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class WebGLRenderer extends Renderer {
#canvas = null;
#context = null;
static vertexShaderSource = `
attribute vec2 inXY;
attribute vec2 inUV;
varying highp vec2 uv;
void main(void) {
gl_Position = vec4(inXY.x, inXY.y * -1.0, 0.0, 1.0);
uv = inUV;
}
`;
static fragmentShaderSource = `
varying highp vec2 uv;
uniform sampler2D texture;
void main(void) {
gl_FragColor = texture2D(texture, uv);
}
`;
constructor(type, canvas) {
super(type);
this.#canvas = canvas;
const gl = this.#context = canvas.getContext(type);
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, WebGLRenderer.vertexShaderSource);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(vertexShader);
}
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, WebGLRenderer.fragmentShaderSource);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(fragmentShader);
}
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(shaderProgram);
}
gl.useProgram(shaderProgram);
// Vertex coordinates, clockwise from bottom-left.
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
-1.0, +1.0,
+1.0, +1.0,
+1.0, -1.0
]), gl.STATIC_DRAW);
const xyLocation = gl.getAttribLocation(shaderProgram, "inXY");
gl.vertexAttribPointer(xyLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(xyLocation);
//
const uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
1.0, 0.0
]), gl.STATIC_DRAW);
let uvLocation = gl.getAttribLocation(shaderProgram, "inUV");
gl.vertexAttribPointer(uvLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(uvLocation);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
render(frame) {
super.render(frame);
let factor = this.chromeWidth * 1.0 / frame.displayWidth;
this.#canvas.width = frame.displayWidth * factor;
this.#canvas.height = frame.displayHeight * factor;
const gl = this.#context;
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, frame);
frame.close();
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
}
};
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