/
Renderer.ts
167 lines (138 loc) · 5.4 KB
/
Renderer.ts
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///<amd-module name="world/Renderer"/>
import Kernel = require("./Kernel");
import EventUtils = require("./Event");
import Scene = require("./Scene");
import PerspectiveCamera = require("./PerspectiveCamera");
import {WebGLRenderingContextExtension, WebGLProgramExtension} from "./Definitions";
class Renderer {
scene: Scene = null;
camera: PerspectiveCamera = null;
bAutoRefresh: boolean = false;
constructor(canvas: HTMLCanvasElement, vertexShaderText: string, fragmentShaderText: string) {
if (!(vertexShaderText !== "")) {
throw "invalid vertexShaderText";
}
if (!(fragmentShaderText !== "")) {
throw "invalid fragmentShaderText";
}
//之所以在此处设置Kernel.renderer是因为要在tick函数中使用
Kernel.renderer = this;
EventUtils.bindEvents(canvas);
var gl: WebGLRenderingContextExtension;
function initWebGL(canvas: HTMLCanvasElement) {
try {
var contextList = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
for (var i = 0; i < contextList.length; i++) {
gl = canvas.getContext(contextList[i], {
antialias: true
}) as WebGLRenderingContextExtension;
if (gl) {
Kernel.gl = gl;
Kernel.canvas = canvas;
break;
}
}
} catch (e) { }
}
function getShader(gl: WebGLRenderingContextExtension, shaderType: string, shaderText: string) {
if (!shaderText) {
return null;
}
var shader: WebGLShader = null;
if (shaderType == "VERTEX_SHADER") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else if (shaderType == "FRAGMENT_SHADER") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else {
return null;
}
gl.shaderSource(shader, shaderText);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function initShaders(vertexShaderText: string, fragmentShaderText: string) {
var vertexShader = getShader(Kernel.gl, "VERTEX_SHADER", vertexShaderText);
var fragmentShader = getShader(Kernel.gl, "FRAGMENT_SHADER", fragmentShaderText);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error("Could not link program!");
gl.deleteProgram(shaderProgram);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return;
}
gl.useProgram(shaderProgram);
gl.shaderProgram = shaderProgram as WebGLProgramExtension;
gl.shaderProgram.aVertexPosition = gl.getAttribLocation(gl.shaderProgram, "aVertexPosition");
gl.shaderProgram.aTextureCoord = gl.getAttribLocation(gl.shaderProgram, "aTextureCoord");
gl.shaderProgram.uMVMatrix = gl.getUniformLocation(gl.shaderProgram, "uMVMatrix");
gl.shaderProgram.uPMatrix = gl.getUniformLocation(gl.shaderProgram, "uPMatrix");
gl.shaderProgram.uSampler = gl.getUniformLocation(gl.shaderProgram, "uSampler"); //纹理采样器
gl.shaderProgram.uOffScreen = gl.getUniformLocation(gl.shaderProgram, "uOffScreen"); //是否离屏渲染
//设置默认非离屏渲染
gl.uniform1i(gl.shaderProgram.uOffScreen, 1);
//设置默认值
var squareArray = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
var squareMatrix = new Float32Array(squareArray); //ArrayBuffer
gl.uniformMatrix4fv(gl.shaderProgram.uMVMatrix, false, squareMatrix);
}
initWebGL(canvas);
if (!gl) {
alert("浏览器不支持WebGL或将WebGL禁用!");
console.debug("浏览器不支持WebGL或将WebGL禁用!");
return;
}
initShaders(vertexShaderText, fragmentShaderText);
gl.clearColor(255, 255, 255, 1.0);
//gl.enable(gl.DEPTH_TEST);
gl.disable(gl.DEPTH_TEST); //此处禁用深度测试是为了解决两个不同层级的切片在拖动时一起渲染会导致屏闪的问题
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE); //一定要启用裁剪,否则显示不出立体感
gl.frontFace(gl.CCW);
gl.cullFace(gl.BACK); //裁剪掉背面
//gl.enable(gl.TEXTURE_2D);//WebGL: INVALID_ENUM: enable: invalid capability
}
render(scene: Scene, camera: PerspectiveCamera) {
Kernel.gl.viewport(0, 0, Kernel.canvas.width, Kernel.canvas.height);
Kernel.gl.clear(Kernel.gl.COLOR_BUFFER_BIT | Kernel.gl.DEPTH_BUFFER_BIT);
camera.viewMatrix = null;
camera.viewMatrix = camera.getViewMatrix();
scene.draw(camera);
}
bindScene(scene: Scene) {
this.scene = scene;
}
bindCamera(camera: PerspectiveCamera) {
this.camera = camera;
}
tick() {
if (Kernel.renderer instanceof Renderer) {
if (Kernel.renderer.scene && Kernel.renderer.camera) {
Kernel.renderer.render(Kernel.renderer.scene, Kernel.renderer.camera);
}
if (Kernel.renderer.bAutoRefresh) {
window.requestAnimationFrame(Kernel.renderer.tick);
}
}
}
setIfAutoRefresh(bAuto: boolean) {
this.bAutoRefresh = bAuto;
if (this.bAutoRefresh) {
this.tick();
}
}
}
export = Renderer;