|
1 | | -var DeferredRenderer = function (renderer, src, interpolationPercentage, camera) |
| 1 | +var DeferredRenderer = function (renderer, lightLayer, interpolationPercentage, camera) |
2 | 2 | { |
| 3 | + var spriteList = lightLayer.sprites; |
| 4 | + var length = spriteList.length; |
| 5 | + var batch = renderer.spriteBatch; |
| 6 | + var gl = renderer.gl; |
| 7 | + |
3 | 8 | if (this.renderMask !== this.renderFlags) |
4 | 9 | { |
5 | 10 | return; |
6 | 11 | } |
| 12 | + |
| 13 | + if (renderer.currentRenderer !== null) |
| 14 | + { |
| 15 | + renderer.currentRenderer.flush(); |
| 16 | + } |
| 17 | + |
| 18 | + batch.bind(lightLayer.gBufferShaderPass); |
| 19 | + batch.indexBufferObject.bind(); |
| 20 | + lightLayer.updateLights(renderer, camera, this.lightPassShader); |
| 21 | + |
| 22 | + gl.bindFramebuffer(gl.FRAMEBUFFER, lightLayer.gBufferFbo); |
| 23 | + gl.clearColor(0, 0, 0, 0); |
| 24 | + gl.clear(gl.COLOR_BUFFER_BIT); |
| 25 | + for (var index = 0; index < length; ++index) |
| 26 | + { |
| 27 | + var spriteNormalPair = spriteList[index]; |
| 28 | + var gameObject = spriteNormalPair.spriteRef; |
| 29 | + |
| 30 | + /* Inlined function of add sprite modified. */ |
| 31 | + { |
| 32 | + var tempMatrix = batch.tempMatrix; |
| 33 | + var frame = gameObject.frame; |
| 34 | + var forceFlipY = (frame.texture.source[frame.sourceIndex].glTexture.isRenderTexture ? true : false); |
| 35 | + var flipX = gameObject.flipX; |
| 36 | + var flipY = gameObject.flipY ^ forceFlipY; |
| 37 | + var vertexDataBuffer = batch.vertexDataBuffer; |
| 38 | + var vertexBufferObjectF32 = vertexDataBuffer.floatView; |
| 39 | + var vertexBufferObjectU32 = vertexDataBuffer.uintView; |
| 40 | + var vertexOffset = 0; |
| 41 | + var uvs = frame.uvs; |
| 42 | + var width = frame.width * (flipX ? -1 : 1); |
| 43 | + var height = frame.height * (flipY ? -1 : 1); |
| 44 | + var translateX = gameObject.x - camera.scrollX * gameObject.scrollFactorX; |
| 45 | + var translateY = gameObject.y - camera.scrollY * gameObject.scrollFactorY; |
| 46 | + var scaleX = gameObject.scaleX; |
| 47 | + var scaleY = gameObject.scaleY; |
| 48 | + var rotation = -gameObject.rotation; |
| 49 | + var tempMatrixMatrix = tempMatrix.matrix; |
| 50 | + var x = -gameObject.displayOriginX + frame.x + ((frame.width) * (flipX ? 1 : 0.0)); |
| 51 | + var y = -gameObject.displayOriginY + frame.y + ((frame.height) * (flipY ? 1 : 0.0)); |
| 52 | + var xw = x + width; |
| 53 | + var yh = y + height; |
| 54 | + var cameraMatrix = camera.matrix.matrix; |
| 55 | + var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3; |
| 56 | + var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf; |
| 57 | + var alphaTL = gameObject._alphaTL; |
| 58 | + var alphaTR = gameObject._alphaTR; |
| 59 | + var alphaBL = gameObject._alphaBL; |
| 60 | + var alphaBR = gameObject._alphaBR; |
| 61 | + var tintTL = gameObject._tintTL; |
| 62 | + var tintTR = gameObject._tintTR; |
| 63 | + var tintBL = gameObject._tintBL; |
| 64 | + var tintBR = gameObject._tintBR; |
| 65 | + |
| 66 | + tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY); |
| 67 | + |
| 68 | + sra = tempMatrixMatrix[0]; |
| 69 | + srb = tempMatrixMatrix[1]; |
| 70 | + src = tempMatrixMatrix[2]; |
| 71 | + srd = tempMatrixMatrix[3]; |
| 72 | + sre = tempMatrixMatrix[4]; |
| 73 | + srf = tempMatrixMatrix[5]; |
| 74 | + |
| 75 | + cma = cameraMatrix[0]; |
| 76 | + cmb = cameraMatrix[1]; |
| 77 | + cmc = cameraMatrix[2]; |
| 78 | + cmd = cameraMatrix[3]; |
| 79 | + cme = cameraMatrix[4]; |
| 80 | + cmf = cameraMatrix[5]; |
| 81 | + |
| 82 | + mva = sra * cma + srb * cmc; |
| 83 | + mvb = sra * cmb + srb * cmd; |
