WebGLSpriteRenderer.js 8.9 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';
  6. import { Vector3 } from '../../math/Vector3';
  7. import { Quaternion } from '../../math/Quaternion';
  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. scale: gl.getUniformLocation( program, 'scale' ),
  43. color: gl.getUniformLocation( program, 'color' ),
  44. map: gl.getUniformLocation( program, 'map' ),
  45. opacity: gl.getUniformLocation( program, 'opacity' ),
  46. modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
  47. projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
  48. fogType: gl.getUniformLocation( program, 'fogType' ),
  49. fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
  50. fogNear: gl.getUniformLocation( program, 'fogNear' ),
  51. fogFar: gl.getUniformLocation( program, 'fogFar' ),
  52. fogColor: gl.getUniformLocation( program, 'fogColor' ),
  53. fogDepth: gl.getUniformLocation( program, 'fogDepth' ),
  54. alphaTest: gl.getUniformLocation( program, 'alphaTest' )
  55. };
  56. var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  57. canvas.width = 8;
  58. canvas.height = 8;
  59. var context = canvas.getContext( '2d' );
  60. context.fillStyle = 'white';
  61. context.fillRect( 0, 0, 8, 8 );
  62. texture = new CanvasTexture( canvas );
  63. }
  64. this.render = function ( sprites, scene, camera ) {
  65. if ( sprites.length === 0 ) return;
  66. // setup gl
  67. if ( program === undefined ) {
  68. init();
  69. }
  70. state.useProgram( program );
  71. state.initAttributes();
  72. state.enableAttribute( attributes.position );
  73. state.enableAttribute( attributes.uv );
  74. state.disableUnusedAttributes();
  75. state.disable( gl.CULL_FACE );
  76. state.enable( gl.BLEND );
  77. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  78. gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
  79. gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  80. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  81. gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  82. state.activeTexture( gl.TEXTURE0 );
  83. gl.uniform1i( uniforms.map, 0 );
  84. var oldFogType = 0;
  85. var sceneFogType = 0;
  86. var fog = scene.fog;
  87. if ( fog ) {
  88. gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  89. if ( fog.isFog ) {
  90. gl.uniform1f( uniforms.fogNear, fog.near );
  91. gl.uniform1f( uniforms.fogFar, fog.far );
  92. gl.uniform1i( uniforms.fogType, 1 );
  93. oldFogType = 1;
  94. sceneFogType = 1;
  95. } else if ( fog.isFogExp2 ) {
  96. gl.uniform1f( uniforms.fogDensity, fog.density );
  97. gl.uniform1i( uniforms.fogType, 2 );
  98. oldFogType = 2;
  99. sceneFogType = 2;
  100. }
  101. } else {
  102. gl.uniform1i( uniforms.fogType, 0 );
  103. oldFogType = 0;
  104. sceneFogType = 0;
  105. }
  106. // update positions and sort
  107. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  108. var sprite = sprites[ i ];
  109. sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  110. sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
  111. }
  112. sprites.sort( painterSortStable );
  113. // render all sprites
  114. var scale = [];
  115. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  116. var sprite = sprites[ i ];
  117. var material = sprite.material;
  118. if ( material.visible === false ) continue;
  119. sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );
  120. gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  121. gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
  122. sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
  123. scale[ 0 ] = spriteScale.x;
  124. scale[ 1 ] = spriteScale.y;
  125. var fogType = 0;
  126. if ( scene.fog && material.fog ) {
  127. fogType = sceneFogType;
  128. }
  129. if ( oldFogType !== fogType ) {
  130. gl.uniform1i( uniforms.fogType, fogType );
  131. oldFogType = fogType;
  132. }
  133. if ( material.map !== null ) {
  134. gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  135. gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  136. } else {
  137. gl.uniform2f( uniforms.uvOffset, 0, 0 );
  138. gl.uniform2f( uniforms.uvScale, 1, 1 );
  139. }
  140. gl.uniform1f( uniforms.opacity, material.opacity );
  141. gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  142. gl.uniform1f( uniforms.rotation, material.rotation );
  143. gl.uniform2fv( uniforms.scale, scale );
  144. state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  145. state.buffers.depth.setTest( material.depthTest );
  146. state.buffers.depth.setMask( material.depthWrite );
  147. textures.setTexture2D( material.map || texture, 0 );
  148. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  149. sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );
  150. }
  151. // restore gl
  152. state.enable( gl.CULL_FACE );
  153. state.reset();
  154. };
  155. function createProgram() {
  156. var program = gl.createProgram();
  157. var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  158. var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  159. gl.shaderSource( vertexShader, [
  160. 'precision ' + capabilities.precision + ' float;',
  161. '#define SHADER_NAME ' + 'SpriteMaterial',
  162. 'uniform mat4 modelViewMatrix;',
  163. 'uniform mat4 projectionMatrix;',
  164. 'uniform float rotation;',
  165. 'uniform vec2 scale;',
  166. 'uniform vec2 uvOffset;',
  167. 'uniform vec2 uvScale;',
  168. 'attribute vec2 position;',
  169. 'attribute vec2 uv;',
  170. 'varying vec2 vUV;',
  171. 'varying float fogDepth;',
  172. 'void main() {',
  173. 'vUV = uvOffset + uv * uvScale;',
  174. 'vec2 alignedPosition = position * scale;',
  175. 'vec2 rotatedPosition;',
  176. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  177. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  178. 'vec4 mvPosition;',
  179. 'mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  180. 'mvPosition.xy += rotatedPosition;',
  181. 'gl_Position = projectionMatrix * mvPosition;',
  182. 'fogDepth = - mvPosition.z;',
  183. '}'
  184. ].join( '\n' ) );
  185. gl.shaderSource( fragmentShader, [
  186. 'precision ' + capabilities.precision + ' float;',
  187. '#define SHADER_NAME ' + 'SpriteMaterial',
  188. 'uniform vec3 color;',
  189. 'uniform sampler2D map;',
  190. 'uniform float opacity;',
  191. 'uniform int fogType;',
  192. 'uniform vec3 fogColor;',
  193. 'uniform float fogDensity;',
  194. 'uniform float fogNear;',
  195. 'uniform float fogFar;',
  196. 'uniform float alphaTest;',
  197. 'varying vec2 vUV;',
  198. 'varying float fogDepth;',
  199. 'void main() {',
  200. 'vec4 texture = texture2D( map, vUV );',
  201. 'if ( texture.a < alphaTest ) discard;',
  202. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  203. 'if ( fogType > 0 ) {',
  204. 'float fogFactor = 0.0;',
  205. 'if ( fogType == 1 ) {',
  206. 'fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
  207. '} else {',
  208. 'const float LOG2 = 1.442695;',
  209. 'fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
  210. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  211. '}',
  212. 'gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
  213. '}',
  214. '}'
  215. ].join( '\n' ) );
  216. gl.compileShader( vertexShader );
  217. gl.compileShader( fragmentShader );
  218. gl.attachShader( program, vertexShader );
  219. gl.attachShader( program, fragmentShader );
  220. gl.linkProgram( program );
  221. return program;
  222. }
  223. function painterSortStable( a, b ) {
  224. if ( a.renderOrder !== b.renderOrder ) {
  225. return a.renderOrder - b.renderOrder;
  226. } else if ( a.z !== b.z ) {
  227. return b.z - a.z;
  228. } else {
  229. return b.id - a.id;
  230. }
  231. }
  232. }
  233. export { WebGLSpriteRenderer };