Move shader initialization out of renderer

Avoid public fields and ! overrides, make almost all fields readonly.
This commit is contained in:
Matthias Schiffer 2018-10-24 23:05:13 +02:00
parent 9770eaf432
commit ebc56db63c
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
8 changed files with 154 additions and 98 deletions

View file

@ -1,7 +1,7 @@
import MapData from './model/MapData';
import {loadMap} from './view/MapLoader';
import Renderer from './view/Renderer';
import Renderer from './view/renderer/Renderer';
window.onload = () => {
const canvas = document.getElementById('rpgedit') as HTMLCanvasElement;

View file

@ -1,18 +1,18 @@
import {mapFromObject} from '../util';
interface Input {
tiles: {[key: string]: string};
collision: string[];
layers: string[][][];
readonly tiles: {[key: string]: string};
readonly collision: string[];
readonly layers: string[][][];
}
export default class MapData {
public tiles: Map<string, string>;
public collision: string[];
public layers: string[][][];
public readonly tiles: Map<string, string>;
public readonly collision: string[];
public readonly layers: string[][][];
public width: number;
public height: number;
public readonly width: number;
public readonly height: number;
constructor(data: Input) {
this.tiles = mapFromObject(data.tiles);

View file

@ -2,7 +2,7 @@ import {mapValues, mapValuesAsync, nextPowerOf2} from '../util';
import MapData from '../model/MapData';
import MapView from './MapView';
import Renderer from './Renderer';
import Renderer from './renderer/Renderer';
function loadImage(url: string): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => {
@ -56,7 +56,7 @@ function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageEl
export async function loadMap(r: Renderer, mapData: MapData): Promise<MapView> {
const tiles = await loadTiles(mapData.tiles);
const [tileTexture, tileMap] = mkTileTexture(r.gl, tiles);
const [tileTexture, tileMap] = mkTileTexture(r.getContext(), tiles);
return new MapView(r, mapData, tileTexture, tileMap);
}

View file

@ -1,21 +1,21 @@
import {nextPowerOf2} from '../util';
import MapData from '../model/MapData';
import Renderer from './Renderer';
import Renderer from './renderer/Renderer';
export default class MapView {
public static readonly tileSize: number = 32;
private redrawPending: boolean = false;
private vertexBuffer: WebGLBuffer;
private textureBuffer: WebGLBuffer;
private readonly vertexBuffer: WebGLBuffer;
private readonly textureBuffer: WebGLBuffer;
constructor(
private r: Renderer,
private map: MapData,
private tileTexture: WebGLTexture,
private tileMap: Map<string, number>,
private readonly r: Renderer,
private readonly map: MapData,
private readonly tileTexture: WebGLTexture,
private readonly tileMap: Map<string, number>,
) {
const vertexData: number[] = [];
const textureData: number[] = [];
@ -26,29 +26,33 @@ export default class MapView {
for (let y = 0; y < map.height; y++)
this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
const gl = r.getContext();
this.vertexBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.vertexBuffer);
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(vertexData), r.gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
this.textureBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.textureBuffer);
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(textureData), r.gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureData), gl.STATIC_DRAW);
}
public draw(): void {
this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT);
const gl = this.r.getContext();
this.r.gl.activeTexture(this.r.gl.TEXTURE0);
this.r.gl.bindTexture(this.r.gl.TEXTURE_2D, this.tileTexture);
this.r.gl.uniform1i(this.r.samplerLoc, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.vertexBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tileTexture);
gl.uniform1i(this.r.getSamplerLoc(), 0);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.textureBuffer);
this.r.gl.vertexAttribPointer(this.r.textureCoordLoc, 2, this.r.gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(this.r.getVertexPosLoc(), 2, gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(this.r.getTextureCoordLoc(), 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
}
private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {

