Particle Renderer

This commit is contained in:
Felipe Alfonso 2017-01-17 19:30:45 -03:00
parent e0ffba26b1
commit 01ff226ecf
2 changed files with 216 additions and 0 deletions

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var BindVertexArray = require('../utils/BindVertexArray');
var CreateProgram = require('../utils/CreateProgram');
var CreateShader = require('../utils/CreateShader');
var CreateBuffer = require('../utils/CreateBuffer');
var CreateAttribDesc = require('../utils/CreateAttribDesc');
var VertexBuffer = require('../utils/VertexBuffer');
var IndexBuffer = require('../utils/IndexBuffer');
var VertexArray = require('../utils/VertexArray');
var CONST = require('../../const');
var ParticleRenderer = function ()
{
this.glContext = null;
this.maxParticles = null;
this.vertShader = null;
this.fragShader = null;
this.program = null;
this.vertexArray = null;
this.indexBufferObject = null;
this.vertexDataBuffer = null;
this.indexDataBuffer = null;
this.elementCount = 0;
this.currentTexture2D = null;
this.viewMatrixLocation = null;
this.type = CONST.WEBGL;
this.view = game.canvas;
this.resolution = game.config.resolution;
this.init();
};
// VERTEX_SIZE = sizeof(vec2) + sizeof(vec2)
ParticleRenderer.VERTEX_SIZE = 16;
ParticleRenderer.INDEX_SIZE = 2;
ParticleRenderer.PARTICLE_VERTEX_COUNT = 4;
ParticleRenderer.PARTICLE_INDEX_COUNT = 6;
// How many 32-bit components does the vertex have.
ParticleRenderer.PARTICLE_VERTEX_COMPONENT_COUNT = 4;
// Can't be bigger since index are 16-bit
ParticleRenderer.MAX_PARTICLES = 10000;
ParticleRenderer.VERTEX_SHADER_SOURCE = [
'uniform mat4 u_view_matrix;',
'attribute vec2 a_position;',
'attribute vec2 a_tex_coord;',
'varying vec2 v_tex_coord;',
'void main () {',
' gl_Position = u_view_matrix * vec4(a_position, 1.0, 1.0);',
' v_tex_coord = a_tex_coord;',
'}'
].join('\n');
ParticleRenderer.FRAGMENT_SHADER_SOURCE = [
'precision lowp float;',
'uniform sampler2D u_sampler2D;',
'varying vec2 v_tex_coord;',
'void main() {',
' gl_FragColor = texture2D(u_sampler2D, v_tex_coord);',
'}'
].join('\n');
ParticleRenderer.prototype.init = function ()
{
if (this.glContext === null)
{
var gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions);
var vertexDataBuffer = new VertexBuffer(ParticleRenderer.VERTEX_SIZE * ParticleRenderer.PARTICLE_VERTEX_COUNT * ParticleRenderer.MAX_PARTICLES);
var indexDataBuffer = new IndexBuffer(ParticleRenderer.INDEX_SIZE * ParticleRenderer.PARTICLE_INDEX_COUNT * ParticleRenderer.MAX_PARTICLES);
var vertShader = CreateShader(gl, ParticleRenderer.VERTEX_SHADER_SOURCE, gl.VERTEX_SHADER);
var fragShader = CreateShader(gl, ParticleRenderer.FRAGMENT_SHADER_SOURCE, gl.FRAGMENT_SHADER_SOURCE);
var program = CreateProgram(gl, vertShader, fragShader);
var indexBufferObject = CreateBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, gl.STATIC_DRAW, null, indexDataBuffer.getByteCapacity());
var vertexArray = new VertexArray(gl,
CreateBuffer(gl, gl.ARRAY_BUFFER, gl.STREAM_DRAW, null, vertexDataBuffer.getByteCapacity()),
[
CreateAttributeDesc(gl, program, 'a_position', 2, gl.FLOAT, false, ParticleRendererRenderer.VERTEX_SIZE, 0),
CreateAttributeDesc(gl, program, 'a_tex_coord', 2, gl.FLOAT, false, ParticleRendererRenderer.VERTEX_SIZE, 8)
]
);
var viewMatrixLocation = gl.getUniformLocation(program, 'u_view_matrix');
var view = this.view;
this.vertexDataBuffer = vertexDataBuffer;
this.indexDataBuffer = indexDataBuffer;
this.vertShader = vertShader;
this.fragShader = fragShader;
this.program = program;
this.indexBufferObject = indexBufferObject;
