UNPKG

plotboilerplate

Version:

A simple javascript plotting boilerplate for 2d stuff.

934 lines (851 loc) 33.3 kB
/** * @author Ikaros Kappler * @date 2019-09-18 * @modified 2019-10-03 Added the beginDrawCycle hook. * @modified 2020-03-25 Ported stub to Typescript. * @modified 2020-10-15 Re-added the text() function. * @modified 2021-01-24 Added the `setCurrentId` function. * @modified 2021-05-31 Added the `setConfiguration` function from `DrawLib`. * @modified 2022-02-03 Added the `lineWidth` param to the `crosshair` function. * @modified 2022-02-03 Added the `cross(...)` function. * @modified 2022-03-27 Added the `texturedPoly` function. * @modified 2022-07-26 Adding `alpha` to the `image(...)` function. * @modified 2023-02-10 The methods `setCurrentClassName` and `setCurrentId` also accept `null` now. * @modified 2023-09-29 Downgrading all `Vertex` param type to the more generic `XYCoords` type in these render functions: line, arrow, texturedPoly, cubicBezier, cubicBezierPath, handle, handleLine, dot, point, circle, circleArc, ellipse, grid, raster. * @modified 2023-09-29 Added the `headLength` parameter to the 'DrawLib.arrow()` function. * @modified 2023-09-29 Added the `arrowHead(...)` function to the 'DrawLib.arrow()` interface. * @modified 2023-09-29 Added the `cubicBezierArrow(...)` function to the 'DrawLib.arrow()` interface. * @modified 2023-09-29 Added the `lineDashes` attribute. * @version 0.0.10 **/ import { Polygon } from "./Polygon"; import { Vertex } from "./Vertex"; import { DrawLib, XYCoords, SVGPathParams, UID, DrawLibConfiguration, FontStyle, FontWeight } from "./interfaces"; import { Bounds } from "./Bounds"; /** * @classdesc A wrapper class for basic drawing operations. This is the WebGL * implementation whih sould work with shaders. * * @requires CubicBzierCurvce * @requires Polygon * @requires SVGSerializable * @requires Vertex * @requires XYCoords */ export class drawutilsgl implements DrawLib<void> { // Vertex shader source code private static vertCode: string = ` precision mediump float; attribute vec3 position; uniform vec2 uRotationVector; void main(void) { vec2 rotatedPosition = vec2( position.x * uRotationVector.y + position.y * uRotationVector.x, position.y * uRotationVector.y - position.x * uRotationVector.x ); gl_Position = vec4(rotatedPosition, position.z, 1.0); }`; // Fragment shader source code private static fragCode: string = ` precision highp float; void main(void) { gl_FragColor = vec4(0.0,0.75,1.0,1.0); }`; gl: WebGLRenderingContext; readonly offset: Vertex; readonly scale: Vertex; fillShapes: boolean; private _zindex: number; private glutils: GLU; private _vertShader: WebGLShader; // TODO (what's the type?) private _fragShader: WebGLShader; // TODO private _program: WebGLProgram; private vertex_buffer: WebGLBuffer; // TODO private curId: UID | null; private renderTime: number; /** * The constructor. * * @constructor * @name drawutils * @param {WebGLRenderingContext|null} context - The drawing context. * @param {boolean} fillShaped - Indicates if the constructed drawutils should fill all drawn shapes (if possible). **/ constructor(context: WebGLRenderingContext, fillShapes: boolean) { this.gl = context; this.offset = new Vertex(0, 0); this.scale = new Vertex(1, 1); this.fillShapes = fillShapes; this._zindex = 0.0; if (context == null || typeof context === "undefined") return; this.glutils = new GLU(context); // PROBLEM: CANNOT USE MULTIPLE SHADER PROGRAM INSTANCES ON THE SAME CONTEXT! // SOLUTION: USE SHARED SHADER PROGRAM!!! ... somehow ... // This needs to be considered in the overlying component; both draw-instances need to // share their gl context. // That's what the copyInstace(boolean) method is good for. this._vertShader = this.glutils.compileShader(drawutilsgl.vertCode, this.gl.VERTEX_SHADER) as WebGLShader; this._fragShader = this.glutils.compileShader(drawutilsgl.fragCode, this.gl.FRAGMENT_SHADER) as WebGLShader; this._program = this.glutils.makeProgram(this._vertShader, this._fragShader); // Create an empty buffer object this.vertex_buffer = this.gl.createBuffer() as WebGLBuffer; // Bind appropriate array buffer to it // this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertex_buffer); console.log("gl initialized"); } _x2rel(x: number): number { return ((this.scale.x * x + this.offset.x) / this.gl.canvas.width) * 2.0 - 