從0開發3D引擎(十二):使用領域驅動設計,從最小3D程序中提煉引擎(第三部分)
大家好,本文根據領域驅動設計的成果,實現了init API。
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從0開發3D引擎(十三):使用領域驅動設計,從最小3D程序中提煉引擎(第四部分)
繼續實現
實現“DirectorJsAPI.init”
實現“保存WebGL上下文”限界上下文
1、在src/api_layer/api/中加入DirectorJsAPI.re,實現API
DirectorJsAPI.re代碼為:
let init = DirectorApService.init;
2、在src/infrastructure_layer/external/external_object/中加入Error.re,負責處理“js異常”這個外部對象
Error.re代碼為:
//根據錯誤信息(string類型),創建并拋出“js異常”對象
let error = msg => Js.Exn.raiseError(msg);
//根據“js異常”對象,拋出它
let throwError: Js.Exn.t => unit = [%raw err => {|
throw err;
|}];
3、在src/application_layer/service/中加入DirectorApService.re,實現應用服務
DirectorApService.re代碼為:
let init = contextConfigJsObj => {
CanvasCanvasEntity.getCanvas()
|> OptionContainerDoService.get
//OptionContainerDoService.get函數返回的是Result容器的包裝值,需要調用ResultContainerVO.bind函數來處理容器內部的值
|> ResultContainerVO.bind(canvas => {
SetWebGLContextSetWebGLContextDoService.setGl(
contextConfigJsObj,
canvas,
)
})
//應用服務DirectorApService負責用拋出異常的方式處理Result錯誤
|> ResultContainerVO.handleFail(Error.throwError);
};
關于bind函數的使用,可以參考從0開發3D引擎(五):函數式編程及其在引擎中的應用->bind
4、修改CanvasCanvasEntity.re,實現getCanvas函數
CanvasCanvasEntity.re相關代碼為:
let getCanvas = () => {
Repo.getCanvas();
};
5、把最小3D程序的WebGL1.re放到src/infrastructure_layer/external/library/中,保留所有的代碼
WebGL1.re代碼為:
open Js.Typed_array;
type webgl1Context;
type program;
type shader;
type buffer;
type attributeLocation = int;
type uniformLocation;
type bufferTarget =
| ArrayBuffer
| ElementArrayBuffer;
type usage =
| Static;
type contextConfigJsObj = {
.
"alpha": bool,
"depth": bool,
"stencil": bool,
"antialias": bool,
"premultipliedAlpha": bool,
"preserveDrawingBuffer": bool,
};
[@bs.send]
external getWebGL1Context:
('canvas, [@bs.as "webgl"] _, contextConfigJsObj) => webgl1Context =
"getContext";
[@bs.send.pipe: webgl1Context] external createProgram: program = "";
[@bs.send.pipe: webgl1Context] external useProgram: program => unit = "";
[@bs.send.pipe: webgl1Context] external linkProgram: program => unit = "";
[@bs.send.pipe: webgl1Context]
external shaderSource: (shader, string) => unit = "";
[@bs.send.pipe: webgl1Context] external compileShader: shader => unit = "";
[@bs.send.pipe: webgl1Context] external createShader: int => shader = "";
[@bs.get] external getVertexShader: webgl1Context => int = "VERTEX_SHADER";
[@bs.get] external getFragmentShader: webgl1Context => int = "FRAGMENT_SHADER";
[@bs.get] external getHighFloat: webgl1Context => int = "HIGH_FLOAT";
[@bs.get] external getMediumFloat: webgl1Context => int = "MEDIUM_FLOAT";
[@bs.send.pipe: webgl1Context]
external getShaderParameter: (shader, int) => bool = "";
[@bs.get] external getCompileStatus: webgl1Context => int = "COMPILE_STATUS";
[@bs.get] external getLinkStatus: webgl1Context => int = "LINK_STATUS";
[@bs.send.pipe: webgl1Context]
external getProgramParameter: (program, int) => bool = "";
[@bs.send.pipe: webgl1Context]
external getShaderInfoLog: shader => string = "";
[@bs.send.pipe: webgl1Context]
external getProgramInfoLog: program => string = "";
[@bs.send.pipe: webgl1Context]
external attachShader: (program, shader) => unit = "";
[@bs.send.pipe: webgl1Context]
external bindAttribLocation: (program, int, string) => unit = "";
[@bs.send.pipe: webgl1Context] external deleteShader: shader => unit = "";
