import { Texture } from './Texture.js'; const VERTEX_SOURCE = `#version 300 es layout(location = 0) in vec2 aPosition; uniform mat4 uProjection; uniform mat4 uModel; out vec2 vTexCoord; void main() { vTexCoord = aPosition; gl_Position = uProjection * uModel * vec4(aPosition, 0.0, 1.0); } `; const FRAGMENT_SOURCE = `#version 300 es precision mediump float; in vec2 vTexCoord; out vec4 outColor; uniform sampler2D uSampler; uniform vec4 uColor; void main() { outColor = texture(uSampler, vTexCoord) * uColor; } `; const QUAD_POSITIONS = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]); const QUAD_INDICES = new Uint16Array([0, 1, 2, 2, 1, 3]); function compileShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { const message = gl.getShaderInfoLog(shader); gl.deleteShader(shader); throw new Error(`Shader compile error: ${message}`); } return shader; } export class Renderer { constructor(canvas) { this.canvas = canvas; const gl = canvas.getContext('webgl2', { alpha: true, premultipliedAlpha: false, antialias: true, }); if (!gl) { throw new Error('WebGL2 is not supported by this browser.'); } this.gl = gl; const vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SOURCE); const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SOURCE); this.program = gl.createProgram(); gl.attachShader(this.program, vertexShader); gl.attachShader(this.program, fragmentShader); gl.linkProgram(this.program); if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) { const message = gl.getProgramInfoLog(this.program); throw new Error(`Program link error: ${message}`); } gl.deleteShader(vertexShader); gl.deleteShader(fragmentShader); this.projectionLocation = gl.getUniformLocation(this.program, 'uProjection'); this.modelLocation = gl.getUniformLocation(this.program, 'uModel'); this.colorLocation = gl.getUniformLocation(this.program, 'uColor'); this.samplerLocation = gl.getUniformLocation(this.program, 'uSampler'); this._centeredProjection = new Float32Array(16); this._modelMatrix = new Float32Array(16); this._setupQuad(); this.resize(canvas.width, canvas.height); gl.enable(gl.BLEND); gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); this.setBlendMode('normal'); gl.useProgram(this.program); gl.uniform1i(this.samplerLocation, 0); } setBlendMode(mode) { this._blendMode = mode; const { gl } = this; if (mode === 'additive') { gl.blendFunc(gl.SRC_ALPHA, gl.ONE); } else { gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); } } clear(r = 0, g = 0, b = 0, a = 0) { const { gl } = this; gl.clearColor(r, g, b, a); gl.clear(gl.COLOR_BUFFER_BIT); } createTextureFromImage(image) { const texture = new Texture(this.gl, image.width, image.height); texture.uploadImage(image); return texture; } get whiteTexture() { if (!this._whiteTexture) { this._whiteTexture = new Texture(this.gl, 1, 1); } return this._whiteTexture; } get glowTexture() { if (!this._glowTexture) { this._glowTexture = this._buildRadialTexture(64, (ctx, size) => { const gradient = ctx.createRadialGradient( size / 2, size / 2, 0, size / 2, size / 2, size / 2, ); gradient.addColorStop(0, 'rgba(255, 255, 255, 1)'); gradient.addColorStop(0.35, 'rgba(255, 255, 255, 0.6)'); gradient.addColorStop(1, 'rgba(255, 255, 255, 0)'); ctx.fillStyle = gradient; ctx.fillRect(0, 0, size, size); }); } return this._glowTexture; } get ringTexture() { if (!this._ringTexture) { this._ringTexture = this._buildRadialTexture(128, (ctx, size) => { ctx.clearRect(0, 0, size, size); ctx.lineWidth = size * 0.06; ctx.strokeStyle = '#fff'; ctx.beginPath(); ctx.arc(size / 2, size / 2, size * 0.42, 0, Math.PI * 2); ctx.stroke(); const gradient = ctx.createRadialGradient( size / 2, size / 2, size * 0.28, size / 2, size / 2, size * 0.52, ); gradient.addColorStop(0, 'rgba(255, 255, 255, 0.5)'); gradient.addColorStop(1, 'rgba(255, 255, 255, 0)'); ctx.fillStyle = gradient; ctx.beginPath(); ctx.arc(size / 2, size / 2, size * 0.5, 0, Math.PI * 2); ctx.fill(); }); } return this._ringTexture; } _buildRadialTexture(size, draw) { const canvas = document.createElement('canvas'); canvas.width = size; canvas.height = size; const ctx = canvas.getContext('2d'); draw(ctx, size); const texture = new Texture(this.gl, size, size); texture.uploadCanvas(canvas); return texture; } drawTexture(texture, x, y, width, height, color = [1, 1, 1, 1], angle = 0) { const { gl } = this; this._setModelMatrix(x, y, width, height, angle); gl.useProgram(this.program); gl.uniformMatrix4fv(this.projectionLocation, false, this._centeredProjection); gl.uniformMatrix4fv(this.modelLocation, false, this._modelMatrix); gl.uniform4f(this.colorLocation, ...color); gl.bindTexture(gl.TEXTURE_2D, texture.handle); gl.bindVertexArray(this._quadVao); gl.drawElements(gl.TRIANGLES, QUAD_INDICES.length, gl.UNSIGNED_SHORT, 0); gl.bindVertexArray(null); gl.bindTexture(gl.TEXTURE_2D, null); } resize(deviceWidth, deviceHeight, worldWidth = deviceWidth, worldHeight = deviceHeight) { this.canvas.width = deviceWidth; this.canvas.height = deviceHeight; this.gl.viewport(0, 0, deviceWidth, deviceHeight); this._worldWidth = worldWidth; this._worldHeight = worldHeight; this._syncProjection(0, 0, worldWidth, worldHeight); } setViewOffset(dx = 0, dy = 0) { this._syncProjection(dx, dy, this._worldWidth, this._worldHeight); } _setupQuad() { const { gl } = this; this._quadVao = gl.createVertexArray(); gl.bindVertexArray(this._quadVao); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, QUAD_POSITIONS, gl.STATIC_DRAW); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, QUAD_INDICES, gl.STATIC_DRAW); gl.bindVertexArray(null); } _setModelMatrix(x, y, width, height, angle = 0) { const m = this._modelMatrix; if (angle === 0) { m[0] = width; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = height; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = x; m[13] = y; m[14] = 0; m[15] = 1; return; } const cos = Math.cos(angle); const sin = Math.sin(angle); const cx = x + width / 2; const cy = y + height / 2; m[0] = width * cos; m[1] = width * sin; m[2] = 0; m[3] = 0; m[4] = -height * sin; m[5] = height * cos; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = cx; m[13] = cy; m[14] = 0; m[15] = 1; } _syncProjection(left, top, width, height) { const m = this._centeredProjection; m[0] = 2 / width; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = -2 / height; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = -1 - (2 * left) / width; m[13] = 1 + (2 * top) / height; m[14] = 0; m[15] = 1; } }