1.0; } _y2rel(y: number): number { return ((this.offset.y - this.scale.y * y) / this.gl.canvas.height) * 2.0 - 1.0; } /** * Creates a 'shallow' (non deep) copy of this instance. This implies * that under the hood the same gl context and gl program will be used. */ copyInstance(fillShapes: boolean): drawutilsgl { var copy: drawutilsgl = new drawutilsgl(null as any as WebGLRenderingContext, fillShapes); copy.gl = this.gl; copy.glutils = this.glutils; copy._vertShader = this._vertShader; copy._fragShader = this._fragShader; copy._program = this._program; return copy; } /** * Called before each draw cycle. * @param {number} renderTime **/ beginDrawCycle(renderTime: number) { this._zindex = 0.0; this.renderTime = renderTime; } /** * Called after each draw cycle. * * This is required for compatibility with other draw classes in the library (like drawgl). * * @name endDrawCycle * @method * @param {number} renderTime * @instance **/ endDrawCycle(renderTime: number) { // NOOP } /** * Set the current drawlib configuration. * * @name setConfiguration * @method * @param {DrawLibConfiguration} configuration - The new configuration settings to use for the next render methods. */ setConfiguration(configuration: DrawLibConfiguration): void { // TODO } // /** // * Set or clear the line-dash configuration. Pass `null` for un-dashed lines. // * // * See https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-dasharray // * and https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setLineDash // * for how line dashes work. // * // * @method // * @param {Array<number> lineDashes - The line-dash array configuration. // * @returns {void} // */ // setLineDash(lineDashes: Array<number>) { // // TODO // } /** * This method shouled be called each time the currently drawn `Drawable` changes. * It is used by some libraries for identifying elemente on re-renders. * * @name setCurrentId * @method * @param {UID|null} uid - A UID identifying the currently drawn element(s).es. **/ setCurrentId(uid: UID | null): void { // NOOP this.curId = uid; } /** * This method shouled be called each time the currently drawn `Drawable` changes. * Determine the class name for further usage here. * * @name setCurrentClassName * @method * @param {string|null} className - A class name for further custom use cases. **/ setCurrentClassName(className: string | null): void { // NOOP } /** * Draw the line between the given two points with the specified (CSS-) color. * * @method line * @param {XYCoords} zA - The start point of the line. * @param {XYCoords} zB - The end point of the line. * @param {string} color - Any valid CSS color string. * @return {void} * @instance * @memberof drawutils **/ line(zA: XYCoords, zB: XYCoords, color: string) { const vertices: Float32Array = new Float32Array(6); vertices[0] = this._x2rel(zA.x); vertices[1] = this._y2rel(zA.y); vertices[2] = this._zindex; vertices[3] = this._x2rel(zB.x); vertices[4] = this._y2rel(zB.y); vertices[5] = this._zindex; this._zindex += 0.001; // Create an empty buffer object // const vertex_buffer = this.gl.createBuffer(); // Bind appropriate array buffer to it this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertex_buffer); // Pass the vertex data to the buffer this.gl.bufferData(this.gl.ARRAY_BUFFER, vertices, this.gl.STATIC_DRAW); // Bind vertex buffer object // this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertex_buffer); // Get the attribute location var coord = this.gl.getAttribLocation(this._program, "position"); // Point an attribute to the currently bound VBO this.gl.vertexAttribPointer(coord, 3, this.gl.FLOAT, false, 0, 0); // Enable the attribute this.gl.enableVertexAttribArray(coord); // Unbind the buffer? //this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null); // Set the view port this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height); let uRotationVector = this.gl.getUniformLocation(this._program, "uRotationVector"); // let radians = currentAngle * Math.PI / 180.0; let currentRotation = [0.0, 1.0]; //currentRotation[0] = Math.sin(radians); //currentRotation[1] = Math.cos(radians); this.gl.uniform2fv(uRotationVector, currentRotation); this.gl.lineWidth(5); // Draw the line this.gl.drawArrays(this.gl.LINES, 0, vertices.length / 3); // POINTS, LINE_STRIP, LINE_LOOP, LINES, // TRIANGLE_STRIP,TRIANGLE_FAN, TRIANGLES } /** * Draw a line and an arrow at the end (zB) of the given line with the specified (CSS-) color. * * @method arrow * @param {XYCoords} zA - The start point of the arrow-line. * @param {XYCoords} zB - The end point of the arrow-line. * @param {string} color - Any valid CSS color string. * @param {headLength=8} headLength - (optional) The length of the arrow head (default is 8 units). * @return {void} * @instance * @memberof drawutils **/ arrow(zA: XYCoords, zB: XYCoords, color: string) { // NOT YET IMPLEMENTED } /** * Draw a cubic Bézier curve and and an arrow at the end (endControlPoint) of the given line width the specified (CSS-) color and arrow size. * * @method cubicBezierArrow * @param {XYCoords} startPoint - The start point of the cubic Bézier curve * @param {XYCoords} endPoint - The end point the cubic Bézier curve. * @param {XYCoords} startControlPoint - The start control point the cubic Bézier curve. * @param {XYCoords} endControlPoint - The end control point the cubic Bézier curve. * @param {string} color - The CSS color to draw the curve with. * @param {number} lineWidth - (optional) The line width to use. * @param {headLength=8} headLength - (optional) The length of the arrow head (default is 8 units). * * @return {void} * @instance * @memberof DrawLib */ cubicBezierArrow( startPoint: XYCoords, endPoint: XYCoords, startControlPoint: XYCoords, endControlPoint: XYCoords, color: string, lineWidth?: number, headLength?: number ) { // NOT YET IMPLEMENTED } /** * Draw just an arrow head a the end of an imaginary line (zB) of the given line width the specified (CSS-) color and size. * * @method arrow * @param {XYCoords} zA - The start point of the arrow-line. * @param {XYCoords} zB - The end point of the arrow-line. * @param {string} color - Any valid CSS color string. * @param {number=1} lineWidth - (optional) The line width to use; default is 1. * @param {number=8} headLength - (optional) The length of the arrow head (default is 8 pixels). * @return {void} * @instance * @memberof DrawLib **/ arrowHead(zA: XYCoords, zB: XYCoords, color: string, lineWidth?: number, headLength?: number) { // NOT YET IMPLEMENTED } /** * Draw an image at the given position with the given size.<br> * <br> * Note: SVG images may have resizing issues at the moment.Draw a line and an arrow at the end (zB) of the given line with the specified (CSS-) color. * * @method image * @param {Image} image - The image object to draw. * @param {XYCoords} position - The position to draw the the upper left corner at. * @param {XYCoords} size - The x/y-size to draw the image with. * @param {number=0.0} alpha - (optional, default=0.0) The transparency (0.0=opaque, 1.0=transparent). * @return {void} * @instance * @memberof drawutils **/ image(image: HTMLImageElement, position: XYCoords, size: XYCoords, alpha: number = 0.0) { // NOT YET IMPLEMENTED } /** * Draw an image at the given position with the given size.<br> * <br> * Note: SVG images may have resizing issues at the moment.Draw a line and an arrow at the end (zB) of the given line with the specified (CSS-) color. * * @method texturedPoly * @param {Image} textureImage - The image object to draw. * @param {Bounds} textureSize - The texture size to use; these are the original bounds to map the polygon vertices to. * @param {Polygon} polygon - The polygon to use as clip path. * @param {XYCoords} polygonPosition - The polygon's position (relative), measured at the bounding box's center. * @param {number} rotation - The rotation to use for the polygon (and for the texture). * @return {void} * @instance * @memberof drawutilsgl **/ texturedPoly( textureImage: HTMLImageElement, textureSize: Bounds, polygon: Polygon, polygonPosition: XYCoords, rotation: number ) { // NOT YET IMPLEMENTED } // +--------------------------------------------------------------------------------- // | This is the final helper function for drawing and filling stuff. It is not // | intended to be used from the outside. // | // | When in draw mode it draws the current shape. // | When in fill mode it fills the current shape. // | // | This function is usually only called internally. // | // | @param color A stroke/fill color to use. // +------------------------------- _fillOrDraw(color: string) { // NOT YET IMPLEMENTED } /** * Draw the given (cubic) bézier curve. * * @method cubicBezier * @param {XYCoords} startPoint - The