Ver código fonte

Stupid me....

David Catuhe 8 anos atrás
pai
commit
aa33bfffe0

+ 0 - 1
Tools/Gulp/config.json

@@ -208,7 +208,6 @@
       "../../src/Cameras/babylon.stereoscopicCameras.js",
       "../../src/PostProcess/babylon.hdrRenderingPipeline.js",
       "../../src/Rendering/babylon.edgesRenderer.js",
-      "../../src/Rendering/babylon.quadframeRenderer.js",
       "../../src/PostProcess/babylon.tonemapPostProcess.js",
       "../../src/Probes/babylon.reflectionProbe.js",
       "../../src/Particles/babylon.solidParticle.js",

Diferenças do arquivo suprimidas por serem muito extensas
+ 5200 - 5219
dist/preview release/babylon.d.ts


+ 0 - 181
src/Rendering/babylon.quadframeRenderer.ts

@@ -1,181 +0,0 @@
-module BABYLON {
-
-    class Quadframe {
-        public ib: WebGLBuffer;
-        public buffers: { [key: string]: VertexBuffer; } = {};
-        public indicesCount: number;
-        public mesh: AbstractMesh;
-    }
-
-    export class QuadframeRenderer {
-        private _scene: Scene;
-        private _frames = new Array<Quadframe>();
-        private _lineShader: ShaderMaterial;
-
-        public color = BABYLON.Color3.White();
-
-        public constructor(scene: Scene) {
-            this._scene = scene;
-
-            scene.quadframeRenderers.push(this);
-
-            this._prepareRessources();
-        }
-
-        private _prepareRessources(): void {
-            if (this._lineShader) {
-                return;
-            }
-
-            this._lineShader = new ShaderMaterial("lineShader", this._scene, "simpleLine",
-                {
-                    attributes: ["position"],
-                    uniforms: ["worldViewProjection", "color"]
-                });
-
-            this._lineShader.disableDepthWrite = true;
-            this._lineShader.backFaceCulling = false;
-        }
-
-        public addMesh(mesh: AbstractMesh): void {
-            var frame = new Quadframe();
-            frame.mesh = mesh;
-
-            this._frames.push(frame);
-
-            this._generateQuadLines(frame);
-        }
-
-        public removeMesh(mesh: AbstractMesh): void {       
-            for (let index = 0; index < this._frames.length; index++) {
-
-                if (this._frames[index].mesh === mesh) {
-                    this._disposeFrame(this._frames[index]);
-                    this._frames.splice(index, 1);
-                    return;
-                }
-            }            
-        }
-
-        public render(): void {
-            if (!this._lineShader.isReady()) {
-                return;
-            }
-
-            var engine = this._scene.getEngine();
-            this._lineShader._preBind();
-
-            for (var index = 0; index < this._frames.length; index++) {
-                var frame = this._frames[index];
-
-                // VBOs
-                engine.bindBuffers(frame.buffers, frame.ib, this._lineShader.getEffect());
-
-                this._scene.resetCachedMaterial();
-                this._lineShader.setColor3("color", this.color);
-
-                this._lineShader.bind(frame.mesh.getWorldMatrix());
-
-                // Draw order
-                engine.draw(false, 0, frame.indicesCount);
-            }
-            this._lineShader.unbind();
-            engine.setDepthWrite(true);
-        }
-
-        private _disposeFrame(frame: Quadframe) {
-            frame.buffers[VertexBuffer.PositionKind].dispose();
-
-            this._scene.getEngine()._releaseBuffer(frame.ib);
-        }
-
-        public dispose(): void {
-            for (let index = 0; index < this._frames.length; index++) {
-                this._disposeFrame(this._frames[index]);
-            }
-            
-            this._lineShader.dispose();
-
-            var index = this._scene.quadframeRenderers.indexOf(this);
-
-            if (index !== -1) {
-                this._scene.quadframeRenderers.splice(index, 1);
-            }
-        }
-
-        private _checkInclusion(sourceIndices: number[], childIndices: number[], positions: number[] | Float32Array): number {
-            var includedIndices = [];
-            var sourceVector3 = Vector3.Zero();
-            var childVector3 = Vector3.Zero();
-
-            for (let index = 0; index < sourceIndices.length; index++) {
-
-                Vector3.FromArrayToRef(positions, sourceIndices[index], sourceVector3);
-                
-                for (let childIndex = 0; childIndex < childIndices.length; childIndex++) {
-                    Vector3.FromArrayToRef(positions, childIndices[childIndex], childVector3);
-
-                    if (childVector3.equalsWithEpsilon(sourceVector3)) {
-                        includedIndices.push(sourceIndices[index]);
-                    }
-                }
-            }
-            
-            if (includedIndices.length === 2) {
-                for (let index = 0; index < childIndices.length; index++) {
-                    if (includedIndices.indexOf(childIndices[index]) === -1) {
-                        return childIndices[index];
-                    }
-                }
-            }
-
-            return -1;
-        }
-
-        private _pumpPositions(positions: number[] | Float32Array, index: number, target: number[]) {
-            for (var coordinateIndex = 0; coordinateIndex < 3; coordinateIndex++) {
-                target.push(positions[index * 3 + coordinateIndex]);
-            }
-        }
-
-        private _generateQuadLines(frame: Quadframe): void {
-            var source = frame.mesh;
-            var positions = source.getVerticesData(VertexBuffer.PositionKind);
-            var indices = source.getIndices();            
-            var linesPositions = new Array<number>();
-            var linesIndices = new Array<number>();
-
-            // Go through faces
-            for (var index = 0; index < indices.length; index += 3) {
-                var sourceIndices = [indices[index], indices[index + 1], indices[index + 2]];
-
-                for (var childIndex = index + 3; childIndex < indices.length; childIndex += 3) {
-                    var childIndices = [indices[childIndex], indices[childIndex + 1], indices[childIndex + 2]];
-
-                    var fourthIndex = this._checkInclusion(sourceIndices, childIndices, positions);
-
-                    if (fourthIndex !== -1 && sourceIndices.indexOf(fourthIndex) === -1) {
-                        var currentCount = linesPositions.length / 3;
-
-                        this._pumpPositions(positions, indices[index], linesPositions);
-                        this._pumpPositions(positions, indices[index + 1], linesPositions);
-                        this._pumpPositions(positions, indices[index + 2], linesPositions);
-                        this._pumpPositions(positions, fourthIndex, linesPositions);
-
-                        linesIndices.push(currentCount); linesIndices.push(currentCount + 1);
-                        linesIndices.push(currentCount + 1); linesIndices.push(currentCount + 2);
-                        linesIndices.push(currentCount + 2); linesIndices.push(currentCount + 3);
-                        linesIndices.push(currentCount + 3); linesIndices.push(currentCount);
-                    }
-                }
-            }
-
-            // Merge into a single mesh
-            var engine = this._scene.getEngine();
-
-            frame.buffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, linesPositions, VertexBuffer.PositionKind, false);
-            frame.ib = engine.createIndexBuffer(linesIndices);
-            frame.indicesCount = linesIndices.length;
-        }
-    }
-}

+ 0 - 5
src/Shaders/simpleLine.fragment.fx

@@ -1,5 +0,0 @@
-uniform vec3 color;
-
-void main(void) {
-	gl_FragColor = vec4(color, 1.0);
-}

+ 0 - 9
src/Shaders/simpleLine.vertex.fx

@@ -1,9 +0,0 @@
-// Attributes
-attribute vec3 position;
-
-// Uniforms
-uniform mat4 worldViewProjection;
-
-void main(void) {
-	gl_Position = worldViewProjection * vec4(position, 1.0);
-}