mirror of
https://github.com/motajs/template.git
synced 2026-11-11 21:44:31 +08:00
1387 lines
47 KiB
TypeScript
1387 lines
47 KiB
TypeScript
import { logger } from '@motajs/common';
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import { MotaOffscreenCanvas2D } from './canvas2d';
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import { RenderItem } from './item';
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import { Transform } from './transform';
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import { isWebGL2Supported } from './utils';
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import { SizedCanvasImageSource } from '../types';
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import {
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AttribSetFn,
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AttribType,
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DrawArraysInstancedParam,
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DrawArraysParam,
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DrawElementsInstancedParam,
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DrawElementsParam,
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DrawParamsMap,
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IGL2Program,
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IGL2ProgramPrefix,
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IShaderAttrib,
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IShaderAttribArray,
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IShaderIndices,
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IShaderTexture2D,
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IShaderUniform,
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IShaderUniformBlock,
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IShaderUniformMatrix,
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IWebGL2RenderItem,
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ProgramConstructor,
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RenderMode,
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UniformMatrix,
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UniformSetFn,
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UniformType
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} from './types';
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const GL2_PREFIX: IGL2ProgramPrefix = {
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VERTEX: /* glsl */ `#version 300 es
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precision highp float;
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`,
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FRAGMENT: /* glsl */ `#version 300 es
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precision highp float;
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`
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};
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interface CompiledShader {
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vertex: WebGLShader;
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fragment: WebGLShader;
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}
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export abstract class GL2 extends RenderItem {
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/** 是否支持此组件 */
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static readonly support: boolean = isWebGL2Supported();
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// 会用到的一些常量
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// uniform 类型
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readonly UNIFORM_1f: UniformType.Uniform1f = UniformType.Uniform1f;
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readonly UNIFORM_1fv: UniformType.Uniform1fv = UniformType.Uniform1fv;
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readonly UNIFORM_1i: UniformType.Uniform1i = UniformType.Uniform1i;
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readonly UNIFORM_1iv: UniformType.Uniform1iv = UniformType.Uniform1iv;
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readonly UNIFORM_1ui: UniformType.Uniform1ui = UniformType.Uniform1ui;
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readonly UNIFORM_1uiv: UniformType.Uniform1uiv = UniformType.Uniform1uiv;
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readonly UNIFORM_2f: UniformType.Uniform2f = UniformType.Uniform2f;
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readonly UNIFORM_2fv: UniformType.Uniform2fv = UniformType.Uniform2fv;
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readonly UNIFORM_2i: UniformType.Uniform2i = UniformType.Uniform2i;
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readonly UNIFORM_2iv: UniformType.Uniform2iv = UniformType.Uniform2iv;
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readonly UNIFORM_2ui: UniformType.Uniform2ui = UniformType.Uniform2ui;
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readonly UNIFORM_2uiv: UniformType.Uniform2uiv = UniformType.Uniform2uiv;
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readonly UNIFORM_3f: UniformType.Uniform3f = UniformType.Uniform3f;
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readonly UNIFORM_3fv: UniformType.Uniform3fv = UniformType.Uniform3fv;
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readonly UNIFORM_3i: UniformType.Uniform3i = UniformType.Uniform3i;
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readonly UNIFORM_3iv: UniformType.Uniform3iv = UniformType.Uniform3iv;
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readonly UNIFORM_3ui: UniformType.Uniform3ui = UniformType.Uniform3ui;
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readonly UNIFORM_3uiv: UniformType.Uniform3uiv = UniformType.Uniform3uiv;
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readonly UNIFORM_4f: UniformType.Uniform4f = UniformType.Uniform4f;
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readonly UNIFORM_4fv: UniformType.Uniform4fv = UniformType.Uniform4fv;
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readonly UNIFORM_4i: UniformType.Uniform4i = UniformType.Uniform4i;
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readonly UNIFORM_4iv: UniformType.Uniform4iv = UniformType.Uniform4iv;
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readonly UNIFORM_4ui: UniformType.Uniform4ui = UniformType.Uniform4ui;
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readonly UNIFORM_4uiv: UniformType.Uniform4uiv = UniformType.Uniform4uiv;
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// uniform matrix 类型
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readonly U_MATRIX_2x2: UniformMatrix.UMatrix2x2 = UniformMatrix.UMatrix2x2;
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readonly U_MATRIX_2x3: UniformMatrix.UMatrix2x3 = UniformMatrix.UMatrix2x3;
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readonly U_MATRIX_2x4: UniformMatrix.UMatrix2x4 = UniformMatrix.UMatrix2x4;
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readonly U_MATRIX_3x2: UniformMatrix.UMatrix3x2 = UniformMatrix.UMatrix3x2;
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readonly U_MATRIX_3x3: UniformMatrix.UMatrix3x3 = UniformMatrix.UMatrix3x3;
