Drawing Multiple Object
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					 7 changed files with 183 additions and 22 deletions
				
			
		
							
								
								
									
										16
									
								
								index.tsx
									
										
									
									
									
								
							
							
						
						
									
										16
									
								
								index.tsx
									
										
									
									
									
								
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			@ -1,9 +1,10 @@
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import { Renderer } from './src/renderer';
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import { Renderer2D } from './src/renderer';
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import React from 'react';
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import ReactDOM from 'react-dom';
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import { MenuBar } from "./src/menu";
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import { TriangleRenderer } from './src/triangle_renderer';
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function findCanvas(){
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    const canvas = document.querySelector("canvas");
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			@ -42,19 +43,26 @@ function main(){
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    setupButton();
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    const canvas = findCanvas();
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    const gl = getGLContext(canvas);
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    const renderer = new Renderer(gl);
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    renderer.init();
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    const renderer = new Renderer2D(gl);
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    const trenderer = new TriangleRenderer(gl);
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    renderer.prepare();
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    trenderer.prepare(gl);
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    ReactDOM.render(<MenuBar u={renderer.uniforms} 
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        onUniformChange={(u)=>{renderer.settingUniform(u); renderer.draw();}} />
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        onUniformChange={(u)=>{renderer.settingUniform(u); renderer.draw(); 
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            trenderer.draw(gl);
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        }} />
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        ,document.getElementById("drawer"));
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    window.addEventListener("resize",(e)=>{
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        e.preventDefault();
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        canvas.width = document.body.clientWidth;
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        canvas.height = document.body.clientHeight;
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        renderer.draw();
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        trenderer.draw(gl);
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    });
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    canvas.width = document.body.clientWidth;
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    canvas.height = document.body.clientHeight;
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    renderer.draw();
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    trenderer.draw(gl);
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}
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main();
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										28
									
								
								src/app.ts
									
										
									
									
									
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										28
									
								
								src/app.ts
									
										
									
									
									
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			@ -0,0 +1,28 @@
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import { Renderer2D } from "./renderer";
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export class CanvasApp{
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    readonly gl: WebGL2RenderingContext;
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    renderer: Renderer2D;
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    constructor(gl: WebGL2RenderingContext){
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        this.gl = gl;
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        this.renderer = new Renderer2D(gl);
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    }
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    intialize():boolean{
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        return true;
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    }
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    run(){
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        const current = new Date();
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        this.loop();
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        const delta = (new Date().getMilliseconds()) - current.getMilliseconds();
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        const delay = (delta < 16) ? (16 - delta) : 1;
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        setTimeout((()=>{
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            this.run();
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        }).bind(this),delay);
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    }
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    loop(){
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        this.gl.clearColor(0,0,0,0);
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        this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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        this.renderer.draw();
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    }
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};
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										54
									
								
								src/glWrapper.ts
									
										
									
									
									
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										54
									
								
								src/glWrapper.ts
									
										
									
									
									
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			@ -0,0 +1,54 @@
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export class VertexBuffer{
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    readonly id : WebGLBuffer;
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    constructor(id : WebGLBuffer){
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        this.id = id;
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    }
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    bind(gl:WebGL2RenderingContext){
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        gl.bindBuffer(gl.ARRAY_BUFFER,this.id);
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    }
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    unbind(gl:WebGL2RenderingContext){
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        gl.bindBuffer(gl.ARRAY_BUFFER,null);
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    }
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}
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/***
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 * create vertex buffer
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 * @param gl GLContext
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 * @param data vertex data to draw
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 * @example ```
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 * const buffer = createVertexBuffer(gl,[
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 * -0.5,0.5,
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 * 0.5,0.5,
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 * 0.5,-0.5,
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 * -0.5,-0.5]);
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 * ```
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 */
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export function createVertexBuffer(gl:WebGL2RenderingContext, data:number[]): VertexBuffer{
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    const id = gl.createBuffer();
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    gl.bindBuffer(gl.ARRAY_BUFFER,id);
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    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data),gl.STATIC_DRAW);
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    return new VertexBuffer(id);
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}
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export class IndexBuffer{
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    readonly id: WebGLBuffer;
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    readonly count:number;
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    constructor(id: WebGLBuffer, count:number){
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        this.id = id;
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        this.count = count;
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    }
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    bind(gl:WebGL2RenderingContext){
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        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,this.id);
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    }
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    unbind(gl:WebGL2RenderingContext){
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        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,null);
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    }
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}
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export function createIndexBuffer(gl:WebGL2RenderingContext, data:number[]){
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    const id = gl.createBuffer();
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    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,id);
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    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint16Array(data),gl.STATIC_DRAW);
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    return new IndexBuffer(id,data.length);
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}
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			@ -10,10 +10,10 @@ export function MenuBar(prop:{u:UniformSet,onUniformChange:(u:UniformSet)=>void}
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    };
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    React.useEffect(()=>{
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        prop.onUniformChange(uniform);
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    })
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    });
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    const a = uniform.redcolor*100;
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    return (<div>
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        <Typograpy variant="h4">Uniform</Typograpy>
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        <Slider aria-label="Small" valueLabelDisplay="auto" onChange={onRedChange} value={a}></Slider>
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        <Slider aria-label="Small" valueLabelDisplay="auto" onChange={onRedChange} value={Math.round(a)}></Slider>
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    </div>);
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}
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										4
									
								
								src/program.ts
									
										
									
