some spring cleaning
This commit is contained in:
parent
dc8df8eb9f
commit
4645f8d392
5 changed files with 39 additions and 115 deletions
|
@ -60,6 +60,7 @@ GL.clear(GL.COLOR_BUFFER_BIT);
|
|||
GL.enable(GL.BLEND);
|
||||
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// TODO: fix this
|
||||
var SHADERFACOTRY: ShaderFactory;
|
||||
ShaderFactory.create_factory(
|
||||
LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
|
||||
|
@ -180,8 +181,8 @@ class GameInstance {
|
|||
]);
|
||||
|
||||
const label = this.text_factory.build(GL, transform);
|
||||
this.renderer.addRenderable(label);
|
||||
this.planet_labels.push(label);
|
||||
this.renderer.addRenderable(label.getRenderable());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,7 +208,7 @@ class GameInstance {
|
|||
|
||||
const label = this.text_factory.build(GL);
|
||||
this.ship_labels.push(label);
|
||||
this.renderer.addRenderable(label)
|
||||
this.renderer.addRenderable(label.getRenderable())
|
||||
}
|
||||
|
||||
this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
|
||||
|
@ -247,8 +248,8 @@ class GameInstance {
|
|||
|
||||
this.ship_labels[i].setText(GL, ""+ship_counts[i], Align.Middle, Align.Middle);
|
||||
|
||||
this.renderer.enableRendershit(index);
|
||||
this.renderer.enableRendershit(index+1);
|
||||
this.renderer.enableRenderable(index);
|
||||
this.renderer.enableRenderable(index+1);
|
||||
|
||||
const u = new Uniform3f(ship_colours[i * 3], ship_colours[i * 3 + 1], ship_colours[i * 3 + 2]);
|
||||
// const t1 = new UniformMatrix3fv(new Float32Array(ships, i * 18, 9));
|
||||
|
@ -273,8 +274,8 @@ class GameInstance {
|
|||
});
|
||||
|
||||
} else {
|
||||
this.renderer.disableRenderShift(index);
|
||||
this.renderer.disableRenderShift(index+1);
|
||||
this.renderer.disableRenderable(index);
|
||||
this.renderer.disableRenderable(index+1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,84 +0,0 @@
|
|||
import { Renderable } from './renderer';
|
||||
import { Shader, Uniform } from './shader';
|
||||
import { Dictionary } from './util';
|
||||
|
||||
function createAndSetupTexture(gl: WebGLRenderingContext): WebGLTexture {
|
||||
var texture = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
|
||||
// Set up texture so we can render any size image and so we are
|
||||
// working with pixels.
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
export class Foo implements Renderable {
|
||||
uniforms: Dictionary<Uniform>;
|
||||
|
||||
stages: Stage[];
|
||||
|
||||
textures: WebGLTexture[];
|
||||
framebuffers: WebGLFramebuffer[];
|
||||
|
||||
width: number;
|
||||
height: number;
|
||||
|
||||
|
||||
constructor(gl: WebGLRenderingContext, width: number, height: number) {
|
||||
this.uniforms = {};
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
for (let ii = 0; ii < 2; ++ii) {
|
||||
const texture = createAndSetupTexture(gl);
|
||||
this.textures.push(texture);
|
||||
|
||||
// make the texture the same size as the image
|
||||
gl.texImage2D(
|
||||
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
|
||||
gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
|
||||
// Create a framebuffer
|
||||
const fbo = gl.createFramebuffer();
|
||||
this.framebuffers.push(fbo);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
||||
|
||||
// Attach a texture to it.