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readonly U_MATRIX_3x4: UniformMatrix.UMatrix3x4 = UniformMatrix.UMatrix3x4;
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readonly U_MATRIX_4x2: UniformMatrix.UMatrix4x2 = UniformMatrix.UMatrix4x2;
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readonly U_MATRIX_4x3: UniformMatrix.UMatrix4x3 = UniformMatrix.UMatrix4x3;
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readonly U_MATRIX_4x4: UniformMatrix.UMatrix4x4 = UniformMatrix.UMatrix4x4;
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// attribute 类型
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readonly ATTRIB_1f: AttribType.Attrib1f = AttribType.Attrib1f;
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readonly ATTRIB_1fv: AttribType.Attrib1fv = AttribType.Attrib1fv;
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readonly ATTRIB_2f: AttribType.Attrib2f = AttribType.Attrib2f;
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readonly ATTRIB_2fv: AttribType.Attrib2fv = AttribType.Attrib2fv;
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readonly ATTRIB_3f: AttribType.Attrib3f = AttribType.Attrib3f;
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readonly ATTRIB_3fv: AttribType.Attrib3fv = AttribType.Attrib3fv;
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readonly ATTRIB_4f: AttribType.Attrib4f = AttribType.Attrib4f;
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readonly ATTRIB_4fv: AttribType.Attrib4fv = AttribType.Attrib4fv;
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readonly ATTRIB_I4i: AttribType.AttribI4i = AttribType.AttribI4i;
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readonly ATTRIB_I4iv: AttribType.AttribI4iv = AttribType.AttribI4iv;
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readonly ATTRIB_I4ui: AttribType.AttribI4ui = AttribType.AttribI4ui;
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readonly ATTRIB_I4uiv: AttribType.AttribI4uiv = AttribType.AttribI4uiv;
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// 渲染模式
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readonly DRAW_ARRAYS = RenderMode.Arrays;
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readonly DRAW_ELEMENTS = RenderMode.Elements;
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readonly DRAW_ARRAYS_INSTANCED = RenderMode.ArraysInstanced;
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readonly DRAW_ELEMENTS_INSTANCED = RenderMode.ElementsInstanced;
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// 其他常量
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readonly MAX_TEXTURE_COUNT: number = 0;
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canvas: HTMLCanvasElement;
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gl: WebGL2RenderingContext;
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/** webgl使用的程序 */
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protected program: IGL2Program | null = null;
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/** 当前渲染实例的所有着色器程序 */
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protected programs: Set<IGL2Program> = new Set();
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/** framebuffer 映射 */
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protected framebufferMap: Map<string, WebGLFramebuffer> = new Map();
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constructor() {
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super(false);
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this.canvas = document.createElement('canvas');
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const gl = this.canvas.getContext('webgl2')!;
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this.gl = gl;
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if (!GL2.support) {
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this.canvas.width = 0;
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this.canvas.height = 0;
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} else {
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const num = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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if (typeof num === 'number') {
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this.MAX_TEXTURE_COUNT = num;
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}
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}
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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this.init();
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}
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private init() {
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const gl = this.gl;
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if (!gl) return;
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND);
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gl.depthFunc(gl.LEQUAL);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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}
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onResize(scale: number): void {
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super.onResize(scale);
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this.sizeGL(this.width, this.height);
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}
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setHD(hd: boolean): void {
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super.setHD(hd);
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this.sizeGL(this.width, this.height);
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}
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size(width: number, height: number): void {
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super.size(width, height);
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this.sizeGL(width, height);
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}
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private sizeGL(width: number, height: number) {
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const ratio = this.highResolution ? devicePixelRatio : 1;
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const scale = ratio * this.scale;
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this.canvas.width = width * scale;
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this.canvas.height = height * scale;
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this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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}
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protected render(
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canvas: MotaOffscreenCanvas2D,
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transform: Transform
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): void {
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if (!GL2.support || !this.program || !this.gl) return;
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const compile = this.program.requestCompile();
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if (compile) {
