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main.js
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import { mat4 } from "./lib/gl-matrix/esm/index.js";
// NES dimensions for fun
const GAME_WIDTH = 256;
const GAME_HEIGHT = 240;
console.log(">>> init main.js <<<");
// https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_usage
/** @type {HTMLCanvasElement} */
const canvas = document.querySelector("#canvas");
canvas.width = GAME_WIDTH;
canvas.height = GAME_HEIGHT;
/** @type {WebGLRenderingContext} */
const gl = canvas.getContext("webgl");
/** @type {HTMLCanvasElement} */
const textCanvas = document.querySelector("#text");
textCanvas.width = GAME_WIDTH;
textCanvas.height = GAME_HEIGHT;
/** @type {CanvasRenderingContext2D} */
const ctx = textCanvas.getContext("2d");
ctx.font = '20px "Pixel NES"';
ctx.fillStyle = "white";
ctx.strokeStyle = "white";
if (!gl) {
throw "Unable to init WebGL!";
} else {
console.log("WebGL init...")
}
const TEXT_START = 4;
const TEXT_TOP = 20;
const TEXT_HEIGHT = 20;
const TEXT_CENTER_X = GAME_WIDTH / 2;
const TEXT_CENTER_Y = GAME_HEIGHT / 2;
let dt = 0;
let last = 0;
let shaders = [];
let buffers = {};
const normalizedModelViewProjection = mat4.create();
console.log(normalizedModelViewProjection);
const modelViewProjection = mat4.create();
const modelScale = mat4.create();
const modelTranslate = mat4.create();
//
// Keyboard
//
// https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code
// https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values
const KEY_ARROW_UP = "ArrowUp";
const KEY_ARROW_DOWN = "ArrowDown";
const KEY_ARROW_LEFT = "ArrowLeft";
const KEY_ARROW_RIGHT = "ArrowRight";
const KEY_CONTROL = "Control";
const KEY_SPACE = "Space";
const KEY_W = "KeyW";
const KEY_A = "KeyA";
const KEY_S = "KeyS";
const KEY_D = "KeyD";
const KEY_I = "KeyI";
const KEY_J = "KeyJ";
const KEY_K = "KeyK";
const KEY_L = "KeyL";
const KEY_Q = "KeyQ";
const KEY_Z = "KeyZ";
const GAME_KEYS = [
KEY_ARROW_LEFT,
KEY_ARROW_RIGHT,
KEY_ARROW_UP,
KEY_ARROW_DOWN,
KEY_W, KEY_A, KEY_S, KEY_D,
KEY_I, KEY_J, KEY_K, KEY_L,
KEY_Z,
KEY_SPACE,
KEY_Q,
];
let keys = {};
document.addEventListener("keydown", e => {
console.log(`keydown -> key: ${e.key} code: ${e.code}`);
if ( GAME_KEYS.indexOf(e.key) >= 0) {
e.preventDefault();
}
keys[e.code] = true;
});
document.addEventListener("keyup", e => {
console.log(`keyup -> key: ${e.key} code: ${e.code}`);
keys[e.code] = false;
});
// TODO add responsive canvas
// game text
const PADDING_4 = 4;
const PADDING_8 = 8;
const PADDING_16 = 16;
let START_TEXT_OFFSET = 0;
let TITLE_TEXT_OFFSET = 0;
const START_TEXT = "START";
const TITLE_TEXT = "WEBGL-PONG";
let DEBUG_MODE = false;
const GAME_TIMER_GAME_OVER = 5.0;
let gameTimer = 0;
function setup() {
//
// text init
//
START_TEXT_OFFSET = ctx.measureText(START_TEXT).width / 2;
TITLE_TEXT_OFFSET = ctx.measureText(TITLE_TEXT).width / 2;
//
// webgl init
//
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0, 0, gl.canvas.clientWidth, gl.canvas.clientHeight);
let w = gl.canvas.clientWidth / 2.0;
let h = gl.canvas.clientHeight / 2.0;
mat4.ortho(
modelViewProjection,
-w, w,
-h, h,
-1.0,
1.0
);
console.log(modelViewProjection);
{
const vsSource = `
attribute vec4 a_coords;
attribute vec4 a_color;
uniform mat4 u_modelviewProjection;
uniform mat4 u_Scale;
uniform mat4 u_Translate;
uniform vec4 u_color;
varying lowp vec4 v_color;
void main() {
gl_Position = u_modelviewProjection * u_Translate * u_Scale * a_coords;