[@bs.send.pipe: webgl1Context] external createBuffer: buffer = "";
[@bs.get]
external getArrayBuffer: webgl1Context => bufferTarget = "ARRAY_BUFFER";
[@bs.get]
external getElementArrayBuffer: webgl1Context => bufferTarget =
"ELEMENT_ARRAY_BUFFER";
[@bs.send.pipe: webgl1Context]
external bindBuffer: (bufferTarget, buffer) => unit = "";
[@bs.send.pipe: webgl1Context]
external bufferFloat32Data: (bufferTarget, Float32Array.t, usage) => unit =
"bufferData";
[@bs.send.pipe: webgl1Context]
external bufferUint16Data: (bufferTarget, Uint16Array.t, usage) => unit =
"bufferData";
[@bs.get] external getStaticDraw: webgl1Context => usage = "STATIC_DRAW";
[@bs.send.pipe: webgl1Context]
external getAttribLocation: (program, string) => attributeLocation = "";
[@bs.send.pipe: webgl1Context]
external getUniformLocation: (program, string) => Js.Null.t(uniformLocation) =
"";
[@bs.send.pipe: webgl1Context]
external vertexAttribPointer:
(attributeLocation, int, int, bool, int, int) => unit =
"";
[@bs.send.pipe: webgl1Context]
external enableVertexAttribArray: attributeLocation => unit = "";
"";
[@bs.send.pipe: webgl1Context]
external uniformMatrix4fv: (uniformLocation, bool, Float32Array.t) => unit =
"";
[@bs.send.pipe: webgl1Context]
external uniform1i: (uniformLocation, int) => unit = "";
[@bs.send.pipe: webgl1Context]
external uniform3f: (uniformLocation, float, float, float) => unit = "";
[@bs.send.pipe: webgl1Context]
external drawElements: (int, int, int, int) => unit = "";
[@bs.get] external getFloat: webgl1Context => int = "FLOAT";
[@bs.send.pipe: webgl1Context]
external clearColor: (float, float, float, float) => unit = "";
[@bs.send.pipe: webgl1Context] external clear: int => unit = "";
[@bs.get]
external getColorBufferBit: webgl1Context => int = "COLOR_BUFFER_BIT";
[@bs.get]
external getDepthBufferBit: webgl1Context => int = "DEPTH_BUFFER_BIT";
[@bs.get] external getDepthTest: webgl1Context => int = "DEPTH_TEST";
[@bs.send.pipe: webgl1Context] external enable: int => unit = "";
[@bs.get] external getTriangles: webgl1Context => int = "TRIANGLES";
[@bs.get] external getUnsignedShort: webgl1Context => int = "UNSIGNED_SHORT";
[@bs.get] external getCullFace: webgl1Context => int = "CULL_FACE";
[@bs.send.pipe: webgl1Context] external cullFace: int => unit = "";
[@bs.get] external getBack: webgl1Context => int = "BACK";
6、在src/domain_layer/domain/init/set_webgl_context/service/中加入SetWebGLContextSetWebGLContextDoService.re,創建領域服務SetWebGLContext
SetWebGLContextSetWebGLContextDoService.re代碼為:
let setGl = (contextConfigJsObj, canvas): ResultContainerVO.t(unit, Js.Exn.t) => {
ContextContextEntity.setGl(contextConfigJsObj, canvas)
|> ResultContainerVO.succeed;
};
7、修改ContextContextEntity.re,實現setGl函數
ContextContextEntity.re相關代碼為:
let setGl = (contextConfigJsObj, canvas) => {
ContextRepo.setGl(WebGL1.getWebGL1Context(canvas, contextConfigJsObj));
};
8、修改ContextPOType.re,定義Context PO的gl字段的數據類型
ContextPOType.re相關代碼為:
type context = {
gl: option(WebGL1.webgl1Context),
...
};
9、修改ContextRepo.re,實現倉庫對Context PO的gl字段的操作
ContextRepo.re代碼為:
let getGl = gl => {
//將Option轉換為Result
Repo.getContext().gl |> OptionContainerDoService.get;
};
let setGl = gl => {
Repo.setContext({...Repo.getContext(), gl: Some(gl)});
};
10、修改CreateRepo.re,實現創建Context PO的gl字段
CreateRepo.re相關代碼為:
let create = () => {
...
context: {
gl: None,
...
