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Pas2JS-WebGL/Pas2JS_WebGL.pas at master · genericptr/Pas2JS-WebGL · GitHub
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program
Pas2JS_WebGL;
uses
Mat4, MemoryBuffer, GLUtils, GLTypes, SysUtils,
BrowserConsole, Web, WebGL, WebGL2, JS, Math;
type
GLVertex2 =
record
pos: TVec2;
color: TRGBAb;
end
;
const
kSIZEOF_VERTEX =
12
;
//
vec2 + RGBAb
function
GetVertexData
: TJSUInt8Array;
var
buffer: TMemoryBuffer;
verts: TJSArray;
v: GLVertex2;
i: integer;
begin
//
there's really no reason to build the array
//
as vectors first then pack into bytes but
//
we're doing it anyways because this how most
//
will be familar with vertex data from standard
//
OpenGL
verts := TJSArray.new;
v.pos := V2(
0
,
0
);
v.color := RGBAb(
255
,
0
,
0
,
255
);
verts.push(v);
v.pos := V2(
0
,
100
);
v.color := RGBAb(
0
,
255
,
0
,
255
);
verts.push(v);
v.pos := V2(
100
,
100
);
v.color := RGBAb(
0
,
0
,
255
,
255
);
verts.push(v);
//
pack the array of verticies into a byte buffer
buffer := TMemoryBuffer.Create(kSIZEOF_VERTEX * verts.length);
for
i :=
0
to
verts.length -
1
do
begin
v := GLVertex2(verts[i]);
buffer.AddFloats(
2
,
{
v.pos
}
ToFloats(v.pos));
buffer.AddBytes(
4
, v.color);
end
;
result := buffer.GetBytes;
end
;
var
nextTime: single =
0
;
deltaTime: single =
0
;
var
gl: TJSWebGLRenderingContext;
shader: TShader;
projTransform: TMat4;
viewTransform: TMat4;
modelTransform: TMat4;
var
rotateAngle: double =
0
;
procedure
UpdateCanvas
(time: TDOMHighResTimeStamp);
var
now: single;
begin
now := time *
0.001
;
deltaTime := now - nextTime;
nextTime := now;
modelTransform := TMat4.Identity;
modelTransform := modelTransform.Multiply(TMat4.Translate(
100
,
100
,
0
));
modelTransform := modelTransform.Multiply(TMat4.RotateZ(DegToRad(rotateAngle)));
rotateAngle := rotateAngle + (
20
* deltaTime);
shader.SetUniformMat4(
'
modelTransform
'
, modelTransform);
//
writeln(deltaTime);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES,
0
,
3
);
window.requestAnimationFrame(@UpdateCanvas);
end
;
var
canvas: TJSHTMLCanvasElement;
i: integer;
stride: integer;
offset: integer;
vertexShaderSource: string;
fragmentShaderSource: string;
buffer: TJSWebGLBuffer;
begin
//
make webgl context
canvas := TJSHTMLCanvasElement(document.createElement(
'
canvas
'
));
canvas.width :=
300
;
canvas.height :=
300
;
document.body.appendChild(canvas);
gl := TJSWebGLRenderingContext(canvas.getContext(
'
webgl
'
));
if
gl =
nil
then
begin
writeln(
'
failed to load webgl!
'
);
exit;
end
;
//
create shaders from source in html
vertexShaderSource := document.getElementById(
'
vertex.glsl
'
).textContent;
fragmentShaderSource := document.getElementById(
'
fragment.glsl
'
).textContent;
shader := TShader.Create(gl, vertexShaderSource, fragmentShaderSource);
shader.Compile;
shader.BindAttribLocation(
0
,
'
in_position
'
);
shader.BindAttribLocation(
1
,
'
in_color
'
);
shader.Link;
shader.Use;
//
prepare context
gl.clearColor(
0.9
,
0.9
,
0.9
,
1
);
gl.viewport(
0
,
0
, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
//
setup transform matricies
projTransform := TMat4.Ortho(
0
, gl.canvas.width, gl.canvas.height,
0
, -
1
,
1
);
viewTransform := TMat4.Identity;
modelTransform := TMat4.Identity;
shader.SetUniformMat4(
'
projTransform
'
, projTransform);
shader.SetUniformMat4(
'
viewTransform
'
, viewTransform);
shader.SetUniformMat4(
'
modelTransform
'
, modelTransform);
//
create buffer
buffer := gl.createBuffer;
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, GetVertexData, gl.STATIC_DRAW);
offset :=
0
;
stride := kSIZEOF_VERTEX;
//
position
gl.enableVertexAttribArray(
0
);
gl.vertexAttribPointer(
0
,
2
, gl.FLOAT, false, stride, offset);
offset += GLSizeof(gl.FLOAT) *
2
;
//
color (normalized = true since we're using unsigned byte)
gl.enableVertexAttribArray(
1
);
gl.vertexAttribPointer(
1
,
4
, gl.UNSIGNED_BYTE, true, stride, offset);
offset += GLSizeof(gl.UNSIGNED_BYTE) *
4
;
//
fire off the timer to draw
window.requestAnimationFrame(@UpdateCanvas);
end
.
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