babylon.spriteManager.js 7.4 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 (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  6. this.name = name;
  7. this.cellSize = cellSize;
  8. this.sprites = new Array();
  9. this.renderingGroupId = 0;
  10. this.fogEnabled = true;
  11. this._vertexDeclaration = [3, 4, 4, 4];
  12. this._vertexStrideSize = 15 * 4; // 15 floats per sprite (x, y, z, angle, size, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
  13. this._capacity = capacity;
  14. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  15. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  17. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  18. this._scene = scene;
  19. this._scene.spriteManagers.push(this);
  20. // VBO
  21. this._vertexDeclaration = [3, 4, 4, 4];
  22. this._vertexStrideSize = 15 * 4;
  23. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  24. var indices = [];
  25. var index = 0;
  26. for (var count = 0; count < capacity; count++) {
  27. indices.push(index);
  28. indices.push(index + 1);
  29. indices.push(index + 2);
  30. indices.push(index);
  31. indices.push(index + 2);
  32. indices.push(index + 3);
  33. index += 4;
  34. }
  35. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  36. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  37. // Effects
  38. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  39. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  40. }
  41. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  42. var arrayOffset = index * 15;
  43. if (offsetX === 0)
  44. offsetX = this._epsilon;
  45. else if (offsetX === 1)
  46. offsetX = 1 - this._epsilon;
  47. if (offsetY === 0)
  48. offsetY = this._epsilon;
  49. else if (offsetY === 1)
  50. offsetY = 1 - this._epsilon;
  51. this._vertices[arrayOffset] = sprite.position.x;
  52. this._vertices[arrayOffset + 1] = sprite.position.y;
  53. this._vertices[arrayOffset + 2] = sprite.position.z;
  54. this._vertices[arrayOffset + 3] = sprite.angle;
  55. this._vertices[arrayOffset + 4] = sprite.size;
  56. this._vertices[arrayOffset + 5] = offsetX;
  57. this._vertices[arrayOffset + 6] = offsetY;
  58. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  59. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  60. var offset = (sprite.cellIndex / rowSize) >> 0;
  61. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  62. this._vertices[arrayOffset + 10] = offset;
  63. // Color
  64. this._vertices[arrayOffset + 11] = sprite.color.r;
  65. this._vertices[arrayOffset + 12] = sprite.color.g;
  66. this._vertices[arrayOffset + 13] = sprite.color.b;
  67. this._vertices[arrayOffset + 14] = sprite.color.a;
  68. };
  69. SpriteManager.prototype.render = function () {
  70. // Check
  71. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  72. return;
  73. var engine = this._scene.getEngine();
  74. var baseSize = this._spriteTexture.getBaseSize();
  75. // Sprites
  76. var deltaTime = engine.getDeltaTime();
  77. var max = Math.min(this._capacity, this.sprites.length);
  78. var rowSize = baseSize.width / this.cellSize;
  79. var offset = 0;
  80. for (var index = 0; index < max; index++) {
  81. var sprite = this.sprites[index];
  82. if (!sprite) {
  83. continue;
  84. }
  85. sprite._animate(deltaTime);
  86. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  87. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  88. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  89. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  90. }
  91. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  92. // Render
  93. var effect = this._effectBase;
  94. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  95. effect = this._effectFog;
  96. }
  97. engine.enableEffect(effect);
  98. var viewMatrix = this._scene.getViewMatrix();
  99. effect.setTexture("diffuseSampler", this._spriteTexture);
  100. effect.setMatrix("view", viewMatrix);
  101. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  102. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  103. // Fog
  104. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  105. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  106. effect.setColor3("vFogColor", this._scene.fogColor);
  107. }
  108. // VBOs
  109. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  110. // Draw order
  111. effect.setBool("alphaTest", true);
  112. engine.setColorWrite(false);
  113. engine.draw(true, 0, max * 6);
  114. engine.setColorWrite(true);
  115. effect.setBool("alphaTest", false);
  116. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  117. engine.draw(true, 0, max * 6);
  118. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  119. };
  120. SpriteManager.prototype.dispose = function () {
  121. if (this._vertexBuffer) {
  122. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  123. this._vertexBuffer = null;
  124. }
  125. if (this._indexBuffer) {
  126. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  127. this._indexBuffer = null;
  128. }
  129. if (this._spriteTexture) {
  130. this._spriteTexture.dispose();
  131. this._spriteTexture = null;
  132. }
  133. // Remove from scene
  134. var index = this._scene.spriteManagers.indexOf(this);
  135. this._scene.spriteManagers.splice(index, 1);
  136. // Callback
  137. if (this.onDispose) {
  138. this.onDispose();
  139. }
  140. };
  141. return SpriteManager;
  142. })();
  143. BABYLON.SpriteManager = SpriteManager;
  144. })(BABYLON || (BABYLON = {}));
  145. //# sourceMappingURL=babylon.spriteManager.js.map