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)
大家好,本文根據領域驅動設計的成果,開始實現從最小的3D程序中提煉引擎。
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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)
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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)
本文流程
我們根據上文的成果,按照下面的步驟開始實現從最小的3D程序中提煉引擎:
1、建立代碼的文件夾結構
2、index.html實現調用引擎API
3、根據用例圖和API層的設計,用偽代碼實現index.html
4、按照index.html從上往下的API調用順序,依次實現API:setCanvasById、setClearColor、addGLSL、createTriangleVertexData、addTriangle、setCamera
回顧上文
上文的領域驅動設計獲得了下面的成果:
1、用戶邏輯和引擎邏輯
2、分層架構視圖和每一層的設計
3、領域驅動設計的戰略成果
1)引擎子域和限界上下文劃分
2)限界上下文映射圖
3)流程圖
4、領域驅動設計的戰術成果
1)領域概念
2)領域視圖
5、數據視圖和PO的相關設計
6、一些細節的設計
7、基本的優化
解釋基本的操作
如何在瀏覽器上運行index.html
1、在TinyWonder項目根目錄上執行start命令:
yarn start
2、在瀏覽器地址中輸入下面的url并回車,即可運行index.html頁面
http://127.0.0.1:8080
開始實現
打開最小3D程序的TinyWonder項目,現在我們開始具體實現。
準備
我們要完全重寫src/的內容,因此在項目根目錄上新建mine/文件夾,將src/文件夾拷貝mine/中,并清空src/文件夾。
通過備份src/文件夾,我們能容易地調出最小3D程序的代碼供我們參考。
建立代碼的文件夾結構,約定模塊文件的命名規則
模塊文件的命名原則
- 加上所屬層級/模塊的后綴名
這是為了減少重名的幾率 - 盡量簡潔
因此應該讓后綴名盡可能地短,只要幾乎不會出現重名的情況,那么不僅可以省略一些層級/模塊的后綴名,而且有些模塊文件甚至完全不加后綴名
一級和二級文件夾
如下圖所示:

這是按照分層架構來劃分的文件夾:
- 一級文件夾(xxx_layer/)對應每個層級
- 二級文件夾(xxx_layer/的子文件夾)對應每層的對象
api_layer的文件夾
api_layer/api/放置API模塊文件,如SceneJsAPI.re等
application_layer的文件夾
application_layer/service/放置應用服務模塊文件,如SceneApService.re等
domain_layer的文件夾
domain_layer/domain/放置領域服務、實體和值對象的模塊文件
domain_layer/repo/放置倉庫的模塊文件
domain/的子文件夾對應引擎的各個子域,如下圖所示:

引擎子域文件夾的子文件夾對應該子域的限界上下文,如下圖所示:

限界上下文文件夾的子文件均為entity/、value_object/、service/,分別放置實體、值對象和領域服務的模塊文件。
部分截圖如下圖所示:

entity/、value_object/、service/文件夾的模塊文件的命名規則分別為:
- 實體+限界上下文+Entity.re
如SceneSceneGraphEntity.re - 值對象+限界上下文+VO.re
如TriangleSceneGraphVO.re - 領域服務+限界上下文+DoService.re
如RenderRenderDoService.re
如果從這三個子文件夾的文件中提出公共代碼的模塊文件(如在后面,會從值對象ImmutableHashMap和值對象MutableHashMap中提出HashMap模塊),則該模塊文件的命名規則為:
模塊名+限界上下文.re
(如將HashMap模塊文件命名為HashMapContainer.re)
infrastructure_layer的文件夾
infrastructure_layer/data/的文件夾結構如下圖所示:

ContainerManager.re負責實現“容器管理”
container/放置PO Container相關的模塊文件
po/放置PO類型定義的文件
infrastructure_layer/external/文件夾結構如下圖所示:

external_object/放置外部對象的FFI文件
library/放置js庫的FFI文件
index.html實現調用引擎API
index.html需要引入引擎文件,調用它的API。
我們首先考慮的實現方案是:
與最小3D程序一樣,index.html以ES6 module的方式引入要使用的引擎的每個模塊文件(一個.re的引擎文件就是一個模塊文件),調用暴露的API函數。
index.html的相關偽代碼如下:
<script type="module">
import { setCanvasById } from "./lib/es6_global/src/api_layer/api/CameraJsAPI.js";
import { start } from "./lib/es6_global/src/api_layer/api/DirectorJsAPI.js";
window.onload = () => {
...
setCanvasById(canvasId);
...
start();
...
};
</script>
這個方案有下面的缺點:
- 用戶訪問的權限過大
用戶可以訪問非API的函數,如引擎的私有函數 - 用戶需要知道要調用的引擎API在引擎的哪個模塊文件中,以及模塊文件的路徑,這樣會增加用戶的負擔
如用戶需要知道setCanvasById在CameraJsAPI.js中,并且需要知道CameraJsAPI.js的路徑 - 瀏覽器需要支持ES6 module import
因此,我們使用下面的方案來實現,該方案可以解決上一個方案的缺點:
- 把引擎所有的API模塊放到一個命名空間中,讓用戶通過它來調用API
用戶只能訪問到API,從而讓引擎控制了用戶訪問權限;
用戶只需要知道命名空間和API模塊的名字,減少了負擔。 - 使用webpack,將與引擎API相關的文件打包成一個文件,在index.html中引入該文件
這樣瀏覽器就不需要支持ES6 module import了
我們通過下面的步驟來實現該方案:
1、創建gulp任務
該任務會創建src/Index.re文件,它引用了引擎所有的API模塊。
通過下面的子步驟來實現該任務:
1)在項目根目錄上,加入gulpfile.js文件
2)在gulpfile.js中,加入gulp任務:generateIndex,該任務負責把引擎的所有API模塊放到Index.re文件中
3)實現generateIndex任務
因為我們希望用Reason而不是用js來實現,而且考慮到該任務屬于通用任務,多個Reason項目都需要它,所以我們通過下面的步驟來實現generateIndex任務:
a)創建新項目:TinyWonderGenerateIndex
b)進入新項目,用Reason代碼來實現generateIndex任務的邏輯
其中src/Generate.re的generate函數是提供給用戶(如TinyWonder項目的generateIndex任務)使用的API,它的代碼如下:
let generate =
(
globCwd: string,
rootDir: string,
sourceFileGlobArr: array(string),
destDir: string,
config,
) => {
let excludeList = config##exclude |> Array.to_list;
let replaceAPIModuleNameFunc =
config##replaceAPIModuleNameFunc
|> Js.Option.getWithDefault(moduleName =>
moduleName |> Js.String.replace("JsAPI", "")
);
sourceFileGlobArr
|> Array.to_list
|> List.fold_left(
(fileDataList, filePath) => {
let fileName = Path.basename_ext(filePath, ".re");
[
syncWithConfig(Path.join([|rootDir, filePath|]), {"cwd": globCwd})
|> Array.to_list
|> List.filter(filePath =>
excludeList
|> List.filter(exclude =>
filePath |> Js.String.includes(exclude)
)
|> List.length === 0
)
|> List.map(filePath =>
(
Path.basename_ext(filePath, ".re")
|> replaceAPIModuleNameFunc,
Path.basename_ext(filePath, ".re"),
Fs.readFileAsUtf8Sync(filePath) |> _findPublicFunctionList,
)
),
...fileDataList,
];
},
[],
)
|> List.flatten
|> _buildContent
|> _writeToIndexFile(destDir);
};
該函數使用glob庫遍歷sourceFileGlobArr數組,將“globCwd + rootDir + sourceFileGlob”路徑中的所有Reason文件的函數引入到destDir/Index.re的對應的模塊中。
可在config.exclude中定義要排除的文件路徑的數組,在config.replaceAPIModuleNameFunc函數中定義如何重命名模塊名。
該項目的完整代碼地址為:Tiny-Wonder-GenerateIndex
舉個例子來說明用戶如何使用generate函數:
假設用戶工作在TinyWonder項目(項目根目錄為/y/Github/TinyWonder/)上,創建了./src/api/AJsAPI.re,它的代碼為:
let aFunc = v => 1;
它的模塊名為“AJsAPI”。
用戶還創建了./src/api/ddd/BJsAPI.re,它的代碼為:
let bFunc = v => v * 2;
它的模塊名為“BJsAPI”
用戶可以在TinyWonder項目根目錄上,用js代碼調用Tiny-Wonder-GenerateIndex項目的generate函數:
//將路徑為“/y/Github/TinyWonder/src/**/api/**/*.re”(排除包含“src/Config”的文件路徑)的所有API模塊引入到./src/Index.re中
generate("/", "/y/Github/TinyWonder/src", ["**/api/**/*.re"], "./src/", {
exclude: ["src/Config"],
//該函數用于去掉API模塊名的“JsAPI”,如將“AJsAPI”重命名為“A”
replaceAPIModuleNameFunc: (moduleName) => moduleName.replace("JsAPI", "")
})
用戶調用后,會在./src/中加入Index.re文件,它的代碼如下:
module A = {
let aFunc = AJsAPI.aFunc;
};
module B = {
let bFunc = BJsAPI.bFunc;
};
現在我們清楚了如何使用generate函數,那么繼續在TinyWonderGenerateIndex項目上完成剩余工作:
c)編譯該項目的Reason代碼為Commonjs模塊規范的js文件
d)通過npm發布該項目
package.json需要定義main字段:
"main": "./lib/js/src/Generate.js",
e)回到TinyWonder項目
f)在TinyWonder項目的gulpfile.js->generateIndex任務中,引入TinyWonderGenerateIndex項目,調用它的generate函數
TinyWonder項目的相關代碼為:
gulpfile.js
var gulp = require("gulp");
var path = require("path");
gulp.task("generateIndex", function (done) {
var generate = require("tiny-wonder-generate-index");
var rootDir = path.join(process.cwd(), "src"),
destDir = "./src/";
generate.generate("/", rootDir, ["**/api/**/*.re"], destDir, {
exclude: [],
replaceAPIModuleNameFunc: (moduleName) => moduleName.replace("JsAPI", "")
});
done();
});
2、創建gulp任務后,我們需要引入webpack,它將Index.re關聯的引擎文件打包成一個文件
1)在項目的根目錄上,加入webpack.config.js文件:
const path = require('path');
const isProd = process.env.NODE_ENV === 'production';
module.exports = {
entry: {
"wd": "./lib/es6_global/src/Index.js"
},
mode: isProd ? 'production' : 'development',
output: {
filename: '[name].js',
path: path.join(__dirname, "dist"),
library: 'wd',
libraryTarget: 'umd'
},
target: "web"
};
2)在package.json中,加入script:
"scripts": {
...