View file

@ -0,0 +1,100 @@
import {mat4} from 'gl-matrix';
import Shaders from './Shaders';
export default class Renderer {
private readonly gl: WebGLRenderingContext;
private readonly shaders: Shaders;
private readonly viewport: mat4 = mat4.create();
constructor(private readonly canvas: HTMLCanvasElement) {
this.gl = this.mkContext();
this.shaders = new Shaders(this.gl);
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
this.setSize();
}
public createBuffer(): WebGLBuffer {
const ret = this.gl.createBuffer();
if (!ret)
throw new Error('unable to create buffer');
return ret;
}
public getContext(): WebGLRenderingContext {
return this.gl;
}
public getVertexPosLoc(): number {
return this.shaders.vertexPosLoc;
}
public getTextureCoordLoc(): number {
return this.shaders.textureCoordLoc;
}
public getSamplerLoc(): WebGLUniformLocation {
return this.shaders.samplerLoc;
}
private mkContext(): WebGLRenderingContext {
const gl = (
this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')
);
if (!gl)
throw new Error('unable to initialize WebGL context');
return gl;
}
private setSize(): void {
const w = this.canvas.width;
const h = this.canvas.height;
this.gl.viewport(0, 0, w, h);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
mat4.identity(this.viewport);
mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]);
this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport);
this.gl.uniform2f(this.shaders.translateLoc, -5.0, -5.0);
}
private getAttribLocation(program: WebGLProgram, name: string): number {
const ret = this.gl.getAttribLocation(program, name);
if (ret < 0)
throw new Error("unable to get location of attribute '" + name + "'");
return ret;
}
private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
const ret = this.gl.getUniformLocation(program, name);
if (!ret)
throw new Error("unable to get location of uniform '" + name + "'");
return ret;
}
private compileShader(type: number, src: string): WebGLShader {
const shader = this.gl.createShader(type);
if (!shader)
throw new Error('Unable to create shader');
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
const err = this.gl.getShaderInfoLog(shader);
this.gl.deleteShader(shader);
throw new Error('Unable to compile shader: ' + err);
}
return shader;
}
}

View file

@ -1,49 +1,15 @@
import {mat4} from 'gl-matrix';
import fragmentShaderSrc from './default.fs';
import vertexShaderSrc from './default.vs';
export default class Renderer {
public gl: WebGLRenderingContext;
export default class Shaders {
public readonly viewportLoc: WebGLUniformLocation;
public readonly translateLoc: WebGLUniformLocation;
public vertexPosLoc!: number;
public textureCoordLoc!: number;
public samplerLoc!: WebGLUniformLocation;
public readonly vertexPosLoc: number;
public readonly textureCoordLoc: number;
public readonly samplerLoc: WebGLUniformLocation;
private viewport: mat4 = mat4.create();
private viewportLoc!: WebGLUniformLocation;
private translateLoc!: WebGLUniformLocation;
constructor(private canvas: HTMLCanvasElement) {
this.gl = this.mkContext();
this.initShaders();
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
this.setSize();
}
public createBuffer(): WebGLBuffer {
const ret = this.gl.createBuffer();
if (!ret)
throw new Error('unable to create buffer');
return ret;
}
private mkContext(): WebGLRenderingContext {
const gl = (
this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')
) as WebGLRenderingContext|null;
if (!gl)
throw new Error('unable to initialize WebGL context');
return gl;
}
private initShaders(): void {
constructor(private readonly gl: WebGLRenderingContext) {
const shaderProgram = this.gl.createProgram();
if (!shaderProgram)
throw new Error('Unable to create shader program');
@ -78,18 +44,21 @@ export default class Renderer {
this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler');
}
private setSize(): void {
const w = this.canvas.width;
const h = this.canvas.height;
private compileShader(type: number, src: string): WebGLShader {
const shader = this.gl.createShader(type);
if (!shader)
throw new Error('Unable to create shader');
this.gl.viewport(0, 0, w, h);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
mat4.identity(this.viewport);
mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]);
this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
const err = this.gl.getShaderInfoLog(shader);
this.gl.deleteShader(shader);
throw new Error('Unable to compile shader: ' + err);
}
this.gl.uniform2f(this.translateLoc, -5.0, -5.0);
return shader;
}
private getAttribLocation(program: WebGLProgram, name: string): number {
@ -107,21 +76,4 @@ export default class Renderer {
return ret;
}
private compileShader(type: number, src: string): WebGLShader {
const shader = this.gl.createShader(type);
if (!shader)
throw new Error('Unable to create shader');
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
const err = this.gl.getShaderInfoLog(shader);
this.gl.deleteShader(shader);
throw new Error('Unable to compile shader: ' + err);
}
return shader;
}
}