Made entire pipeline class based.

This commit is contained in:
2021-09-26 01:45:07 -07:00
parent 4a57adf427
commit e8bcce3cc5
8 changed files with 145 additions and 46 deletions

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@ -3,6 +3,6 @@
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
declare function assetShaderLoad(shader:Shader, vert:string, frag:string):void;
declare function assetShaderLoad(shader:CShader, vert:string, frag:string):void;
declare function assetTextureLoad(texture:Texture, file:string):void;
declare function assetTextureLoad(texture:CTexture, file:string):void;

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@ -1,71 +1,71 @@
type Primitive = Pointer<'PRIMITIVE'>;
type Camera = Pointer<'CAMERA'>;
type Shader = Pointer<'SHADER'>;
type Texture = Pointer<'TEXTURE'>;
type CPrimitive = Pointer<'PRIMITIVE'>;
type CCamera = Pointer<'CAMERA'>;
type CShader = Pointer<'SHADER'>;
type CTexture = Pointer<'TEXTURE'>;
////////////////////////////////////////////////////////////////////////////////
declare function primitiveCreate():Primitive;
declare function primitiveCreate():CPrimitive;
declare function primitiveInit(
primitive:Primitive, verticeCount:number, indiceCount:number
primitive:CPrimitive, verticeCount:number, indiceCount:number
):void;
declare function primitiveDraw(
primitive:Primitive, start:number, end:number
primitive:CPrimitive, start:number, count:number
):void;
declare function primitiveDispose(primitive:Primitive):void;
declare function primitiveDispose(primitive:CPrimitive):void;
declare function quadInit(primitive:Primitive, z:number,
declare function quadInit(primitive:CPrimitive, z:number,
x0:number, y0:number, u0:number, v0:number,
x1:number, y1:number, u1:number, v1:number
):void;
////////////////////////////////////////////////////////////////////////////////
declare function cameraCreate():Camera;
declare function cameraCreate():CCamera;
declare function cameraLookAt(camera:Camera,
declare function cameraLookAt(camera:CCamera,
x:number, y:number, z:number,
lookX:number, lookY:number, lookZ:number
):void;
declare function cameraLook(camera:Camera,
declare function cameraLook(camera:CCamera,
x:number, y:number, z:number,
pitch:number, yaw:number, roll:number
):void;
declare function cameraPerspective(camera:Camera,
declare function cameraPerspective(camera:CCamera,
fov:number, aspect:number, near:number, far:number
):void;
declare function cameraOrtho(camera:Camera,
declare function cameraOrtho(camera:CCamera,
left:number, right:number, bottom:number, top:number, near:number, far:number
):void;
declare function cameraDispose(camera:Camera):void;
declare function cameraDispose(camera:CCamera):void;
////////////////////////////////////////////////////////////////////////////////
declare function shaderCreate():Shader;
declare function shaderCreate():CShader;
declare function shaderInit(shader:Shader, vert:string, frag:string):void;
declare function shaderInit(shader:CShader, vert:string, frag:string):void;
declare function shaderDispose(shader:Shader):void;
declare function shaderDispose(shader:CShader):void;
declare function shaderUse(shader:Shader):void;
declare function shaderUse(shader:CShader):void;
declare function shaderUseTexture(shader:Shader, texture:Texture):void;
declare function shaderUseTexture(shader:CShader, texture:CTexture):void;
declare function shaderUseCamera(shader:Shader, camera:Camera):void;
declare function shaderUseCamera(shader:CShader, camera:CCamera):void;
declare function shaderUsePosition(shader:Shader,
declare function shaderUsePosition(shader:CShader,
x:number, y:number, z:number,
pitch:number, yaw:number, roll:number
):void;
declare function shaderUsePositionAndScale(shader:Shader,
declare function shaderUsePositionAndScale(shader:CShader,
x:number, y:number, z:number,
pitch:number, yaw:number, roll:number,
sx:number, sy:number, sz:number
@ -73,6 +73,6 @@ declare function shaderUsePositionAndScale(shader:Shader,
////////////////////////////////////////////////////////////////////////////////
declare function textureCreate():Texture;
declare function textureCreate():CTexture;
declare function textureDispose(texture:Texture):void;
declare function textureDispose(texture:CTexture):void;

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@ -1,10 +1,12 @@
import { Shader } from "../display/Shader";
export interface IAssetOwner {
}
export class AssetManager {
private owners:{ [key:string]:IAssetOwner[] };
private textures:{ [key:string]:Texture };
private textures:{ [key:string]:CTexture };
private shaders:{ [key:string]:Shader };
constructor() {
@ -18,7 +20,7 @@ export class AssetManager {
this.owners[name].push(owner);
}
public textureLoad(name:string, owner:IAssetOwner):Texture {
public textureLoad(name:string, owner:IAssetOwner):CTexture {
this.addOwner(name, owner);
if(this.textures[name]) return this.textures[name];
this.textures[name] = textureCreate();
@ -29,8 +31,8 @@ export class AssetManager {
public shaderLoad(vert:string, frag:string, owner:IAssetOwner):Shader {
this.addOwner(vert, owner);
if(this.shaders[vert]) return this.shaders[vert];
this.shaders[vert] = shaderCreate();
assetShaderLoad(this.shaders[vert], vert, frag);
this.shaders[vert] = new Shader();
assetShaderLoad(this.shaders[vert]._shader, vert, frag);
return this.shaders[vert];
}