|
||||
gl.framebufferTexture2D(
|
||||
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
getUniforms(): Dictionary<Uniform> {
|
||||
return this.uniforms;
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext) {
|
||||
this.stages.forEach( (item, i) => {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[i%2]);
|
||||
item.render(gl);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures[i % 2]);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
class Stage implements Renderable {
|
||||
program: Shader;
|
||||
uniforms: Dictionary<Uniform>;
|
||||
|
||||
getUniforms(): Dictionary<Uniform> {
|
||||
return this.uniforms;
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext) {
|
||||
this.program.bind(gl);
|
||||
|
||||
for (let name in this.uniforms) {
|
||||
this.program.uniform(gl, name, this.uniforms[name]);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -8,9 +8,11 @@ import { Dictionary } from './util';
|
|||
export interface Renderable {
|
||||
getUniforms() : Dictionary<Uniform>;
|
||||
render(gl: WebGLRenderingContext): void;
|
||||
updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]);
|
||||
updateIndexBuffer(gl: WebGLRenderingContext, data: number[]);
|
||||
}
|
||||
|
||||
export class RenderShit implements Renderable {
|
||||
export class DefaultRenderable implements Renderable {
|
||||
ibo: IndexBuffer;
|
||||
va: VertexArray;
|
||||
shader: Shader;
|
||||
|
@ -35,6 +37,14 @@ export class RenderShit implements Renderable {
|
|||
return this.uniforms;
|
||||
}
|
||||
|
||||
updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]) {
|
||||
this.va.updateBuffer(gl, index, data);
|
||||
}
|
||||
|
||||
updateIndexBuffer(gl: WebGLRenderingContext, data: number[]) {
|
||||
this.ibo.updateData(gl, data);
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext): void {
|
||||
|
||||
const indexBuffer = this.ibo;
|
||||
|
@ -85,11 +95,11 @@ export class Renderer {
|
|||
f(this.renderables[i][0].getUniforms());
|
||||
}
|
||||
|
||||
disableRenderShift(i: number) {
|
||||
disableRenderable(i: number) {
|
||||
this.renderables[i][1] = false;
|
||||
}
|
||||
|
||||
enableRendershit(i: number) {
|
||||
enableRenderable(i: number) {
|
||||
this.renderables[i][1] = true;
|
||||
}
|
||||
|
||||
|
@ -100,7 +110,7 @@ export class Renderer {
|
|||
|
||||
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
|
||||
return this.addRenderable(
|
||||
new RenderShit(
|
||||
new DefaultRenderable(
|
||||
indexBuffer,
|
||||
vertexArray,
|
||||
shader,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
import { Texture } from "./texture";
|
||||
import { Dictionary } from "./util";
|
||||
import { Renderable, RenderShit } from "./renderer";
|
||||
import { Renderable, DefaultRenderable } from "./renderer";
|
||||
import { Uniform, Shader, UniformMatrix3fv } from "./shader";
|
||||
import { IndexBuffer, VertexBuffer } from "./buffer";
|
||||
import { VertexBufferLayout, VertexArray } from "./vertexBufferLayout";
|
||||
|
@ -43,10 +43,8 @@ export class LabelFactory {
|
|||
}
|
||||
}
|
||||
|
||||
export class Label implements Renderable {
|
||||
inner: Renderable;
|
||||
ib: IndexBuffer;
|
||||
vb: VertexBuffer;
|
||||
export class Label {
|
||||
inner: DefaultRenderable;
|
||||
|
||||
font: FontInfo;
|
||||
|
||||
|
@ -54,25 +52,21 @@ export class Label implements Renderable {
|
|||
this.font = font;
|
||||
|
||||
const uniforms = transform ? { "u_trans": transform, "u_trans_next": transform, } : {};
|
||||
this.ib = new IndexBuffer(gl, []);
|
||||
this.vb = new VertexBuffer(gl, []);
|
||||
const ib = new IndexBuffer(gl, []);
|
||||
const vb = new VertexBuffer(gl, []);
|
||||
|
||||
const layout = new VertexBufferLayout();
|
||||
layout.push(gl.FLOAT, 2, 4, "a_position");
|
||||
layout.push(gl.FLOAT, 2, 4, "a_texCoord");
|
||||
|
||||
const vao = new VertexArray();
|
||||
vao.addBuffer(this.vb, layout);
|
||||
vao.addBuffer(vb, layout);
|
||||
|
||||
this.inner = new RenderShit(this.ib, vao, shader, [tex], uniforms);
|
||||
this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms);
|
||||
}
|
||||
|
||||
getUniforms(): Dictionary<Uniform> {
|
||||
return this.inner.getUniforms();
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext): void {
|
||||
return this.inner.render(gl);
|
||||
getRenderable(): DefaultRenderable {
|
||||
return this.inner;
|
||||
}
|
||||
|
||||
setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) {
|
||||
|
@ -126,8 +120,8 @@ export class Label implements Renderable {
|
|||
}
|
||||
}
|
||||
|
||||
this.ib.updateData(gl, idxs);
|
||||
this.vb.updateData(gl, verts);
|
||||
this.inner.updateIndexBuffer(gl, idxs);
|
||||
this.inner.updateVAOBuffer(gl, 0, verts);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { Buffer, VertexBuffer } from './buffer';
|
||||
import { VertexBuffer } from './buffer';
|
||||
import { Shader } from './shader';
|
||||
|
||||
export class VertexBufferElement {
|
||||
|
@ -59,7 +59,7 @@ export class VertexBufferLayout {
|
|||
// glVertexAttribPointer tells gl that that data is at which location in the supplied data
|
||||
export class VertexArray {
|
||||
// There is no renderer ID, always at bind buffers and use glVertexAttribPointer
|
||||
buffers: Buffer[];
|
||||
buffers: VertexBuffer[];
|
||||
layouts: VertexBufferLayout[];
|
||||
|
||||
constructor() {
|
||||
|
@ -72,6 +72,10 @@ export class VertexArray {
|
|||
this.layouts.push(layout);
|
||||
}
|
||||
|
||||
updateBuffer(gl: WebGLRenderingContext, index: number, data: number[]) {
|
||||
this.buffers[index].updateData(gl, data);
|
||||
}
|
||||
|
||||
/// Bind buffers providing program data
|
||||
bind(gl: WebGLRenderingContext, shader: Shader) {
|
||||
shader.bind(gl);
|
||||
|
@ -109,4 +113,3 @@ export class VertexArray {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue