src/manager/RenderManager.js
import Manager from './Manager';
import DOMManager from './DOMManager';
import ProgramManager from './ProgramManager';
import SceneManager from './SceneManager';
import * as VertexShader from '../const/VertexShader';
import * as FragmentShader from '../const/FragmentShader';
import Matrix3 from '../render/WebGL/Matrix3';
import { TextureManager } from '../entry';
/**
* Manages the WebGL2 rendering of all renderable components in the scene.
* This manager is not intended to be referenced directly.
*/
export class _RenderManager extends Manager {
constructor() {
super();
this.GL = null;
this.currentProgram = null;
this.activeTextureIDs = [];
//text
this.RenderableTextIDCounter = 0;
//last update microsecond
this.lastUpdate = -1;
}
/**
* Initial setup on GL rendering.
*/
start() {
this.GL = DOMManager.GL;
if (this.GL == null)
return;
this._updateProgram(ProgramManager.getProgram('Default'));
this.positionAttributeLocation = this.GL.getAttribLocation(this.currentProgram.program, "a_position");
//textures
this.texcoordAttributeLocation = this.GL.getAttribLocation(this.currentProgram.program, "a_texcoord");
let positionBuffer = this.GL.createBuffer();
this.GL.bindBuffer(this.GL.ARRAY_BUFFER, positionBuffer);
this.GL.bufferData(this.GL.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]), this.GL.STATIC_DRAW);
this.vao = this.GL.createVertexArray();
this.GL.bindVertexArray(this.vao);
this.GL.enableVertexAttribArray(this.positionAttributeLocation);
let size = 2;
let type = this.GL.FLOAT;
let normalize = false;
let stride = 0;
let vertexOffset = 0;
this.GL.vertexAttribPointer(this.positionAttributeLocation, size, type, normalize, stride, vertexOffset);
//textures
this.texcoordBuffer = this.GL.createBuffer();
this.GL.bindBuffer(this.GL.ARRAY_BUFFER, this.texcoordBuffer);
this.GL.bufferData(this.GL.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]), this.GL.STATIC_DRAW);
// Turn on the attribute
this.GL.enableVertexAttribArray(this.texcoordAttributeLocation);
// Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)
let t_size = 2; // 3 components per iteration
let t_type = this.GL.FLOAT; // the data is 32bit floats
let t_normalize = true; // convert from 0-255 to 0.0-1.0
let t_stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next color
let t_offset = 0; // start at the beginning of the buffer
this.GL.vertexAttribPointer(
this.texcoordAttributeLocation, t_size, t_type, t_normalize, t_stride, t_offset);
this.GL.enable(this.GL.DEPTH_TEST);
this.GL.depthFunc(this.GL.LESS);
this.GL.enable(this.GL.BLEND);
//this.GL.blendFuncSeparate(this.GL.GL_SRC_ALPHA, this.GL.GL_ONE_MINUS_SRC_ALPHA, this.GL.GL_ONE, this.GL.GL_ONE_MINUS_SRC_ALPHA);
}
/**
* Checks if the program for the next object to draw must be changed.
* If it does, it will change WebGL programs.
*
* @param {ProgramObject} program A program object returned from ProgramManager.getProgram()
*/
_updateProgram(program) {
if (this.currentProgram == null || this.currentProgram.id != program.id) {
this.GL.useProgram(program.program);
this.currentProgram = program;
}
}
_updateTextures(textures) {
let newActiveTextures = [];
for (let t = 0; t < textures.length; t++) {
newActiveTextures.push(textures[t].id);
this.GL.activeTexture(this.GL.TEXTURE0 + t);
this.GL.bindTexture(this.GL.TEXTURE_2D, textures[t].tex);
}
}
registerTextRenderable(textRenderable, width, height) {
textRenderable.renderableTextID = this.RenderableTextIDCounter++ % 1024;
if (TextureManager.getTexture('TextData') == null) {
//data of the text data to be read in the FS for rendering. Defaults to 0's. If you have a character at location 0, 1st column, it will be the "empty" character.
let textDataTextureData = new Uint16Array(width * height);
TextureManager.addDataTexture('TextData', textDataTextureData, RenderManager.GL.R16UI, RenderManager.GL.RED_INTEGER, RenderManager.GL.UNSIGNED_SHORT, -1, -1, width, height);
}
}
forceUpdate() {
if (performance.now() + 0.1 <= this.lastUpdate)
return;
requestAnimationFrame((time) => {
if (time > this.lastUpdate) {
this.lastUpdate = time;
RenderManager.update();
}
});
}
/**
* Update function for updating all renderable objects in each viewport in the current scene.
*/
update() {
if (this.GL == null)
return;
// this.GL.clearColor(0, 0, 0, 0);
// this.GL.clearDepth(1.0);
this.GL.clear(this.GL.COLOR_BUFFER_BIT | this.GL.DEPTH_BUFFER_BIT);
let scene = SceneManager.getCurrentScene();
if (scene == null)
return;
let viewports = scene.viewports;
for (let vi = 0; vi < viewports.length; vi++) {
let viewport = viewports[vi];
let viewPortWidth = viewport._rendererBounds.p2.x;
let viewPortHeight = viewport._rendererBounds.p2.y;
this.GL.viewport(viewport._rendererBounds.p1.x, viewport._rendererBounds.p1.y, viewPortWidth, viewPortHeight);
//setup camera from viewport
let renderables = viewport.renderables;
let renderableKeys = Object.keys(renderables);
for (let ri = 0; ri < renderableKeys.length; ri++) {
let renderable = renderables[renderableKeys[ri]];
if (renderable.hasPaused)
continue;
this._updateProgram(renderable.program);
if (!renderable.setUniformData(Matrix3.projection(viewPortWidth, viewPortHeight).multiply(renderable.getMatrix()).m))
continue;
//if (renderable.updateTextures) {
this._updateTextures(renderable.textures);
renderable.updateTextures = false;
//}
this.GL.drawArrays(renderable.primitiveType, 0, renderable.primitiveCount);
}
}
}
}
/**
* Singleton reference to the Rendering Manager.
*/
const RenderManager = new _RenderManager();
export default RenderManager;