make renderer use multiple layers

This commit is contained in:
ajuvercr 2020-04-20 10:54:21 +02:00
parent da4c7b84b7
commit 55dbd5ff2e
2 changed files with 69 additions and 45 deletions

View file

@ -11,6 +11,14 @@ import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
import Voronoi = require("./voronoi/voronoi-core");
import { VoronoiBuilder } from "./voronoi/voronoi";
const LAYERS = {
'vor': -1, // Background
'planet': 1,
'planet_label': 2,
'ship': 3,
'ship_label': 4
}
function f32v(ptr: number, size: number): Float32Array {
return new Float32Array(memory.buffer, ptr, size);
}
@ -101,8 +109,6 @@ class GameInstance {
last_time = 0;
frame = -1;
ship_indices: number[];
turn_count = 0;
constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
@ -138,7 +144,7 @@ class GameInstance {
};
this.vor_builder = new VoronoiBuilder(GL, this.vor_shader, planet_points, bbox);
this.renderer.addRenderable(this.vor_builder.getRenderable());
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
for (let i = 0; i < this.planet_count; i++) {
{
@ -163,7 +169,9 @@ class GameInstance {
{
"u_trans": transform,
"u_trans_next": transform,
}
},
[],
LAYERS.planet
);
}
@ -176,13 +184,12 @@ class GameInstance {
const label = this.text_factory.build(GL, transform);
this.planet_labels.push(label);
this.renderer.addRenderable(label.getRenderable());
this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
}
}
this.turn_count = game.turn_count();
this.ship_indices = [];
const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
const ship_layout = new VertexBufferLayout();
@ -191,18 +198,18 @@ class GameInstance {
ship_vao.addBuffer(ship_positions, ship_layout);
for (let i = 0; i < this.game.get_max_ships(); i++) {
this.ship_indices.push(
this.renderer.addToDraw(
ship_ibo,
ship_vao,
this.shader,
{}
)
this.renderer.addToDraw(
ship_ibo,
ship_vao,
this.shader,
{},
[],
LAYERS.ship
);
const label = this.text_factory.build(GL);
this.ship_labels.push(label);
this.renderer.addRenderable(label.getRenderable())
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label)
}
// this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
@ -223,9 +230,9 @@ class GameInstance {
for (let i = 0; i < this.planet_count; i++) {
const u = new Uniform3f(colours[i * 6], colours[i * 6 + 1], colours[i * 6 + 2]);
this.renderer.updateUniform(2 * i + 1, (us) => us["u_color"] = u);
this.renderer.updateUniform(i, (us) => us["u_color"] = u, LAYERS.planet);
const u2 = new Uniform3f(colours[i * 6 + 3], colours[i * 6 + 4], colours[i * 6 + 5]);
this.renderer.updateUniform(2 * i + 1, (us) => us["u_color_next"] = u2);
this.renderer.updateUniform(i, (us) => us["u_color_next"] = u2, LAYERS.planet);
this.planet_labels[i].setText(GL, "*"+planet_ships[i], Align.Middle, Align.Begin);
}
@ -237,17 +244,13 @@ class GameInstance {
const ship_colours = f32v(this.game.get_ship_colours(), ship_count * 3);
for (let i = 0; i < this.game.get_max_ships(); i++) {
const index = this.ship_indices[i];
if (i < ship_count) {
this.ship_labels[i].setText(GL, ""+ship_counts[i], Align.Middle, Align.Middle);
this.renderer.enableRenderable(index);
this.renderer.enableRenderable(index+1);
this.renderer.enableRenderable(i, LAYERS.ship);
this.renderer.enableRenderable(i, LAYERS.ship_label);
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));
// const t2 = new UniformMatrix3fv(new Float32Array(ships, i * 18 + 9, 9));
const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
@ -255,21 +258,21 @@ class GameInstance {
const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
this.renderer.updateUniform(index, (us) => {
this.renderer.updateUniform(i, (us) => {
us["u_color"] = u;
us["u_color_next"] = u;
us["u_trans"] = t1;
us["u_trans_next"] = t2;
});
}, LAYERS.ship);
this.renderer.updateUniform(index+1, (us) => {
this.renderer.updateUniform(i, (us) => {
us["u_trans"] = tl1;
us["u_trans_next"] = tl2;
});
}, LAYERS.ship_label);
} else {
this.renderer.disableRenderable(index);
this.renderer.disableRenderable(index+1);
this.renderer.disableRenderable(i, LAYERS.ship);
this.renderer.disableRenderable(i, LAYERS.ship_label);
}
}
}

View file

@ -5,6 +5,18 @@ import { VertexArray } from './vertexBufferLayout';
import { Texture } from './texture';
import { Dictionary } from './util';
function sortedIndex(array, value) {
var low = 0,
high = array.length;
while (low < high) {
var mid = (low + high) >>> 1;
if (array[mid] < value) low = mid + 1;
else high = mid;
}
return low;
}
export interface Renderable {
getUniforms() : Dictionary<Uniform>;
render(gl: WebGLRenderingContext): void;
@ -85,30 +97,38 @@ export class DefaultRenderable implements Renderable {
}
export class Renderer {
renderables: [Renderable, boolean][];
renderables: { [id: number] : [Renderable, boolean][]; };
renderable_layers: number[];
constructor() {
this.renderables = [];
this.renderables = {};
this.renderable_layers = [];
}
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
f(this.renderables[i][0].getUniforms());
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) {
f(this.renderables[layer][i][0].getUniforms());
}
disableRenderable(i: number) {
this.renderables[i][1] = false;
disableRenderable(i: number, layer=0) {
this.renderables[layer][i][1] = false;
}
enableRenderable(i: number) {
this.renderables[i][1] = true;
enableRenderable(i: number, layer=0) {
this.renderables[layer][i][1] = true;
}
addRenderable(item: Renderable): number {
this.renderables.push([item, true]);
return this.renderables.length - 1;
addRenderable(item: Renderable, layer=0): number {
if(!this.renderables[layer]) {
const idx = sortedIndex(this.renderable_layers, layer);
this.renderable_layers.splice(idx, 0, layer);
this.renderables[layer] = [];
}
this.renderables[layer].push([item, true]);
return this.renderables[layer].length - 1;
}
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[], layer=0): number {
return this.addRenderable(
new DefaultRenderable(
indexBuffer,
@ -116,7 +136,7 @@ export class Renderer {
shader,
texture || [],
uniforms || {},
)
), layer
);
}
@ -129,10 +149,11 @@ export class Renderer {
const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
for (let [r, e] of this.renderables) {
if (!e) continue;
r.render(gl);
for (let layer of this.renderable_layers) {
for (let [r, e] of this.renderables[layer]) {
if (!e) continue;
r.render(gl);
}
}
}
}