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- import { Buffer, VertexBuffer } from "../Buffers/buffer.js";
- import { DrawWrapper } from "../Materials/drawWrapper.js";
- import "../Engines/Extensions/engine.alpha.js";
- import "../Engines/Extensions/engine.dynamicBuffer.js";
- import "../Shaders/sprites.fragment.js";
- import "../Shaders/sprites.vertex.js";
- /**
- * Class used to render sprites.
- *
- * It can be used either to render Sprites or ThinSprites with ThinEngine only.
- */
- export class SpriteRenderer {
- /**
- * Gets the capacity of the manager
- */
- get capacity() {
- return this._capacity;
- }
- /**
- * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering
- * Note that pixel perfect mode is not supported in WebGL 1
- */
- get pixelPerfect() {
- return this._pixelPerfect;
- }
- set pixelPerfect(value) {
- if (this._pixelPerfect === value) {
- return;
- }
- this._pixelPerfect = value;
- this._createEffects();
- }
- /**
- * Creates a new sprite Renderer
- * @param engine defines the engine the renderer works with
- * @param capacity defines the maximum allowed number of sprites
- * @param epsilon defines the epsilon value to align texture (0.01 by default)
- * @param scene defines the hosting scene
- */
- constructor(engine, capacity, epsilon = 0.01, scene = null) {
- /**
- * Blend mode use to render the particle, it can be any of
- * the static undefined properties provided in this class.
- * Default value is 2
- */
- this.blendMode = 2;
- /**
- * Gets or sets a boolean indicating if alpha mode is automatically
- * reset.
- */
- this.autoResetAlpha = true;
- /**
- * Disables writing to the depth buffer when rendering the sprites.
- * It can be handy to disable depth writing when using textures without alpha channel
- * and setting some specific blend modes.
- */
- this.disableDepthWrite = false;
- /**
- * Gets or sets a boolean indicating if the manager must consider scene fog when rendering
- */
- this.fogEnabled = true;
- this._pixelPerfect = false;
- this._useVAO = false;
- this._useInstancing = false;
- this._vertexBuffers = {};
- this._capacity = capacity;
- this._epsilon = epsilon;
- this._engine = engine;
- this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;
- this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;
- this._scene = scene;
- if (!this._useInstancing) {
- this._buildIndexBuffer();
- }
- // VBO
- // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)
- // 16 when using instances
- this._vertexBufferSize = this._useInstancing ? 16 : 18;
- this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
- this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);
- const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);
- const options = this._buffer.createVertexBuffer("options", 4, 2, this._vertexBufferSize, this._useInstancing);
- let offset = 6;
- let offsets;
- if (this._useInstancing) {
- const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
- this._spriteBuffer = new Buffer(engine, spriteData, false, 2);
- offsets = this._spriteBuffer.createVertexBuffer("offsets", 0, 2);
- }
- else {
- offsets = this._buffer.createVertexBuffer("offsets", offset, 2, this._vertexBufferSize, this._useInstancing);
- offset += 2;
- }
- const inverts = this._buffer.createVertexBuffer("inverts", offset, 2, this._vertexBufferSize, this._useInstancing);
- const cellInfo = this._buffer.createVertexBuffer("cellInfo", offset + 2, 4, this._vertexBufferSize, this._useInstancing);
- const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);
- this._vertexBuffers[VertexBuffer.PositionKind] = positions;
- this._vertexBuffers["options"] = options;
- this._vertexBuffers["offsets"] = offsets;
- this._vertexBuffers["inverts"] = inverts;
- this._vertexBuffers["cellInfo"] = cellInfo;
- this._vertexBuffers[VertexBuffer.ColorKind] = colors;
- this._createEffects();
- }
- _createEffects() {
- this._drawWrapperBase?.dispose();
- this._drawWrapperFog?.dispose();
- this._drawWrapperDepth?.dispose();
- this._drawWrapperFogDepth?.dispose();
- this._drawWrapperBase = new DrawWrapper(this._engine);
- this._drawWrapperFog = new DrawWrapper(this._engine);
