mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
288 lines
7.7 KiB
JavaScript
288 lines
7.7 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2020 Photon Storm Ltd.
|
|
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
*/
|
|
|
|
var Class = require('../../../utils/Class');
|
|
var GetFastValue = require('../../../utils/object/GetFastValue');
|
|
var ShaderSourceFS = require('../shaders/Mesh-frag.js');
|
|
var ShaderSourceVS = require('../shaders/Mesh-vert.js');
|
|
var WebGLPipeline = require('../WebGLPipeline');
|
|
|
|
/**
|
|
* @classdesc
|
|
* TODO
|
|
*
|
|
* @class MeshPipeline
|
|
* @extends Phaser.Renderer.WebGL.WebGLPipeline
|
|
* @memberof Phaser.Renderer.WebGL.Pipelines
|
|
* @constructor
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
|
|
*/
|
|
var MeshPipeline = new Class({
|
|
|
|
Extends: WebGLPipeline,
|
|
|
|
initialize:
|
|
|
|
function MeshPipeline (config)
|
|
{
|
|
var gl = config.game.renderer.gl;
|
|
|
|
config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS),
|
|
config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS),
|
|
config.vertexCapacity = GetFastValue(config, 'vertexCapacity', 8),
|
|
config.vertexSize = GetFastValue(config, 'vertexSize', 32),
|
|
config.attributes = GetFastValue(config, 'attributes', [
|
|
{
|
|
name: 'aVertexPosition',
|
|
size: 3,
|
|
type: gl.FLOAT,
|
|
normalized: false,
|
|
offset: 0,
|
|
enabled: false,
|
|
location: -1
|
|
},
|
|
{
|
|
name: 'aVertexNormal',
|
|
size: 3,
|
|
type: gl.FLOAT,
|
|
normalized: false,
|
|
offset: 12,
|
|
enabled: false,
|
|
location: -1
|
|
},
|
|
{
|
|
name: 'aTextureCoord',
|
|
size: 2,
|
|
type: gl.FLOAT,
|
|
normalized: false,
|
|
offset: 24,
|
|
enabled: false,
|
|
location: -1
|
|
}
|
|
]);
|
|
config.uniforms = GetFastValue(config, 'uniforms', [
|
|
'uViewProjectionMatrix',
|
|
'uLightPosition',
|
|
'uLightAmbient',
|
|
'uLightDiffuse',
|
|
'uLightSpecular',
|
|
'uCameraPosition',
|
|
'uFogColor',
|
|
'uFogNear',
|
|
'uFogFar',
|
|
'uModelMatrix',
|
|
'uNormalMatrix',
|
|
'uMaterialAmbient',
|
|
'uMaterialDiffuse',
|
|
'uMaterialSpecular',
|
|
'uMaterialShine',
|
|
'uTexture'
|
|
]);
|
|
|
|
WebGLPipeline.call(this, config);
|
|
|
|
this.forceZero = true;
|
|
|
|
// Cache structure:
|
|
|
|
// 0 fog near
|
|
// 1 fog far
|
|
// 2, 3, 4 model material ambient
|
|
// 5, 6, 7 model material diffuse
|
|
// 8, 9, 10 model material specular
|
|
// 11 model material shine
|
|
|
|
this.dirtyCache = [
|
|
-1,
|
|
-1,
|
|
-1, -1, -1,
|
|
-1, -1, -1,
|
|
-1, -1, -1,
|
|
-1
|
|
];
|
|
|
|
this.cullMode = 1029;
|
|
},
|
|
|
|
/**
|
|
* Called every time the pipeline is bound by the renderer.
|
|
* Sets the shader program, vertex buffer and other resources.
|
|
* Should only be called when changing pipeline.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#bind
|
|
* @since 3.50.0
|
|
*
|
|
* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
|
|
*
|
|
* @return {this} This WebGLPipeline instance.
|
|
*/
|
|
bind: function (reset)
|
|
{
|
|
if (reset === undefined) { reset = false; }
|
|
|
|
WebGLPipeline.prototype.bind.call(this, reset);
|
|
|
|
var gl = this.gl;
|
|
|
|
gl.enable(gl.DEPTH_TEST);
|
|
gl.enable(gl.CULL_FACE);
|
|
gl.cullFace(gl.BACK);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* This method is called every time a Game Object asks the Pipeline Manager to use this pipeline.
|
|
*
|
|
* Unlike the `bind` method, which is only called once per frame, this is called for every object
|
|
* that requests it, allowing you to perform per-object GL set-up.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#onBind
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.GameObjects.Mesh} mesh - The Mesh that requested this pipeline.
|
|
*
|
|
* @return {this} This WebGLPipeline instance.
