import pointVertexSource from './point-vertex.glsl?raw'; import pointFragmentSource from './point-fragment.glsl?raw'; import type { Vector } from '../../../Math/vector'; import type { Color } from '../../../Color'; import type { ExcaliburGraphicsContextWebGL } from '../ExcaliburGraphicsContextWebGL'; import { pixelSnapEpsilon } from '../ExcaliburGraphicsContextWebGL'; import type { RendererPlugin } from '../renderer'; import { Shader } from '../shader'; import { VertexBuffer } from '../vertex-buffer'; import { VertexLayout } from '../vertex-layout'; import { GraphicsDiagnostics } from '../../GraphicsDiagnostics'; export class PointRenderer implements RendererPlugin { public readonly type = 'ex.point'; public priority: number = 0; private _shader!: Shader; private _maxPoints: number = 10922; private _buffer!: VertexBuffer; private _layout!: VertexLayout; private _gl!: WebGLRenderingContext; private _context!: ExcaliburGraphicsContextWebGL; private _pointCount: number = 0; private _vertexIndex: number = 0; initialize(gl: WebGL2RenderingContext, context: ExcaliburGraphicsContextWebGL): void { this._gl = gl; this._context = context; this._shader = new Shader({ graphicsContext: context, vertexSource: pointVertexSource, fragmentSource: pointFragmentSource }); this._shader.compile(); this._shader.use(); this._shader.setUniformMatrix('u_matrix', this._context.ortho); this._buffer = new VertexBuffer({ gl, size: 7 * this._maxPoints, type: 'dynamic' }); this._layout = new VertexLayout({ gl, shader: this._shader, vertexBuffer: this._buffer, attributes: [ ['a_position', 2], ['a_color', 4], ['a_size', 1] ] }); } public dispose() { this._buffer.dispose(); this._shader.dispose(); this._context = null as any; this._gl = null as any; } draw(point: Vector, color: Color, size: number): void { // Force a render if the batch is full if (this._isFull()) { this.flush(); } this._pointCount++; const transform = this._context.getTransform(); const opacity = this._context.opacity; const snapToPixel = this._context.snapToPixel; const finalPoint = transform.multiply(point); if (snapToPixel) { finalPoint.x = ~~(finalPoint.x + pixelSnapEpsilon); finalPoint.y = ~~(finalPoint.y + pixelSnapEpsilon); } const vertexBuffer = this._buffer.bufferData; vertexBuffer[this._vertexIndex++] = finalPoint.x; vertexBuffer[this._vertexIndex++] = finalPoint.y; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a * opacity; vertexBuffer[this._vertexIndex++] = size * Math.max(transform.getScaleX(), transform.getScaleY()); } private _isFull() { if (this._pointCount >= this._maxPoints) { return true; } return false; } hasPendingDraws(): boolean { return this._pointCount !== 0; } flush(): void { // nothing to draw early exit if (this._pointCount === 0) { return; } const gl = this._gl; this._shader.use(); this._layout.use(true); this._shader.setUniformMatrix('u_matrix', this._context.ortho); gl.drawArrays(gl.POINTS, 0, this._pointCount); GraphicsDiagnostics.DrawnImagesCount += this._pointCount; GraphicsDiagnostics.DrawCallCount++; this._pointCount = 0; this._vertexIndex = 0; } }