phaser/src/renderer/webgl/pipelines/TextureTintPipeline.js
2018-01-22 19:51:15 -03:00

196 lines
6.7 KiB
JavaScript

var Class = require('../../../utils/Class');
var ShaderSource = require('../shaders/TextureTintShader');
var WebGLPipeline = require('../WebGLPipeline');
var Utils = require('../Utils');
var TextureTintPipeline = new Class({
Extends: WebGLPipeline,
initialize:
function TextureTintPipeline(game, gl, renderer)
{
WebGLPipeline.call(this, {
name: 'TextureTintPipeline',
game: game,
gl: gl,
renderer: renderer,
topology: gl.TRIANGLES,
vertShader: ShaderSource.vert,
fragShader: ShaderSource.frag,
vertexCapacity: 12000,
vertexSize:
Float32Array.BYTES_PER_ELEMENT * 2 +
Float32Array.BYTES_PER_ELEMENT * 2 +
Uint8Array.BYTES_PER_ELEMENT * 4,
attributes: [
{
name: 'inPosition',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 0
},
{
name: 'inTexCoord',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: Float32Array.BYTES_PER_ELEMENT * 2
},
{
name: 'inTint',
size: 4,
type: gl.UNSIGNED_BYTE,
normalized: true,
offset: Float32Array.BYTES_PER_ELEMENT * 4
}
]
});
this.orthoViewMatrix = new Float32Array([
+2.0 / this.width,
+0.0,
+0.0,
+0.0,
+0.0,
-2.0 / this.height,
+0.0,
+0.0,
+0.0,
+0.0,
+1.0,
+1.0,
-1.0,
+1.0,
+0.0,
+0.0
]);
this.vertexViewF32 = new Float32Array(this.vertexData);
this.vertexViewU32 = new Uint32Array(this.vertexData);
},
resize: function (width, height, resolution)
{
WebGLPipeline.prototype.resize.call(this, width, height, resolution);
var orthoViewMatrix = this.orthoViewMatrix;
orthoViewMatrix[0] = +2.0 / this.width;
orthoViewMatrix[5] = -2.0 / this.height;
this.renderer.setMatrix4(this.currentProgram, 'uOrthoMatrix', false, orthoViewMatrix);
return this;
},
drawBlitter: function (blitter, camera)
{
this.renderer.setPipeline('TextureTintPipeline', blitter.shader);
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var renderer = this.renderer;
var gl = this.gl;
var shader = this.currentProgram;
var list = blitter.getRenderList();
var length = list.length;
var cameraMatrix = camera.matrix.matrix;
var a = cameraMatrix[0];
var b = cameraMatrix[1];
var c = cameraMatrix[2];
var d = cameraMatrix[3];
var e = cameraMatrix[4];
var f = cameraMatrix[5];
var cameraScrollX = camera.scrollX * blitter.scrollFactorX;
var cameraScrollY = camera.scrollY * blitter.scrollFactorY;
var batchCount = Math.ceil(length / 2000);
var batchOffset = 0;
var blitterX = blitter.x;
var blitterY = blitter.y;
for (var batchIndex = 0; batchIndex < batchCount; ++batchIndex)
{
var batchSize = Math.min(length, 2000);
var vertexOffset = 0;
for (var index = 0; index < batchSize; ++index)
{
var bob = list[batchOffset + index];
var frame = bob.frame;
var alpha = bob.alpha;
var tint = Utils.getTintAppendFloatAlpha(0xffffff, bob.alpha);
var uvs = frame.uvs;
var flipX = bob.flipX;
var flipY = bob.flipY;
var width = frame.width * (flipX ? -1.0 : 1.0);
var height = frame.height * (flipY ? -1.0 : 1.0);
var x = blitterX + bob.x + frame.x - cameraScrollX + (width * ((flipX) ? 1.0 : 0.0));
var y = blitterY + bob.y + frame.y - cameraScrollY + (height * ((flipY) ? 1.0 : 0.0));
var xw = x + width;
var yh = y + height;
var tx = x * a + y * c + e;
var ty = x * b + y * d + f;
var txw = xw * a + yh * c + e;
var tyh = xw * b + yh * d + f;
// Bind Texture if texture wasn't bound.
// This needs to be here because of multiple
// texture atlas.
renderer.setTexture2D(frame.texture.source[frame.sourceIndex].glTexture, 0);
vertexViewF32[vertexOffset + 0] = tx;
vertexViewF32[vertexOffset + 1] = ty;
vertexViewF32[vertexOffset + 2] = uvs.x0;
vertexViewF32[vertexOffset + 3] = uvs.y0;
vertexViewU32[vertexOffset + 4] = tint;
vertexViewF32[vertexOffset + 5] = tx;
vertexViewF32[vertexOffset + 6] = tyh;
vertexViewF32[vertexOffset + 7] = uvs.x1;
vertexViewF32[vertexOffset + 8] = uvs.y1;
vertexViewU32[vertexOffset + 9] = tint;
vertexViewF32[vertexOffset + 10] = txw;
vertexViewF32[vertexOffset + 11] = tyh;
vertexViewF32[vertexOffset + 12] = uvs.x2;
vertexViewF32[vertexOffset + 13] = uvs.y2;
vertexViewU32[vertexOffset + 14] = tint;
vertexViewF32[vertexOffset + 15] = tx;
vertexViewF32[vertexOffset + 16] = ty;
vertexViewF32[vertexOffset + 17] = uvs.x0;
vertexViewF32[vertexOffset + 18] = uvs.y0;
vertexViewU32[vertexOffset + 19] = tint;
vertexViewF32[vertexOffset + 20] = txw;
vertexViewF32[vertexOffset + 21] = tyh;
vertexViewF32[vertexOffset + 22] = uvs.x2;
vertexViewF32[vertexOffset + 23] = uvs.y2;
vertexViewU32[vertexOffset + 24] = tint;
vertexViewF32[vertexOffset + 25] = txw;
vertexViewF32[vertexOffset + 26] = ty;
vertexViewF32[vertexOffset + 27] = uvs.x3;
vertexViewF32[vertexOffset + 28] = uvs.y3;
vertexViewU32[vertexOffset + 29] = tint;
vertexOffset += 30;
}
batchOffset += batchSize;
length -= batchSize;
this.vertexCount = (batchSize * 6);
this.flush();
}
}
});
module.exports = TextureTintPipeline;