"webpack:dev": "NODE_ENV=development webpack --config webpack.config.js",
"webpack": "gulp generateIndex && npm run webpack:dev"
}
3、運行測試
1)在src/api_layer/api/中加入一個用于測試的API模塊文件:TestJsAPI.re,定義兩個API函數:
let aFunc = v => Js.log(v);
let bFunc = v => Js.log(v * 2);
2)安裝gulp后,在項目根目錄上執行generateIndex任務,進行運行測試:
gulp generateIndex
可以看到src/中加入了Index.re文件,Index.re代碼為:
module Test = {
let aFunc = TestJsAPI.aFunc;
let bFunc = TestJsAPI.bFunc;
};
3)在安裝webpack后,在項目根目錄上執行下面命令,打包為dist/wd.js文件,其中命名空間為“wd”:
yarn webpack
4)index.html引入wd.js文件,調用引擎API
index.html的代碼為:
<script src="./dist/wd.js"></script>
<script>
var a = wd.Test.aFunc(1);
var b = wd.Test.bFunc(2);
</script>
5)在瀏覽器上運行index.html,打開控制臺,可以看到打印了"1"和“4”
用偽代碼實現index.html
我們根據用例圖和設計的API來實現index.html:
index.html需要使用最小3D程序的數據,來實現用例圖中“index.html”角色包含的用戶邏輯;
index.html需要調用引擎API,來實現用例圖中的用例。
index.html的偽代碼實現如下所示:
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script>
//準備canvas的id
var canvasId = "webgl";
CanvasJsAPI.setCanvasById(canvasId);
//準備清空顏色緩沖時的顏色值
var clearColor = [0.0, 0.0, 0.0, 1.0];
GraphicsJsAPI.setClearColor(clearColor);
//準備兩組GLSL
var vs1 = `
precision mediump float;
attribute vec3 a_position;
uniform mat4 u_pMatrix;
uniform mat4 u_vMatrix;
uniform mat4 u_mMatrix;
void main() {
gl_Position = u_pMatrix * u_vMatrix * u_mMatrix * vec4(a_position, 1.0);
}
`;
var fs1 = `
precision mediump float;
uniform vec3 u_color0;
void main(){
gl_FragColor = vec4(u_color0, 1.0);
}
`;
var vs2 = `
precision mediump float;
attribute vec3 a_position;
uniform mat4 u_pMatrix;
uniform mat4 u_vMatrix;
uniform mat4 u_mMatrix;
void main() {
gl_Position = u_pMatrix * u_vMatrix * u_mMatrix * vec4(a_position, 1.0);
}
`;
var fs2 = `
precision mediump float;
uniform vec3 u_color0;
uniform vec3 u_color1;
void main(){
gl_FragColor = vec4(u_color0 * u_color1, 1.0);
}
`;
//準備兩個Shader的名稱
var shaderName1 = "shader1";
var shaderName2 = "shader2";
ShaderJsAPI.addGLSL(shaderName1, [vs1, fs1]);
ShaderJsAPI.addGLSL(shaderName2, [vs2, fs2]);
//調用API,準備三個三角形的頂點數據
var [vertices1, indices1] = SceneJsAPI.createTriangleVertexData();
var [vertices2, indices2] = SceneJsAPI.createTriangleVertexData();
var [vertices3, indices3] = SceneJsAPI.createTriangleVertexData();
//準備三個三角形的位置數據
var [position1, position2, position3] = [
[0.75, 0.0, 0.0],
[-0.0, 0.0, 0.5],
[-0.5, 0.0, -2.0]
];
//準備三個三角形的顏色數據
var [colors1, colors2, colors3] = [
[[1.0, 0.0, 0.0]],
[[0.0, 0.8, 0.0], [0.0, 0.5, 0.0]],
[[0.0, 0.0, 1.0]]
];
SceneJsAPI.addTriangle(position1, [vertices1, indices1], [shaderName1, colors1]);
SceneJsAPI.addTriangle(position2, [vertices2, indices2], [shaderName2, colors2]);
SceneJsAPI.addTriangle(position3, [vertices3, indices3], [shaderName1, colors3]);
//準備相機數據
var [eye, center, up] = [
[0.0, 0.0, 5.0],
[0.0, 0.0, -100.0],
[0.0, 1.0, 0.0]
];
var [near, far, fovy, aspect] = [
1.0,
100.0,
30.0,
canvas.width / canvas.height
];
SceneJsAPI.setCamera([eye, center, up], [near, far, fovy, aspect]);
//準備webgl上下文的配置項
var contextConfig = {
"alpha": true,
"depth": true,
"stencil": false,
"antialias": true,
"premultipliedAlpha": true,
"preserveDrawingBuffer": false,
};
DirectorJsAPI.init(contextConfig);
DirectorJsAPI.start();
</script>
我們按照下面的步驟來具體實現index.html:
1、按照index.html從上往下的API調用順序,確定要實現的API
2、按照引擎的層級,從上層的API開始,實現每一層的對應模塊
3、實現index.html的相關代碼
4、運行測試
現在我們按照順序,確定要實現API->“CanvasJsAPI.setCanvasById” 。
現在來實現該API:
實現“CanvasJsAPI.setCanvasById”
1、在src/api_layer/api/中加入CanvasJsAPI.re,實現API
CanvasJsAPI.re代碼為:
//因為應用服務CanvasApService的setCanvasById函數輸入和輸出的DTO與這里(API)的setCanvasById函數輸入和輸出的VO相同,所以不需要在兩者之間轉換
let setCanvasById = CanvasApService.setCanvasById;
2、在src/application_layer/service/中加入CanvasApService.re,實現應用服務
CanvasApService.re代碼為:
let setCanvasById = canvasId => {
CanvasCanvasEntity.setCanvasById(canvasId);
//打印canvasId,用于運行測試
Js.log(canvasId);
};
3、把最小3D程序的DomExtend.re放到src/instracture_layer/external/external_object/中,刪除目前沒用到的代碼(刪除requestAnimationFrame FFI)
DomExtend.re代碼為:
type htmlElement = {
.
