mirror of
https://git.joinsharkey.org/Sharkey/Sharkey.git
synced 2024-11-30 03:53:08 +02:00
Merge branch 'develop' of https://github.com/misskey-dev/misskey into develop
This commit is contained in:
commit
2b3a5f16d1
1 changed files with 27 additions and 5 deletions
|
@ -21,8 +21,9 @@ const props = withDefaults(defineProps<{
|
|||
focus: 1.0,
|
||||
});
|
||||
|
||||
function loadShader(gl, type, source) {
|
||||
function loadShader(gl: WebGLRenderingContext, type: number, source: string) {
|
||||
const shader = gl.createShader(type);
|
||||
if (shader == null) return null;
|
||||
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
@ -38,11 +39,13 @@ function loadShader(gl, type, source) {
|
|||
return shader;
|
||||
}
|
||||
|
||||
function initShaderProgram(gl, vsSource, fsSource) {
|
||||
function initShaderProgram(gl: WebGLRenderingContext, vsSource: string, fsSource: string) {
|
||||
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
|
||||
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
|
||||
|
||||
const shaderProgram = gl.createProgram();
|
||||
if (shaderProgram == null || vertexShader == null || fragmentShader == null) return null;
|
||||
|
||||
gl.attachShader(shaderProgram, vertexShader);
|
||||
gl.attachShader(shaderProgram, fragmentShader);
|
||||
gl.linkProgram(shaderProgram);
|
||||
|
@ -63,8 +66,10 @@ let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
|
|||
|
||||
onMounted(() => {
|
||||
const canvas = canvasEl.value!;
|
||||
canvas.width = canvas.offsetWidth;
|
||||
canvas.height = canvas.offsetHeight;
|
||||
let width = canvas.offsetWidth;
|
||||
let height = canvas.offsetHeight;
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
|
||||
const gl = canvas.getContext('webgl', { premultipliedAlpha: true });
|
||||
if (gl == null) return;
|
||||
|
@ -197,6 +202,7 @@ onMounted(() => {
|
|||
gl_FragColor = vec4( color, max(max(color.x, color.y), color.z) );
|
||||
}
|
||||
`);
|
||||
if (shaderProgram == null) return;
|
||||
|
||||
gl.useProgram(shaderProgram);
|
||||
const u_resolution = gl.getUniformLocation(shaderProgram, 'u_resolution');
|
||||
|
@ -226,7 +232,23 @@ onMounted(() => {
|
|||
gl!.uniform1f(u_time, 0);
|
||||
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
|
||||
} else {
|
||||
function render(timeStamp) {
|
||||
function render(timeStamp: number) {
|
||||
let sizeChanged = false;
|
||||
if (Math.abs(height - canvas.offsetHeight) > 2) {
|
||||
height = canvas.offsetHeight;
|
||||
canvas.height = height;
|
||||
sizeChanged = true;
|
||||
}
|
||||
if (Math.abs(width - canvas.offsetWidth) > 2) {
|
||||
width = canvas.offsetWidth;
|
||||
canvas.width = width;
|
||||
sizeChanged = true;
|
||||
}
|
||||
if (sizeChanged && gl) {
|
||||
gl.uniform2fv(u_resolution, [width, height]);
|
||||
gl.viewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
gl!.uniform1f(u_time, timeStamp);
|
||||
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
|
|
Loading…
Reference in a new issue