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| 1 | +/** |
| 2 | + * @author Richard Davey <rich@photonstorm.com> |
| 3 | + * @copyright 2020 Photon Storm Ltd. |
| 4 | + * @license {@link https://opensource.org/licenses/MIT|MIT License} |
| 5 | + */ |
| 6 | + |
| 7 | +var Class = require('../../../utils/Class'); |
| 8 | +var GetFastValue = require('../../../utils/object/GetFastValue'); |
| 9 | +var ShaderSourceFS = require('../shaders/Mesh-frag.js'); |
| 10 | +var ShaderSourceVS = require('../shaders/Mesh-vert.js'); |
| 11 | +var WebGLPipeline = require('../WebGLPipeline'); |
| 12 | + |
| 13 | +/** |
| 14 | + * @classdesc |
| 15 | + * TODO |
| 16 | + * |
| 17 | + * @class MeshPipeline |
| 18 | + * @extends Phaser.Renderer.WebGL.WebGLPipeline |
| 19 | + * @memberof Phaser.Renderer.WebGL.Pipelines |
| 20 | + * @constructor |
| 21 | + * @since 3.50.0 |
| 22 | + * |
| 23 | + * @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline. |
| 24 | + */ |
| 25 | +var MeshPipeline = new Class({ |
| 26 | + |
| 27 | + Extends: WebGLPipeline, |
| 28 | + |
| 29 | + initialize: |
| 30 | + |
| 31 | + function MeshPipeline (config) |
| 32 | + { |
| 33 | + var gl = config.game.renderer.gl; |
| 34 | + |
| 35 | + config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS), |
| 36 | + config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS), |
| 37 | + config.vertexCapacity = GetFastValue(config, 'vertexCapacity', 2048 * 8), |
| 38 | + config.vertexSize = GetFastValue(config, 'vertexSize', 32), |
| 39 | + config.attributes = GetFastValue(config, 'attributes', [ |
| 40 | + { |
| 41 | + name: 'aVertexPosition', |
| 42 | + size: 3, |
| 43 | + type: gl.FLOAT, |
| 44 | + normalized: false, |
| 45 | + offset: 0, |
| 46 | + enabled: false, |
| 47 | + location: -1 |
| 48 | + }, |
| 49 | + { |
| 50 | + name: 'aVertexNormal', |
| 51 | + size: 3, |
| 52 | + type: gl.FLOAT, |
| 53 | + normalized: false, |
| 54 | + offset: 12, |
| 55 | + enabled: false, |
| 56 | + location: -1 |
| 57 | + }, |
| 58 | + { |
| 59 | + name: 'aTextureCoord', |
| 60 | + size: 2, |
| 61 | + type: gl.FLOAT, |
| 62 | + normalized: false, |
| 63 | + offset: 24, |
| 64 | + enabled: false, |
| 65 | + location: -1 |
| 66 | + } |
| 67 | + ]); |
| 68 | + |
| 69 | + WebGLPipeline.call(this, config); |
| 70 | + |
| 71 | + /** |
| 72 | + * Float32 view of the array buffer containing the pipeline's vertices. |
| 73 | + * |
| 74 | + * @name Phaser.Renderer.WebGL.Pipelines.MeshPipeline#vertexViewF32 |
| 75 | + * @type {Float32Array} |
| 76 | + * @since 3.0.0 |
| 77 | + */ |
| 78 | + this.vertexViewF32 = new Float32Array(this.vertexData); |
| 79 | + |
| 80 | + this.forceZero = true; |
| 81 | + }, |
| 82 | + |
| 83 | + /** |
| 84 | + * Called every time the pipeline is bound by the renderer. |
| 85 | + * Sets the shader program, vertex buffer and other resources. |
| 86 | + * Should only be called when changing pipeline. |
| 87 | + * |
| 88 | + * @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#bind |
| 89 | + * @since 3.50.0 |
| 90 | + * |
| 91 | + * @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear? |
| 92 | + * |
| 93 | + * @return {this} This WebGLPipeline instance. |
| 94 | + */ |
| 95 | + bind: function (reset) |
| 96 | + { |
| 97 | + if (reset === undefined) { reset = false; } |
| 98 | + |
| 99 | + WebGLPipeline.prototype.bind.call(this, reset); |
| 100 | + |
| 101 | + var gl = this.gl; |
| 102 | + |
| 103 | + gl.enable(gl.DEPTH_TEST); |
| 104 | + gl.enable(gl.CULL_FACE); |
| 105 | + gl.cullFace(gl.BACK); |
| 106 | + |
| 107 | + return this; |
| 108 | + }, |
| 109 | + |
