From ebc56db63c054702ad910987aa666d7cfb52d5cc Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Wed, 24 Oct 2018 23:05:13 +0200 Subject: Move shader initialization out of renderer Avoid public fields and ! overrides, make almost all fields readonly. --- src/index.ts | 2 +- src/model/MapData.ts | 16 +++--- src/view/MapLoader.ts | 4 +- src/view/MapView.ts | 44 ++++++++------- src/view/Renderer.ts | 127 ------------------------------------------ src/view/default.fs | 8 --- src/view/default.vs | 13 ----- src/view/renderer/Renderer.ts | 100 +++++++++++++++++++++++++++++++++ src/view/renderer/Shaders.ts | 79 ++++++++++++++++++++++++++ src/view/renderer/default.fs | 8 +++ src/view/renderer/default.vs | 13 +++++ 11 files changed, 235 insertions(+), 179 deletions(-) delete mode 100644 src/view/Renderer.ts delete mode 100644 src/view/default.fs delete mode 100644 src/view/default.vs create mode 100644 src/view/renderer/Renderer.ts create mode 100644 src/view/renderer/Shaders.ts create mode 100644 src/view/renderer/default.fs create mode 100644 src/view/renderer/default.vs diff --git a/src/index.ts b/src/index.ts index 1c2035f..5d70727 100644 --- a/src/index.ts +++ b/src/index.ts @@ -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; diff --git a/src/model/MapData.ts b/src/model/MapData.ts index dcb98b8..c8db35c 100644 --- a/src/model/MapData.ts +++ b/src/model/MapData.ts @@ -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; - public collision: string[]; - public layers: string[][][]; + public readonly tiles: Map; + 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); diff --git a/src/view/MapLoader.ts b/src/view/MapLoader.ts index f178c69..31e6484 100644 --- a/src/view/MapLoader.ts +++ b/src/view/MapLoader.ts @@ -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 { return new Promise((resolve, reject) => { @@ -56,7 +56,7 @@ function mkTileTexture(gl: WebGLRenderingContext, tiles: Map { 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); } diff --git a/src/view/MapView.ts b/src/view/MapView.ts index 97d5d7d..edcbfbb 100644 --- a/src/view/MapView.ts +++ b/src/view/MapView.ts @@ -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, + private readonly r: Renderer, + private readonly map: MapData, + private readonly tileTexture: WebGLTexture, + private readonly tileMap: Map, ) { 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(); + + gl.clear(gl.COLOR_BUFFER_BIT); - 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.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.vertexBuffer); - this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 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.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.textureBuffer); + gl.vertexAttribPointer(this.r.getTextureCoordLoc(), 2, gl.FLOAT, false, 0, 0); - this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height); + 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) { diff --git a/src/view/Renderer.ts b/src/view/Renderer.ts deleted file mode 100644 index ae3c6e7..0000000 --- a/src/view/Renderer.ts +++ /dev/null @@ -1,127 +0,0 @@ -import {mat4} from 'gl-matrix'; - -import fragmentShaderSrc from './default.fs'; -import vertexShaderSrc from './default.vs'; - -export default class Renderer { - public gl: WebGLRenderingContext; - - public vertexPosLoc!: number; - public textureCoordLoc!: number; - public 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 { - const shaderProgram = this.gl.createProgram(); - if (!shaderProgram) - throw new Error('Unable to create shader program'); - - const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc); - const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc); - - this.gl.attachShader(shaderProgram, vertexShader); - this.gl.attachShader(shaderProgram, fragmentShader); - - this.gl.linkProgram(shaderProgram); - if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) { - const err = this.gl.getProgramInfoLog(shaderProgram); - - this.gl.deleteShader(vertexShader); - this.gl.deleteShader(fragmentShader); - this.gl.deleteProgram(shaderProgram); - - throw new Error('Unable to link shader: ' + err); - } - - this.gl.useProgram(shaderProgram); - - this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'aVertexPos'); - this.gl.enableVertexAttribArray(this.vertexPosLoc); - - this.textureCoordLoc = this.getAttribLocation(shaderProgram, 'aTextureCoord'); - this.gl.enableVertexAttribArray(this.textureCoordLoc); - - this.viewportLoc = this.getUniformLocation(shaderProgram, 'uViewport'); - this.translateLoc = this.getUniformLocation(shaderProgram, 'uTranslate'); - this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler'); - } - - 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.viewportLoc, false, this.viewport); - - this.gl.uniform2f(this.