"width": int,
"height": int,
};
type body;
type document = {. "body": body};
[@bs.val] external document: document = "";
[@bs.send] external querySelector: (document, string) => htmlElement = "";
4、在src/domain_layer/domain/canvas/canvas/entity/中加入CanvasCanvasEntity.re,創建聚合根Canvas
CanvasCanvasEntity.re代碼為:
//這里定義Canvas DO的類型(Canvas DO為一個畫布)
type t = DomExtend.htmlElement;
let setCanvasById = canvasId =>
Repo.setCanvas(
DomExtend.querySelector(DomExtend.document, {j|#$canvasId|j}),
);
5、因為需要使用Result來處理錯誤,所以加入值對象Result
1)在領域視圖的“容器”限界上下文中,加入值對象Result,負責操作錯誤處理的容器Result
2)在src/domain_layer/domain/structure/container/value_object/中加入ResultContainerVO.re,創建值對象Result
ResultContainerVO.re代碼為:
type t('a, 'b) =
| Success('a)
| Fail('b);
let succeed = x => Success(x);
let fail = x => Fail(x);
let _raiseErrorAndReturn = msg => Js.Exn.raiseError(msg);
let failWith = x => (x |> _raiseErrorAndReturn)->Fail;
let either = (successFunc, failureFunc, twoTrackInput) =>
switch (twoTrackInput) {
| Success(s) => successFunc(s)
| Fail(f) => failureFunc(f)
};
let bind = (switchFunc, twoTrackInput) =>
either(switchFunc, fail, twoTrackInput);
let tap = (oneTrackFunc, twoTrackInput) =>
either(
result => {
result |> oneTrackFunc |> ignore;
result |> succeed;
},
fail,
twoTrackInput,
);
let tryCatch = (oneTrackFunc: 'a => 'b, x: 'a): t('b, Js.Exn.t) =>
try(oneTrackFunc(x) |> succeed) {
| Js.Exn.Error(e) => fail(e)
| err => {j|unknown error: $err|j} |> _raiseErrorAndReturn |> fail
};
let mapSuccess = (mapFunc, result) =>
switch (result) {
| Success(s) => mapFunc(s) |> succeed
| Fail(f) => fail(f)
};
let handleFail = (handleFailFunc: 'f => unit, result: t('s, 'f)): unit =>
switch (result) {
| Success(s) => ()
| Fail(f) => handleFailFunc(f)
};
6、在src/infrastructure_layer/data/po/中加入POType.re,定義PO的類型,目前PO只包含Canvas PO
POType.re代碼為:
//因為在創建PO時,Canvas PO(一個畫布)并不存在,所以它為option類型
type po = {canvas: option(CanvasPOType.canvas)};
7、在src/infrastructure_layer/data/po/中加入CanvasPOType.re,定義Canvas PO類型
CanvasPOType.re代碼為:
type canvas = DomExtend.htmlElement;
8、因為定義了option類型,所以加入領域服務Option
1)在領域視圖的“容器”限界上下文中,加入領域服務Option,負責操作Option容器
2)在src/domain_layer/domain/structure/container/service/中加入OptionContainerDoService.re,創建領域服務Option
OptionContainerDoService.re代碼為:
//如果optionData為Some(v),返回v;否則拋出異常
let unsafeGet = optionData => optionData |> Js.Option.getExn;
//通過使用Result,安全地取出optionData的值
let get = optionData => {
switch (optionData) {
| None => ResultContainerVO.failWith({|data not exist(get by getExn)|})
| Some(data) => ResultContainerVO.succeed(data)
};
};
9、在src/domain_layer/repo/中加入Repo.re,實現倉庫對Canvas PO的操作
Repo.re代碼為:
let getCanvas = () => {
let po = ContainerManager.getPO();
po.canvas;
};
let setCanvas = canvas => {
let po = ContainerManager.getPO();
{...po, canvas: Some(canvas)} |> ContainerManager.setPO;
};
10、在src/infrastructure_layer/data/中加入ContainerManager.re,實現PO Container中PO的讀寫
ContainerManager.re代碼為:
let getPO = () => {
Container.poContainer.po;
};
let setPO = po => {
Container.poContainer.po = po;
};
11、在src/infrastructure_layer/data/container/中加入ContainerType.re和Container.re,分別定義PO Container的類型和創建PO Container
ContainerType.re代碼為:
type poContainer = {mutable po: POType.po};
Container.re代碼為:
let poContainer: ContainerType.poContainer = {
po: CreateRepo.create(),
};
12、在src/domain_layer/repo/中加入CreateRepo.re,實現創建PO
CreateRepo.re代碼為:
open POType;
let create = () => {canvas: None};
13、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
14、實現index.html相關代碼
index.html代碼為:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>use engine</title>
</head>
<body>
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script src="./dist/wd.js"></script>
<script>
//準備canvas的id
var canvasId = "webgl";
//調用API
wd.Canvas.setCanvasById(canvasId);
</script>
</body>
</html>
15、運行測試
運行index.html頁面
打開控制臺,可以看到打印了"webgl"
實現“GraphicsJsAPI.setClearColor”
1、在src/api_layer/api/中加入GraphicsJsAPI.re,實現API
GraphicsJsAPI.re代碼為:
let setClearColor = GraphicsApService.setClearColor;
2、在src/application_layer/service/中加入GraphicsApService.re,實現應用服務
GraphicsApService.re代碼為:
let setClearColor = clearColor => {
ContextContextEntity.setClearColor(Color4ContainerVO.create(clearColor));
//用于運行測試
Js.log(clearColor);
};
3、在src/domain_layer/domain/structure/container/value_object/中加入Color4ContainerVO.re,創建值對象Color4
Color4ContainerVO.re代碼為:
type r = float;
type g = float;
type b = float;
type a = float;
type t =
| Color4(r, g, b, a);
let create = ((r, g, b, a)) => Color4(r, g, b, a);
let value = color =>
switch (color) {
| Color4(r, g, b, a) => (r, g, b, a)
};
4、在src/domain_layer/domain/webgl_context/context/entity/中加入ContextContextEntity.re,創建聚合根Context
ContextContextEntity.re代碼為:
let setClearColor = clearColor => {
ContextRepo.setClearColor(clearColor);
};
5、在src/infrastructure_layer/data/po/中加入ContextPOType.re,定義Context PO類型
ContextPOType.re代碼為:
type context = {clearColor: (float, float, float, float)};
6、修改POType.re
POType.re相關代碼為:
type po = {
...
context: ContextPOType.context,
};
7、在src/domain_layer/repo/中加入ContextRepo.re,實現倉庫對Context PO的clearColor字段的操作
ContextRepo.re代碼為:
let getClearColor = () => {
Repo.getContext().clearColor;
};
let setClearColor = clearColor => {
Repo.setContext({
...Repo.getContext(),
clearColor: Color4ContainerVO.value(clearColor),
});
};
8、修改Repo.re,實現倉庫對Context PO的操作
Repo.re相關代碼為:
let getContext = () => {
let po = ContainerManager.getPO();
po.context;
};
let setContext = context => {
let po = ContainerManager.getPO();
{...po, context} |> ContainerManager.setPO;
};
9、修改CreateRepo.re,實現創建Context PO
CreateRepo.re相關代碼為:
let create = () => {
...
context: {
clearColor: (0., 0., 0., 1.),
},
};
10、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
11、實現index.html相關代碼
index.html代碼為:
<script>
...