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this.gl.useProgram(this.program.program);
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}
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// 清空画布
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const gl = this.gl;
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gl.clearColor(0, 0, 0, 0);
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gl.clearDepth(1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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this.drawScene(canvas, gl, transform);
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canvas.clear();
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canvas.ctx.drawImage(this.canvas, 0, 0, this.width, this.height);
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}
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/**
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* 渲染当前 gl2 画布
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* @param canvas 渲染至的目标画布,注意系统会自动将 gl2 画布渲染至目标画布,不需要手动画到该画布上
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* @param gl 当前正在渲染的 gl2 画布
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* @param program 当前元素正在使用的着色器程序
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* @param transform 当前元素相对父元素的变换矩阵
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*/
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protected abstract drawScene(
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canvas: MotaOffscreenCanvas2D,
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gl: WebGL2RenderingContext,
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transform: Transform
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): void;
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/**
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* 执行顶点绘制
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* @param gl 当前正在渲染的 gl2 画布
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* @param program 当前元素正在使用的着色器程序
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*/
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protected draw(gl: WebGL2RenderingContext, program: IGL2Program) {
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const indices = program.usingIndices;
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const param = program.getDrawParams(program.renderMode);
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if (!param) return;
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program.ready();
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switch (program.renderMode) {
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case RenderMode.Arrays: {
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const { mode, first, count } = param as DrawArraysParam;
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gl.drawArrays(mode, first, count);
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break;
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}
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case RenderMode.Elements: {
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if (!indices) return;
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const { mode, count, type, offset } =
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param as DrawElementsParam;
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices.data);
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gl.drawElements(mode, count, type, offset);
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break;
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}
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case RenderMode.ArraysInstanced: {
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const { mode, first, count, instanceCount } =
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param as DrawArraysInstancedParam;
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gl.drawArraysInstanced(mode, first, count, instanceCount);
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break;
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}
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case RenderMode.ElementsInstanced: {
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if (!indices) return;
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const {
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mode,
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count,
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type,
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offset,
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instanceCount: ins
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} = param as DrawElementsInstancedParam;
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices.data);
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gl.drawElementsInstanced(mode, count, type, offset, ins);
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break;
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}
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}
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}
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/**
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* 将画面渲染至帧缓冲
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* @param name 帧缓冲名称
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* @param texture 渲染至的纹理
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* @param clear 是否先清空画布再渲染
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*/
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framebuffer(
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name: string,
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texture: IShaderTexture2D,
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clear: boolean = true
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) {
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const gl = this.gl;
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const buffer = this.framebufferMap.get(name);
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const program = this.program;
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if (!gl || !buffer || !program) return;
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const tex = texture.texture;
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.bindFramebuffer(gl.FRAMEBUFFER, buffer);
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if (clear) {
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gl.clearColor(0, 0, 0, 0);
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gl.clearDepth(1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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}
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.TEXTURE_2D,
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tex,
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0
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);
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this.draw(gl, program);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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/**
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* 创建一个帧缓冲对象
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* @param name 帧缓冲名称
