babylon.spriteManager.ts 11 KB

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