WebGLSpriteRenderer.js 9.2 KB

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  1. /**
  2. * @author mikael emtinger / http://gomo.se/
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. import { CanvasTexture } from '../../textures/CanvasTexture.js';
  6. import { Vector3 } from '../../math/Vector3.js';
  7. import { Quaternion } from '../../math/Quaternion.js';
  8. function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
  9. var vertexBuffer, elementBuffer;
  10. var program, attributes, uniforms;
  11. var texture;
  12. // decompose matrixWorld
  13. var spritePosition = new Vector3();
  14. var spriteRotation = new Quaternion();
  15. var spriteScale = new Vector3();
  16. function init() {
  17. var vertices = new Float32Array( [
  18. - 0.5, - 0.5, 0, 0,
  19. 0.5, - 0.5, 1, 0,
  20. 0.5, 0.5, 1, 1,
  21. - 0.5, 0.5, 0, 1
  22. ] );
  23. var faces = new Uint16Array( [
  24. 0, 1, 2,
  25. 0, 2, 3
  26. ] );
  27. vertexBuffer = gl.createBuffer();
  28. elementBuffer = gl.createBuffer();
  29. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  30. gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  31. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  32. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  33. program = createProgram();
  34. attributes = {
  35. position: gl.getAttribLocation( program, 'position' ),
  36. uv: gl.getAttribLocation( program, 'uv' )
  37. };
  38. uniforms = {
  39. uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
  40. uvScale: gl.getUniformLocation( program, 'uvScale' ),
  41. rotation: gl.getUniformLocation( program, 'rotation' ),
  42. center: gl.getUniformLocation( program, 'center' ),
  43. scale: gl.getUniformLocation( program, 'scale' ),
  44. color: gl.getUniformLocation( program, 'color' ),
  45. map: gl.getUniformLocation( program, 'map' ),
  46. opacity: gl.getUniformLocation( program, 'opacity' ),
  47. modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
  48. projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
  49. fogType: gl.getUniformLocation( program, 'fogType' ),
  50. fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
  51. fogNear: gl.getUniformLocation( program, 'fogNear' ),
  52. fogFar: gl.getUniformLocation( program, 'fogFar' ),
  53. fogColor: gl.getUniformLocation( program, 'fogColor' ),
  54. fogDepth: gl.getUniformLocation( program, 'fogDepth' ),
  55. alphaTest: gl.getUniformLocation( program, 'alphaTest' )
  56. };
  57. var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  58. canvas.width = 8;
  59. canvas.height = 8;
  60. var context = canvas.getContext( '2d' );
  61. context.fillStyle = 'white';
  62. context.fillRect( 0, 0, 8, 8 );
  63. texture = new CanvasTexture( canvas );
  64. }
  65. this.render = function ( sprites, scene, camera ) {
  66. if ( sprites.length === 0 ) return;
  67. // setup gl
  68. if ( program === undefined ) {
  69. init();
  70. }
  71. state.useProgram( program );
  72. state.initAttributes();
  73. state.enableAttribute( attributes.position );
  74. state.enableAttribute( attributes.uv );
  75. state.disableUnusedAttributes();
  76. state.disable( gl.CULL_FACE );
  77. state.enable( gl.BLEND );
  78. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  79. gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
  80. gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  81. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  82. gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  83. state.activeTexture( gl.TEXTURE0 );
  84. gl.uniform1i( uniforms.map, 0 );
  85. var oldFogType = 0;
  86. var sceneFogType = 0;
  87. var fog = scene.fog;
  88. if ( fog ) {
  89. gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  90. if ( fog.isFog ) {
  91. gl.uniform1f( uniforms.fogNear, fog.near );
  92. gl.uniform1f( uniforms.fogFar, fog.far );
  93. gl.uniform1i( uniforms.fogType, 1 );
  94. oldFogType = 1;
  95. sceneFogType = 1;
  96. } else if ( fog.isFogExp2 ) {
  97. gl.uniform1f( uniforms.fogDensity, fog.density );
  98. gl.uniform1i( uniforms.fogType, 2 );
  99. oldFogType = 2;
  100. sceneFogType = 2;
  101. }
  102. } else {
  103. gl.uniform1i( uniforms.fogType, 0 );
  104. oldFogType = 0;
  105. sceneFogType = 0;
  106. }
  107. // update positions and sort
  108. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  109. var sprite = sprites[ i ];
  110. sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  111. sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
  112. }
  113. sprites.sort( painterSortStable );
  114. // render all sprites
  115. var scale = [];
  116. var center = [];
  117. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  118. var sprite = sprites[ i ];
  119. var material = sprite.material;