},
};
實現“初始化所有Shader”限界上下文
1、重寫DirectorApService.re
DirectorApService.re代碼為:
let init = contextConfigJsObj => {
CanvasCanvasEntity.getCanvas()
|> ResultContainerVO.bind(canvas => {
SetWebGLContextSetWebGLContextDoService.setGl(
contextConfigJsObj,
canvas,
)
|> ResultContainerVO.bind(() => {InitShaderInitShaderDoService.init()})
})
|> ResultContainerVO.handleFail(Error.throwError);
};
2、加入值對象InitShader
在從0開發3D引擎(十):使用領域驅動設計,從最小3D程序中提煉引擎(第一部分)的“設計值對象InitShader”中,我們已經定義了值對象InitShader的類型,所以我們直接將設計轉換為實現:
在src/domain_layer/domain/init/init_shader/value_object/中加入InitShaderInitShaderVO.re,創建值對象InitShader
InitShaderInitShaderVO.re代碼為:
type singleInitShader = {
shaderId: string,
vs: string,
fs: string,
};
type t = list(singleInitShader);
3、在src/domain_layer/domain/shader/shader/value_object/中加入ProgramShaderVO.re,創建值對象Program,它的DO對應一個WebGL的program對象
ProgramShaderVO.re代碼為:
type t =
| Program(WebGL1.program);
let create = program => Program(program);
let value = program =>
switch (program) {
| Program(value) => value
};
4、修改聚合根ShaderManager的DO
根據識別的引擎邏輯:
- 在初始化所有Shader時,創建每個Program
- 在渲染每個三角形時,根據Shader名稱獲得關聯的Program
我們需要根據Shader id獲得關聯的Program,所以在ShaderManager DO中應該加入一個immutable hash map,它的key為Shader id,value為值對象Program的DO。
應該在領域視圖的“容器”限界上下文中,加入值對象ImmutableHashMap、值對象MutableHashMap,其中ImmutableHashMap用于實現不可變的hash map,MutableHashMap用于實現可變的hash map。
現在來具體實現它們:
1)在src/domain_layer/domain/structure/container/value_object/中創建文件夾hash_map/
2)在hash_map/文件夾中加入ImmutableHashMapContainerVO.re、MutableHashMapContainerVO.re、HashMapContainer.re、HashMapContainerType.re
ImmutableHashMapContainerVO.re負責實現Immutable Hash Map;
MutableHashMapContainerVO.re負責實現Mutable Hash Map;
HashMapContainer.re從兩者中提出的公共代碼;
HashMapContainerType.re定義HashMap的類型。
因為HashMapContainer需要使用reduce來遍歷數組,這個操作屬于通用操作,應該作為領域服務,所以在領域視圖的“容器”限界上下文中,加入領域服務Array。在src/domain_layer/domain/structure/container/service/中加入ArrayContainerDoService.re,創建領域服務Array。
相關代碼如下:
ArrayContainterDoService.re
let reduceOneParam = (func, param, arr) => {
//此處為了優化,使用for循環和mutable變量來代替Array.reduce
let mutableParam = ref(param);
for (i in 0 to Js.Array.length(arr) - 1) {
mutableParam := func(. mutableParam^, Array.unsafe_get(arr, i));
};
mutableParam^;
};
HashMapContainerType.re
type t('key, 'value) = Js.Dict.t('value);
type t2('value) = t(string, 'value);
HashMapContainer.re
let createEmpty = (): HashMapContainerType.t2('a) => Js.Dict.empty();
let get = (key: string, map: HashMapContainerType.t2('a)) =>
Js.Dict.get(map, key);
let entries = (map: HashMapContainerType.t2('a)): array((Js.Dict.key, 'a)) =>
map |> Js.Dict.entries;
let _mutableSet = (key: string, value, map) => {
Js.Dict.set(map, key, value);
map;
};
let _createEmpty = (): Js.Dict.t('a) => Js.Dict.empty();
let copy = (map: HashMapContainerType.t2('a)): HashMapContainerType.t2('a) =>
map
|> entries
|> ArrayContainerDoService.reduceOneParam(
(. newMap, (key, value)) => newMap |> _mutableSet(key, value),
_createEmpty(),
);
ImmutableHashMapContainerVO.re
type t('key, 'value) = HashMapContainerType.t('key, 'value);
let createEmpty = HashMapContainer.createEmpty;
let set =
(key: string, value: 'a, map: HashMapContainerType.t2('a))
: HashMapContainerType.t2('a) => {
let newMap = map |> HashMapContainer.copy;
Js.Dict.set(newMap, key, value);
newMap;
};
let get = HashMapContainer.get;
MutableHashMap.re
type t('key, 'value) = HashMapContainerType.t('key, 'value);
let createEmpty = HashMapContainer.createEmpty;
let set = (key: string, value: 'a, map: HashMapContainerType.t2('a)) => {
Js.Dict.set(map, key, value);
map;
};
let get = HashMapContainer.get;
現在我們可以通過修改ShaderManagerShaderEntity.re來修改ShaderManager的DO,加入programMap字段
ShaderManagerShaderEntity.re相關代碼為:
type t = {
...