v_color = u_color;
}
`;
const fsSource = `
varying lowp vec4 v_color;
void main() {
gl_FragColor = v_color;
}
`;
let program = initShaderProgram(gl, vsSource, fsSource);
shaders['program1'] = {
'program': program,
'attribs': {
'a_coords': gl.getAttribLocation(program, 'a_coords'),
},
'uniforms': {
'u_modelviewProjection': gl.getUniformLocation(program, 'u_modelviewProjection'),
'u_Scale': gl.getUniformLocation(program, 'u_Scale'),
'u_Translate': gl.getUniformLocation(program, 'u_Translate'),
'u_color': gl.getUniformLocation(program, 'u_color')
}
};
}
// 2x2 rectangle
{
let buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]),
gl.STATIC_DRAW);
buffers['2x2_rect'] = {
'buffer': buffer,
'size': 2,
'count': 4
}
}
// unit triangle
{
const R = 1;
const PI_OVER_180 = Math.PI / 180;
let buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([
R * Math.cos(Math.PI/2), R * Math.sin(Math.PI/2),
R * Math.cos(210 * PI_OVER_180), R * Math.sin(210 * PI_OVER_180),
R * Math.cos(330 * PI_OVER_180), R * Math.sin(330 * PI_OVER_180),
]),
gl.STATIC_DRAW);
buffers['unit_triangle'] = {
'buffer': buffer,
'size': 2,
'count': 3
}
}
// unit square
{
let buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array(
[
0.5, 0.5,
-0.5, 0.5,
0.5, -0.5,
-0.5, -0.5
]
),
gl.STATIC_DRAW);
buffers['unit_square'] = {
'buffer': buffer,
'size': 2,
'count': 4
}
}
reset();
requestAnimationFrame(update);
}
function reset() {
GAME_KEYS.forEach(key => keys[key] = false);
DEBUG_MODE = false;
paddle0XPos = 0.0 - gl.canvas.clientWidth / 2.0 + 20;
paddle0YPos = 0.0;
paddle0PrevXPos = paddle0XPos;
paddle0PrevYPos = paddle0YPos;
paddle1XPos = 0.0 + gl.canvas.clientWidth / 2.0 - 20;
paddle1YPos = 0.0;
paddle1PrevXPos = paddle1XPos;
paddle1PrevYPos = paddle1YPos;
MAX_PADDLE_Y = 0 + gl.canvas.clientHeight / 2.0 - (PADDLE_HEIGHT / 2.0);
MAX_BALL_X = 0 + gl.canvas.clientWidth / 2.0 - (BALL_RADIUS / 2.0);
MAX_BALL_Y = 0 + gl.canvas.clientHeight / 2.0 - (BALL_RADIUS / 2.0);
player1Score = 0;
player2Score = 0;
gameTimer = 0;
blink = BLINK_RATE;
}
const PADDLE_SPEED = 180.0;
const PADDLE_WIDTH = 10.0;
const PADDLE_HEIGHT = 60.0;
const PADDLE_HALF_HEIGHT = PADDLE_HEIGHT / 2.0;
const PADDLE_HALF_WIDTH = PADDLE_WIDTH / 2.0;
const BALL_RADIUS = PADDLE_WIDTH;
const BALL_HALF_RADIUS = BALL_RADIUS / 2.0;
const DIVIDER_WIDTH = 5.0;
const DIVIDER_HEIGHT = 10.0;
const DIVIDER_START_Y = (GAME_HEIGHT / 2.0) - (DIVIDER_HEIGHT / 2.0) - (DIVIDER_HEIGHT / 2.0);
let MAX_PADDLE_Y = 0;
let MAX_BALL_X = 0;
let MAX_BALL_Y = 0;
let paddle0XPos = 0;
let paddle0YPos = 0;
let paddle0PrevXPos = 0;
let paddle0PrevYPos = 0;
let paddle0Dir = 0;
let paddle1XPos = 0;
let paddle1YPos = 0;
let paddle1PrevXPos = 0;
let paddle1PrevYPos = 0;
let paddle1Dir = 0;
let ballXPos = 0.0;
let ballYPos = 0.0;
let ballPrevXPos = 0;
let ballPrevYPos = 0;
let ballXDir = 1.0;
let ballYDir = -1.0;
let pulseAngle = 0.0;
const PI_OVER_2 = Math.PI / 2;
const DEG_30 = 30 * (Math.PI / 180);
let pulseDir = 1.0;
const BLINK_RATE = 0.5;
let blink = BLINK_RATE;
let player1Score = 0;
let player2Score = 0;
const GAME_STATE_MAIN_MENU = 0;
const GAME_STATE_START = 1;
const GAME_STATE_PLAY = 2;
const GAME_STATE_GAME_OVER = 3;
const GAME_WIN_SCORE = 9;
let gameState = GAME_STATE_MAIN_MENU;
function update(timestamp) {
// https://developer.mozilla.org/en-US/docs/Games/Anatomy
const t = timestamp / 1000;
dt = t - last;
last = t;
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
//
// HUD