this.vertexArray = vertexArray;
this.glContext = gl;
gl.uniformMatrix4fv(
viewMatrixLocation,
false,
new Float32Array([
2 / view.width, 0, 0, 0,
0, -2 / view.height, 0, 0,
0, 0, 1, 1,
-1, 1, 0, 0
])
);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBufferObject);
var indexBuffer = indexDataBuffer.wordView;
for (var indexA = indexB = 0;
indexA < ParticleRenderer.MAX_PARTICLES * ParticleRenderer.PARTICLE_INDEX_COUNT;
indexA += ParticleRenderer.PARTICLE_INDEX_COUNT, indexB += ParticleRenderer.PARTICLE_VERTEX_COUNT)
{
indexBuffer[indexA + 0] = indexB + 0;
indexBuffer[indexA + 1] = indexB + 1;
indexBuffer[indexA + 2] = indexB + 2;
indexBuffer[indexA + 3] = indexB + 0;
indexBuffer[indexA + 4] = indexB + 2;
indexBuffer[indexA + 5] = indexB + 3;
}
}
else
{
console.error('ParticleRenderer already initialized');
}
};
ParticleRenderer.prototype.destroy = function ()
{
var gl = this.glContext;
if (gl)
{
gl.deleteShader(this.vertShader);
gl.deleteShader(this.fragShader);
gl.deleteProgram(this.program);
gl.deleteBuffer(this.indexBufferObject);
gl.deleteBuffer(this.vertexArray.buffer);
}
};
ParticleRenderer.prototype.isFull = function ()
{
var vertexDataBuffer = this.vertexDataBuffer;
return (vertexDataBuffer.getByteLength() >= vertexDataBuffer.getByteCapacity());
};
ParticleRenderer.prototype.add = function (x, y, width, height, umin, vmin, umax, vmax)
{
// The user must check if the buffers are full before flushing
// this is to give freedom of when should the renderer flush.
var vertexDataBuffer = this.vertexDataBuffer;
var indexDataBuffer = this.indexDataBuffer;
var vertexBuffer = vertexDataBuffer.floatView;
var vertexOffset = vertexDataBuffer.allocate(ParticleRenderer.PARTICLE_VERTEX_COMPONENT_COUNT * ParticleRenderer.PARTICLE_VERTEX_COUNT);
vertexBuffer[vertexOffset++] = x;
vertexBuffer[vertexOffset++] = y;
vertexBuffer[vertexOffset++] = umin;
vertexBuffer[vertexOffset++] = vmin;
vertexBuffer[vertexOffset++] = x;
vertexBuffer[vertexOffset++] = y + height;
vertexBuffer[vertexOffset++] = umin;
vertexBuffer[vertexOffset++] = vmax;
vertexBuffer[vertexOffset++] = x + width;
vertexBuffer[vertexOffset++] = y + height;
vertexBuffer[vertexOffset++] = umax;
vertexBuffer[vertexOffset++] = vmax;
vertexBuffer[vertexOffset++] = x + width;
vertexBuffer[vertexOffset++] = y;
vertexBuffer[vertexOffset++] = umax;
vertexBuffer[vertexOffset++] = vmin;
this.elementCount += ParticleRenderer.PARTICLE_INDEX_COUNT;
};
ParticleRenderer.prototype.setTexture2D = function (texture2D)
{
var gl = this.glContext;
if (this.currentTexture2D != texture2D)
{
this.flush();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture2D);
}
};
ParticleRenderer.prototype.bind = function ()
{
var gl = this.glContext;
gl.clearColor(0, 0, 0, 1);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBufferObject);
BindVertexArray(this.vertexArray);
};
ParticleRenderer.prototype.unbind = function ()
{
var gl = this.glContext;
gl.disable(gl.BLEND);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
};
ParticleRenderer.prototype.flush = function ()
{
var gl = this.glContext;
var vertexDataBuffer = this.vertexDataBuffer;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertexDataBuffer.getUsedBufferAsFloat());
gl.drawElements(gl.TRIANGLES, this.elementCount, gl.UNSIGNED_SHORT, 0);
vertexDataBuffer.clear();
this.elementCount = 0;
};
ParticleRenderer.prototype.resize = function (width, height)
{};
module.exports = ParticleRenderer;

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var SpriteRenderer = function ()
{};
module.exports = SpriteRenderer;