make renderer use multiple layers
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da4c7b84b7
commit
55dbd5ff2e
2 changed files with 69 additions and 45 deletions
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@ -11,6 +11,14 @@ import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
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import Voronoi = require("./voronoi/voronoi-core");
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import { VoronoiBuilder } from "./voronoi/voronoi";
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const LAYERS = {
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'vor': -1, // Background
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'planet': 1,
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'planet_label': 2,
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'ship': 3,
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'ship_label': 4
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}
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function f32v(ptr: number, size: number): Float32Array {
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return new Float32Array(memory.buffer, ptr, size);
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}
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@ -101,8 +109,6 @@ class GameInstance {
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last_time = 0;
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frame = -1;
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ship_indices: number[];
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turn_count = 0;
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constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
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@ -138,7 +144,7 @@ class GameInstance {
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};
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this.vor_builder = new VoronoiBuilder(GL, this.vor_shader, planet_points, bbox);
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this.renderer.addRenderable(this.vor_builder.getRenderable());
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this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
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for (let i = 0; i < this.planet_count; i++) {
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{
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@ -163,7 +169,9 @@ class GameInstance {
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{
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"u_trans": transform,
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"u_trans_next": transform,
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}
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},
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[],
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LAYERS.planet
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);
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}
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@ -176,13 +184,12 @@ class GameInstance {
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const label = this.text_factory.build(GL, transform);
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this.planet_labels.push(label);
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this.renderer.addRenderable(label.getRenderable());
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this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
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}
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}
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this.turn_count = game.turn_count();
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this.ship_indices = [];
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const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
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const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
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const ship_layout = new VertexBufferLayout();
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@ -191,18 +198,18 @@ class GameInstance {
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ship_vao.addBuffer(ship_positions, ship_layout);
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for (let i = 0; i < this.game.get_max_ships(); i++) {
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this.ship_indices.push(
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this.renderer.addToDraw(
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ship_ibo,
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ship_vao,
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this.shader,
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{}
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)
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{},
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[],
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LAYERS.ship
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);
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const label = this.text_factory.build(GL);
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this.ship_labels.push(label);
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this.renderer.addRenderable(label.getRenderable())
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this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label)
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}
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// this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
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@ -223,9 +230,9 @@ class GameInstance {
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for (let i = 0; i < this.planet_count; i++) {
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const u = new Uniform3f(colours[i * 6], colours[i * 6 + 1], colours[i * 6 + 2]);
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this.renderer.updateUniform(2 * i + 1, (us) => us["u_color"] = u);
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this.renderer.updateUniform(i, (us) => us["u_color"] = u, LAYERS.planet);
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const u2 = new Uniform3f(colours[i * 6 + 3], colours[i * 6 + 4], colours[i * 6 + 5]);
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this.renderer.updateUniform(2 * i + 1, (us) => us["u_color_next"] = u2);
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this.renderer.updateUniform(i, (us) => us["u_color_next"] = u2, LAYERS.planet);
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this.planet_labels[i].setText(GL, "*"+planet_ships[i], Align.Middle, Align.Begin);
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}
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@ -237,17 +244,13 @@ class GameInstance {
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const ship_colours = f32v(this.game.get_ship_colours(), ship_count * 3);
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for (let i = 0; i < this.game.get_max_ships(); i++) {
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const index = this.ship_indices[i];
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if (i < ship_count) {
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this.ship_labels[i].setText(GL, ""+ship_counts[i], Align.Middle, Align.Middle);
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this.renderer.enableRenderable(index);
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this.renderer.enableRenderable(index+1);
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this.renderer.enableRenderable(i, LAYERS.ship);
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this.renderer.enableRenderable(i, LAYERS.ship_label);
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const u = new Uniform3f(ship_colours[i * 3], ship_colours[i * 3 + 1], ship_colours[i * 3 + 2]);
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// const t1 = new UniformMatrix3fv(new Float32Array(ships, i * 18, 9));
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// const t2 = new UniformMatrix3fv(new Float32Array(ships, i * 18 + 9, 9));
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const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
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const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
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@ -255,21 +258,21 @@ class GameInstance {
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const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
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const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
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this.renderer.updateUniform(index, (us) => {
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this.renderer.updateUniform(i, (us) => {
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us["u_color"] = u;
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us["u_color_next"] = u;
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us["u_trans"] = t1;
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us["u_trans_next"] = t2;
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});
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}, LAYERS.ship);
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this.renderer.updateUniform(index+1, (us) => {
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this.renderer.updateUniform(i, (us) => {
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us["u_trans"] = tl1;
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us["u_trans_next"] = tl2;
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});
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}, LAYERS.ship_label);
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} else {
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this.renderer.disableRenderable(index);
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this.renderer.disableRenderable(index+1);
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this.renderer.disableRenderable(i, LAYERS.ship);
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this.renderer.disableRenderable(i, LAYERS.ship_label);
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}
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}
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}
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@ -5,6 +5,18 @@ import { VertexArray } from './vertexBufferLayout';
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import { Texture } from './texture';
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import { Dictionary } from './util';
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function sortedIndex(array, value) {
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var low = 0,
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high = array.length;
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while (low < high) {
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var mid = (low + high) >>> 1;
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if (array[mid] < value) low = mid + 1;
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else high = mid;
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}
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return low;
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}
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export interface Renderable {
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getUniforms() : Dictionary<Uniform>;
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render(gl: WebGLRenderingContext): void;
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@ -85,30 +97,38 @@ export class DefaultRenderable implements Renderable {
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}
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export class Renderer {
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renderables: [Renderable, boolean][];
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renderables: { [id: number] : [Renderable, boolean][]; };
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renderable_layers: number[];
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constructor() {
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this.renderables = [];
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this.renderables = {};
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this.renderable_layers = [];
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}
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updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
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f(this.renderables[i][0].getUniforms());
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updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) {
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f(this.renderables[layer][i][0].getUniforms());
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}
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disableRenderable(i: number) {
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this.renderables[i][1] = false;
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disableRenderable(i: number, layer=0) {
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this.renderables[layer][i][1] = false;
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}
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enableRenderable(i: number) {
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this.renderables[i][1] = true;
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enableRenderable(i: number, layer=0) {
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this.renderables[layer][i][1] = true;
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}
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addRenderable(item: Renderable): number {
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this.renderables.push([item, true]);
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return this.renderables.length - 1;
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addRenderable(item: Renderable, layer=0): number {
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if(!this.renderables[layer]) {
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const idx = sortedIndex(this.renderable_layers, layer);
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this.renderable_layers.splice(idx, 0, layer);
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this.renderables[layer] = [];
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}
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addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
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this.renderables[layer].push([item, true]);
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return this.renderables[layer].length - 1;
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}
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addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[], layer=0): number {
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return this.addRenderable(
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new DefaultRenderable(
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indexBuffer,
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@ -116,7 +136,7 @@ export class Renderer {
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shader,
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texture || [],
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uniforms || {},
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)
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), layer
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);
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}
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@ -129,10 +149,11 @@ export class Renderer {
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const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
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for (let [r, e] of this.renderables) {
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for (let layer of this.renderable_layers) {
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for (let [r, e] of this.renderables[layer]) {
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if (!e) continue;
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r.render(gl);
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}
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}
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}
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}
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