//準備清空顏色緩沖時的顏色值
var clearColor = [0.0, 0.0, 0.0, 1.0];
wd.Graphics.setClearColor(clearColor);
</script>
12、運行測試
運行index.html頁面
打開控制臺,可以看到打印了數組:[0,0,0,1]
實現“ShaderJsAPI.addGLSL”
1、在src/api_layer/api/中加入ShaderJsAPI.re,實現API
ShaderJsAPI.re代碼為:
let addGLSL = ShaderApService.addGLSL;
2、設計領域模型ShaderManager、Shader、GLSL的DO
根據領域模型:

和識別的引擎邏輯:
獲得所有Shader的Shader名稱和GLSL組集合
我們可以設計聚合根ShaderManager的DO為集合list:
type t = {glsls: list(Shader DO)};
設計值對象GLSL的DO為:
type t =
| GLSL(string, string);
設計實體Shader的DO為:
type shaderName = string;
type t =
| Shader(shaderName, GLSL DO);
3、在src/application_layer/service/中加入ShaderApService.re,實現應用服務
ShaderApService.re代碼為:
let addGLSL = (shaderName, glsl) => {
ShaderManagerShaderEntity.addGLSL(
ShaderShaderEntity.create(shaderName, GLSLShaderVO.create(glsl)),
);
//用于運行測試
Js.log((shaderName, glsl));
};
4、在src/domain_layer/domain/shader/shader/entity/中加入ShaderShaderEntity.re,創建實體Shader
ShaderShaderEntity.re代碼為:
type shaderName = string;
type t =
| Shader(shaderName, GLSLShaderVO.t);
let create = (shaderName, glsl) => Shader(shaderName, glsl);
let getShaderName = shader =>
switch (shader) {
| Shader(shaderName, glsl) => shaderName
};
let getGLSL = shader =>
switch (shader) {
| Shader(shaderName, glsl) => glsl
};
5、在src/domain_layer/domain/shader/shader/value_object/中加入GLSLShaderVO.re,創建值對象GLSL
GLSLShaderVO.re代碼為:
type t =
| GLSL(string, string);
let create = ((vs, fs)) => GLSL(vs, fs);
let value = glsl =>
switch (glsl) {
| GLSL(vs, fs) => (vs, fs)
};
6、在src/domain_layer/domain/shader/shader/entity/中加入ShaderManagerShaderEntity.re,創建聚合根ShaderManager
ShaderManagerShaderEntity.re代碼為:
type t = {glsls: list(ShaderShaderEntity.t)};
let addGLSL = shader => {
ShaderManagerRepo.addGLSL(shader);
};
7、在src/infrastructure_layer/data/po/中加入ShaderManagerPOType.re,定義ShaderManager PO的類型
ShaderManagerPOType.re代碼為:
//shaderId就是Shader的名稱
type shaderId = string;
type shaderManager = {glsls: list((shaderId, (string, string)))};
8、修改POType.re
POType.re相關代碼為:
type po = {
...
shaderManager: ShaderManagerPOType.shaderManager,
};
9、在src/domain_layer/repo/中加入ShaderManagerRepo.re,實現倉庫對ShaderManager PO的glsls字段的操作
ShaderManagerRepo.re代碼為:
open ShaderManagerPOType;
let _getGLSLs = ({glsls}) => glsls;
let addGLSL = shader => {
Repo.setShaderManager({
...Repo.getShaderManager(),
glsls: [
(
ShaderShaderEntity.getShaderName(shader),
shader |> ShaderShaderEntity.getGLSL |> GLSLShaderVO.value,
),
..._getGLSLs(Repo.getShaderManager()),
],
});
};
10、修改Repo.re,實現倉庫對ShaderManager PO的操作
Repo.re相關代碼為:
let getShaderManager = () => {
let po = ContainerManager.getPO();
po.shaderManager;
};
let setShaderManager = shaderManager => {
let po = ContainerManager.getPO();
{...po, shaderManager} |> ContainerManager.setPO;
};
11、修改CreateRepo.re,實現創建ShaderManager PO
CreateRepo.re相關代碼為:
let create = () => {
...
shaderManager: {
glsls: [],
},
};
12、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
13、實現index.html相關代碼
index.html代碼為:
<script>
...
//準備兩組GLSL
var vs1 = `
precision mediump float;
attribute vec3 a_position;
uniform mat4 u_pMatrix;
uniform mat4 u_vMatrix;
uniform mat4 u_mMatrix;
void main() {
gl_Position = u_pMatrix * u_vMatrix * u_mMatrix * vec4(a_position, 1.0);
}
`;
var fs1 = `
precision mediump float;
uniform vec3 u_color0;
void main(){
gl_FragColor = vec4(u_color0, 1.0);
}
`;
var vs2 = `
precision mediump float;
attribute vec3 a_position;
uniform mat4 u_pMatrix;
uniform mat4 u_vMatrix;
uniform mat4 u_mMatrix;
void main() {
gl_Position = u_pMatrix * u_vMatrix * u_mMatrix * vec4(a_position, 1.0);
}
`;
var fs2 = `
precision mediump float;
uniform vec3 u_color0;
uniform vec3 u_color1;
void main(){
gl_FragColor = vec4(u_color0 * u_color1, 1.0);
}
`;
//準備兩個Shader的名稱
var shaderName1 = "shader1";
var shaderName2 = "shader2";
wd.Shader.addGLSL(shaderName1, [vs1, fs1]);
wd.Shader.addGLSL(shaderName2, [vs2, fs2]);
</script>
14、運行測試
運行index.html頁面
打開控制臺,可以看到打印了兩個Shader的數據:

實現“SceneJsAPI.createTriangleVertexData”
1、在src/api_layer/api/中加入SceneJsAPI.re,實現API
SceneJsAPI.re代碼為:
let createTriangleVertexData = SceneApService.createTriangleVertexData;
2、在src/application_layer/service/中加入SceneApService.re,實現應用服務
SceneApService.re代碼為:
let createTriangleVertexData = () => {
//vertices和indices為DO數據,分別為值對象Vertices的DO和值對象Indices的DO
let (vertices, indices) = GeometrySceneGraphVO.createTriangleVertexData();
//將DO轉成DTO
let data = (
vertices |> VerticesSceneGraphVO.value,
indices |> IndicesSceneGraphVO.value,
);
//用于運行測試
Js.log(data);
//將DTO返回給API層
data;
};
3、在src/domain_layer/domain/scene/scene_graph/value_object/中加入GeometrySceneGraphVO.re,創建值對象Geometry
GeometrySceneGraphVO.re代碼為:
let createTriangleVertexData = () => {
open Js.Typed_array;
let vertices =
Float32Array.make([|0., 0.5, 0.0, (-0.5), (-0.5), 0.0, 0.5, (-0.5), 0.0|])
|> VerticesSceneGraphVO.create;
let indices = Uint16Array.make([|0, 1, 2|]) |> IndicesSceneGraphVO.create;
(vertices, indices);
};
4、在src/domain_layer/domain/scene/scene_graph/value_object/中加入VerticesSceneGraphVO.re和IndicesSceneGraphVO.re,創建值對象Vertices和值對象Indices
VerticesSceneGraphVO.re代碼為:
open Js.Typed_array;
type t =
| Vertices(Float32Array.t);
let create = value => Vertices(value);
let value = vertices =>
switch (vertices) {
| Vertices(value) => value
};
IndicesSceneGraphVO.re代碼為:
open Js.Typed_array;
type t =
| Indices(Uint16Array.t);
let create = value => Indices(value);
let value = indices =>
switch (indices) {
| Indices(value) => value
};
5、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
6、實現index.html相關代碼
index.html代碼為:
<script>
...