| 84 | + mvc = src * cma + srd * cmc; |
| 85 | + mvd = src * cmb + srd * cmd; |
| 86 | + mve = sre * cma + srf * cmc + cme; |
| 87 | + mvf = sre * cmb + srf * cmd + cmf; |
| 88 | + |
| 89 | + tx0 = x * mva + y * mvc + mve; |
| 90 | + ty0 = x * mvb + y * mvd + mvf; |
| 91 | + tx1 = x * mva + yh * mvc + mve; |
| 92 | + ty1 = x * mvb + yh * mvd + mvf; |
| 93 | + tx2 = xw * mva + yh * mvc + mve; |
| 94 | + ty2 = xw * mvb + yh * mvd + mvf; |
| 95 | + tx3 = xw * mva + y * mvc + mve; |
| 96 | + ty3 = xw * mvb + y * mvd + mvf; |
| 97 | + |
| 98 | + |
| 99 | + if (renderer.currentTexture[0] !== frame.texture.source[frame.sourceIndex].glTexture || |
| 100 | + renderer.currentTexture[1] !== spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture) |
| 101 | + { |
| 102 | + batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget); |
| 103 | + renderer.setTexture(frame.texture.source[frame.sourceIndex].glTexture, 0); |
| 104 | + renderer.setTexture(spriteNormalPair.normalTextureRef.source[spriteNormalPair.spriteRef.frame.sourceIndex].glTexture, 1); |
| 105 | + } |
| 106 | + |
| 107 | + batch.drawIndexed = true; |
| 108 | + batch.drawingMesh = false; |
| 109 | + vertexOffset = vertexDataBuffer.allocate(24); |
| 110 | + batch.elementCount += 6; |
| 111 | + |
| 112 | + // Top Left |
| 113 | + vertexBufferObjectF32[vertexOffset++] = tx0; |
| 114 | + vertexBufferObjectF32[vertexOffset++] = ty0; |
| 115 | + vertexBufferObjectF32[vertexOffset++] = uvs.x0; |
| 116 | + vertexBufferObjectF32[vertexOffset++] = uvs.y0; |
| 117 | + vertexBufferObjectU32[vertexOffset++] = tintTL; |
| 118 | + vertexBufferObjectF32[vertexOffset++] = alphaTL; |
| 119 | + |
| 120 | + // Bottom Left |
| 121 | + vertexBufferObjectF32[vertexOffset++] = tx1; |
| 122 | + vertexBufferObjectF32[vertexOffset++] = ty1; |
| 123 | + vertexBufferObjectF32[vertexOffset++] = uvs.x1; |
| 124 | + vertexBufferObjectF32[vertexOffset++] = uvs.y1; |
| 125 | + vertexBufferObjectU32[vertexOffset++] = tintBL; |
| 126 | + vertexBufferObjectF32[vertexOffset++] = alphaBL; |
| 127 | + |
| 128 | + // Bottom Right |
| 129 | + vertexBufferObjectF32[vertexOffset++] = tx2; |
| 130 | + vertexBufferObjectF32[vertexOffset++] = ty2; |
| 131 | + vertexBufferObjectF32[vertexOffset++] = uvs.x2; |
| 132 | + vertexBufferObjectF32[vertexOffset++] = uvs.y2; |
| 133 | + vertexBufferObjectU32[vertexOffset++] = tintBR; |
| 134 | + vertexBufferObjectF32[vertexOffset++] = alphaBR; |
| 135 | + |
| 136 | + // Top Right |
| 137 | + vertexBufferObjectF32[vertexOffset++] = tx3; |
| 138 | + vertexBufferObjectF32[vertexOffset++] = ty3; |
| 139 | + vertexBufferObjectF32[vertexOffset++] = uvs.x3; |
| 140 | + vertexBufferObjectF32[vertexOffset++] = uvs.y3; |
| 141 | + vertexBufferObjectU32[vertexOffset++] = tintTR; |
| 142 | + vertexBufferObjectF32[vertexOffset++] = alphaTR; |
| 143 | + } |
| 144 | + } |
| 145 | + |
| 146 | + batch.flush(lightLayer.gBufferShaderPass, lightLayer.renderTarget); |
| 147 | + renderer.setTexture({texture: lightLayer.gBufferColorTex}, 0); |
| 148 | + renderer.setTexture({texture: lightLayer.gBufferNormalTex}, 1); |
| 149 | + |
| 150 | + gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| 151 | + gl.useProgram(lightLayer.lightPassShader.program); |
| 152 | + gl.bindBuffer(gl.ARRAY_BUFFER, lightLayer.lightPassVBO); |
| 153 | + gl.enableVertexAttribArray(0); |
| 154 | + gl.vertexAttribPointer(0, 2, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT, 0); |
| 155 | + gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 156 | + |
| 157 | + batch.bind(); |
7 | 158 | }; |
8 | 159 |
|
9 | 160 | module.exports = DeferredRenderer; |
0 commit comments