|
|
*/
|
|
onBind: function (mesh)
|
|
{
|
|
var camera = mesh.camera;
|
|
|
|
if (camera.dirtyView || camera.dirtyProjection)
|
|
{
|
|
this.setMatrix4fv('uViewProjectionMatrix', false, camera.viewProjectionMatrix.val);
|
|
|
|
this.set3f('uCameraPosition', camera.x, camera.y, camera.z);
|
|
}
|
|
|
|
var light = mesh.light;
|
|
|
|
if (light.isDirty())
|
|
{
|
|
this.set3f('uLightPosition', light.x, light.y, light.z);
|
|
}
|
|
|
|
var ambient = light.ambient;
|
|
var diffuse = light.diffuse;
|
|
var specular = light.specular;
|
|
|
|
if (ambient.dirty)
|
|
{
|
|
this.set3f('uLightAmbient', ambient.r, ambient.g, ambient.b);
|
|
}
|
|
|
|
if (diffuse.dirty)
|
|
{
|
|
this.set3f('uLightDiffuse', diffuse.r, diffuse.g, diffuse.b);
|
|
}
|
|
|
|
if (specular.dirty)
|
|
{
|
|
this.set3f('uLightSpecular', specular.r, specular.g, specular.b);
|
|
}
|
|
|
|
var fogColor = mesh.fogColor;
|
|
|
|
if (fogColor.dirty)
|
|
{
|
|
this.set3f('uFogColor', fogColor.r, fogColor.g, fogColor.b);
|
|
}
|
|
|
|
var cache = this.dirtyCache;
|
|
var fogNear = mesh.fogNear;
|
|
var fogFar = mesh.fogFar;
|
|
|
|
if (cache[0] !== fogNear)
|
|
{
|
|
this.set1f('uFogNear', fogNear);
|
|
|
|
cache[0] = fogNear;
|
|
}
|
|
|
|
if (cache[1] !== fogFar)
|
|
{
|
|
this.set1f('uFogFar', fogFar);
|
|
|
|
cache[1] = fogFar;
|
|
}
|
|
|
|
this.set1i('uTexture', 0);
|
|
},
|
|
|
|
drawModel: function (mesh, model)
|
|
{
|
|
var cache = this.dirtyCache;
|
|
|
|
this.setMatrix4fv('uModelMatrix', false, model.transformMatrix.val);
|
|
this.setMatrix4fv('uNormalMatrix', false, model.normalMatrix.val);
|
|
|
|
var ambient = model.ambient;
|
|
|
|
if (!ambient.equals(cache[2], cache[3], cache[4]))
|
|
{
|
|
this.set3f('uMaterialAmbient', ambient.r, ambient.g, ambient.b);
|
|
|
|
cache[2] = ambient.r;
|
|
cache[3] = ambient.g;
|
|
cache[4] = ambient.b;
|
|
}
|
|
|
|
var diffuse = model.diffuse;
|
|
|
|
if (!diffuse.equals(cache[5], cache[6], cache[7]))
|
|
{
|
|
this.set3f('uMaterialDiffuse', diffuse.r, diffuse.g, diffuse.b);
|
|
|
|
cache[5] = diffuse.r;
|
|
cache[6] = diffuse.g;
|
|
cache[7] = diffuse.b;
|
|
}
|
|
|
|
var specular = model.specular;
|
|
|
|
if (!specular.equals(cache[8], cache[9], cache[10]))
|
|
{
|
|
this.set3f('uMaterialSpecular', specular.r, specular.g, specular.b);
|
|
|
|
cache[8] = specular.r;
|
|
cache[9] = specular.g;
|
|
cache[10] = specular.b;
|
|
}
|
|
|
|
var shine = model.shine;
|
|
|
|
if (!shine !== cache[11])
|
|
{
|
|
this.set1f('uMaterialShine', shine);
|
|
|
|
cache[11] = specular.b;
|
|
}
|
|
|
|
this.renderer.setTextureZero(model.frame.glTexture);
|
|
|
|
// All the uniforms are finally bound, so let's buffer our data
|
|
var gl = this.gl;
|
|
|
|
var cullMode = model.cullMode;
|
|
|
|
if (cullMode !== this.cullMode)
|
|
{
|
|
this.cullMode = cullMode;
|
|
|
|
gl.cullFace(cullMode);
|
|
}
|
|
|
|
// STATIC because the buffer data doesn't change, the uniforms do
|
|
gl.bufferData(gl.ARRAY_BUFFER, model.vertexData, gl.STATIC_DRAW);
|
|
|
|
gl.drawArrays(this.topology, 0, model.vertexCount);
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = MeshPipeline;
|