| 110 | + /** |
| 111 | + * This method is called every time a Game Object asks the Pipeline Manager to use this pipeline. |
| 112 | + * |
| 113 | + * Unlike the `bind` method, which is only called once per frame, this is called for every object |
| 114 | + * that requests it, allowing you to perform per-object GL set-up. |
| 115 | + * |
| 116 | + * @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#onBind |
| 117 | + * @since 3.50.0 |
| 118 | + * |
| 119 | + * @param {Phaser.GameObjects.Mesh} mesh - The Mesh that requested this pipeline. |
| 120 | + * |
| 121 | + * @return {this} This WebGLPipeline instance. |
| 122 | + */ |
| 123 | + onBind: function (mesh) |
| 124 | + { |
| 125 | + var program = this.program; |
| 126 | + var renderer = this.renderer; |
| 127 | + |
| 128 | + var camera = mesh.camera; |
| 129 | + var light = mesh.light; |
| 130 | + |
| 131 | + renderer.setMatrix4(program, 'uViewProjectionMatrix', false, camera.viewProjectionMatrix.val); |
| 132 | + |
| 133 | + renderer.setFloat3(program, 'uLightPosition', light.x, light.y, light.z); |
| 134 | + renderer.setFloat3(program, 'uLightAmbient', light.ambient.x, light.ambient.y, light.ambient.z); |
| 135 | + renderer.setFloat3(program, 'uLightDiffuse', light.diffuse.x, light.diffuse.y, light.diffuse.z); |
| 136 | + renderer.setFloat3(program, 'uLightSpecular', light.specular.x, light.specular.y, light.specular.z); |
| 137 | + renderer.setFloat3(program, 'uCameraPosition', camera.x, camera.y, camera.z); |
| 138 | + }, |
| 139 | + |
| 140 | + drawModel: function (mesh, model) |
| 141 | + { |
| 142 | + var program = this.program; |
| 143 | + var renderer = this.renderer; |
| 144 | + |
| 145 | + renderer.setMatrix4(program, 'uModelMatrix', false, model.transformMatrix.val); |
| 146 | + renderer.setMatrix4(program, 'uNormalMatrix', false, model.normalMatrix.val); |
| 147 | + |
| 148 | + renderer.setFloat3(program, 'uMaterialAmbient', model.ambient.x, model.ambient.y, model.ambient.z); |
| 149 | + renderer.setFloat3(program, 'uMaterialDiffuse', model.diffuse.x, model.diffuse.y, model.diffuse.z); |
| 150 | + renderer.setFloat3(program, 'uMaterialSpecular', model.specular.x, model.specular.y, model.specular.z); |
| 151 | + renderer.setFloat1(program, 'uMaterialShine', model.shine); |
| 152 | + |
| 153 | + renderer.setTextureZero(model.frame.glTexture); |
| 154 | + renderer.setInt1(program, 'uTexture', 0); |
| 155 | + |
| 156 | + // All the uniforms are finally bound, so now lets draw our faces! |
| 157 | + |
| 158 | + var vertexViewF32 = this.vertexViewF32; |
| 159 | + |
| 160 | + var vertices = model.vertices; |
| 161 | + |
| 162 | + for (var i = 0; i < vertices.length; i++) |
| 163 | + { |
| 164 | + if (this.shouldFlush(1)) |
| 165 | + { |
| 166 | + this.flush(); |
| 167 | + } |
| 168 | + |
| 169 | + var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1; |
| 170 | + |
| 171 | + var vert = vertices[i]; |
| 172 | + |
| 173 | + vertexViewF32[++vertexOffset] = vert.x; |
| 174 | + vertexViewF32[++vertexOffset] = vert.y; |
| 175 | + vertexViewF32[++vertexOffset] = vert.z; |
| 176 | + vertexViewF32[++vertexOffset] = vert.nx; |
| 177 | + vertexViewF32[++vertexOffset] = vert.ny; |
| 178 | + vertexViewF32[++vertexOffset] = vert.nz; |
| 179 | + vertexViewF32[++vertexOffset] = vert.u; |
| 180 | + vertexViewF32[++vertexOffset] = vert.v; |
| 181 | + |
| 182 | + this.vertexCount++; |
| 183 | + } |
| 184 | + |
| 185 | + this.flush(); |
| 186 | + } |
| 187 | + |
| 188 | +}); |
| 189 | + |
| 190 | +module.exports = MeshPipeline; |
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