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* @returns 是否创建成功
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*/
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createFramebuffer(name: string): boolean {
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const gl = this.gl;
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if (!gl) return false;
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const buffer = gl.createFramebuffer();
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if (!buffer) return false;
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this.framebufferMap.set(name, buffer);
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return true;
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}
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/**
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* 删除一个帧缓冲对象
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* @param name 帧缓冲名称
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* @returns 是否删除成功
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*/
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deleteFramebuffer(name: string): boolean {
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const gl = this.gl;
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if (!gl) return false;
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const buffer = this.framebufferMap.get(name);
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if (!buffer) return false;
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gl.deleteFramebuffer(buffer);
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return this.framebufferMap.delete(name);
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}
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/**
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* 切换着色器程序
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* @param program 着色器程序
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*/
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useProgram(program: IGL2Program) {
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if (!this.gl) return;
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if (program.element !== this) {
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logger.error(17);
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return;
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}
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if (this.program !== program) {
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this.program?.unload();
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this.program = program;
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this.gl.useProgram(program.program);
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program.load();
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}
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}
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/**
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* 创建一个着色器程序
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* @param vs 顶点着色器,可选
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* @param fs 片元着色器,可选
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*/
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createProgram<T extends IGL2Program>(
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Program: ProgramConstructor<T>,
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vs?: string,
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fs?: string
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): T {
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const program = new Program(this, vs, fs);
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this.programs.add(program);
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return program;
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}
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/**
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* 删除一个着色器程序
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* @param program 要删除的着色器程序
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*/
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deleteProgram(program: IGL2Program) {
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if (program.element !== this) {
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logger.error(18);
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return;
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}
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program.destroy();
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this.programs.delete(program);
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}
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destroy(): void {
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this.programs.forEach(v => v.destroy());
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this.programs.clear();
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this.canvas.remove();
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super.destroy();
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}
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}
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class ShaderUniform<T extends UniformType> implements IShaderUniform<T> {
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constructor(
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readonly type: T,
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readonly location: WebGLUniformLocation,
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readonly gl: WebGL2RenderingContext,
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readonly program: IGL2Program
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) {}
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set(...params: UniformSetFn[T]): void {
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// 因为ts类型推导的限制,类型肯定正确,但是推导不出,所以这里直接 as any 屏蔽掉类型推导
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this.gl.useProgram(this.program.program);
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const [x0, x1, x2, x3] = params as any[];
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switch (this.type) {
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case UniformType.Uniform1f:
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this.gl.uniform1f(this.location, x0);
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break;
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case UniformType.Uniform1fv:
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this.gl.uniform1fv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform1i:
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this.gl.uniform1i(this.location, x0);
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break;
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case UniformType.Uniform1iv:
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this.gl.uniform1iv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform1ui:
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this.gl.uniform1ui(this.location, x0);
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break;
