Fantasy-Map-Generator/src/modules/webgl-layer.ts

103 lines
3 KiB
TypeScript

import {
Group,
OrthographicCamera,
Scene as ThreeScene,
WebGLRenderer,
} from "three";
export interface WebGLLayerConfig {
id: string;
setup: (group: Group) => void; // called once after WebGL2 confirmed; add meshes to group
render?: (group: Group) => void; // called each frame before renderer.render(); update uniforms/geometry
dispose: (group: Group) => void; // called on unregister(); dispose all GPU objects in group
}
interface RegisteredLayer {
config: WebGLLayerConfig;
group: Group;
}
export class WebGL2LayerClass {
private renderer: WebGLRenderer | null = null;
private camera: OrthographicCamera | null = null;
private scene: ThreeScene | null = null;
private layers: Map<string, RegisteredLayer> = new Map();
private pendingConfigs: WebGLLayerConfig[] = []; // queue for register() before init()
private rafId: number | null = null;
init(): boolean {
const canvas = Scene.getCanvas();
const { graphWidth, graphHeight } = Scene.getViewport();
this.renderer = new WebGLRenderer({
canvas,
antialias: false,
alpha: true,
});
this.renderer.setPixelRatio(window.devicePixelRatio || 1);
canvas.style.width = `${graphWidth}px`;
canvas.style.height = `${graphHeight}px`;
this.renderer.setSize(graphWidth, graphHeight, false);
this.scene = new ThreeScene();
this.camera = new OrthographicCamera(0, graphWidth, 0, graphHeight, -1, 1);
// Process pre-init registrations (register() before init() is explicitly safe)
for (const config of this.pendingConfigs) {
const group = new Group();
config.setup(group);
this.scene.add(group);
this.layers.set(config.id, { config, group });
}
this.pendingConfigs = [];
return true;
}
private syncTransform() {
if (!this.camera) return;
const { bottom, left, right, top } = Scene.getCameraBounds();
this.camera.left = left;
this.camera.right = right;
this.camera.top = top;
this.camera.bottom = bottom;
this.camera.updateProjectionMatrix();
}
private render() {
if (!this.renderer || !this.scene || !this.camera) return;
this.syncTransform();
for (const layer of this.layers.values()) {
if (layer.group.visible && layer.config.render)
layer.config.render(layer.group);
}
this.renderer.render(this.scene, this.camera);
}
register(config: WebGLLayerConfig) {
if (!this.scene) {
// init() has not been called yet — queue for processing in init()
this.pendingConfigs.push(config);
return;
}
// Post-init registration: create group immediately
const group = new Group();
config.setup(group);
this.scene.add(group);
this.layers.set(config.id, { config, group });
}
rerender() {
if (this.rafId !== null) return;
this.rafId = requestAnimationFrame(() => {
this.rafId = null;
this.render();
});
}
}
declare global {
var WebGLLayer: WebGL2LayerClass;
}
window.WebGLLayer = new WebGL2LayerClass();