//
if (keys[KEY_Z]) {
keys[KEY_Z] = false;
DEBUG_MODE = !DEBUG_MODE;
}
if (DEBUG_MODE) {
ctx.fillText(timestamp, TEXT_START, GAME_HEIGHT - PADDING_16 * 2);
ctx.fillText(dt.toFixed(8), TEXT_START, GAME_HEIGHT - PADDING_8);
ctx.moveTo(TEXT_CENTER_X, 0);
ctx.lineTo(TEXT_CENTER_X, ctx.canvas.height);
ctx.moveTo(0, TEXT_CENTER_Y);
ctx.lineTo(ctx.canvas.width, TEXT_CENTER_Y);
ctx.stroke();
}
switch (gameState) {
case GAME_STATE_START:
case GAME_STATE_PLAY:
doGame();
break;
case GAME_STATE_MAIN_MENU:
doMainMenu();
break;
case GAME_STATE_GAME_OVER:
doGameOver();
break;
default:
break;
}
requestAnimationFrame(update);
}
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
function getRandomIntInclusive(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
//The maximum is inclusive and the minimum is inclusive
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// http://paulbourke.net/geometry/pointlineplane/
function checkIntersectionTwoLines(x1, y1, x2, y2, x3, y3, x4, y4) {
let x4x3 = x4 - x3;
let y1y3 = y1 - y3;
let y4y3 = y4 - y3;
let x1x3 = x1 - x3;
let x2x1 = x2 - x1;
let y2y1 = y2 - y1;
let a = ((x4x3 * y1y3) - (y4y3 * x1x3)) / ((y4y3 * x2x1) - (x4x3 * y2y1));
let b = ((x2x1 * y1y3) - (y2y1 * x1x3)) / ((y4y3 * x2x1) - (x4x3 * y2y1));
if (a >= 0 && a <= 1 && b >= 0 && b <= 1) {
return true;
}
return false;
}
function doMainMenu() {
drawBackground();
ctx.fillText(TITLE_TEXT, TEXT_CENTER_X-TITLE_TEXT_OFFSET, TEXT_TOP + PADDING_16);
blink -= dt;
if (blink > 0.0) {
ctx.fillText(START_TEXT, TEXT_CENTER_X-START_TEXT_OFFSET, TEXT_CENTER_Y);
} else if (blink < -BLINK_RATE) {
blink = BLINK_RATE;
}
if (keys[KEY_SPACE]) {
reset();
resetPong();
gameState = GAME_STATE_START;
keys[KEY_SPACE] = false;
console.log(">>> GAME PLAY <<<");
}
}
function doGameOver() {
drawBackground();
let playerWinsText;
if (player1Score > player2Score) {
playerWinsText = "PLAYER 1 WINS";
} else {
playerWinsText = "PLAYER 2 WINS";
}
let offset = ctx.measureText(playerWinsText).width / 2;
ctx.fillText(playerWinsText, TEXT_CENTER_X-offset, TEXT_CENTER_Y);
gameTimer -= dt;
if (gameTimer < 0.0 || keys[KEY_SPACE]) {
gameState = GAME_STATE_MAIN_MENU;
keys[KEY_SPACE] = false;
}
if (DEBUG_MODE) {
ctx.fillText(gameTimer.toFixed(1), TEXT_START + PADDING_16, TEXT_TOP + PADDING_16);
}
}
function doGame() {
//
// HUD
//
ctx.fillText(player1Score, TEXT_CENTER_X - PADDING_16 - PADDING_8 - PADDING_4, TEXT_TOP+PADDING_4);
ctx.fillText(player2Score, TEXT_CENTER_X + PADDING_16 - PADDING_4, TEXT_TOP+PADDING_4);
//
// move paddles
//
paddle0PrevXPos = paddle0XPos;
paddle0PrevYPos = paddle0YPos;
if (keys[KEY_W]) {
paddle0Dir = 1.0;
} else if (keys[KEY_S]) {
paddle0Dir = -1.0;
} else {
paddle0Dir = 0.0;
}
paddle0YPos = paddle0YPos + (paddle0Dir * PADDLE_SPEED * dt);
if (paddle0YPos < -MAX_PADDLE_Y) {
paddle0YPos = -MAX_PADDLE_Y;
}
else if (paddle0YPos > MAX_PADDLE_Y) {
paddle0YPos = MAX_PADDLE_Y;
}
if (keys[KEY_I]) {
paddle1Dir = 1.0;
} else if (keys[KEY_K]) {
paddle1Dir = -1.0;
} else {
paddle1Dir = 0.0;
}
paddle1PrevXPos = paddle1XPos;
paddle1PrevYPos = paddle1YPos;
paddle1YPos = paddle1YPos + (paddle1Dir * PADDLE_SPEED * dt);
if (paddle1YPos < -MAX_PADDLE_Y) {
paddle1YPos = -MAX_PADDLE_Y;
}
else if (paddle1YPos > MAX_PADDLE_Y) {
paddle1YPos = MAX_PADDLE_Y;
}
if (gameState === GAME_STATE_START && keys[KEY_SPACE]) {
keys[KEY_SPACE] = false;
gameState = GAME_STATE_PLAY;
}
//
// move ball
//
let playerScored = false;
if (gameState === GAME_STATE_PLAY) {
