diff options
Diffstat (limited to 'web/pw-visualizer/src/webgl/renderer.ts')
-rw-r--r-- | web/pw-visualizer/src/webgl/renderer.ts | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/web/pw-visualizer/src/webgl/renderer.ts b/web/pw-visualizer/src/webgl/renderer.ts new file mode 100644 index 0000000..c3b219f --- /dev/null +++ b/web/pw-visualizer/src/webgl/renderer.ts @@ -0,0 +1,157 @@ +import type { IndexBuffer } from './buffer'; +import type { VertexArray } from './vertexBufferLayout'; +import type { Texture } from './texture'; +import type { Dictionary } from './util'; +import type { Shader, Uniform } from './shader'; +import { Uniform1i } from './shader'; + +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; + updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]); + updateIndexBuffer(gl: WebGLRenderingContext, data: number[]); +} + +export class DefaultRenderable implements Renderable { + ibo: IndexBuffer; + va: VertexArray; + shader: Shader; + textures: Texture[]; + uniforms: Dictionary<Uniform>; + + constructor( + ibo: IndexBuffer, + va: VertexArray, + shader: Shader, + textures: Texture[], + uniforms: Dictionary<Uniform>, + ) { + this.ibo = ibo; + this.va = va; + this.shader = shader; + this.textures = textures; + this.uniforms = uniforms; + } + + getUniforms(): Dictionary<Uniform> { + return this.uniforms; + } + + updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]) { + this.va.updateBuffer(gl, index, data); + } + + updateIndexBuffer(gl: WebGLRenderingContext, data: number[]) { + this.ibo.updateData(gl, data); + } + + render(gl: WebGLRenderingContext): void { + + const indexBuffer = this.ibo; + const vertexArray = this.va; + const uniforms = this.uniforms; + + const shader = this.shader; + const textures = this.textures; + let texLocation = 0; + + for (let texture of textures) { + + shader.uniform(gl, texture.name, new Uniform1i(texLocation)); + texture.bind(gl, texLocation); + + texLocation ++; + // if (texLocation > maxTextures) { + // console.error("Using too many textures, this is not supported yet\nUndefined behaviour!"); + // } + } + + if (vertexArray && shader && uniforms) { + for(let key in uniforms) { + shader.uniform(gl, key, uniforms[key]); + } + + vertexArray.bind(gl, shader); + + if (indexBuffer) { + indexBuffer.bind(gl); + gl.drawElements(gl.TRIANGLES, indexBuffer.getCount(), gl.UNSIGNED_SHORT, 0); + } else { + console.error("IndexBuffer is required to render, for now"); + } + } + + } +} + +export class Renderer { + renderables: { [id: number] : [Renderable, boolean][]; }; + renderable_layers: number[]; + + constructor() { + this.renderables = {}; + this.renderable_layers = []; + } + + updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) { + f(this.renderables[layer][i][0].getUniforms()); + } + + disableRenderable(i: number, layer=0) { + this.renderables[layer][i][1] = false; + } + + enableRenderable(i: number, layer=0) { + this.renderables[layer][i][1] = true; + } + + 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[], layer=0): number { + return this.addRenderable( + new DefaultRenderable( + indexBuffer, + vertexArray, + shader, + texture || [], + uniforms || {}, + ), layer + ); + } + + render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) { + gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer); + gl.viewport(0, 0, width || gl.canvas.width, height || gl.canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); + + for (let layer of this.renderable_layers) { + for (let [r, e] of this.renderables[layer]) { + if (!e) continue; + r.render(gl); + } + } + } +} |