programMap:
ImmutableHashMapContainerVO.t2(ShaderShaderEntity.t, ProgramShaderVO.t),
};
5、創建領域服務BuildInitShaderData,實現構造值對象InitShader
1)在src/domain_layer/domain/init/init_shader/service/中加入BuildInitShaderDataInitShaderDoService.re,創建領域服務BuildInitShaderData
BuildInitShaderDataInitShaderDoService.re代碼為:
let build = () => {
ShaderManagerShaderEntity.getAllGLSL()
|> List.map(((shaderName, glsl)) => {
(
{
shaderId: ShaderShaderEntity.getId(shaderName),
vs: GLSLShaderVO.getVS(glsl),
fs: GLSLShaderVO.getFS(glsl),
}: InitShaderInitShaderVO.singleInitShader
)
});
};
2)修改GLSLShaderVO.re,實現getVS、getFS函數
GLSLShaderVO.re相關代碼為:
let getVS = glsl =>
switch (glsl) {
| GLSL(vs, fs) => vs
};
let getFS = glsl =>
switch (glsl) {
| GLSL(vs, fs) => fs
};
3)修改ShaderManagerShaderEntity.re,加入getAllGLSL函數
ShaderManagerShaderEntity.re相關代碼為:
let getAllGLSL = () => {
ShaderManagerRepo.getAllGLSL();
};
4)修改ShaderManagerRepo.re,加入getAllGLSL函數
ShaderManagerShaderEntity.re相關代碼為:
let getAllGLSL = () => {
Repo.getShaderManager().glsls
|> List.map(((shaderId, (vs, fs))) => {
(ShaderShaderEntity.create(shaderId), GLSLShaderVO.create((vs, fs)))
});
};
6、在src/domain_layer/domain/init/init_shader/service/中加入InitShaderInitShaderDoService.re,創建領域服務InitShader
InitShaderInitShaderDoService.re代碼為:
let init = (): ResultContainerVO.t(unit, Js.Exn.t) => {
ContextContextEntity.getGl()
|> ResultContainerVO.bind(gl => {
//從著色器DO數據中構建值對象InitShader
BuildInitShaderDataInitShaderDoService.build()
|> ResultContainerVO.tryCatch(initShaderData => {
initShaderData
|> List.iter(
(
{shaderId, vs, fs}: InitShaderInitShaderVO.singleInitShader,
) => {
let program = ContextContextEntity.createProgram(gl);
/* 注意:領域服務不應該直接依賴Repo
應該通過實體ContextContextEntity而不是ShaderManagerRepo來將program設置到ShaderManager PO的programMap中!