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case UniformType.Uniform1uiv:
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this.gl.uniform1uiv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform2f:
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this.gl.uniform2f(this.location, x0, x1);
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break;
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case UniformType.Uniform2fv:
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this.gl.uniform2fv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform2i:
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this.gl.uniform2i(this.location, x0, x1);
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break;
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case UniformType.Uniform2iv:
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this.gl.uniform2iv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform2ui:
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this.gl.uniform2ui(this.location, x0, x1);
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break;
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case UniformType.Uniform2uiv:
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this.gl.uniform2uiv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3f:
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this.gl.uniform3f(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3fv:
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this.gl.uniform3fv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3i:
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this.gl.uniform3i(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3iv:
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this.gl.uniform3iv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3ui:
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this.gl.uniform3ui(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform3uiv:
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this.gl.uniform3uiv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform4f:
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this.gl.uniform4f(this.location, x0, x1, x2, x3);
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break;
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case UniformType.Uniform4fv:
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this.gl.uniform4fv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform4i:
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this.gl.uniform4i(this.location, x0, x1, x2, x3);
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break;
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case UniformType.Uniform4iv:
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this.gl.uniform4iv(this.location, x0, x1, x2);
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break;
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case UniformType.Uniform4ui:
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this.gl.uniform4ui(this.location, x0, x1, x2, x3);
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break;
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case UniformType.Uniform4uiv:
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this.gl.uniform4uiv(this.location, x0, x1, x2);
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break;
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}
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}
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}
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class ShaderAttrib<T extends AttribType> implements IShaderAttrib<T> {
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constructor(
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readonly type: T,
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readonly location: number,
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readonly gl: WebGL2RenderingContext,
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readonly program: IGL2Program
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) {}
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set(...params: AttribSetFn[T]) {
|
|
// 因为ts类型推导的限制,类型肯定正确,但是推导不出,所以这里直接 as any 屏蔽掉类型推导
|
|
this.gl.useProgram(this.program.program);
|
|
const [x0, x1, x2, x3] = params as any[];
|
|
switch (this.type) {
|
|
case AttribType.Attrib1f:
|
|
this.gl.vertexAttrib1f(this.location, x0);
|
|
break;
|
|
case AttribType.Attrib1fv:
|
|
this.gl.vertexAttrib1fv(this.location, x0);
|
|
break;
|
|
case AttribType.Attrib2f:
|
|
this.gl.vertexAttrib2f(this.location, x0, x1);
|
|
break;
|
|
case AttribType.Attrib2fv:
|
|
this.gl.vertexAttrib2fv(this.location, x0);
|
|
break;
|
|
case AttribType.Attrib3f:
|
|
this.gl.vertexAttrib3f(this.location, x0, x1, x2);
|
|
break;
|
|
case AttribType.Attrib3fv:
|
|
this.gl.vertexAttrib3fv(this.location, x0);
|
|
break;
|
|
case AttribType.Attrib4f:
|
|
this.gl.vertexAttrib4f(this.location, x0, x1, x2, x3);
|
|
break;
|
|
case AttribType.Attrib4fv:
|
|
this.gl.vertexAttrib4fv(this.location, x0);
|
|
break;
|
|
case AttribType.AttribI4i:
|
|
this.gl.vertexAttribI4i(this.location, x0, x1, x2, x3);
|
|
break;
|
|
case AttribType.AttribI4iv:
|
|
this.gl.vertexAttribI4iv(this.location, x0);
|
|
break;
|
|
case AttribType.AttribI4ui:
|
|
this.gl.vertexAttribI4ui(this.location, x0, x1, x2, x3);
|
|
break;
|
|
case AttribType.AttribI4uiv:
|
|
this.gl.vertexAttribI4uiv(this.location, x0);
|
|
break;
|
|
default: {
|
|
logger.warn(26);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
class ShaderAttribArray implements IShaderAttribArray {
|
|
constructor(
|
|
readonly data: WebGLBuffer,
|
|
readonly location: number,
|
|
readonly gl: WebGL2RenderingContext,
|
|
readonly program: IGL2Program
|
|
) {}
|
|
|
|
buffer(data: AllowSharedBufferSource | null, usage: GLenum): void;
|
|
buffer(
|
|
data: ArrayBufferView,
|
|
usage: GLenum,
|
|
srcOffset: number,
|
|
length?: number
|
|
): void;
|
|
buffer(data: any, usage: any, srcOffset?: any, length?: any): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.data);
|
|
if (typeof srcOffset === 'number') {
|
|
gl.bufferData(gl.ARRAY_BUFFER, data, usage, srcOffset, length);
|
|
} else {
|
|
gl.bufferData(gl.ARRAY_BUFFER, data, usage);
|
|
}
|
|
}
|
|
|
|
sub(dstByteOffset: GLintptr, srcData: AllowSharedBufferSource): void;
|
|
sub(
|
|
dstByteOffset: GLintptr,
|
|
srcData: ArrayBufferView,
|
|
srcOffset: number,
|
|
length?: GLuint
|
|
): void;
|
|
sub(dstOffset: any, data: any, offset?: any, length?: any): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.data);
|
|
if (typeof offset === 'number') {
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, dstOffset, data, offset, length);
|
|
} else {
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, dstOffset, data);
|
|
}
|
|
}
|
|
|
|
pointer(
|
|
p0: GLint,
|
|
p1: GLenum,
|
|
p2: GLboolean,
|
|
p3: GLsizei,
|
|
p4: GLintptr
|
|
): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.data);
|
|
gl.vertexAttribPointer(this.location, p0, p1, p2, p3, p4);
|
|
}
|
|
|
|
pointerI(
|
|
size: GLint,
|
|
type: GLenum,
|
|
stride: GLsizei,
|
|
offset: GLintptr
|
|
): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.data);
|
|
gl.vertexAttribIPointer(this.location, size, type, stride, offset);