ballPrevXPos = ballXPos;
ballPrevYPos = ballYPos;
ballXPos = ballXPos + (ballXDir * PADDLE_SPEED * dt);
if (ballXPos < -MAX_BALL_X) {
ballXPos = -MAX_BALL_X;
ballXDir = -ballXDir;
player2Score++;
playerScored = true;
}
else if (ballXPos > MAX_BALL_X) {
ballXPos = MAX_BALL_X;
ballXDir = -ballXDir;
player1Score++;
playerScored = true;
}
ballYPos = ballYPos + (ballYDir * PADDLE_SPEED * dt);
if (ballYPos < -MAX_BALL_Y) {
ballYPos = -MAX_BALL_Y;
ballYDir = -ballYDir;
}
else if (ballYPos > MAX_BALL_Y) {
ballYPos = MAX_BALL_Y;
ballYDir = -ballYDir;
}
}
//
// reset pong
//
if (playerScored) {
resetPong();
gameState = GAME_STATE_START;
}
// check for collision if lines formed by ball and paddle intersect
if (checkIntersectionTwoLines(ballXPos, ballYPos, ballPrevXPos, ballPrevYPos,
paddle0XPos, paddle0YPos-PADDLE_HALF_HEIGHT,
paddle0XPos, paddle0YPos+PADDLE_HALF_HEIGHT)) {
ballXPos = paddle0XPos + PADDLE_HALF_WIDTH + BALL_HALF_RADIUS;
ballXDir = -ballXDir;
if (keys[KEY_W]) {
ballYDir = 1;
} else if (keys[KEY_S]) {
ballYDir = -1;
} else {
ballYDir = 0;
}
}
if (checkIntersectionTwoLines(ballXPos, ballYPos, ballPrevXPos, ballPrevYPos,
paddle1XPos, paddle1YPos-PADDLE_HALF_HEIGHT,
paddle1PrevXPos, paddle1PrevYPos+PADDLE_HALF_HEIGHT)) {
ballXPos = paddle1XPos - PADDLE_HALF_WIDTH - BALL_HALF_RADIUS;
ballXDir = -ballXDir;
if (keys[KEY_I]) {
ballYDir = 1;
} else if (keys[KEY_K]) {
ballYDir = -1;
} else {
ballYDir = 0;
}
}
//
// check for game over
//
if (player1Score === GAME_WIN_SCORE || player2Score === GAME_WIN_SCORE) {
gameState = GAME_STATE_GAME_OVER;
gameTimer = GAME_TIMER_GAME_OVER;
}
//
// check for quit
//
if (keys[KEY_Q]) {
reset();
gameState = GAME_STATE_MAIN_MENU;
}
//
// draw
//
drawBackground();
//
// set projection matrix for use by game objects
//
gl.useProgram(shaders['program1'].program);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_modelviewProjection'],
false,
modelViewProjection
);
// middle divider
for (let i=0; i<12; i++) {
mat4.identity(modelScale);
mat4.scale(modelScale,
modelScale,
[ DIVIDER_WIDTH, DIVIDER_HEIGHT, 0 ]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Scale'],
false,
modelScale
);
let dividerYPos = DIVIDER_START_Y - (i * DIVIDER_HEIGHT * 2);
mat4.identity(modelTranslate);
mat4.translate(modelTranslate,
modelTranslate,
[0.0, dividerYPos, 0.0]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Translate'],
false,
modelTranslate
);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['unit_square']['buffer']);
gl.vertexAttribPointer(
shaders['program1']['attribs']['a_coords'],
buffers['unit_square']['size'],
gl.FLOAT,
false,
0,
0
);
gl.enableVertexAttribArray(shaders['program1']['attribs']['a_coords']);
gl.uniform4f(shaders['program1']['uniforms']['u_color'], 1, 1, 1, 1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, buffers['unit_square']['count']);
}
// paddle 0
{
mat4.identity(modelScale);
mat4.scale(modelScale,
modelScale,
[ PADDLE_WIDTH, PADDLE_HEIGHT, 0 ]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Scale'],
false,
modelScale
);
mat4.identity(modelTranslate);
mat4.translate(modelTranslate,
modelTranslate,
[paddle0XPos, paddle0YPos, 0.0]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Translate'],
false,
modelTranslate
);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['unit_square']['buffer']);
gl.vertexAttribPointer(
shaders['program1']['attribs']['a_coords'],
buffers['unit_square']['size'],
gl.FLOAT,
false,
0,
0
);
