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