  120. if ( material.visible === false ) continue;
  121. sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );
  122. gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  123. gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
  124. sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
  125. scale[ 0 ] = spriteScale.x;
  126. scale[ 1 ] = spriteScale.y;
  127. center[ 0 ] = sprite.center.x - 0.5;
  128. center[ 1 ] = sprite.center.y - 0.5;
  129. var fogType = 0;
  130. if ( scene.fog && material.fog ) {
  131. fogType = sceneFogType;
  132. }
  133. if ( oldFogType !== fogType ) {
  134. gl.uniform1i( uniforms.fogType, fogType );
  135. oldFogType = fogType;
  136. }
  137. if ( material.map !== null ) {
  138. gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  139. gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  140. } else {
  141. gl.uniform2f( uniforms.uvOffset, 0, 0 );
  142. gl.uniform2f( uniforms.uvScale, 1, 1 );
  143. }
  144. gl.uniform1f( uniforms.opacity, material.opacity );
  145. gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  146. gl.uniform1f( uniforms.rotation, material.rotation );
  147. gl.uniform2fv( uniforms.center, center );
  148. gl.uniform2fv( uniforms.scale, scale );
  149. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  150. state.buffers.depth.setTest( material.depthTest );
  151. state.buffers.depth.setMask( material.depthWrite );
  152. state.buffers.color.setMask( material.colorWrite );
  153. textures.setTexture2D( material.map || texture, 0 );
  154. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  155. sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );
  156. }
  157. // restore gl
  158. state.enable( gl.CULL_FACE );
  159. state.reset();
  160. };
  161. function createProgram() {
  162. var program = gl.createProgram();
  163. var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  164. var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  165. gl.shaderSource( vertexShader, [
  166. 'precision ' + capabilities.precision + ' float;',
  167. '#define SHADER_NAME ' + 'SpriteMaterial',
  168. 'uniform mat4 modelViewMatrix;',
  169. 'uniform mat4 projectionMatrix;',
  170. 'uniform float rotation;',
  171. 'uniform vec2 center;',
  172. 'uniform vec2 scale;',
  173. 'uniform vec2 uvOffset;',
  174. 'uniform vec2 uvScale;',
  175. 'attribute vec2 position;',
  176. 'attribute vec2 uv;',
  177. 'varying vec2 vUV;',
  178. 'varying float fogDepth;',
  179. 'void main() {',
  180. ' vUV = uvOffset + uv * uvScale;',
  181. ' vec2 alignedPosition = ( position - center ) * scale;',
  182. ' vec2 rotatedPosition;',
  183. ' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  184. ' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  185. ' vec4 mvPosition;',
  186. ' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  187. ' mvPosition.xy += rotatedPosition;',
  188. ' gl_Position = projectionMatrix * mvPosition;',
  189. ' fogDepth = - mvPosition.z;',
  190. '}'
  191. ].join( '\n' ) );
  192. gl.shaderSource( fragmentShader, [
  193. 'precision ' + capabilities.precision + ' float;',
  194. '#define SHADER_NAME ' + 'SpriteMaterial',
  195. 'uniform vec3 color;',
  196. 'uniform sampler2D map;',
  197. 'uniform float opacity;',
  198. 'uniform int fogType;',
  199. 'uniform vec3 fogColor;',
  200. 'uniform float fogDensity;',
  201. 'uniform float fogNear;',
  202. 'uniform float fogFar;',
  203. 'uniform float alphaTest;',
  204. 'varying vec2 vUV;',
  205. 'varying float fogDepth;',
  206. 'void main() {',
  207. ' vec4 texture = texture2D( map, vUV );',
  208. ' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  209. ' if ( gl_FragColor.a < alphaTest ) discard;',
  210. ' if ( fogType > 0 ) {',
  211. ' float fogFactor = 0.0;',
  212. ' if ( fogType == 1 ) {',
  213. ' fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
  214. ' } else {',
  215. ' const float LOG2 = 1.442695;',
  216. ' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
  217. ' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  218. ' }',
  219. ' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
  220. ' }',
  221. '}'
  222. ].join( '\n' ) );
  223. gl.compileShader( vertexShader );
  224. gl.compileShader( fragmentShader );
  225. gl.attachShader( program, vertexShader );
  226. gl.attachShader( program, fragmentShader );
  227. gl.linkProgram( program );
  228. return program;
  229. }
  230. function painterSortStable( a, b ) {
  231. if ( a.renderOrder !== b.renderOrder ) {
  232. return a.renderOrder - b.renderOrder;
  233. } else if ( a.z !== b.z ) {
  234. return b.z - a.z;
  235. } else {
  236. return b.id - a.id;
  237. }
  238. }
  239. }
  240. export { WebGLSpriteRenderer };