|
|
}
|
|
|
|
divisor(divisor: number): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.vertexAttribDivisor(this.location, divisor);
|
|
}
|
|
|
|
enable(): void {
|
|
this.gl.useProgram(this.program.program);
|
|
this.gl.enableVertexAttribArray(this.location);
|
|
}
|
|
|
|
disable(): void {
|
|
this.gl.useProgram(this.program.program);
|
|
this.gl.disableVertexAttribArray(this.location);
|
|
}
|
|
}
|
|
|
|
class ShaderIndices implements IShaderIndices {
|
|
constructor(
|
|
readonly data: WebGLBuffer,
|
|
readonly gl: WebGL2RenderingContext,
|
|
readonly program: IGL2Program
|
|
) {}
|
|
|
|
buffer(data: AllowSharedBufferSource | null, usage: GLenum): void;
|
|
buffer(
|
|
data: ArrayBufferView,
|
|
usage: GLenum,
|
|
srcOffset: number,
|
|
length?: number
|
|
): void;
|
|
buffer(p0: any, p1: any, p2?: any, p3?: any): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.data);
|
|
if (typeof p2 === 'number') {
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, p0, p1, p2, p3);
|
|
} else {
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, p0, p1);
|
|
}
|
|
}
|
|
|
|
sub(dstByteOffset: GLintptr, srcData: AllowSharedBufferSource): void;
|
|
sub(
|
|
dstByteOffset: GLintptr,
|
|
srcData: ArrayBufferView,
|
|
srcOffset: number,
|
|
length?: GLuint
|
|
): void;
|
|
sub(p0: any, p1: any, p2?: any, p3?: any): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.data);
|
|
if (typeof p2 === 'number') {
|
|
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, p0, p1, p2, p3);
|
|
} else {
|
|
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, p0, p1);
|
|
}
|
|
}
|
|
}
|
|
|
|
class ShaderUniformMatrix implements IShaderUniformMatrix {
|
|
constructor(
|
|
readonly type: UniformMatrix,
|
|
readonly location: WebGLUniformLocation,
|
|
readonly gl: WebGL2RenderingContext,
|
|
readonly program: IGL2Program
|
|
) {}
|
|
|
|
set(x2: GLboolean, x3: Float32List, x4?: number, x5?: number): void {
|
|
this.gl.useProgram(this.program.program);
|
|
switch (this.type) {
|
|
case UniformMatrix.UMatrix2x2:
|
|
this.gl.uniformMatrix2fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix2x3:
|
|
this.gl.uniformMatrix2x3fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix2x4:
|
|
this.gl.uniformMatrix2x4fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix3x2:
|
|
this.gl.uniformMatrix3x2fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix3x3:
|
|
this.gl.uniformMatrix3fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix3x4:
|
|
this.gl.uniformMatrix3x4fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix4x2:
|
|
this.gl.uniformMatrix4x2fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix4x3:
|
|
this.gl.uniformMatrix4x3fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
case UniformMatrix.UMatrix4x4:
|
|
this.gl.uniformMatrix4fv(this.location, x2, x3, x4, x5);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
class ShaderUniformBlock implements IShaderUniformBlock {
|
|
constructor(
|
|
readonly location: number,
|
|
readonly size: number,
|
|
readonly buffer: WebGLBuffer,
|
|
readonly binding: number,
|
|
readonly gl: WebGL2RenderingContext,
|
|
readonly program: IGL2Program
|
|
) {}
|
|
|
|
set(srcData: AllowSharedBufferSource | null): void;
|
|
set(srcData: ArrayBufferView, srcOffset: number, length?: number): void;
|
|
set(srcData: unknown, srcOffset?: unknown, length?: unknown): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
const buffer = this.buffer;
|
|
gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
|
|
if (srcOffset !== void 0) {
|
|
// @ts-expect-error 无法推断
|
|
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, srcData, srcOffset, length);
|
|
} else {
|
|
// @ts-expect-error 无法推断
|
|
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, srcData);
|
|
}
|
|
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.binding, buffer);
|
|
}
|
|
}
|
|
|
|
class ShaderTexture2D implements IShaderTexture2D {
|
|
constructor(
|
|
readonly texture: WebGLTexture,
|
|
readonly index: number,
|
|
readonly uniform: IShaderUniform<UniformType.Uniform1i>,
|
|
readonly gl: WebGL2RenderingContext,
|
|
readonly program: IGL2Program,
|
|
public width: number = 0,
|
|
public height: number = 0
|
|
) {
|
|
uniform.set(index);
|
|
}
|
|
|
|
set(source: TexImageSource): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.activeTexture(gl.TEXTURE0 + this.index);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
gl.texImage2D(
|
|
gl.TEXTURE_2D,
|
|
0,
|
|
gl.RGBA,
|
|
gl.RGBA,
|
|
gl.UNSIGNED_BYTE,
|
|
source
|
|
);
|
|
if (source instanceof VideoFrame) {
|
|
this.width = source.codedWidth;
|
|
this.height = source.codedHeight;
|
|
} else {
|
|
this.width = source.width;
|
|
this.height = source.height;
|
|
}
|
|
}
|
|
|
|
sub(
|
|
source: TexImageSource,
|
|
x: number,
|
|
y: number,
|
|
width: number,
|
|
height: number
|
|
): void {
|
|
const gl = this.gl;
|
|
gl.useProgram(this.program.program);
|
|
gl.activeTexture(gl.TEXTURE0 + this.index);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
|
|
// 进行边界检查,避免超出纹理边界
|
|
if (x + width > this.width || y + height > this.height) {
|
|
logger.warn(32);
|
|
width = Math.min(width, this.width - x);
|
|
height = Math.min(height, this.height - y);
|
|
}
|
|
|
|
gl.texSubImage2D(
|
|
gl.TEXTURE_2D,
|
|
0,
|
|
x,
|
|
y,
|
|
width,
|
|
height,
|
|
gl.RGBA,
|
|
gl.UNSIGNED_BYTE,
|
|
source
|
|
);
|
|
}
|
|
}
|
|
|
|
export class GL2Program implements IGL2Program {
|
|
/** 顶点着色器 */
|
|
private vertex: string = '';
|
|
/** 片元着色器 */
|
|
private fragment: string = '';
|
|
/** webgl2上下文 */
|
|
gl: WebGL2RenderingContext;
|
|
/** 当前着色器程序的着色器渲染元素 */
|
|
element: IWebGL2RenderItem;
|
|
|
|
/** uniform存放地址 */
|
|
private uniform: Map<string, IShaderUniform<UniformType>> = new Map();
|
|
/** attribute存放地址,300版本里面叫做in */
|
|
private attribute: Map<string, IShaderAttrib<AttribType>> = new Map();
|
|
/** attribute array 存放地址 */
|
|
private attribArray: Map<string, IShaderAttribArray> = new Map();
|
|
/** 顶点索引存放地址 */
|
|
private indices: Map<string, IShaderIndices> = new Map();
|
|
/** uniform矩阵存放地址 */
|
|
private matrix: Map<string, IShaderUniformMatrix> = new Map();
|
|
/** uniform block 存放地址 */
|
|
private block: Map<string, IShaderUniformBlock> = new Map();
|
|
/** 纹理存放地址 */
|
|
private texture: Map<string, IShaderTexture2D> = new Map();
|
|
/** 当前编译完成的shader程序 */
|
|
private shader: CompiledShader | null = null;
|
|
/** 当前的webgl程序 */
|
|
program: WebGLProgram | null = null;
|
|
/** 当前正在使用的顶点索引数组 */
|
|
usingIndices: IShaderIndices | null = null;
|
|
|
|
/** 渲染模式 */
|
|
renderMode: RenderMode = RenderMode.Elements;
|
|
|
|
private arraysParams: DrawArraysParam | null = null;
|
|
private elementsParams: DrawElementsParam | null = null;
|
|
private arraysInstancedParams: DrawArraysInstancedParam | null = null;
|
|
private elementsInstancedParams: DrawElementsInstancedParam | null = null;
|
|
|
|
/** 是否需要重新编译着色器 */
|
|
protected shaderDirty: boolean = true;
|
|
/** 着色器代码的前缀,会在设置时自动添加至代码前 */
|
|
protected readonly prefix: IGL2ProgramPrefix = GL2_PREFIX;
|
|
|
|
constructor(shader: IWebGL2RenderItem, vs?: string, fs?: string) {
|
|
if (vs) this.vs(vs);
|
|
if (fs) this.fs(fs);
|
|
this.element = shader;
|
|
this.gl = shader.gl;
|
|
if (vs || fs) this.requestCompile();
