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CreaturePixiPackJSRenderer.js
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CreaturePixiPackJSRenderer.js
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/******************************************************************************
* Creature Runtimes License
*
* Copyright (c) 2015, Kestrel Moon Studios
* All rights reserved.
*
* Preamble: This Agreement governs the relationship between Licensee and Kestrel Moon Studios(Hereinafter: Licensor).
* This Agreement sets the terms, rights, restrictions and obligations on using [Creature Runtimes] (hereinafter: The Software) created and owned by Licensor,
* as detailed herein:
* License Grant: Licensor hereby grants Licensee a Sublicensable, Non-assignable & non-transferable, Commercial, Royalty free,
* Including the rights to create but not distribute derivative works, Non-exclusive license, all with accordance with the terms set forth and
* other legal restrictions set forth in 3rd party software used while running Software.
* Limited: Licensee may use Software for the purpose of:
* Running Software on Licensee’s Website[s] and Server[s];
* Allowing 3rd Parties to run Software on Licensee’s Website[s] and Server[s];
* Publishing Software’s output to Licensee and 3rd Parties;
* Distribute verbatim copies of Software’s output (including compiled binaries);
* Modify Software to suit Licensee’s needs and specifications.
* Binary Restricted: Licensee may sublicense Software as a part of a larger work containing more than Software,
* distributed solely in Object or Binary form under a personal, non-sublicensable, limited license. Such redistribution shall be limited to unlimited codebases.
* Non Assignable & Non-Transferable: Licensee may not assign or transfer his rights and duties under this license.
* Commercial, Royalty Free: Licensee may use Software for any purpose, including paid-services, without any royalties
* Including the Right to Create Derivative Works: Licensee may create derivative works based on Software,
* including amending Software’s source code, modifying it, integrating it into a larger work or removing portions of Software,
* as long as no distribution of the derivative works is made
*
* THE RUNTIMES IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE RUNTIMES OR THE USE OR OTHER DEALINGS IN THE
* RUNTIMES.
*****************************************************************************/
function CreaturePackRenderer(pack_data_in, texture_in)
{
PIXI.DisplayObjectContainer.call( this );
this.pack_data = pack_data_in;
this.pack_renderer = new CreatureHaxeBaseRenderer(this.pack_data);
this.texture = texture_in;
this.dirty = true;
this.blendMode = PIXI.blendModes.NORMAL;
this.creatureBoundsMin = new PIXI.Point(0,0);
this.creatureBoundsMax = new PIXI.Point(0,0);
this.verticies = new PIXI.Float32Array(this.pack_renderer.render_points.length);
this.uvs = new PIXI.Float32Array(this.pack_renderer.render_uvs.length);
this.indices = new PIXI.Uint16Array(this.pack_data.indices.length);
for(var i = 0; i < this.indices.length; i++)
{
this.indices[i] = this.pack_data.indices[i];
}
this.colors = new PIXI.Float32Array([1,1,1,1]);
this.UpdateRenderData(this.pack_data.points, this.pack_data.uvs);
};
// constructor
CreaturePackRenderer.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
CreaturePackRenderer.prototype.constructor = CreaturePackRenderer;
CreaturePackRenderer.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha <= 0)return;
// render triangles..
renderSession.spriteBatch.stop();
// init! init!
if(!this._vertexBuffer)this._initWebGL(renderSession);
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
this._renderCreature(renderSession);
///renderSession.shaderManager.activateDefaultShader();
renderSession.spriteBatch.start();
//TODO check culling
};
CreaturePackRenderer.prototype._initWebGL = function(renderSession)
{
// build the strip!
var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
CreaturePackRenderer.prototype._renderCreature = function(renderSession)
{
var gl = renderSession.gl;
var projection = renderSession.projection,
offset = renderSession.offset,
shader = renderSession.shaderManager.stripShader;
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
renderSession.blendModeManager.setBlendMode(this.blendMode);
// set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if(!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
// TODO: Implement this
/*
CreatureRenderer.prototype.UpdateCreatureBounds = function()
{
// update bounds based off world transform matrix
var target_creature = this.creature_manager.target_creature;
target_creature.ComputeBoundaryMinMax();
this.creatureBoundsMin.set(target_creature.boundary_min[0],
-target_creature.boundary_min[1]);
this.creatureBoundsMax.set(target_creature.boundary_max[0],
-target_creature.boundary_max[1]);
this.worldTransform.apply(this.creatureBoundsMin, this.creatureBoundsMin);
this.worldTransform.apply(this.creatureBoundsMax, this.creatureBoundsMax);
};
*/
CreaturePackRenderer.prototype.UpdateData = function()
{
this.pack_renderer.syncRenderData();
var read_pts = this.pack_renderer.render_points;
//var read_pts = target_creature.global_pts;
var read_uvs = this.pack_renderer.render_uvs;
this.UpdateRenderData(read_pts, read_uvs);
//this.UpdateCreatureBounds();
this.dirty = true;
};
CreaturePackRenderer.prototype.UpdateRenderData = function(inputVerts, inputUVs)
{
var write_pt_index = 0;
for(var i = 0; i < this.pack_renderer.render_points.length; i+=2)
{
this.verticies[i] = this.pack_renderer.render_points[i];
this.verticies[i + 1] = -this.pack_renderer.render_points[i + 1];
this.uvs[i] = this.pack_renderer.render_uvs[i];
this.uvs[i + 1] = this.pack_renderer.render_uvs[i + 1];
}
};