gl.enableVertexAttribArray(shaders['program1']['attribs']['a_coords']);
gl.uniform4f(shaders['program1']['uniforms']['u_color'], 1, 1, 1, 1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, buffers['unit_square']['count']);
}
// paddle 1
{
mat4.identity(modelScale);
mat4.scale(modelScale,
modelScale,
[ PADDLE_WIDTH, PADDLE_HEIGHT, 0 ]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Scale'],
false,
modelScale
);
mat4.identity(modelTranslate);
mat4.translate(modelTranslate,
modelTranslate,
[paddle1XPos, paddle1YPos, 0.0]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Translate'],
false,
modelTranslate
);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['unit_square']['buffer']);
gl.vertexAttribPointer(
shaders['program1']['attribs']['a_coords'],
buffers['unit_square']['size'],
gl.FLOAT,
false,
0,
0
);
gl.enableVertexAttribArray(shaders['program1']['attribs']['a_coords']);
gl.uniform4f(shaders['program1']['uniforms']['u_color'], 1, 1, 1, 1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, buffers['unit_square']['count']);
}
// ball
{
mat4.identity(modelScale);
mat4.scale(modelScale,
modelScale,
[ BALL_RADIUS, BALL_RADIUS, 0 ]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Scale'],
false,
modelScale
);
mat4.identity(modelTranslate);
mat4.translate(modelTranslate,
modelTranslate,
[ballXPos, ballYPos, 0.0]);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Translate'],
false,
modelTranslate
);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['unit_square']['buffer']);
gl.vertexAttribPointer(
shaders['program1']['attribs']['a_coords'],
buffers['unit_square']['size'],
gl.FLOAT,
false,
0,
0
);
gl.enableVertexAttribArray(shaders['program1']['attribs']['a_coords']);
gl.uniform4f(shaders['program1']['uniforms']['u_color'], 1, 1, 1, 1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, buffers['unit_square']['count']);
}
}
function resetPong() {
const dirsX = [-1, 1];
const dirsY = [-1, 0, 1];
ballXPos = 0;
ballYPos = 0;
ballPrevXPos = 0;
ballPrevYPos = 0;
ballXDir = dirsX[Math.floor(Math.random() * dirsX.length)];
ballYDir = dirsY[Math.floor(Math.random() * dirsY.length)];
}
function drawBackground() {
//
// draw
//
gl.useProgram(shaders['program1'].program);
//
// set projection matrix for use by background
//
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_modelviewProjection'],
false,
normalizedModelViewProjection
);
// background
mat4.identity(modelScale);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Scale'],
false,
modelScale
);
mat4.identity(modelTranslate);
gl.uniformMatrix4fv(
shaders['program1']['uniforms']['u_Translate'],
false,
modelTranslate
);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['2x2_rect']['buffer']);
gl.vertexAttribPointer(
shaders['program1']['attribs']['a_coords'],
buffers['2x2_rect']['size'],
gl.FLOAT,
false,
0,
0
);
gl.enableVertexAttribArray(shaders['program1']['attribs']['a_coords']);
gl.uniform4f(shaders['program1']['uniforms']['u_color'], 0, 0, 0, 1);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, buffers['2x2_rect']['count']);
}
requestAnimationFrame(setup);
/** @param {WebGLRenderingContext} gl */
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw `unable to link shader program. error: ${gl.getProgramInfoLog(program)}`;
}
return program;
}
/** @param {WebGLRenderingContext} gl */
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw `unable to compile shader. error: ${gl.getShaderInfoLog(shader)}`;
}
return shader;
}