//調用API,準備三個三角形的頂點數據
var [vertices1, indices1] = wd.Scene.createTriangleVertexData();
var [vertices2, indices2] = wd.Scene.createTriangleVertexData();
var [vertices3, indices3] = wd.Scene.createTriangleVertexData();
</script>
7、運行測試
運行index.html頁面
打開控制臺,可以看到打印了三次頂點數據
實現“SceneJsAPI.addTriangle”
1、修改SceneJsAPI.re,實現API
SceneJsAPI.re相關代碼為:
let addTriangle = (position, (vertices, indices), (shaderName, colors)) => {
//這里的VO與DTO有區別:VO的colors的類型為array,而DTO的colors的類型為list,所以需要將colors的array轉換為list
SceneApService.addTriangle(
position,
(vertices, indices),
(shaderName, colors |> Array.to_list),
);
};
2、設計聚合根Scene、值對象Triangle和它所有的值對象的DO
根據領域模型:

我們按照Scene的聚合關系,從下往上開始設計:
設計值對象Vector的DO為:
type t =
| Vector(float, float, float);
設計值對象Position的DO為:
type t =
| Position(Vector.t);
設計值對象Vertices的DO為:
open Js.Typed_array;
type t =
| Vertices(Float32Array.t);
設計值對象Indices的DO為:
open Js.Typed_array;
type t =
| Indices(Uint16Array.t);
設計值對象Color3的DO為:
type r = float;
type g = float;
type b = float;
type t =
| Color3(r, g, b);
設計值對象Transform的DO為:
type t = {position: Position DO};
設計值對象Geometry的DO為:
type t = {
vertices: Vertices DO,
indices: Indices DO,
};
對于值對象Material的DO,我們需要思考:
在領域模型中,Material組合了一個Shader,這應該如何體現到Material的DO中?
解決方案:
1)將Shader DO的Shader名稱和值對象GLSL拆開
2)Shader DO只包含Shader名稱,它即為實體Shader的id
3)Material DO包含一個Shader的id
這樣就使Material通過Shader的id(Shader名稱),與Shader關聯起來了!
因為Shader DO移除了值對象GLSL,所以我們需要重寫與Shader相關的代碼:
1)重寫ShaderShaderEntity.re
ShaderShaderEntity.re代碼為:
type shaderName = string;
type id = shaderName;
type t =
| Shader(id);
let create = id => Shader(id);
let getId = shader =>
switch (shader) {
| Shader(id) => id
};
2)重寫ShaderManagerShaderEntity.re
ShaderManagerShaderEntity.re代碼為:
type t = {glsls: list((ShaderShaderEntity.t, GLSLShaderVO.t))};
let addGLSL = (shader, glsl) => {
ShaderManagerRepo.addGLSL(shader, glsl);
};
3)重寫ShaderApService.re
ShaderApService.re代碼為:
let addGLSL = (shaderName, glsl) => {
ShaderManagerShaderEntity.addGLSL(
ShaderShaderEntity.create(shaderName),
GLSLShaderVO.create(glsl),
);
//用于運行測試
Js.log((shaderName, glsl));
};
4)重寫ShaderManagerRepo.re
ShaderManagerRepo.re代碼為:
open ShaderManagerPOType;
let _getGLSLs = ({glsls}) => glsls;
let addGLSL = (shader, glsl) => {
Repo.setShaderManager({
...Repo.getShaderManager(),
glsls: [
(ShaderShaderEntity.getId(shader), GLSLShaderVO.value(glsl)),
..._getGLSLs(Repo.getShaderManager()),
],
});
};
現在我們可以設計值對象Material的DO為:
type t = {
shader: Shader DO,
colors: list(Color3 DO),
};
注意:這里的字段名是“shader”而不是“shaderName”或者“shaderId”,因為這樣才能直接體現Material組合了一個Shader,而不是組合了一個Shader名稱或Shader id
我們繼續設計,設計值對象Triangle的DO為:
type t = {
transform: Transform DO,
geometry: Geometry DO,
material: Material DO,
};
設計聚合根Scene的DO為:
type t = {triangles: list(Triangle DO)};
3、修改SceneApService.re,實現應用服務
SceneApService.re相關代碼為:
let addTriangle = (position, (vertices, indices), (shaderName, colors)) => {
SceneSceneGraphEntity.addTriangle(
position |> VectorContainerVO.create |> PositionSceneGraphVO.create,
(
VerticesSceneGraphVO.create(vertices),
IndicesSceneGraphVO.create(indices),
),
(
ShaderShaderEntity.create(shaderName),
colors |> List.map(color => Color3ContainerVO.create(color)),
),
);
//用于運行測試
Js.log(Repo.getScene());
};
4、加入值對象Triangle和它的所有值對象
1)在src/domain_layer/domain/structure/math/value_object/中加入VectorMathVO.re,創建值對象Vector
VectorMathVO.re代碼為:
type t =
| Vector(float, float, float);
let create = ((x, y, z)) => Vector(x, y, z);
let value = vec =>
switch (vec) {
| Vector(x, y, z) => (x, y, z)
};
2)在src/domain_layer/domain/scene/scene_graph/value_object/中加入PositionSceneGraphVO.re,創建值對象Position
PositionSceneGraphVO.re代碼為:
type t =
| Position(VectorMathVO.t);
let create = value => Position(value);
let value = position =>
switch (position) {
| Position(pos) => pos
};
3)在src/domain_layer/domain/structure/container/value_object/中加入Color3ContainerVO.re,創建值對象Color3
