129 lines
3.4 KiB
TypeScript
129 lines
3.4 KiB
TypeScript
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import { IndexBuffer } from './buffer';
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import { Shader, Uniform1i, Uniform } from './shader';
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import { VertexArray } from './vertexBufferLayout';
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import { Texture } from './texture';
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import { Dictionary } from './util';
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export interface Renderable {
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render(gl: WebGLRenderingContext): void;
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}
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class RenderShit implements Renderable {
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ibo: IndexBuffer;
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va: VertexArray;
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shader: Shader;
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textures: Texture[];
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uniforms: Dictionary<Uniform>;
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enabled: boolean;
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constructor(
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ibo: IndexBuffer,
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va: VertexArray,
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shader: Shader,
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textures: Texture[],
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uniforms: Dictionary<Uniform>,
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) {
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this.enabled = true;
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this.ibo = ibo;
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this.va = va;
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this.shader = shader;
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this.textures = textures;
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this.uniforms = uniforms;
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}
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render(gl: WebGLRenderingContext): void {
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if (!this.enabled) {
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return;
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}
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const indexBuffer = this.ibo;
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const vertexArray = this.va;
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const uniforms = this.uniforms;
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const shader = this.shader;
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const textures = this.textures;
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let texLocation = 0;
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for (let texture of textures) {
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shader.uniform(gl, texture.name, new Uniform1i(texLocation));
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texture.bind(gl, texLocation);
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texLocation ++;
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// if (texLocation > maxTextures) {
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// console.error("Using too many textures, this is not supported yet\nUndefined behaviour!");
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// }
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}
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if (vertexArray && shader && uniforms) {
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for(let key in uniforms) {
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shader.uniform(gl, key, uniforms[key]);
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}
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vertexArray.bind(gl, shader);
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if (indexBuffer) {
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indexBuffer.bind(gl);
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gl.drawElements(gl.TRIANGLES, indexBuffer.getCount(), gl.UNSIGNED_SHORT, 0);
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} else {
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console.error("IndexBuffer is required to render, for now");
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}
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}
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}
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}
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export class Renderer {
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renderables: RenderShit[];
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constructor() {
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this.renderables = [];
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}
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updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
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f(this.renderables[i].uniforms);
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}
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disableRenderShift(i: number) {
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this.renderables[i].enabled = false;
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}
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enableRendershit(i: number) {
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this.renderables[i].enabled = true;
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}
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// addRenderable(item: Renderable) {
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// this.renderables.push(item);
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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.push(
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new RenderShit(
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indexBuffer,
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vertexArray,
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shader,
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texture || [],
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uniforms || {},
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)
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);
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return this.renderables.length - 1;
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}
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render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
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gl.viewport(0, 0, width || gl.canvas.width, height || gl.canvas.height);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
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for (let r of this.renderables) {
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r.render(gl);
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}
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}
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}
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