|
|
}
|
|
|
|
/**
|
|
* 渲染前准备
|
|
*/
|
|
ready(): boolean {
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 设置渲染模式,目前可选 {@link GL2.DRAW_ARRAYS} 至 {@link GL2.DRAW_INSTANCED}
|
|
*/
|
|
mode(mode: RenderMode) {
|
|
this.renderMode = mode;
|
|
}
|
|
|
|
/**
|
|
* 获取指定渲染模式的渲染参数
|
|
* @param param 渲染模式
|
|
*/
|
|
getDrawParams<T extends RenderMode>(param: T): DrawParamsMap[T] | null {
|
|
switch (param) {
|
|
case RenderMode.Arrays:
|
|
return this.arraysParams as DrawParamsMap[T];
|
|
case RenderMode.ArraysInstanced:
|
|
return this.arraysInstancedParams as DrawParamsMap[T];
|
|
case RenderMode.Elements:
|
|
return this.elementsParams as DrawParamsMap[T];
|
|
case RenderMode.ElementsInstanced:
|
|
return this.elementsInstancedParams as DrawParamsMap[T];
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 设置 DRAW_ARRAYS 模式下的渲染参数
|
|
* 参考 https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/drawArrays
|
|
* @param mode 渲染模式
|
|
* @param first 第一个元素的位置
|
|
* @param count 渲染多少个元素
|
|
*/
|
|
paramArrays(mode: GLenum, first: number, count: number) {
|
|
if (!this.arraysParams) {
|
|
this.arraysParams = { mode, first, count };
|
|
} else {
|
|
this.arraysParams.mode = mode;
|
|
this.arraysParams.first = first;
|
|
this.arraysParams.count = count;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 设置 DRAW_ARRAYS_INSTANCED 模式下的渲染参数
|
|
* 参考 https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/drawArraysInstanced
|
|
* @param mode 渲染模式
|
|
* @param first 第一个元素的位置
|
|
* @param count 渲染多少个元素
|
|
* @param instanceCount 渲染实例数量
|
|
*/
|
|
paramArraysInstanced(
|
|
mode: GLenum,
|
|
first: number,
|
|
count: number,
|
|
instanceCount: number
|
|
) {
|
|
if (!this.arraysInstancedParams) {
|
|
this.arraysInstancedParams = { mode, first, count, instanceCount };
|
|
} else {
|
|
this.arraysInstancedParams.mode = mode;
|
|
this.arraysInstancedParams.first = first;
|
|
this.arraysInstancedParams.count = count;
|
|
this.arraysInstancedParams.instanceCount = instanceCount;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 设置 DRAW_ELEMENTS 模式下的渲染参数
|
|
* 参考 https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/drawElements
|
|
* @param mode 渲染模式
|
|
* @param count 渲染元素数量
|
|
* @param type 数据类型
|
|
* @param offset 偏移量
|
|
*/
|
|
paramElements(mode: GLenum, count: number, type: GLenum, offset: number) {
|
|
if (!this.elementsParams) {
|
|
this.elementsParams = { mode, count, type, offset };
|
|
} else {
|
|
this.elementsParams.mode = mode;
|
|
this.elementsParams.count = count;
|
|
this.elementsParams.type = type;
|
|
this.elementsParams.offset = offset;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 设置 DRAW_ELEMENTS 模式下的渲染参数
|
|
* 参考 https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/drawElementsInstanced
|
|
* @param mode 渲染模式
|
|
* @param count 渲染元素数量
|
|
* @param type 数据类型
|
|
* @param offset 偏移量
|
|
* @param instanceCount 渲染实例数量
|
|
*/
|
|
paramElementsInstanced(
|
|
mode: GLenum,
|
|
count: number,
|
|
type: GLenum,
|
|
offset: number,
|
|
instanceCount: number
|
|
) {
|
|
if (!this.elementsInstancedParams) {
|
|
this.elementsInstancedParams = {
|
|
mode,
|
|
count,
|
|
type,
|
|
offset,
|
|
instanceCount
|
|
};
|
|
} else {
|
|
this.elementsInstancedParams.mode = mode;
|
|
this.elementsInstancedParams.count = count;
|
|
this.elementsInstancedParams.type = type;
|
|
this.elementsInstancedParams.offset = offset;
|
|
this.elementsInstancedParams.instanceCount = instanceCount;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 切换渲染时使用的顶点索引
|
|
* @param name 要使用的顶点索引名称
|
|
*/
|
|
useIndices(name: string | IShaderIndices) {
|
|
if (typeof name === 'string') {
|
|
const indices = this.getIndices(name);
|
|
if (!indices) {
|
|
logger.warn(30, name);
|
|
return;
|
|
}
|
|
this.usingIndices = indices;
|
|
} else {
|
|
if ([...this.indices.values()].includes(name)) {
|
|
this.usingIndices = name;
|
|
} else {
|
|
logger.warn(31);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 检查当前是否需要重新编译着色器,如果需要,则重新编译
|
|
* @param force 是否强制重新编译
|
|
* @returns 是否执行了编译操作
|
|
*/
|
|
requestCompile(force: boolean = false): boolean {
|
|
if (!force && !this.shaderDirty) return false;
|
|
return this.compile();
|
|
}
|
|
|
|
/**
|
|
* 设置顶点着色器内容
|
|
* @param vs 顶点着色器
|
|
*/
|
|
vs(vs: string) {
|
|
this.vertex = this.prefix.VERTEX + vs;
|
|
this.shaderDirty = true;
|
|
}
|
|
|
|
/**
|
|
* 设置片元着色器内容
|
|
* @param fs 片元着色器
|
|
*/
|
|
fs(fs: string) {
|
|
this.fragment = this.prefix.FRAGMENT + fs;
|
|
this.shaderDirty = true;
|
|
}
|
|
|
|
/**
|
|
* 当这个程序被卸载时执行的函数
|
|
*/
|
|
unload() {
|
|
this.attribArray.forEach(v => {
|
|
v.disable();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* 当这个程序被加载(使用)时执行的函数
|
|
*/
|
|
load() {
|
|
this.attribArray.forEach(v => {
|
|
v.enable();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* 获取一个uniform,需要事先定义,否则返回null
|
|
* @param uniform uniform名称
|
|
*/
|
|
getUniform<T extends UniformType = UniformType>(
|
|
uniform: string
|
|
): IShaderUniform<T> | null {
|
|
return (this.uniform.get(uniform) as IShaderUniform<T>) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个attribute,需要事先定义,否则返回null
|
|
* @param attrib attribute名称
|
|
*/
|
|
getAttribute<T extends AttribType = AttribType>(
|
|
attrib: string
|
|
): IShaderAttrib<T> | null {
|
|
return (this.attribute.get(attrib) as IShaderAttrib<T>) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个attribute array,需要事先定义,否则返回null
|
|
* @param name attribute array名称
|
|
*/
|
|
getAttribArray(name: string): IShaderAttribArray | null {
|
|
return this.attribArray.get(name) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个顶点索引数组,需要提前定义,否则返回null
|
|
* @param name 顶点索引数组的名称
|
|
*/
|
|
getIndices(name: string): IShaderIndices | null {
|
|
return this.indices.get(name) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个 uniform matrix,需要事先定义,否则返回null
|
|
* @param matrix uniform matrix 的名称
|
|
*/
|
|
getMatrix(matrix: string): IShaderUniformMatrix | null {
|
|
return this.matrix.get(matrix) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个 uniform block,例如 UBO,需要事先定义,否则返回null
|
|
* @param block uniform block 的名称
|
|
*/
|
|
getUniformBlock(block: string): IShaderUniformBlock | null {
|
|
return this.block.get(block) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 获取一个 texture,需要事先定义,否则返回null
|
|
* @param name texture 的名称
|
|
*/
|
|
getTexture(name: string): IShaderTexture2D | null {
|
|
return this.texture.get(name) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 定义一个 uniform 变量,并存入本着色器程序的 uniform 变量映射
|
|
* @param uniform uniform 变量名
|
|
* @param type uniform 类型,可选 {@link GL2.UNIFORM_1f} 至 {@link GL2.UNIFORM_4uiv}
|
|
* @returns uniform 变量的操作对象,可用于设置其值
|
|
*/
|
|
defineUniform<T extends UniformType>(
|
|
uniform: string,
|
|
type: T
|
|
): IShaderUniform<T> | null {
|
|
const u = this.getUniform<T>(uniform);
|
|
if (u) {
|
|
if (u.type === type) return u;
|
|
else {
|
|
logger.warn(28, 'uniform', uniform);
|
|
return null;
|
|
}
|
|
}
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const location = gl.getUniformLocation(program, uniform);
|
|
if (!location) return null;
|
|
const obj = new ShaderUniform(type, location, gl, this);
|
|
this.uniform.set(uniform, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个 uniform 矩阵变量,并存入本着色器程序的 uniform 矩阵变量映射