start point of the cubic Bézier curve * @param {XYCoords} endPoint - The end point the cubic Bézier curve. * @param {XYCoords} startControlPoint - The start control point the cubic Bézier curve. * @param {VertXYCoordsex} endControlPoint - The end control point the cubic Bézier curve. * @param {string} color - The CSS color to draw the curve with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @return {void} * @instance * @memberof drawutils */ cubicBezier( startPoint: XYCoords, endPoint: XYCoords, startControlPoint: XYCoords, endControlPoint: XYCoords, color: string, lineWidth?: number ) { // NOT YET IMPLEMENTED } /** * Draw the given (cubic) Bézier path. * * The given path must be an array with n*3+1 vertices, where n is the number of * curves in the path: * <pre> [ point1, point1_startControl, point2_endControl, point2, point2_startControl, point3_endControl, point3, ... pointN_endControl, pointN ]</pre> * * @method cubicBezierPath * @param {XYCoords[]} path - The cubic bezier path as described above. * @param {string} color - The CSS colot to draw the path with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @return {void} * @instance * @memberof drawutils */ cubicBezierPath(path: Array<XYCoords>, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw the given handle and handle point (used to draw interactive Bézier curves). * * The colors for this are fixed and cannot be specified. * * @method handle * @param {XYCoords} startPoint - The start of the handle. * @param {XYCoords} endPoint - The end point of the handle. * @return {void} * @instance * @memberof drawutils */ handle(startPoint: XYCoords, endPoint: XYCoords) { // NOT YET IMPLEMENTED } /** * Draw a handle line (with a light grey). * * @method handleLine * @param {XYCoords} startPoint - The start point to draw the handle at. * @param {XYCoords} endPoint - The end point to draw the handle at. * @return {void} * @instance * @memberof drawutils */ handleLine(startPoint: XYCoords, endPoint: XYCoords) { // NOT YET IMPLEMENTED } /** * Draw a 1x1 dot with the specified (CSS-) color. * * @method dot * @param {XYCoords} p - The position to draw the dot at. * @param {string} color - The CSS color to draw the dot with. * @return {void} * @instance * @memberof drawutils */ dot(p: XYCoords, color: string) { // NOT YET IMPLEMENTED } /** * Draw the given point with the specified (CSS-) color and radius 3. * * @method point * @param {XYCoords} p - The position to draw the point at. * @param {string} color - The CSS color to draw the point with. * @return {void} * @instance * @memberof drawutils */ point(p: XYCoords, color: string) { // NOT YET IMPLEMENTED } /** * Draw a circle with the specified (CSS-) color and radius.<br> * <br> * Note that if the x- and y- scales are different the result will be an ellipse rather than a circle. * * @method circle * @param {XYCoords} center - The center of the circle. * @param {number} radius - The radius of the circle. * @param {string} color - The CSS color to draw the circle with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @return {void} * @instance * @memberof drawutils */ circle(center: XYCoords, radius: number, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw a circular arc (section of a circle) with the given CSS color. * * @method circleArc * @param {XYCoords} center - The center of the circle. * @param {number} radius - The radius of the circle. * @param {number} startAngle - The angle to start at. * @param {number} endAngle - The angle to end at. * @param {string} color - The CSS color to draw the circle with. * @return {void} * @instance * @memberof drawutils */ circleArc(center: XYCoords, radius: number, startAngle: number, endAngle: number, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw an ellipse with the specified (CSS-) color and thw two radii. * * @method ellipse * @param {XYCoords} center - The center of the ellipse. * @param {number} radiusX - The radius of the ellipse. * @param {number} radiusY - The radius of the ellipse. * @param {string} color - The CSS color to draw the ellipse with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @param {number=} rotation - (optional, default=0) The rotation of the ellipse. * @return {void} * @instance * @memberof drawutils */ ellipse(center: XYCoords, radiusX: number, radiusY: number, color: string, lineWidth?: number, rotation?: number) { // NOT YET IMPLEMENTED } /** * Draw square at the given center, size and with the specified (CSS-) color.