babylon.spriteManager.js 11 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var SpriteManager = (function () {
  4. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  5. if (epsilon === void 0) { epsilon = 0.01; }
  6. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  7. this.name = name;
  8. this.sprites = new Array();
  9. this.renderingGroupId = 0;
  10. this.layerMask = 0x0FFFFFFF;
  11. this.fogEnabled = true;
  12. this.isPickable = false;
  13. /**
  14. * An event triggered when the manager is disposed.
  15. * @type {BABYLON.Observable}
  16. */
  17. this.onDisposeObservable = new BABYLON.Observable();
  18. this._vertexBuffers = {};
  19. this._capacity = capacity;
  20. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  21. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  22. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  23. if (cellSize.width && cellSize.height) {
  24. this.cellWidth = cellSize.width;
  25. this.cellHeight = cellSize.height;
  26. }
  27. else if (cellSize !== undefined) {
  28. this.cellWidth = cellSize;
  29. this.cellHeight = cellSize;
  30. }
  31. else {
  32. return;
  33. }
  34. this._scene = scene;
  35. this._scene.spriteManagers.push(this);
  36. var indices = [];
  37. var index = 0;
  38. for (var count = 0; count < capacity; count++) {
  39. indices.push(index);
  40. indices.push(index + 1);
  41. indices.push(index + 2);
  42. indices.push(index);
  43. indices.push(index + 2);
  44. indices.push(index + 3);
  45. index += 4;
  46. }
  47. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  48. // VBO
  49. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  50. this._vertexData = new Float32Array(capacity * 16 * 4);
  51. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  52. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  53. var options = this._buffer.createVertexBuffer("options", 4, 4);
  54. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  55. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  56. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57. this._vertexBuffers["options"] = options;
  58. this._vertexBuffers["cellInfo"] = cellInfo;
  59. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  60. // Effects
  61. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  62. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  63. }
  64. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  65. set: function (callback) {
  66. if (this._onDisposeObserver) {
  67. this.onDisposeObservable.remove(this._onDisposeObserver);
  68. }
  69. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  70. },
  71. enumerable: true,
  72. configurable: true
  73. });
  74. Object.defineProperty(SpriteManager.prototype, "texture", {
  75. get: function () {
  76. return this._spriteTexture;
  77. },
  78. set: function (value) {
  79. this._spriteTexture = value;
  80. },
  81. enumerable: true,
  82. configurable: true
  83. });
  84. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  85. var arrayOffset = index * 16;
  86. if (offsetX === 0)
  87. offsetX = this._epsilon;
  88. else if (offsetX === 1)
  89. offsetX = 1 - this._epsilon;
  90. if (offsetY === 0)
  91. offsetY = this._epsilon;
  92. else if (offsetY === 1)
  93. offsetY = 1 - this._epsilon;
  94. this._vertexData[arrayOffset] = sprite.position.x;
  95. this._vertexData[arrayOffset + 1] = sprite.position.y;
  96. this._vertexData[arrayOffset + 2] = sprite.position.z;
  97. this._vertexData[arrayOffset + 3] = sprite.angle;
  98. this._vertexData[arrayOffset + 4] = sprite.width;
  99. this._vertexData[arrayOffset + 5] = sprite.height;
  100. this._vertexData[arrayOffset + 6] = offsetX;
  101. this._vertexData[arrayOffset + 7] = offsetY;
  102. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  103. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  104. var offset = (sprite.cellIndex / rowSize) >> 0;
  105. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  106. this._vertexData[arrayOffset + 11] = offset;
  107. // Color
  108. this._vertexData[arrayOffset + 12] = sprite.color.r;
  109. this._vertexData[arrayOffset + 13] = sprite.color.g;
  110. this._vertexData[arrayOffset + 14] = sprite.color.b;
  111. this._vertexData[arrayOffset + 15] = sprite.color.a;
  112. };
  113. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  114. var count = Math.min(this._capacity, this.sprites.length);
  115. var min = BABYLON.Vector3.Zero();
  116. var max = BABYLON.Vector3.Zero();
  117. var distance = Number.MAX_VALUE;
  118. var currentSprite;
  119. var cameraSpacePosition = BABYLON.Vector3.Zero();
  120. var cameraView = camera.getViewMatrix();
  121. for (var index = 0; index < count; index++) {
  122. var sprite = this.sprites[index];
  123. if (!sprite) {
  124. continue;
  125. }
  126. if (predicate) {
  127. if (!predicate(sprite)) {
  128. continue;
  129. }
  130. }
  131. else if (!sprite.isPickable) {
  132. continue;
  133. }
  134. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  135. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  136. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  137. if (ray.intersectsBoxMinMax(min, max)) {
  138. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  139. if (distance > currentDistance) {
  140. distance = currentDistance;
  141. currentSprite = sprite;
  142. if (fastCheck) {
  143. break;
  144. }
  145. }
  146. }
  147. }
  148. if (currentSprite) {
  149. var result = new BABYLON.PickingInfo();
  150. result.hit = true;
  151. result.pickedSprite = currentSprite;
  152. result.distance = distance;
  153. return result;
  154. }
  155. return null;
  156. };
  157. SpriteManager.prototype.render = function () {
  158. // Check
  159. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  160. return;
  161. var engine = this._scene.getEngine();
  162. var baseSize = this._spriteTexture.getBaseSize();
  163. // Sprites
  164. var deltaTime = engine.getDeltaTime();
  165. var max = Math.min(this._capacity, this.sprites.length);
  166. var rowSize = baseSize.width / this.cellWidth;
  167. var offset = 0;
  168. for (var index = 0; index < max; index++) {
  169. var sprite = this.sprites[index];
  170. if (!sprite) {
  171. continue;
  172. }
  173. sprite._animate(deltaTime);
  174. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  175. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  176. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  177. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  178. }
  179. this._buffer.update(this._vertexData);
  180. // Render
  181. var effect = this._effectBase;
  182. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  183. effect = this._effectFog;
  184. }
  185. engine.enableEffect(effect);
  186. var viewMatrix = this._scene.getViewMatrix();
  187. effect.setTexture("diffuseSampler", this._spriteTexture);
  188. effect.setMatrix("view", viewMatrix);
  189. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  190. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  191. // Fog
  192. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  193. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  194. effect.setColor3("vFogColor", this._scene.fogColor);
  195. }
  196. // VBOs
  197. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  198. // Draw order
  199. engine.setDepthFunctionToLessOrEqual();
  200. effect.setBool("alphaTest", true);
  201. engine.setColorWrite(false);
  202. engine.draw(true, 0, max * 6);
  203. engine.setColorWrite(true);
  204. effect.setBool("alphaTest", false);
  205. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  206. engine.draw(true, 0, max * 6);
  207. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  208. };
  209. SpriteManager.prototype.dispose = function () {
  210. if (this._buffer) {
  211. this._buffer.dispose();
  212. this._buffer = null;
  213. }
  214. if (this._indexBuffer) {
  215. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  216. this._indexBuffer = null;
  217. }
  218. if (this._spriteTexture) {
  219. this._spriteTexture.dispose();
  220. this._spriteTexture = null;
  221. }
  222. // Remove from scene
  223. var index = this._scene.spriteManagers.indexOf(this);
  224. this._scene.spriteManagers.splice(index, 1);
  225. // Callback
  226. this.onDisposeObservable.notifyObservers(this);
  227. this.onDisposeObservable.clear();
  228. };
  229. return SpriteManager;
  230. }());
  231. BABYLON.SpriteManager = SpriteManager;
  232. })(BABYLON || (BABYLON = {}));