- this._drawWrapperDepth = new DrawWrapper(this._engine, false);
- this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);
- if (this._drawWrapperBase.drawContext) {
- this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;
- }
- if (this._drawWrapperFog.drawContext) {
- this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;
- }
- if (this._drawWrapperDepth.drawContext) {
- this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;
- }
- if (this._drawWrapperFogDepth.drawContext) {
- this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;
- }
- const defines = this._pixelPerfect ? "#define PIXEL_PERFECT\n" : "";
- this._drawWrapperBase.effect = this._engine.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], defines);
- this._drawWrapperDepth.effect = this._drawWrapperBase.effect;
- this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;
- if (this._scene) {
- this._drawWrapperFog.effect = this._scene
- .getEngine()
- .createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], defines + "#define FOG");
- this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;
- this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;
- }
- }
- /**
- * Render all child sprites
- * @param sprites defines the list of sprites to render
- * @param deltaTime defines the time since last frame
- * @param viewMatrix defines the viewMatrix to use to render the sprites
- * @param projectionMatrix defines the projectionMatrix to use to render the sprites
- * @param customSpriteUpdate defines a custom function to update the sprites data before they render
- */
- render(sprites, deltaTime, viewMatrix, projectionMatrix, customSpriteUpdate = null) {
- if (!this.texture || !this.texture.isReady() || !sprites.length) {
- return;
- }
- let drawWrapper = this._drawWrapperBase;
- let drawWrapperDepth = this._drawWrapperDepth;
- let shouldRenderFog = false;
- if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {
- drawWrapper = this._drawWrapperFog;
- drawWrapperDepth = this._drawWrapperFogDepth;
- shouldRenderFog = true;
- }
- const effect = drawWrapper.effect;
- // Check
- if (!effect.isReady()) {
- return;
- }
- const engine = this._engine;
- const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);
- const baseSize = this.texture.getBaseSize();
- // Sprites
- const max = Math.min(this._capacity, sprites.length);
- let offset = 0;
- let noSprite = true;
- for (let index = 0; index < max; index++) {
- const sprite = sprites[index];
- if (!sprite || !sprite.isVisible) {
- continue;
- }
- noSprite = false;
- sprite._animate(deltaTime);
- this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
- if (!this._useInstancing) {
- this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
- this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
- this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
- }
- }
- if (noSprite) {
- return;
- }
- this._buffer.update(this._vertexData);
- const culling = !!engine.depthCullingState.cull;
- const zOffset = engine.depthCullingState.zOffset;
- const zOffsetUnits = engine.depthCullingState.zOffsetUnits;
- engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);
- // Render
- engine.enableEffect(drawWrapper);
- effect.setTexture("diffuseSampler", this.texture);
- effect.setMatrix("view", viewMatrix);
- effect.setMatrix("projection", projectionMatrix);
- // Scene Info
- if (shouldRenderFog) {
- const scene = this._scene;
- // Fog
- effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
- effect.setColor3("vFogColor", scene.fogColor);
- }
- if (this._useVAO) {
- if (!this._vertexArrayObject) {
- this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);
- }
- engine.bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);
- }
- else {
- // VBOs
- engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
- }
- // Draw order
- engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? 518 : 515;
- if (!this.disableDepthWrite) {
- effect.setBool("alphaTest", true);
- engine.setColorWrite(false);
- engine.enableEffect(drawWrapperDepth);
- if (this._useInstancing) {
- engine.drawArraysType(7, 0, 4, offset);
- }
- else {
