@@ -11,6 +11,7 @@ import { IColor } from 'common/Types';
|
||||
import { IColorSet } from 'browser/Types';
|
||||
import { IRenderDimensions } from 'browser/renderer/Types';
|
||||
import { RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
|
||||
import { Disposable, toDisposable } from 'common/Lifecycle';
|
||||
|
||||
const enum VertexAttribLocations {
|
||||
POSITION = 0,
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||||
@@ -57,7 +58,7 @@ const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEME
|
||||
|
||||
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
|
||||
|
||||
export class RectangleRenderer {
|
||||
export class RectangleRenderer extends Disposable {
|
||||
|
||||
private _program: WebGLProgram;
|
||||
private _vertexArrayObject: IWebGLVertexArrayObject;
|
||||
@@ -77,9 +78,12 @@ export class RectangleRenderer {
|
||||
private _gl: IWebGL2RenderingContext,
|
||||
private _dimensions: IRenderDimensions
|
||||
) {
|
||||
super();
|
||||
|
||||
const gl = this._gl;
|
||||
|
||||
this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
|
||||
this.register(toDisposable(() => gl.deleteProgram(this._program)));
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||||
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||||
// Uniform locations
|
||||
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
|
||||
@@ -92,6 +96,7 @@ export class RectangleRenderer {
|
||||
// Setup a_unitquad, this defines the 4 vertices of a rectangle
|
||||
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
|
||||
const unitQuadVerticesBuffer = gl.createBuffer();
|
||||
this.register(toDisposable(() => gl.deleteBuffer(unitQuadVerticesBuffer)));
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
|
||||
@@ -101,11 +106,13 @@ export class RectangleRenderer {
|
||||
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
|
||||
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
|
||||
const elementIndicesBuffer = gl.createBuffer();
|
||||
this.register(toDisposable(() => gl.deleteBuffer(elementIndicesBuffer)));
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
|
||||
|
||||
// Setup attributes
|
||||
this._attributesBuffer = throwIfFalsy(gl.createBuffer());
|
||||
this.register(toDisposable(() => gl.deleteBuffer(this._attributesBuffer)));
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
|
||||
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
|
||||
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
|
||||
|
||||
Reference in New Issue
Block a user