Color3ContainerVO.re代碼為:
type r = float;
type g = float;
type b = float;
type t =
| Color3(r, g, b);
let create = ((r, g, b)) => Color3(r, g, b);
let value = color =>
switch (color) {
| Color3(r, g, b) => (r, g, b)
};
4)在src/domain_layer/domain/scene/scene_graph/value_object/中加入TransformSceneGraphVO.re,創建值對象Transform
TransformSceneGraphVO.re代碼為:
type t = {position: PositionSceneGraphVO.t};
5)修改GeometrySceneGraphVO.re,定義DO
GeometrySceneGraphVO.re相關代碼為:
type t = {
vertices: VerticesSceneGraphVO.t,
indices: IndicesSceneGraphVO.t,
};
6)在src/domain_layer/domain/scene/scene_graph/value_object/中加入MaterialSceneGraphVO.re,創建值對象Material
MaterialSceneGraphVO.re代碼為:
type t = {
shader: ShaderShaderEntity.t,
colors: list(Color3ContainerVO.t),
};
7)在src/domain_layer/domain/scene/scene_graph/value_object/中加入TriangleSceneGraphVO.re,創建值對象Triangle
TriangleSceneGraphVO.re代碼為:
type t = {
transform: TransformSceneGraphVO.t,
geometry: GeometrySceneGraphVO.t,
material: MaterialSceneGraphVO.t,
};
5、在src/domain_layer/domain/scene/scene_graph/entity/中加入SceneSceneGraphEntity.re,創建聚合根Scene
SceneSceneGraphEntity.re代碼為:
type t = {triangles: list(TriangleSceneGraphVO.t)};
let addTriangle = (position, (vertices, indices), (shader, colors)) => {
SceneRepo.addTriangle(position, (vertices, indices), (shader, colors));
};
6、在src/infrastructure_layer/data/po/中加入ScenePOType.re,定義Scene PO的類型
ScenePOType.re代碼為:
type transform = {position: (float, float, float)};
type geometry = {
vertices: Js.Typed_array.Float32Array.t,
indices: Js.Typed_array.Uint16Array.t,
};
type material = {
shader: string,
colors: list((float, float, float)),
};
type triangle = {
transform,
geometry,
material,
};
type scene = {triangles: list(triangle)};
7、修改POType.re
POType.re相關代碼為:
type po = {
...
scene: ScenePOType.scene,
};
8、實現Scene相關的倉庫
我們按照倉庫依賴關系,從上往下開始實現:
1)創建文件夾src/domain_layer/repo/scene/
2)在src/domain_layer/repo/scene/中加入SceneRepo.re,實現倉庫對Scene PO的triangles字段的操作
ShaderManagerRepo.re代碼為:
open ScenePOType;
let _getTriangles = ({triangles}) => triangles;
let addTriangle = (position, (vertices, indices), (shader, colors)) => {
Repo.setScene({
...Repo.getScene(),
triangles: [
TriangleSceneRepo.create(
TransformSceneRepo.create(position),
GeometrySceneRepo.create(vertices, indices),
MaterialSceneRepo.create(shader, colors),
),
..._getTriangles(Repo.getScene()),
],
});
};
3)在src/domain_layer/repo/scene/中加入TrianglerSceneRepo.re,實現創建Scene PO的一個Triangle數據
TriangleSceneRepo.re代碼為:
open ScenePOType;
let create = (transform, geometry, material) => {
transform,
geometry,
material,
};
4)在src/domain_layer/repo/scene/中加入TransformSceneRepo.re,實現創建Scene PO的一個Triangle的Transform數據
TransformSceneRepo.re代碼為:
open ScenePOType;
let create = position => {
position: position |> PositionSceneGraphVO.value |> VectorMathVO.value,
};
5)在src/domain_layer/repo/scene/中加入GeometrySceneRepo.re,實現創建Scene PO的一個Triangle的Geometry數據
GeometrySceneRepo.re代碼為:
open ScenePOType;
let create = (vertices, indices) => {
vertices: vertices |> VerticesSceneGraphVO.value,
indices: indices |> IndicesSceneGraphVO.value,
};
6)在src/domain_layer/repo/scene/中加入MaterialSceneRepo.re,實現創建Scene PO的一個Triangle的Material數據
MaterialSceneRepo.re代碼為:
open ScenePOType;
let create = (shader, colors) => {
shader: shader |> ShaderShaderEntity.getId,
colors: colors |> List.map(color => {color |> Color3ContainerVO.value}),
};
9、修改Repo.re,實現倉庫對Scene PO的操作
Repo.re相關代碼為:
let getScene = () => {
let po = ContainerManager.getPO();
po.scene;
};
let setScene = scene => {
let po = ContainerManager.getPO();
{...po, scene} |> ContainerManager.setPO;
};
10、修改CreateRepo.re,實現創建Scene PO
CreateRepo.re相關代碼為:
let create = () => {
...
scene: {
triangles: [],
},
};
11、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
12、實現index.html相關代碼
index.html代碼為:
<script>
...