<br> * <br> * Note that if the x-scale and the y-scale are different the result will be a rectangle rather than a square. * * @method square * @param {XYCords} center - The center of the square. * @param {number} size - The size of the square. * @param {string} color - The CSS color to draw the square with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @return {void} * @instance * @memberof drawutils */ square(center: XYCoords, size: number, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw a rectangle. * * @param {XYCoords} position - The upper left corner of the rectangle. * @param {number} width - The width of the rectangle. * @param {number} height - The height of the rectangle. * @param {string} color - The color to use. * @param {number=1} lineWidth - (optional) The line with to use (default is 1). **/ rect(position: XYCoords, width: number, height: number, color: string, lineWidth?: number): void { // NOT YET IMPLEMENTED } /** * Draw a grid of horizontal and vertical lines with the given (CSS-) color. * * @method grid * @param {XYCoords} center - The center of the grid. * @param {number} width - The total width of the grid (width/2 each to the left and to the right). * @param {number} height - The total height of the grid (height/2 each to the top and to the bottom). * @param {number} sizeX - The horizontal grid size. * @param {number} sizeY - The vertical grid size. * @param {string} color - The CSS color to draw the grid with. * @return {void} * @instance * @memberof drawutils */ grid(center: XYCoords, width: number, height: number, sizeX: number, sizeY: number, color: string) { // NOT YET IMPLEMENTED } /** * Draw a raster of crosshairs in the given grid.<br> * * This works analogue to the grid() function * * @method raster * @param {XYCoords} center - The center of the raster. * @param {number} width - The total width of the raster (width/2 each to the left and to the right). * @param {number} height - The total height of the raster (height/2 each to the top and to the bottom). * @param {number} sizeX - The horizontal raster size. * @param {number} sizeY - The vertical raster size. * @param {string} color - The CSS color to draw the raster with. * @return {void} * @instance * @memberof drawutils */ raster(center: XYCoords, width: number, height: number, sizeX: number, sizeY: number, color: string) { // NOT YET IMPLEMENTED } /** * Draw a diamond handle (square rotated by 45°) with the given CSS color. * * It is an inherent featur of the handle functions that the drawn elements are not scaled and not * distorted. So even if the user zooms in or changes the aspect ratio, the handles will be drawn * as even shaped diamonds. * * @method diamondHandle * @param {XYCoords} center - The center of the diamond. * @param {number} size - The x/y-size of the diamond. * @param {string} color - The CSS color to draw the diamond with. * @return {void} * @instance * @memberof drawutils */ diamondHandle(center: XYCoords, size: number, color: string) { // NOT YET IMPLEMENTED } /** * Draw a square handle with the given CSS color.<br> * <br> * It is an inherent featur of the handle functions that the drawn elements are not scaled and not * distorted. So even if the user zooms in or changes the aspect ratio, the handles will be drawn * as even shaped squares. * * @method squareHandle * @param {XYCoords} center - The center of the square. * @param {number} size - The x/y-size of the square. * @param {string} color - The CSS color to draw the square with. * @return {void} * @instance * @memberof drawutils */ squareHandle(center: XYCoords, size: number, color: string) { // NOT YET IMPLEMENTED } /** * Draw a circle handle with the given CSS color.<br> * <br> * It is an inherent featur of the handle functions that the drawn elements are not scaled and not * distorted. So even if the user zooms in or changes the aspect ratio, the handles will be drawn * as even shaped circles. * * @method circleHandle * @param {XYCoords} center - The center of the circle. * @param {number} radius - The radius of the circle. * @param {string} color - The CSS color to draw the circle with. * @return {void} * @instance * @memberof drawutils */ circleHandle(center: XYCoords, size: number, color: string) { // NOT YET IMPLEMENTED } /** * Draw a crosshair with given radius and color at the given position.