silver-fang-mini-game/node_modules/phaser/plugins/layer3d/MeshPipeline.js
2024-10-27 19:54:14 +02:00

289 lines
7.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../utils/Class');
var GetFastValue = require('../../../utils/object/GetFastValue');
var ShaderSourceFS = require('../shaders/Mesh-frag.js');
var ShaderSourceVS = require('../shaders/Mesh-vert.js');
var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
* TODO
*
* @class MeshPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
*/
var MeshPipeline = new Class({
Extends: WebGLPipeline,
initialize:
function MeshPipeline (config)
{
var gl = config.game.renderer.gl;
config.fragShader = GetFastValue(config, 'fragShader', ShaderSourceFS),
config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS),
config.vertexCapacity = GetFastValue(config, 'vertexCapacity', 8),
config.vertexSize = GetFastValue(config, 'vertexSize', 32),
config.attributes = GetFastValue(config, 'attributes', [
{
name: 'aVertexPosition',
size: 3,
type: gl.FLOAT,
normalized: false,
offset: 0,
enabled: false,
location: -1
},
{
name: 'aVertexNormal',
size: 3,
type: gl.FLOAT,
normalized: false,
offset: 12,
enabled: false,
location: -1
},
{
name: 'aTextureCoord',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 24,
enabled: false,
location: -1
}
]);
config.uniforms = GetFastValue(config, 'uniforms', [
'uViewProjectionMatrix',
'uLightPosition',
'uLightAmbient',
'uLightDiffuse',
'uLightSpecular',
'uCameraPosition',
'uFogColor',
'uFogNear',
'uFogFar',
'uModelMatrix',
'uNormalMatrix',
'uMaterialAmbient',
'uMaterialDiffuse',
'uMaterialSpecular',
'uMaterialShine',
'uTexture'
]);
WebGLPipeline.call(this, config);
this.forceZero = true;
// Cache structure:
// 0 fog near
// 1 fog far
// 2, 3, 4 model material ambient
// 5, 6, 7 model material diffuse
// 8, 9, 10 model material specular
// 11 model material shine
this.dirtyCache = [
-1,
-1,
-1, -1, -1,
-1, -1, -1,
-1, -1, -1,
-1
];
this.cullMode = 1029;
},
/**
* Called every time the pipeline is bound by the renderer.
* Sets the shader program, vertex buffer and other resources.
* Should only be called when changing pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#bind
* @since 3.50.0
*
* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
*
* @return {this} This WebGLPipeline instance.
*/
bind: function (reset)
{
if (reset === undefined) { reset = false; }
WebGLPipeline.prototype.bind.call(this, reset);
var gl = this.gl;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
return this;
},
/**
* This method is called every time a Game Object asks the Pipeline Manager to use this pipeline.
*
* Unlike the `bind` method, which is only called once per frame, this is called for every object
* that requests it, allowing you to perform per-object GL set-up.
*
* @method Phaser.Renderer.WebGL.Pipelines.MeshPipeline#onBind
* @since 3.50.0
*
* @param {Phaser.GameObjects.Mesh} mesh - The Mesh that requested this pipeline.
*
* @return {this} This WebGLPipeline instance.
*/
onBind: function (mesh)
{
var camera = mesh.camera;
if (camera.dirtyView || camera.dirtyProjection)
{
this.setMatrix4fv('uViewProjectionMatrix', false, camera.viewProjectionMatrix.val);
this.set3f('uCameraPosition', camera.x, camera.y, camera.z);
}
var light = mesh.light;
if (light.isDirty())
{
this.set3f('uLightPosition', light.x, light.y, light.z);
}
var ambient = light.ambient;
var diffuse = light.diffuse;
var specular = light.specular;
if (ambient.dirty)
{
this.set3f('uLightAmbient', ambient.r, ambient.g, ambient.b);
}
if (diffuse.dirty)
{
this.set3f('uLightDiffuse', diffuse.r, diffuse.g, diffuse.b);
}
if (specular.dirty)
{
this.set3f('uLightSpecular', specular.r, specular.g, specular.b);
}
var fogColor = mesh.fogColor;
if (fogColor.dirty)
{
this.set3f('uFogColor', fogColor.r, fogColor.g, fogColor.b);
}
var cache = this.dirtyCache;
var fogNear = mesh.fogNear;
var fogFar = mesh.fogFar;
if (cache[0] !== fogNear)
{
this.set1f('uFogNear', fogNear);
cache[0] = fogNear;
}
if (cache[1] !== fogFar)
{
this.set1f('uFogFar', fogFar);
cache[1] = fogFar;
}
this.set1i('uTexture', 0);
},
drawModel: function (mesh, model)
{
var cache = this.dirtyCache;
this.setMatrix4fv('uModelMatrix', false, model.transformMatrix.val);
this.setMatrix4fv('uNormalMatrix', false, model.normalMatrix.val);
var ambient = model.ambient;
if (!ambient.equals(cache[2], cache[3], cache[4]))
{
this.set3f('uMaterialAmbient', ambient.r, ambient.g, ambient.b);
cache[2] = ambient.r;
cache[3] = ambient.g;
cache[4] = ambient.b;
}
var diffuse = model.diffuse;
if (!diffuse.equals(cache[5], cache[6], cache[7]))
{
this.set3f('uMaterialDiffuse', diffuse.r, diffuse.g, diffuse.b);
cache[5] = diffuse.r;
cache[6] = diffuse.g;
cache[7] = diffuse.b;
}
var specular = model.specular;
if (!specular.equals(cache[8], cache[9], cache[10]))
{
this.set3f('uMaterialSpecular', specular.r, specular.g, specular.b);
cache[8] = specular.r;
cache[9] = specular.g;
cache[10] = specular.b;
}
var shine = model.shine;
if (!shine !== cache[11])
{
this.set1f('uMaterialShine', shine);
cache[11] = specular.b;
}
this.renderer.setTextureZero(model.frame.glTexture);
// All the uniforms are finally bound, so let's buffer our data
var gl = this.gl;
var cullMode = model.cullMode;
if (cullMode !== this.cullMode)
{
this.cullMode = cullMode;
gl.cullFace(cullMode);
}
// STATIC because the buffer data doesn't change, the uniforms do
gl.bufferData(gl.ARRAY_BUFFER, model.vertexData, gl.STATIC_DRAW);
gl.drawArrays(this.topology, 0, model.vertexCount);
}
});
module.exports = MeshPipeline;