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; - } -} diff --git a/src/view/default.fs b/src/view/default.fs deleted file mode 100644 index 351fed7..0000000 --- a/src/view/default.fs +++ /dev/null @@ -1,8 +0,0 @@ -varying highp vec2 vTextureCoord; - -uniform sampler2D uSampler; - - -void main(void) { - gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)); -} diff --git a/src/view/default.vs b/src/view/default.vs deleted file mode 100644 index 4715a17..0000000 --- a/src/view/default.vs +++ /dev/null @@ -1,13 +0,0 @@ -attribute vec2 aVertexPos; -attribute vec2 aTextureCoord; - -uniform mat4 uViewport; -uniform vec2 uTranslate; - -varying highp vec2 vTextureCoord; - - -void main(void) { - gl_Position = uViewport * vec4(aVertexPos + uTranslate, 0.0, 1.0); - vTextureCoord = aTextureCoord; -} diff --git a/src/view/renderer/Renderer.ts b/src/view/renderer/Renderer.ts new file mode 100644 index 0000000..6e3897d --- /dev/null +++ b/src/view/renderer/Renderer.ts @@ -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; + } +} diff --git a/src/view/renderer/Shaders.ts b/src/view/renderer/Shaders.ts new file mode 100644 index 0000000..da75a18 --- /dev/null +++ b/src/view/renderer/Shaders.ts @@ -0,0 +1,79 @@ +import fragmentShaderSrc from './default.fs'; +import vertexShaderSrc from './default.vs'; + +export default class Shaders { + public readonly viewportLoc: WebGLUniformLocation; + public readonly translateLoc: WebGLUniformLocation; + + public readonly vertexPosLoc: number; + public readonly textureCoordLoc: number; + public readonly samplerLoc: WebGLUniformLocation; + + constructor(private readonly gl: WebGLRenderingContext) { + const shaderProgram = this.gl.createProgram(); + if (!shaderProgram) + throw new Error('Unable to create shader program'); + + const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc); + const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc); + + this.gl.attachShader(shaderProgram, vertexShader); + this.gl.attachShader(shaderProgram, fragmentShader); + + this.gl.linkProgram(shaderProgram); + if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) { + const err = this.gl.getProgramInfoLog(shaderProgram); + + this.gl.deleteShader(vertexShader); + this.gl.deleteShader(fragmentShader); + this.gl.deleteProgram(shaderProgram); + + throw new Error('Unable to link shader: ' + err); + } + + this.gl.useProgram(shaderProgram); + + this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'aVertexPos'); + this.gl.enableVertexAttribArray(this.vertexPosLoc); + + this.textureCoordLoc = this.getAttribLocation(shaderProgram, 'aTextureCoord'); + this.gl.enableVertexAttribArray(this.textureCoordLoc); + + this.viewportLoc = this.getUniformLocation(shaderProgram, 'uViewport'); + this.translateLoc = this.getUniformLocation(shaderProgram, 'uTranslate'); + this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler'); + } + + 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; + } + + 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; + } +} diff --git a/src/view/renderer/default.fs b/src/view/renderer/default.fs new file mode 100644 index 0000000..351fed7 --- /dev/null +++ b/src/view/renderer/default.fs @@ -0,0 +1,8 @@ +varying highp vec2 vTextureCoord; + +uniform sampler2D uSampler; + + +void main(void) { + gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)); +} diff --git a/src/view/renderer/default.vs b/src/view/renderer/default.vs new file mode 100644 index 0000000..4715a17 --- /dev/null +++ b/src/view/renderer/default.vs @@ -0,0 +1,13 @@ +attribute vec2 aVertexPos; +attribute vec2 aTextureCoord; + +uniform mat4 uViewport; +uniform vec2 uTranslate; + +varying highp vec2 vTextureCoord; + + +void main(void) { + gl_Position = uViewport * vec4(aVertexPos + uTranslate, 0.0, 1.0); + vTextureCoord = aTextureCoord; +} -- cgit v1.2.3