32
ts/display/Camera.ts Normal file
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@ -0,0 +1,32 @@
export class Camera {
public _camera:CCamera;
constructor() {
this._camera = cameraCreate();
}
public lookAt(x:number, y:number, z:number, lx:number, ly:number, lz:number) {
cameraLookAt(this._camera, x, y, z, lx, ly, lz);
}
public look(
x:number, y:number, z:number, pitch:number, yaw:number, roll:number
) {
cameraLook(this._camera, x, y, z, pitch, yaw, roll);
}
public perspective(fov:number, aspect:number, near:number, far:number) {
cameraPerspective(this._camera, fov, aspect, near, far);
}
public ortho(
left:number, right:number, bottom:number, top:number,
near:number, far:number
) {
cameraOrtho(this._camera, left, right, bottom, top, near, far);
}
public dispose() {
cameraDispose(this._camera);
}
}

15
ts/display/Primitive.ts Normal file
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@ -0,0 +1,15 @@
export class Primitive {
public _primitive:CPrimitive;
public constructor() {
this._primitive = primitiveCreate();
}
draw(start:number=0, count:number=-1) {
primitiveDraw(this._primitive, start, count);
}
public dispose() {
primitiveDispose(this._primitive);
}
}

11
ts/display/Quad.ts Normal file
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@ -0,0 +1,11 @@
import { Primitive } from "./Primitive";
export class Quad extends Primitive {
constructor(z:number = 0,
x0:number = -1, y0:number = -1, u0:number = 0, v0:number = 0,
x1:number = 1, y1:number = 1, u1:number = 1, v1:number = 1
) {
super();
quadInit(this._primitive, z, x0, y0, u0, v0, x1, y1, u1, v1);
}
}

39
ts/display/Shader.ts Normal file
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@ -0,0 +1,39 @@
import { Camera } from "./Camera";
export class Shader {
public _shader:CShader;
constructor() {
this._shader = shaderCreate();
}
public use() {
shaderUse(this._shader);
}
public setCamera(camera:Camera) {
shaderUseCamera(this._shader, camera._camera);
}
public setPosition(
x:number, y:number, z:number, pitch:number, yaw:number, roll:number
) {
shaderUsePosition(this._shader, x,y,z, pitch,yaw,roll);
}
public setPositionAndScale(
x:number, y:number, z:number,
pitch:number, yaw:number, roll:number,
sx:number, sy:number, sz:number
) {
shaderUsePositionAndScale(this._shader, x,y,z, pitch,yaw,roll, sx,sy,sz);
}
public setTexture(texture:CTexture) {
shaderUseTexture(this._shader, texture);
}
public dispose() {
shaderDispose(this._shader);
}
}

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@ -1,35 +1,35 @@
import { Camera } from "./display/Camera";
import { Quad } from "./display/Quad";
import { Shader } from "./display/Shader";
import { Game, gameSetMain } from "./game/Game";
import { Scene } from "./scene/Scene";
class TestScene extends Scene {
private quad:Primitive;
private quad:Quad;
private camera:Camera;
private shader:Shader;
private texture:Texture;
private texture:CTexture;
init() {
this.quad = primitiveCreate();
quadInit(this.quad, 0,
-1, -1, 0, 0,
1, 1, 1, 1
);
this.quad = new Quad();
this.shader = this.game.assets.shaderLoad(
"shaders/textured.vert", "shaders/textured.frag", this
);
this.texture = this.game.assets.textureLoad("test_texture.png", this);
this.camera = cameraCreate();
cameraLookAt(this.camera, 3,3,3, 0,0,0);
cameraPerspective(this.camera, 45, 16/9, 0.01, 1000);
this.camera = new Camera();
}
update() {
shaderUse(this.shader);
shaderUseCamera(this.shader, this.camera);
shaderUsePosition(this.shader, 0,0,0, 0,this.game.time.current,0);
shaderUseTexture(this.shader, this.texture);
primitiveDraw(this.quad, 0, -1);
this.camera.perspective(45, 16/9, 0.01, 100);
this.camera.lookAt(3,3,3, 0,0,0);
this.shader.use();
this.shader.setCamera(this.camera);
this.shader.setPosition(0,0,0, 0,this.game.time.current,0);
this.shader.setTexture(this.texture);
this.quad.draw();
}
dispose() {