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esengine/packages/engine/src/renderer/grid.rs

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//! Grid renderer for editor viewport.
//! 编辑器视口的网格渲染器。
use web_sys::{WebGl2RenderingContext, WebGlBuffer, WebGlProgram};
use crate::core::error::{Result, EngineError};
use super::camera::Camera2D;
const GRID_VERTEX_SHADER: &str = r#"#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform mat3 u_projection;
void main() {
vec3 pos = u_projection * vec3(a_position, 1.0);
gl_Position = vec4(pos.xy, 0.0, 1.0);
}
"#;
const GRID_FRAGMENT_SHADER: &str = r#"#version 300 es
precision highp float;
uniform vec4 u_color;
out vec4 fragColor;
void main() {
fragColor = u_color;
}
"#;
pub struct GridRenderer {
program: WebGlProgram,
vertex_buffer: WebGlBuffer,
vertex_count: i32,
last_zoom: f32,
last_width: f32,
last_height: f32,
}
impl GridRenderer {
pub fn new(gl: &WebGl2RenderingContext) -> Result<Self> {
let program = Self::create_program(gl)?;
let vertex_buffer = gl.create_buffer()
.ok_or(EngineError::BufferCreationFailed)?;
Ok(Self {
program,
vertex_buffer,
vertex_count: 0,
last_zoom: 0.0,
last_width: 0.0,
last_height: 0.0,
})
}
fn create_program(gl: &WebGl2RenderingContext) -> Result<WebGlProgram> {
let vert_shader = gl.create_shader(WebGl2RenderingContext::VERTEX_SHADER)
.ok_or_else(|| EngineError::ShaderCompileFailed("Failed to create vertex shader".into()))?;
gl.shader_source(&vert_shader, GRID_VERTEX_SHADER);
gl.compile_shader(&vert_shader);
if !gl.get_shader_parameter(&vert_shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_shader_info_log(&vert_shader).unwrap_or_default();
return Err(EngineError::ShaderCompileFailed(format!("Grid vertex shader: {}", log)));
}
let frag_shader = gl.create_shader(WebGl2RenderingContext::FRAGMENT_SHADER)
.ok_or_else(|| EngineError::ShaderCompileFailed("Failed to create fragment shader".into()))?;
gl.shader_source(&frag_shader, GRID_FRAGMENT_SHADER);
gl.compile_shader(&frag_shader);
if !gl.get_shader_parameter(&frag_shader, WebGl2RenderingContext::COMPILE_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_shader_info_log(&frag_shader).unwrap_or_default();
return Err(EngineError::ShaderCompileFailed(format!("Grid fragment shader: {}", log)));
}
let program = gl.create_program()
.ok_or_else(|| EngineError::ProgramLinkFailed("Failed to create grid program".into()))?;
gl.attach_shader(&program, &vert_shader);
gl.attach_shader(&program, &frag_shader);
gl.link_program(&program);
if !gl.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap_or(false)
{
let log = gl.get_program_info_log(&program).unwrap_or_default();
return Err(EngineError::ProgramLinkFailed(format!("Grid program: {}", log)));
}
gl.delete_shader(Some(&vert_shader));
gl.delete_shader(Some(&frag_shader));
Ok(program)
}
fn update_grid(&mut self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
let zoom = camera.zoom;
let width = camera.viewport_width();
let height = camera.viewport_height();
if (zoom - self.last_zoom).abs() < 0.001
&& (width - self.last_width).abs() < 1.0
&& (height - self.last_height).abs() < 1.0
{
return;
}
self.last_zoom = zoom;
self.last_width = width;
self.last_height = height;
let half_width = width / (2.0 * zoom);
let half_height = height / (2.0 * zoom);
let max_size = half_width.max(half_height) * 2.0;
let base_step = if max_size > 10000.0 {
1000.0
} else if max_size > 1000.0 {
100.0
} else if max_size > 100.0 {
10.0
} else if max_size > 10.0 {
1.0
} else {
0.1
};
let fine_step = base_step;
let range = max_size * 1.5;
let start = -range;
let end = range;
let mut vertices = Vec::new();
let mut x = (start / fine_step).floor() * fine_step;
while x <= end {
vertices.extend_from_slice(&[x, start, x, end]);
x += fine_step;
}
let mut y = (start / fine_step).floor() * fine_step;
while y <= end {
vertices.extend_from_slice(&[start, y, end, y]);
y += fine_step;
}
self.vertex_count = (vertices.len() / 2) as i32;
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&self.vertex_buffer));
unsafe {
let array = js_sys::Float32Array::view(&vertices);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::DYNAMIC_DRAW,
);
}
}
pub fn render(&mut self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
self.update_grid(gl, camera);
if self.vertex_count == 0 {
return;
}
gl.use_program(Some(&self.program));
let projection = camera.projection_matrix();
let proj_loc = gl.get_uniform_location(&self.program, "u_projection");
gl.uniform_matrix3fv_with_f32_array(proj_loc.as_ref(), false, &projection.to_cols_array());
let color_loc = gl.get_uniform_location(&self.program, "u_color");
gl.uniform4f(color_loc.as_ref(), 0.3, 0.3, 0.35, 1.0);
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&self.vertex_buffer));
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_with_i32(0, 2, WebGl2RenderingContext::FLOAT, false, 0, 0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, self.vertex_count);
gl.disable_vertex_attrib_array(0);
}
pub fn render_axes(&self, gl: &WebGl2RenderingContext, camera: &Camera2D) {
gl.use_program(Some(&self.program));
let projection = camera.projection_matrix();
let proj_loc = gl.get_uniform_location(&self.program, "u_projection");
gl.uniform_matrix3fv_with_f32_array(proj_loc.as_ref(), false, &projection.to_cols_array());
let half_width = camera.viewport_width() / (2.0 * camera.zoom);
let half_height = camera.viewport_height() / (2.0 * camera.zoom);
let axis_length = half_width.max(half_height) * 2.0;
let color_loc = gl.get_uniform_location(&self.program, "u_color");
let axis_buffer = gl.create_buffer().unwrap();
gl.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&axis_buffer));
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_with_i32(0, 2, WebGl2RenderingContext::FLOAT, false, 0, 0);
// X axis (red)
let x_axis = [-axis_length, 0.0, axis_length, 0.0f32];
unsafe {
let array = js_sys::Float32Array::view(&x_axis);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::STATIC_DRAW,
);
}
gl.uniform4f(color_loc.as_ref(), 1.0, 0.3, 0.3, 1.0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, 2);
// Y axis (green)
let y_axis = [0.0, -axis_length, 0.0, axis_length];
unsafe {
let array = js_sys::Float32Array::view(&y_axis);
gl.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&array,
WebGl2RenderingContext::STATIC_DRAW,
);
}
gl.uniform4f(color_loc.as_ref(), 0.3, 1.0, 0.3, 1.0);
gl.draw_arrays(WebGl2RenderingContext::LINES, 0, 2);
gl.disable_vertex_attrib_array(0);
gl.delete_buffer(Some(&axis_buffer));
}
}