import { Color } from '../../../color'; import { vec, Vector } from '../../../math/vector'; import { GraphicsDiagnostics } from '../../graphics-diagnostics'; import type { ExcaliburGraphicsContextWebGL } from '../excalibur-graphics-context-webgl'; import { pixelSnapEpsilon } from '../excalibur-graphics-context-webgl'; import { QuadIndexBuffer } from '../quad-index-buffer'; import type { RendererPlugin } from '../renderer'; import { Shader } from '../shader'; import { VertexBuffer } from '../vertex-buffer'; import { VertexLayout } from '../vertex-layout'; import frag from './rectangle-renderer.frag.glsl?raw'; import vert from './rectangle-renderer.vert.glsl?raw'; export class RectangleRenderer implements RendererPlugin { public readonly type = 'ex.rectangle'; public priority: number = 0; private _maxRectangles: number = 10922; // max(uint16) / 6 verts private _shader!: Shader; private _gl!: WebGLRenderingContext; private _context!: ExcaliburGraphicsContextWebGL; private _buffer!: VertexBuffer; private _layout!: VertexLayout; private _quads!: QuadIndexBuffer; private _rectangleCount: number = 0; private _vertexIndex: number = 0; initialize(gl: WebGL2RenderingContext, context: ExcaliburGraphicsContextWebGL): void { this._gl = gl; this._context = context; // https://stackoverflow.com/questions/59197671/glsl-rounded-rectangle-with-variable-border this._shader = new Shader({ graphicsContext: context, fragmentSource: frag, vertexSource: vert }); this._shader.compile(); // setup uniforms this._shader.use(); this._shader.setUniformMatrix('u_matrix', context.ortho); this._buffer = new VertexBuffer({ gl, size: 16 * 4 * this._maxRectangles, type: 'dynamic' }); this._layout = new VertexLayout({ gl, shader: this._shader, vertexBuffer: this._buffer, attributes: [ ['a_position', 2], ['a_uv', 2], ['a_size', 2], ['a_opacity', 1], ['a_color', 4], ['a_strokeColor', 4], ['a_strokeThickness', 1] ] }); this._quads = new QuadIndexBuffer(gl, this._maxRectangles, true); } public dispose() { this._buffer.dispose(); this._quads.dispose(); this._shader.dispose(); this._context = null as any; this._gl = null as any; } private _isFull() { if (this._rectangleCount >= this._maxRectangles) { return true; } return false; } draw(...args: any[]): void { if (args[0] instanceof Vector && args[1] instanceof Vector) { this.drawLine.apply(this, args as any); } else { this.drawRectangle.apply(this, args as any); } } private _transparent = Color.Transparent; private _scratch1 = vec(0, 0); private _scratch2 = vec(0, 0); private _scratch3 = vec(0, 0); private _scratch4 = vec(0, 0); drawLine(start: Vector, end: Vector, color: Color, thickness: number = 1) { if (this._isFull()) { this.flush(); } this._rectangleCount++; // transform based on current context const transform = this._context.getTransform(); const opacity = this._context.opacity; const snapToPixel = this._context.snapToPixel; const dir = end.sub(start); const length = dir.magnitude; const normal = dir.normalize().perpendicular(); const halfThick = thickness / 2; /** * +---------------------^----------------------+ * | | (normal) | * (startX, startY)------------------>(endX, endY) * | | * + -------------------------------------------+ */ const startTop = transform.multiply(normal.scale(halfThick, this._scratch1).add(start, this._scratch1), this._scratch1); const startBottom = transform.multiply(normal.scale(-halfThick, this._scratch2).add(start, this._scratch2), this._scratch2); const endTop = transform.multiply(normal.scale(halfThick, this._scratch3).add(end, this._scratch3), this._scratch3); const endBottom = transform.multiply(normal.scale(-halfThick, this._scratch4).add(end, this._scratch4), this._scratch4); if (snapToPixel) { startTop.x = ~~(startTop.x + pixelSnapEpsilon); startTop.y = ~~(startTop.y + pixelSnapEpsilon); endTop.x = ~~(endTop.x + pixelSnapEpsilon); endTop.y = ~~(endTop.y + pixelSnapEpsilon); startBottom.x = ~~(startBottom.x + pixelSnapEpsilon); startBottom.y = ~~(startBottom.y + pixelSnapEpsilon); endBottom.x = ~~(endBottom.x + pixelSnapEpsilon); endBottom.y = ~~(endBottom.y + pixelSnapEpsilon); } // TODO uv could be static vertex buffer const uvx0 = 0; const uvy0 = 0; const uvx1 = 1; const uvy1 = 1; const stroke = this._transparent; const strokeThickness = 0; const width = 1; // update data const vertexBuffer = this._layout.vertexBuffer.bufferData; // (0, 0) - 0 vertexBuffer[this._vertexIndex++] = startTop.x; vertexBuffer[this._vertexIndex++] = startTop.y; vertexBuffer[this._vertexIndex++] = uvx0; vertexBuffer[this._vertexIndex++] = uvy0; vertexBuffer[this._vertexIndex++] = length; vertexBuffer[this._vertexIndex++] = thickness; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness / width; // (0, 1) - 1 