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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);
}
}
}
}
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