*/
ContextContextEntity.setProgram(shaderId, program);
ContextContextEntity.initShader(vs, fs, program, gl)
|> ignore;
//用于運行測試
Js.log((shaderId, vs, fs));
})
})
});
};
7、修改ContextContextEntity.re,實現相關函數
ContextContextEntity.re相關代碼為:
let getGl = () => {
ContextRepo.getGl();
};
...
let createProgram = gl => gl |> WebGL1.createProgram;
let setProgram = (shaderId, program) => {
ShaderManagerRepo.setProgram(shaderId, program);
};
let _compileShader = (gl, glslSource, shader) => {
WebGL1.shaderSource(shader, glslSource, gl);
WebGL1.compileShader(shader, gl);
WebGL1.getShaderParameter(shader, WebGL1.getCompileStatus(gl), gl)
=== false
? {
let message = WebGL1.getShaderInfoLog(shader, gl);
//這里為了實現“從0開發3D引擎(十):使用領域驅動設計,從最小3D程序中提煉引擎(第一部分)”提出的“處理錯誤優化”,用“拋出異常”而不是Result來處理錯誤
Error.error(
{j|shader info log: $message
glsl source: $glslSource
|j},
);
}
: shader;
};
let _linkProgram = (program, gl) => {
WebGL1.linkProgram(program, gl);
WebGL1.getProgramParameter(program, WebGL1.getLinkStatus(gl), gl) === false
? {
let message = WebGL1.getProgramInfoLog(program, gl);
//這里為了實現“從0開發3D引擎(十):使用領域驅動設計,從最小3D程序中提煉引擎(第一部分)”提出的“處理錯誤優化”,用“拋出異常”而不是Result來處理錯誤
Error.error({j|link program error: $message|j});
}
: program;
};
let initShader = (vsSource: string, fsSource: string, program, gl) => {
let vs =
_compileShader(
gl,
vsSource,
WebGL1.createShader(WebGL1.getVertexShader(gl), gl),
);
let fs =
_compileShader(
gl,
fsSource,
WebGL1.createShader(WebGL1.getFragmentShader(gl), gl),
);
WebGL1.attachShader(program, vs, gl);
WebGL1.attachShader(program, fs, gl);
WebGL1.bindAttribLocation(program, 0, "a_position", gl);
_linkProgram(program, gl);
WebGL1.deleteShader(vs, gl);
WebGL1.deleteShader(fs, gl);
program;
};
8、修改ShaderManagerPOType.re,ShaderManager PO加入programMap字段
雖然programMap也是hash map,但不能直接使用領域層的值對象ImmutableHashMapContainerVO來定義它的類型!因為PO屬于基礎設施層,它不能依賴領域層!
因此,我們應該在基礎設施層的“數據”中創建一個ImmutableHashMap.re模塊,盡管它的類型和函數都與ImmutableHashMapContainerVO一樣。
在src/infrastructure_layer/data/中創建文件夾structure/,在該文件夾中加入ImmutableHashMap.re。
為了方便,目前暫時直接用ImmutableHashMapContainerVO來實現ImmutableHashMap。
ImmutableHashMap.re代碼為:
type t2('key, 'a) = ImmutableHashMapContainerVO.t2('key, 'a);
let createEmpty = ImmutableHashMapContainerVO.createEmpty;
let set = ImmutableHashMapContainerVO.set;
修改ShaderManagerPOType.re,ShaderManager PO加入programMap字段:
type shaderManager = {
...
programMap: ImmutableHashMap.t2(shaderId, WebGL1.program),
};
9、修改ShaderManagerRepo.re,實現setProgram函數
ShaderManagerRepo.re相關代碼為:
let _getProgramMap = ({programMap}) => programMap;
let setProgram = (shaderId, program) => {
Repo.setShaderManager({
...Repo.getShaderManager(),
programMap:
_getProgramMap(Repo.getShaderManager())
//這里也使用基礎設施層的“數據”的ImmutableHashMap,因為操作的是ShaderManager PO的programMap
|> ImmutableHashMap.set(shaderId, program),
});
};
10、修改CreateRepo.re,實現創建ShaderManager PO的programMap字段
CreateRepo.re相關代碼為:
let create = () => {
...
shaderManager: {
...
programMap: ImmutableHashMap.createEmpty(),
},
};
實現用戶代碼并運行測試
1、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
2、實現index.html相關代碼
index.html代碼為:
<script>
...
//準備webgl上下文的配置項
var contextConfig = {
"alpha": true,
"depth": true,
"stencil": false,
"antialias": true,
"premultipliedAlpha": true,
"preserveDrawingBuffer": false,
};
wd.Director.init(contextConfig);
</script>
3、運行測試
運行index.html頁面
打開控制臺,可以看到打印了兩次數組,每次數組內容為[Shader名稱, vs, fs],其中第一次的Shader名稱為“shader2”,第二次為“shader1”
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