|
|
* @param uniform uniform 矩阵变量名
|
|
* @param type uniform 矩阵类型,可选 {@link GL2.U_MATRIX_2x2} 至 {@link GL2.U_MATRIX_4x4}
|
|
* @returns uniform 矩阵变量的操作对象,可用于设置其值
|
|
*/
|
|
defineUniformMatrix(
|
|
uniform: string,
|
|
type: UniformMatrix
|
|
): IShaderUniformMatrix | null {
|
|
const u = this.getMatrix(uniform);
|
|
if (u) {
|
|
if (u.type === type) return u;
|
|
else {
|
|
logger.warn(28, 'uniform matrix', uniform);
|
|
return null;
|
|
}
|
|
}
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const location = gl.getUniformLocation(program, uniform);
|
|
if (!location) return null;
|
|
const obj = new ShaderUniformMatrix(type, location, gl, this);
|
|
this.matrix.set(uniform, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个 attribute 常量,并存入本着色器程序的 attribute 常量映射,在 es 300 版本中叫做 in
|
|
* @param attrib attribute 常量名
|
|
* @param type attribute 类型,可选 {@link GL2.ATTRIB_1f} 至 {@link GL2.ATTRIB_I4uiv}
|
|
* @returns attribute 常量的操作对象,可用于设置其值
|
|
*/
|
|
defineAttribute<T extends AttribType>(
|
|
attrib: string,
|
|
type: T
|
|
): IShaderAttrib<T> | null {
|
|
const u = this.getAttribute<T>(attrib);
|
|
if (u) {
|
|
if (u.type === type) return u;
|
|
else {
|
|
logger.warn(28, 'attribute', attrib);
|
|
return null;
|
|
}
|
|
}
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const location = gl.getAttribLocation(program, attrib);
|
|
if (location === -1) return null;
|
|
const obj = new ShaderAttrib(type, location, gl, this);
|
|
this.attribute.set(attrib, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个顶点数组
|
|
* @param name 顶点数组名称
|
|
*/
|
|
defineAttribArray(name: string) {
|
|
const u = this.getAttribArray(name);
|
|
if (u) return u;
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const buffer = gl.createBuffer();
|
|
if (!buffer) return null;
|
|
const location = gl.getAttribLocation(program, name);
|
|
if (location === -1) return null;
|
|
const obj = new ShaderAttribArray(buffer, location, gl, this);
|
|
this.attribArray.set(name, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个顶点索引数组
|
|
* @param name 顶点索引数组的名称
|
|
*/
|
|
defineIndices(name: string) {
|
|
const u = this.getIndices(name);
|
|
if (u) return u;
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const buffer = gl.createBuffer();
|
|
if (!buffer) return null;
|
|
const obj = new ShaderIndices(buffer, gl, this);
|
|
this.indices.set(name, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个 uniform block,例如 UBO,并存入本着色器程序的 uniform block 映射
|
|
* 用于一次性向着色器传输大量数据
|
|
* @param block uniform block 名称
|
|
* @param size 数据量,即数据长度,例如一个vec4就是4个长度
|
|
* @param usage 缓冲区用途,例如 gl.STATIC_DRAW 是指会频繁读取但不会频繁写入
|
|
* 参考 https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/bufferData
|
|
* 的 `usage` 参数
|
|
* @param binding uniform block 的索引,例如这是你设置的第一个uniform block,就可以填0,第二个填1,以此类推
|
|
* @returns uniform block 的操作对象,可用于设置其值
|
|
*/
|
|
defineUniformBlock(
|
|
block: string,
|
|
size: number,
|
|
usage: number,
|
|
binding: number
|
|
): IShaderUniformBlock | null {
|
|
const u = this.getUniformBlock(block);
|
|
if (u) {
|
|
if (u.size === size) return u;
|
|
else {
|
|
logger.warn(28, 'uniform block', block);
|
|
return null;
|
|
}
|
|
}
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const loc = gl.getUniformBlockIndex(program, block);
|
|
if (loc === -1) return null;
|
|
const buf = gl.createBuffer();
|
|
if (!buf) return null;
|
|
const data = new Float32Array(size);
|
|
data.fill(0);
|
|
gl.bindBuffer(gl.UNIFORM_BUFFER, buf);
|
|
gl.bufferData(gl.UNIFORM_BUFFER, data, usage);
|
|
gl.uniformBlockBinding(program, loc, binding);
|
|
gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, buf);
|
|
const obj = new ShaderUniformBlock(loc, size, buf, binding, gl, this);
|
|
this.block.set(block, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 定义一个材质
|
|
* @param name 纹理名称
|
|
* @param index 纹理索引,根据不同浏览器,其最大数量不一定相等,根据标准其数量应该大于等于 8 个,
|
|
* 因此考虑到兼容性,不建议纹理数量超过 8 个。
|
|
* @param w 纹理的宽度
|
|
* @param h 纹理的高度
|
|
* @returns 这个 texture 的操作对象,可以用于设置其内容
|
|
*/
|
|
defineTexture(
|
|
name: string,
|
|
index: number,
|
|
w?: number,
|
|
h?: number
|
|
): IShaderTexture2D | null {
|
|
const u = this.getTexture(name);
|
|
if (u) {
|
|
if (u.index === index) return u;
|
|
else {
|
|
logger.warn(28, 'texture', name);
|
|
return null;
|
|
}
|
|
}
|
|
if (index > this.element.MAX_TEXTURE_COUNT) {
|
|
logger.warn(29);
|
|
return null;
|
|
}
|
|
const uni = this.defineUniform(name, UniformType.Uniform1i);
|
|
if (!uni) return null;
|
|
const program = this.program;
|
|
const gl = this.element.gl;
|
|
if (!program || !gl) return null;
|
|
const tex = gl.createTexture();
|
|
if (!tex) return null;
|
|
const obj = new ShaderTexture2D(tex, index, uni, gl, this, w, h);
|
|
this.texture.set(name, obj);
|
|
return obj;
|
|
}
|
|
|
|
/**
|
|
* 绑定纹理,自动判断应该使用 sub 还是 set
|
|
* @param program 使用的着色器程序
|
|
* @param texture 要绑定至的纹理
|
|
* @param source 纹理内容
|
|
* @returns 是否绑定成功
|
|
*/
|
|
texTexture(texture: string, source: SizedCanvasImageSource) {
|
|
const tex = this.getTexture(texture);
|
|
if (!tex) return false;
|
|
if (tex.width === source.width && tex.height === source.height) {
|
|
tex.sub(source, 0, 0, source.width, source.height);
|
|
} else {
|
|
tex.set(source);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 摧毁这个着色器程序,不要直接调用,请使用 {@link GL2.deleteProgram} 来删除一个着色器程序
|
|
*/
|
|
destroy() {
|
|
this.clearProgram();
|
|
}
|
|
|
|
private clearProgram() {
|
|
if (!this.gl) return;
|
|
this.uniform.clear();
|
|
this.attribute.clear();
|
|
this.matrix.clear();
|
|
this.gl.deleteProgram(this.program);
|
|
if (this.shader) {
|
|
this.gl.deleteShader(this.shader.vertex);
|
|
this.gl.deleteShader(this.shader.fragment);
|
|
}
|
|
this.block.forEach(v => {
|
|
this.gl.deleteBuffer(v.buffer);
|
|
});
|
|
this.attribArray.forEach(v => {
|
|
this.gl.deleteBuffer(v.data);
|
|
});
|
|
this.texture.forEach(v => {
|
|
this.gl.deleteTexture(v.texture);
|
|
});
|
|
this.indices.forEach(v => {
|
|
this.gl.deleteBuffer(v.data);
|
|
});
|
|
this.texture.clear();
|
|
this.indices.clear();
|
|
this.attribArray.clear();
|
|
this.block.clear();
|
|
}
|
|
|
|
protected compile() {
|
|
this.shaderDirty = false;
|
|
this.clearProgram();
|
|
|
|
const shader = this.element;
|
|
const gl = shader.gl;
|
|
if (!gl) return false;
|
|
|
|
const program = gl.createProgram();
|
|
if (!program) return false;
|
|
|
|
const vs = this.compileShader(gl.VERTEX_SHADER, this.vertex);
|
|
const fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragment);
|
|
|
|
if (!vs || !fs) return false;
|
|
|
|
gl.attachShader(program, vs);
|
|
gl.attachShader(program, fs);
|
|
gl.linkProgram(program);
|
|
gl.useProgram(program);
|
|
|
|
this.program = program;
|
|
this.shader = { vertex: vs, fragment: fs };
|
|
return true;
|
|
}
|
|
|
|
private compileShader(type: number, source: string): WebGLShader | null {
|
|
const gl = this.element.gl;
|
|
const shader = gl.createShader(type);
|
|
if (!shader) return null;
|
|
gl.shaderSource(shader, source);
|
|
gl.compileShader(shader);
|
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
logger.error(
|
|
13,
|
|
type === gl.VERTEX_SHADER ? 'vertex' : 'fragment',
|
|
gl.getShaderInfoLog(shader) ?? ''
|
|
);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
}
|