createIndexBuffer(gl,index);
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this.indexBuffer.bind(gl);
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this.vao.unbind(gl);
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this.setUniform(this.uniforms);
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}
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useProgram(){
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@ -69,9 +74,9 @@ export class Renderer2D implements RenderProgram{
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const location = this.program.getUniformLocation(gl,"u_color");//u_color 변수 위치를 참조
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gl.uniform4f(location, this.uniforms.redcolor, 0.3, 0.8, 1.0); //해당 위치에 0.2, 0.3, 0.8, 1.0 데이터를 전달
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this.vao.bind(gl);
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gl.bindVertexArray(this.vao);
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this.indexBuffer.bind(gl);
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gl.drawElements(gl.TRIANGLES,this.indexBuffer.count,gl.UNSIGNED_SHORT,0);
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this.vao.unbind(gl);
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}
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}
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@ -1,6 +1,6 @@
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import { RenderProgram } from "./program";
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import {createProgramFromSource, ProgramError, ShaderError} from "./gl_util";
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import { createIndexBuffer, createVertexBuffer, GLProgram, IndexBuffer, VertexBuffer } from "./glWrapper";
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import { createIndexBuffer, createVertexArray, createVertexBuffer, GLProgram, IndexBuffer, VertexArray, VertexBuffer } from "./glWrapper";
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const vertex_shader_code = `#version 300 es
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layout(location=0) in vec4 pos;
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@ -20,7 +20,7 @@ void main() {
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export class TriangleRenderer implements RenderProgram{
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readonly program : GLProgram;
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vao : WebGLVertexArrayObject;
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vao : VertexArray;
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indexBuffer : IndexBuffer;
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constructor(gl: WebGL2RenderingContext){try{
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this.program = new GLProgram(createProgramFromSource(gl,vertex_shader_code,frag_shader_code));
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@ -43,17 +43,22 @@ export class TriangleRenderer implements RenderProgram{
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0.0,0.75]);
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this.indexBuffer = createIndexBuffer(gl,[0,1,2]);
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const posLoc = this.program.getAttribLocation(gl,"pos");
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this.vao = gl.createVertexArray();
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gl.bindVertexArray(this.vao);
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gl.enableVertexAttribArray(posLoc);
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vertex.bind(gl);
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gl.vertexAttribPointer(posLoc,2,gl.FLOAT,false,0,0);
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this.vao = createVertexArray(gl);
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this.vao.bind(gl);
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this.vao.addBuffer(gl,vertex,posLoc,{
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count: 2,
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type: gl.FLOAT,
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normalized: false,
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stride: 0,
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offset: 0
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});
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this.indexBuffer.bind(gl);
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this.vao.unbind(gl);
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}
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draw(gl: WebGL2RenderingContext): void {
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this.program.use(gl);
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gl.bindVertexArray(this.vao);
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this.indexBuffer.bind(gl);
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this.vao.bind(gl);
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gl.drawElements(gl.TRIANGLES,this.indexBuffer.count,gl.UNSIGNED_SHORT,0);
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}
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}
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