<br> * <br> * Note that the crosshair radius will not be affected by scaling. * * @method crosshair * @param {XYCoords} center - The center of the crosshair. * @param {number} radius - The radius of the crosshair. * @param {string} color - The CSS color to draw the crosshair with. * @param {number=0.5} lineWidth - (optional, default=0.5) The line width to use. * @return {void} * @instance * @memberof drawutils */ crosshair(center: XYCoords, radius: number, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw a cross with diagonal axes with given radius, color and lineWidth at the given position.<br> * <br> * Note that the x's radius will not be affected by scaling. * * @method crosshair * @param {XYCoords} center - The center of the crosshair. * @param {number} radius - The radius of the crosshair. * @param {string} color - The CSS color to draw the crosshair with. * @param {number=1} lineWidth - (optional, default=1.0) The line width to use. * @return {void} * @instance * @memberof drawutils */ cross(center: XYCoords, radius: number, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw a polygon. * * @method polygon * @param {Polygon} polygon - The polygon to draw. * @param {string} color - The CSS color to draw the polygon with. * @return {void} * @instance * @memberof drawutils */ polygon(polygon: Polygon, color: string, lineWidth?: number) { const vertices: Float32Array = new Float32Array(polygon.vertices.length * 3); for (var i = 0; i < polygon.vertices.length; i++) { vertices[i * 3 + 0] = this._x2rel(polygon.vertices[i].x); vertices[i * 3 + 1] = this._y2rel(polygon.vertices[i].y); vertices[i * 3 + 2] = this._zindex; } this._zindex += 0.001; //console.log( vertices ); // Create an empty buffer object // const vertex_buffer = this.gl.createBuffer(); // Bind appropriate array buffer to it this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertex_buffer); // Pass the vertex data to the buffer this.gl.bufferData(this.gl.ARRAY_BUFFER, vertices, this.gl.STATIC_DRAW); // Bind vertex buffer object // this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertex_buffer); // Get the attribute location var coord = this.gl.getAttribLocation(this._program, "position"); // Point an attribute to the currently bound VBO this.gl.vertexAttribPointer(coord, 3, this.gl.FLOAT, false, 0, 0); // Enable the attribute this.gl.enableVertexAttribArray(coord); // Unbind the buffer? this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null); // Set the view port this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height); let uRotationVector = this.gl.getUniformLocation(this._program, "uRotationVector"); // let radians = currentAngle * Math.PI / 180.0; let currentRotation = [0.0, 1.0]; //currentRotation[0] = Math.sin(radians); //currentRotation[1] = Math.cos(radians); this.gl.uniform2fv(uRotationVector, currentRotation); // Draw the polygon this.gl.drawArrays(this.gl.TRIANGLE_FAN, 0, vertices.length / 3); // POINTS, LINE_STRIP, LINE_LOOP, LINES, // TRIANGLE_STRIP,TRIANGLE_FAN, TRIANGLES } /** * Draw a polygon line (alternative function to the polygon). * * @method polyline * @param {XYCoords[]} vertices - The polygon vertices to draw. * @param {boolan} isOpen - If true the polyline will not be closed at its end. * @param {string} color - The CSS color to draw the polygon with. * @param {number=} lineWidth - (optional) The line width to use; default is 1. * @return {void} * @instance * @memberof drawutils */ polyline(vertices: Array<XYCoords>, isOpen: boolean, color: string, lineWidth?: number) { // NOT YET IMPLEMENTED } /** * Draw a text at the given relative position. * * @method text * @param {string} text - The text to draw. * @param {number} x - The x-position to draw the text at. * @param {number} y - The y-position to draw the text at. * @param {string=} options.color - The Color to use. * @param {string=} options.fontFamily - The font family to use. * @param {number=} options.fontSize - The font size (in pixels) to use. * @param {FontStyle=} options.fontStyle - The font style to use. * @param {FontWeight=} options.fontWeight - The font weight to use. * @param {number=} options.lineHeight - The line height (in pixels) to use. * @param {number=} options.rotation - The (optional) rotation