									
									
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										4
									
								
								src/program.ts
									
										
									
									
									
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			@ -0,0 +1,4 @@
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export interface RenderProgram{
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    draw(gl:WebGL2RenderingContext):void;
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};
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			@ -4,14 +4,18 @@ import {createProgramFromSource, ProgramError, ShaderError} from "./gl_util";
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import vert_src from "./vertex.vert";
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import frag_src from "./fragment.frag";
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import { RenderProgram } from "./program";
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import * as G from "./glWrapper";
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import { getUniformDefaultValue, UniformSet } from "./uniform";
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export class Renderer{
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export class Renderer2D implements RenderProgram{
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    gl : WebGL2RenderingContext;
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    uniforms : UniformSet;
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    program: WebGLProgram;
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    positionBuffer: WebGLBuffer;
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    indexBuffer: WebGLBuffer;
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    vao: WebGLVertexArrayObject;
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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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        this.gl = gl;
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        this.uniforms = getUniformDefaultValue();
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			@ -29,7 +33,7 @@ export class Renderer{
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            else throw e;
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        }
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    }
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    init(){
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    prepare(){
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        const gl = this.gl;
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        const position = [
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            -0.5,-0.5,
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			@ -41,13 +45,17 @@ export class Renderer{
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            0,1,2,
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            2,3,0
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        ];
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        this.positionBuffer = gl.createBuffer();
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        gl.bindBuffer(gl.ARRAY_BUFFER,this.positionBuffer);
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        gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(position),gl.STATIC_DRAW);
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        this.vao = gl.createVertexArray();
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        const posLoc = gl.getAttribLocation(this.program,"pos");
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        gl.bindVertexArray(this.vao);
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        this.indexBuffer = gl.createBuffer();
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        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,this.indexBuffer);
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        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint16Array(index),gl.STATIC_DRAW);
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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.indexBuffer = G.createIndexBuffer(gl,index);
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        this.indexBuffer.bind(gl);
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        this.settingUniform(this.uniforms);
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    }
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    useProgram(){
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			@ -56,19 +64,19 @@ export class Renderer{
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    settingUniform(u:UniformSet){
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        const gl = this.gl;
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        this.uniforms = u;
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        this.useProgram();
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        const location = gl.getUniformLocation(this.program, "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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    }
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    draw(){
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        const gl = this.gl;
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        gl.clearColor(0,0,0,0);
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        gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);
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        gl.clear(gl.COLOR_BUFFER_BIT);
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        gl.viewport(0,0,gl.canvas.width,gl.canvas.height);
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        gl.enableVertexAttribArray(0);
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        gl.vertexAttribPointer(0,2,gl.FLOAT,false,0,0);
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        gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);
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        this.useProgram();
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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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    }
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}
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										59
									
								
								src/triangle_renderer.ts
									
										
									
									
									
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										59
									
								
								src/triangle_renderer.ts
									
										
									
									
									
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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, IndexBuffer, 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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void main() {
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  gl_Position = pos;
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}
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`;
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const frag_shader_code = `#version 300 es
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precision highp float;
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layout(location=0) out vec4 outColor;
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void main() {
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  outColor = vec4(1.0,0.5,1.0,1.0);
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}
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`;
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export class TriangleRenderer implements RenderProgram{
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    readonly program : WebGLProgram;
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    vao : WebGLVertexArrayObject;
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    indexBuffer : IndexBuffer;
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    constructor(gl: WebGL2RenderingContext){try{
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        this.program = createProgramFromSource(gl,vertex_shader_code,frag_shader_code);
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        //gl.useProgram(this.program);
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    }
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    catch(e){
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        if(e instanceof ShaderError){
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            console.log(e.message,"\n",e.info);
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        }
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        else if(e instanceof ProgramError){
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            console.log(e.message,"\n",e.info);
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        }
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        else throw e;
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    }
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    }
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    prepare(gl : WebGL2RenderingContext){
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        const vertex = createVertexBuffer(gl,[
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            0.5,0.5,
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            0.0,0.25,
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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 = gl.getAttribLocation(this.program,"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.indexBuffer.bind(gl);
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    }
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    draw(gl: WebGL2RenderingContext): void {
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        gl.useProgram(this.program);
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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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    }
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}
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