//準備三個三角形的位置數據
var [position1, position2, position3] = [
[0.75, 0.0, 0.0],
[-0.0, 0.0, 0.5],
[-0.5, 0.0, -2.0]
];
//準備三個三角形的顏色數據
var [colors1, colors2, colors3] = [
[[1.0, 0.0, 0.0]],
[[0.0, 0.8, 0.0], [0.0, 0.5, 0.0]],
[[0.0, 0.0, 1.0]]
];
wd.Scene.addTriangle(position1, [vertices1, indices1], [shaderName1, colors1]);
wd.Scene.addTriangle(position2, [vertices2, indices2], [shaderName2, colors2]);
wd.Scene.addTriangle(position3, [vertices3, indices3], [shaderName1, colors3]);
</script>
13、運行測試
運行index.html頁面
打開控制臺,可以看到打印了三次Scene PO的數據
實現“SceneJsAPI.setCamera”
1、修改SceneJsAPI.re,實現API
SceneJsAPI.re相關代碼為:
let setCamera = SceneApService.setCamera;
2、修改SceneApService.re,實現應用服務
SceneApService.re相關代碼為:
let setCamera = ((eye, center, up), (near, far, fovy, aspect)) => {
SceneSceneGraphEntity.setCamera(
(
EyeSceneGraphVO.create(eye),
CenterSceneGraphVO.create(center),
UpSceneGraphVO.create(up),
),
(
NearSceneGraphVO.create(near),
FarSceneGraphVO.create(far),
FovySceneGraphVO.create(fovy),
AspectSceneGraphVO.create(aspect),
),
);
//用于運行測試
Js.log(Repo.getScene());
};
3、加入Camera的所有值對象
1)在src/domain_layer/domain/scene/scene_graph/value_object/中加入EyeSceneGraphVO.re、CenterSceneGraphVO.re、UpSceneGraphVO.re,創建值對象Eye、Center、Up
EyeSceneGraphVO.re代碼為:
type t =
| Eye(VectorMathVO.t);
let create = value => Eye(value);
let value = eye =>
switch (eye) {
| Eye(value) => value
};
CenterSceneGraphVO.re代碼為:
type t =
| Center(VectorMathVO.t);
let create = value => Center(value);
let value = center =>
switch (center) {
| Center(value) => value
};
UpSceneGraphVO.re代碼為:
type t =
| Up(VectorMathVO.t);
let create = value => Up(value);
let value = up =>
switch (up) {
| Up(value) => value
};
2)在src/domain_layer/domain/scene/scene_graph/value_object/中加入NearSceneGraphVO.re、FarSceneGraphVO.re、FovySceneGraphVO.re、AspectSceneGraphVO.re,創建值對象Near、Far、Fovy、Aspect
NearSceneGraphVO.re代碼為:
type t =
| Near(float);
let create = value => Near(value);
let value = near =>
switch (near) {
| Near(value) => value
};
FarSceneGraphVO.re代碼為:
type t =
| Far(float);
let create = value => Far(value);
let value = far =>
switch (far) {
| Far(value) => value
};
FovySceneGraphVO.re代碼為:
type t =
| Fovy(float);
let create = value => Fovy(value);
let value = fovy =>
switch (fovy) {
| Fovy(value) => value
};
AspectSceneGraphVO.re代碼為:
type t =
| Aspect(float);
let create = value => Aspect(value);
let value = aspect =>
switch (aspect) {
| Aspect(value) => value
};
4、在src/domain_layer/domain/scene/scene_graph/value_object/中加入CameraSceneGraphVO.re,創建值對象Camera
CameraSceneGraphVO.re代碼為:
type t = {
eye: EyeSceneGraphVO.t,
center: CenterSceneGraphVO.t,
up: UpSceneGraphVO.t,
near: NearSceneGraphVO.t,
far: FarSceneGraphVO.t,
fovy: FovySceneGraphVO.t,
aspect: AspectSceneGraphVO.t,
};
5、修改SceneSceneGraphEntity.re,將Camera DO作為Scene DO 的camera字段的數據,并實現setCamera函數:
SceneSceneGraphEntity.re相關代碼為:
type t = {
...
camera: option(CameraSceneGraphVO.t),
};
...
let setCamera = ((eye, center, up), (near, far, fovy, aspect)) => {
SceneRepo.setCamera((eye, center, up), (near, far, fovy, aspect));
};
6、修改ScenePOType.re,加入Scene PO的camera字段的數據類型
ScenePOType.re相關代碼為:
type camera = {
eye: (float, float, float),
center: (float, float, float),
up: (float, float, float),
near: float,
far: float,
fovy: float,
aspect: float,
};
type scene = {
...
camera: option(camera),
};
7、實現Scene->Camera相關的倉庫
1)在src/domain_layer/repo/scene/中加入CameraSceneRepo.re,實現創建Scene PO的一個Camera數據
CameraSceneRepo.re代碼為:
open ScenePOType;
let create = ((eye, center, up), (near, far, fovy, aspect)) => {
eye: eye |> EyeSceneGraphVO.value |> VectorMathVO.value,
center: center |> CenterSceneGraphVO.value |> VectorMathVO.value,
up: up |> UpSceneGraphVO.value |> VectorMathVO.value,
near: NearSceneGraphVO.value(near),
far: FarSceneGraphVO.value(far),
fovy: FovySceneGraphVO.value(fovy),
aspect: AspectSceneGraphVO.value(aspect),
};
2)修改SceneRepo.re,實現倉庫對Scene PO的camera字段的操作
SceneRepo.re相關代碼為:
let setCamera = ((eye, center, up), (near, far, fovy, aspect)) => {
Repo.setScene({
...Repo.getScene(),
camera:
Some(
CameraSceneRepo.create(
(eye, center, up),
(near, far, fovy, aspect),
),
),
});
};
8、修改CreateRepo.re,實現創建Scene PO的camera字段
CreateRepo.re相關代碼為:
let create = () => {
...
scene: {
...
camera: None,
},
};
9、在項目根目錄上執行webpack命令,更新wd.js文件
yarn webpack
10、實現index.html相關代碼
index.html代碼為:
<script>
...
//準備相機數據
var [eye, center, up] = [
[0.0, 0.0, 5.0],
[0.0, 0.0, -100.0],
[0.0, 1.0, 0.0]
];
var canvas = document.querySelector("#webgl");
var [near, far, fovy, aspect] = [
1.0,
100.0,
30.0,
canvas.width / canvas.height
];
wd.Scene.setCamera([eye, center, up], [near, far, fovy, aspect]);
</script>
11、運行測試
運行index.html頁面
打開控制臺,可以看到打印了一次Scene PO的數據,它包含Camera的數據
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