in radians. * @param {string=} options.textAlign - The text align to use. According to the specifiactions (https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/textAlign) valid values are `"left" || "right" || "center" || "start" || "end"`. * @return {void} * @instance * @memberof drawutils */ text( text: string, x: number, y: number, options?: { color?: string; fontFamily?: string; fontSize?: number; fontStyle?: FontStyle; fontWeight?: FontWeight; lineHeight?: number; textAlign?: CanvasRenderingContext2D["textAlign"]; rotation?: number; } ) { // NOT YET IMPLEMENTED } /** * Draw a non-scaling text label at the given position. * * @method label * @param {string} text - The text to draw. * @param {number} x - The x-position to draw the text at. * @param {number} y - The y-position to draw the text at. * @param {number=} rotation - The (aoptional) rotation in radians. * @param {string="black"} color - The color to use (default is black). * @return {void} * @instance * @memberof drawutils */ label(text: string, x: number, y: number, rotation?: number, color?: string) { // NOT YET IMPLEMENTED } /** * Draw an SVG-like path given by the specified path data. * * @method path * @param {SVGPathData} pathData - An array of path commands and params. * @param {string=null} color - (optional) The color to draw this path with (default is null). * @param {number=1} lineWidth - (optional) the line width to use (default is 1). * @param {boolean=false} options.inplace - (optional) If set to true then path transforamtions (scale and translate) will be done in-place in the array. This can boost the performance. * @instance * @memberof drawutils * @return {R} An instance representing the drawn path. */ path(pathData: SVGPathParams, color?: string, lineWidth?: number, options?: { inplace?: boolean }) { // NOT YET IMPLEMENTED } /** * Due to gl compatibility there is a generic 'clear' function required * to avoid accessing the context object itself directly. * * This function just fills the whole canvas with a single color. * * @param {string} color - The color to clear with. **/ clear(color: string) { // NOT YET IMPLEMENTED // if( typeof color == 'string' ) // color = Color.parse(color); // Color class does not yet exist in TS // Clear the canvas this.gl.clearColor(1.0, 1.0, 1.0, 1.0); // Enable the depth test this.gl.enable(this.gl.DEPTH_TEST); // Clear the color and depth buffer this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); } } /** * Some GL helper utils. **/ class GLU { gl: WebGLRenderingContext; constructor(gl: WebGLRenderingContext) { this.gl = gl; } bufferData(verts: Float32Array): WebGLBuffer { // Create an empty buffer object var vbuffer: WebGLBuffer = this.gl.createBuffer() as WebGLBuffer; // Bind appropriate array buffer to it this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vbuffer); // Pass the vertex data to the buffer this.gl.bufferData(this.gl.ARRAY_BUFFER, verts, this.gl.STATIC_DRAW); // Unbind the buffer this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null); return vbuffer; } /*=================== Shaders ====================*/ compileShader(shaderCode: string, shaderType: any): WebGLShader | null { // Create a vertex shader object var shader: WebGLShader = this.gl.createShader(shaderType) as WebGLShader; // Attach vertex shader source code this.gl.shaderSource(shader, shaderCode); // Compile the vertex shader this.gl.compileShader(shader); const vertStatus = this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS); if (!vertStatus) { console.warn("Error in shader:" + this.gl.getShaderInfoLog(shader)); this.gl.deleteShader(shader); return null; } return shader; } makeProgram(vertShader: WebGLShader, fragShader: WebGLShader): WebGLProgram { // Create a shader program object to store // the combined shader program var program: WebGLProgram = this.gl.createProgram() as WebGLProgram; // Attach a vertex shader this.gl.attachShader(program, vertShader); // Attach a fragment shader this.gl.attachShader(program, fragShader); // Link both the programs this.gl.linkProgram(program); // Use the combined shader program object this.gl.useProgram(program); /*======= Do some cleanup ======*/ this.gl.detachShader(program, vertShader); this.gl.detachShader(program, fragShader); this.gl.deleteShader(vertShader); this.gl.deleteShader(fragShader); return program; } }