vertexBuffer[this._vertexIndex++] = startBottom.x; vertexBuffer[this._vertexIndex++] = startBottom.y; vertexBuffer[this._vertexIndex++] = uvx0; vertexBuffer[this._vertexIndex++] = uvy1; vertexBuffer[this._vertexIndex++] = length; vertexBuffer[this._vertexIndex++] = thickness; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness / width; // (1, 0) - 2 vertexBuffer[this._vertexIndex++] = endTop.x; vertexBuffer[this._vertexIndex++] = endTop.y; vertexBuffer[this._vertexIndex++] = uvx1; vertexBuffer[this._vertexIndex++] = uvy0; vertexBuffer[this._vertexIndex++] = length; vertexBuffer[this._vertexIndex++] = thickness; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness / width; // (1, 1) - 3 vertexBuffer[this._vertexIndex++] = endBottom.x; vertexBuffer[this._vertexIndex++] = endBottom.y; vertexBuffer[this._vertexIndex++] = uvx1; vertexBuffer[this._vertexIndex++] = uvy1; vertexBuffer[this._vertexIndex++] = length; vertexBuffer[this._vertexIndex++] = thickness; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness / width; } drawRectangle( pos: Vector, width: number, height: number, color: Color, stroke: Color = Color.Transparent, strokeThickness: number = 0 ): void { if (this._isFull()) { this.flush(); } this._rectangleCount++; // transform based on current context const transform = this._context.getTransform(); const opacity = this._context.opacity; const snapToPixel = this._context.snapToPixel; const topLeft = transform.multiply(pos.add(vec(0, 0))); const topRight = transform.multiply(pos.add(vec(width, 0))); const bottomRight = transform.multiply(pos.add(vec(width, height))); const bottomLeft = transform.multiply(pos.add(vec(0, height))); if (snapToPixel) { topLeft.x = ~~(topLeft.x + pixelSnapEpsilon); topLeft.y = ~~(topLeft.y + pixelSnapEpsilon); topRight.x = ~~(topRight.x + pixelSnapEpsilon); topRight.y = ~~(topRight.y + pixelSnapEpsilon); bottomLeft.x = ~~(bottomLeft.x + pixelSnapEpsilon); bottomLeft.y = ~~(bottomLeft.y + pixelSnapEpsilon); bottomRight.x = ~~(bottomRight.x + pixelSnapEpsilon); bottomRight.y = ~~(bottomRight.y + pixelSnapEpsilon); } // TODO uv could be static vertex buffer const uvx0 = 0; const uvy0 = 0; const uvx1 = 1; const uvy1 = 1; // update data const vertexBuffer = this._layout.vertexBuffer.bufferData; // (0, 0) - 0 vertexBuffer[this._vertexIndex++] = topLeft.x; vertexBuffer[this._vertexIndex++] = topLeft.y; vertexBuffer[this._vertexIndex++] = uvx0; vertexBuffer[this._vertexIndex++] = uvy0; vertexBuffer[this._vertexIndex++] = width; vertexBuffer[this._vertexIndex++] = height; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness; // (0, 1) - 1 vertexBuffer[this._vertexIndex++] = bottomLeft.x; vertexBuffer[this._vertexIndex++] = bottomLeft.y; vertexBuffer[this._vertexIndex++] = uvx0; vertexBuffer[this._vertexIndex++] = uvy1; vertexBuffer[this._vertexIndex++] = width; vertexBuffer[this._vertexIndex++] = height; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness; // (1, 0) - 2 vertexBuffer[this._vertexIndex++] = topRight.x; vertexBuffer[this._vertexIndex++] = topRight.y; vertexBuffer[this._vertexIndex++] = uvx1; vertexBuffer[this._vertexIndex++] = uvy0; vertexBuffer[this._vertexIndex++] = width; vertexBuffer[this._vertexIndex++] = height; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness; // (1, 1) - 3 vertexBuffer[this._vertexIndex++] = bottomRight.x; vertexBuffer[this._vertexIndex++] = bottomRight.y; vertexBuffer[this._vertexIndex++] = uvx1; vertexBuffer[this._vertexIndex++] = uvy1; vertexBuffer[this._vertexIndex++] = width; vertexBuffer[this._vertexIndex++] = height; vertexBuffer[this._vertexIndex++] = opacity; vertexBuffer[this._vertexIndex++] = color.r / 255; vertexBuffer[this._vertexIndex++] = color.g / 255; vertexBuffer[this._vertexIndex++] = color.b / 255; vertexBuffer[this._vertexIndex++] = color.a; vertexBuffer[this._vertexIndex++] = stroke.r / 255; vertexBuffer[this._vertexIndex++] = stroke.g / 255; vertexBuffer[this._vertexIndex++] = stroke.b / 255; vertexBuffer[this._vertexIndex++] = stroke.a; vertexBuffer[this._vertexIndex++] = strokeThickness; } hasPendingDraws(): boolean { return this._rectangleCount !== 0; } flush(): void { // nothing to draw early exit if (this._rectangleCount === 0) { return; } const gl = this._gl; // Bind the shader this._shader.use(); // Bind the memory layout and upload data this._layout.use(true); // Update ortho matrix uniform this._shader.setUniformMatrix('u_matrix', this._context.ortho); // Bind index buffer this._quads.bind(); // Draw all the quads gl.drawElements(gl.TRIANGLES, this._rectangleCount * 6, this._quads.bufferGlType, 0); GraphicsDiagnostics.DrawnImagesCount += this._rectangleCount; GraphicsDiagnostics.DrawCallCount++; // Reset this._rectangleCount = 0; this._vertexIndex = 0; } }