- engine.drawElementsType(0, 0, (offset / 4) * 6);
- }
- engine.enableEffect(drawWrapper);
- engine.setColorWrite(true);
- effect.setBool("alphaTest", false);
- }
- engine.setAlphaMode(this.blendMode);
- if (this._useInstancing) {
- engine.drawArraysType(7, 0, 4, offset);
- }
- else {
- engine.drawElementsType(0, 0, (offset / 4) * 6);
- }
- if (this.autoResetAlpha) {
- engine.setAlphaMode(0);
- }
- // Restore Right Handed
- if (useRightHandedSystem) {
- this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);
- }
- engine.unbindInstanceAttributes();
- }
- _appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate) {
- let arrayOffset = index * this._vertexBufferSize;
- if (offsetX === 0) {
- offsetX = this._epsilon;
- }
- else if (offsetX === 1) {
- offsetX = 1 - this._epsilon;
- }
- if (offsetY === 0) {
- offsetY = this._epsilon;
- }
- else if (offsetY === 1) {
- offsetY = 1 - this._epsilon;
- }
- if (customSpriteUpdate) {
- customSpriteUpdate(sprite, baseSize);
- }
- else {
- if (!sprite.cellIndex) {
- sprite.cellIndex = 0;
- }
- const rowSize = baseSize.width / this.cellWidth;
- const offset = (sprite.cellIndex / rowSize) >> 0;
- sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;
- sprite._yOffset = (offset * this.cellHeight) / baseSize.height;
- sprite._xSize = this.cellWidth;
- sprite._ySize = this.cellHeight;
- }
- // Positions
- this._vertexData[arrayOffset] = sprite.position.x;
- this._vertexData[arrayOffset + 1] = sprite.position.y;
- this._vertexData[arrayOffset + 2] = sprite.position.z;
- this._vertexData[arrayOffset + 3] = sprite.angle;
- // Options
- this._vertexData[arrayOffset + 4] = sprite.width;
- this._vertexData[arrayOffset + 5] = sprite.height;
- if (!this._useInstancing) {
- this._vertexData[arrayOffset + 6] = offsetX;
- this._vertexData[arrayOffset + 7] = offsetY;
- }
- else {
- arrayOffset -= 2;
- }
- // Inverts according to Right Handed
- if (useRightHandedSystem) {
- this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;
- }
- else {
- this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
- }
- this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
- this._vertexData[arrayOffset + 10] = sprite._xOffset;
- this._vertexData[arrayOffset + 11] = sprite._yOffset;
- this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;
- this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;
- // Color
- this._vertexData[arrayOffset + 14] = sprite.color.r;
- this._vertexData[arrayOffset + 15] = sprite.color.g;
- this._vertexData[arrayOffset + 16] = sprite.color.b;
- this._vertexData[arrayOffset + 17] = sprite.color.a;
- }
- _buildIndexBuffer() {
- const indices = [];
- let index = 0;
- for (let count = 0; count < this._capacity; count++) {
- indices.push(index);
- indices.push(index + 1);
- indices.push(index + 2);
- indices.push(index);
- indices.push(index + 2);
- indices.push(index + 3);
- index += 4;
- }
- this._indexBuffer = this._engine.createIndexBuffer(indices);
- }
- /**
- * Rebuilds the renderer (after a context lost, for eg)
- */
- rebuild() {
- if (this._indexBuffer) {
- this._buildIndexBuffer();
- }
- if (this._useVAO) {
- this._vertexArrayObject = undefined;
- }
- this._buffer._rebuild();
- for (const key in this._vertexBuffers) {
- const vertexBuffer = this._vertexBuffers[key];
- vertexBuffer._rebuild();
- }
- this._spriteBuffer?._rebuild();
- }
- /**
- * Release associated resources
- */
- dispose() {
- if (this._buffer) {
- this._buffer.dispose();
- this._buffer = null;
- }
- if (this._spriteBuffer) {
- this._spriteBuffer.dispose();
- this._spriteBuffer = null;
- }
- if (this._indexBuffer) {
- this._engine._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- if (this._vertexArrayObject) {
- this._engine.releaseVertexArrayObject(this._vertexArrayObject);
- this._vertexArrayObject = null;
- }
- if (this.texture) {
- this.texture.dispose();
- this.texture = null;
- }
- this._drawWrapperBase.dispose();
- this._drawWrapperFog.dispose();
- this._drawWrapperDepth.dispose();
- this._drawWrapperFogDepth.dispose();
- }
- }
- //# sourceMappingURL=spriteRenderer.js.map
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