shadow-function
Version:
ioing lib - shadow Function, worker Function
329 lines (271 loc) • 11.9 kB
JavaScript
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
//-----------------------//
// 1. cc.Layer //
// 2. cc.LayerColor //
// 3. cc.LayerGradient //
//-----------------------//
/**
* cc.Layer's rendering objects of WebGL
*/
(function () {
cc.Layer.WebGLRenderCmd = function (renderable) {
this._rootCtor(renderable);
this._isBaked = false;
};
var proto = cc.Layer.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype);
proto.constructor = cc.Layer.WebGLRenderCmd;
proto._layerCmdCtor = cc.Layer.WebGLRenderCmd;
proto.bake = function () {
};
proto.unbake = function () {
};
proto._bakeForAddChild = function () {
};
})();
/**
* cc.LayerColor's rendering objects of WebGL
*/
(function () {
var FLOAT_PER_VERTEX = 4;
cc.LayerColor.WebGLRenderCmd = function (renderable) {
this._layerCmdCtor(renderable);
this._needDraw = true;
this._matrix = null;
this.initData(4);
this._color = new Uint32Array(1);
this._vertexBuffer = null;
this._shaderProgram = cc.shaderCache.programForKey(cc.SHADER_POSITION_COLOR);
};
var proto = cc.LayerColor.WebGLRenderCmd.prototype = Object.create(cc.Layer.WebGLRenderCmd.prototype);
proto.constructor = cc.LayerColor.WebGLRenderCmd;
proto.initData = function (vertexCount) {
this._data = new ArrayBuffer(16 * vertexCount);
this._positionView = new Float32Array(this._data);
this._colorView = new Uint32Array(this._data);
this._dataDirty = true;
};
proto.transform = function (parentCmd, recursive) {
this.originTransform(parentCmd, recursive);
var node = this._node,
width = node._contentSize.width,
height = node._contentSize.height;
var pos = this._positionView;
pos[FLOAT_PER_VERTEX] = width; // br.x
pos[FLOAT_PER_VERTEX * 2 + 1] = height; // tl.y
pos[FLOAT_PER_VERTEX * 3] = width; // tr.x
pos[FLOAT_PER_VERTEX * 3 + 1] = height; // tr.y
pos[2].z =
pos[FLOAT_PER_VERTEX + 2] =
pos[FLOAT_PER_VERTEX * 2 + 2] =
pos[FLOAT_PER_VERTEX * 3 + 2] = node._vertexZ;
this._dataDirty = true;
};
proto._updateColor = function () {
var color = this._displayedColor;
this._color[0] = ((this._displayedOpacity << 24) | (color.b << 16) | (color.g << 8) | color.r);
var colors = this._colorView;
for (var i = 0; i < 4; i++) {
colors[i * FLOAT_PER_VERTEX + 3] = this._color[0];
}
this._dataDirty = true;
};
proto.rendering = function (ctx) {
var gl = ctx || cc._renderContext;
var node = this._node;
if (!this._matrix) {
this._matrix = new cc.math.Matrix4();
this._matrix.identity();
}
var wt = this._worldTransform;
this._matrix.mat[0] = wt.a;
this._matrix.mat[4] = wt.c;
this._matrix.mat[12] = wt.tx;
this._matrix.mat[1] = wt.b;
this._matrix.mat[5] = wt.d;
this._matrix.mat[13] = wt.ty;
if (this._dataDirty) {
if (!this._vertexBuffer) {
this._vertexBuffer = gl.createBuffer();
}
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._data, gl.DYNAMIC_DRAW);
this._dataDirty = false;
}
this._glProgramState.apply(this._matrix);
cc.glBlendFunc(node._blendFunc.src, node._blendFunc.dst);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION);
gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR);
gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 16, 0);
gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 16, 12);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
proto.updateBlendFunc = function (blendFunc) {
};
})();
/**
* cc.LayerGradient's rendering objects of WebGL
*/
(function () {
var FLOAT_PER_VERTEX = 4;
cc.LayerGradient.WebGLRenderCmd = function (renderable) {
cc.LayerColor.WebGLRenderCmd.call(this, renderable);
this._needDraw = true;
this._clipRect = new cc.Rect();
this._clippingRectDirty = false;
};
var proto = cc.LayerGradient.WebGLRenderCmd.prototype = Object.create(cc.LayerColor.WebGLRenderCmd.prototype);
proto.constructor = cc.LayerGradient.WebGLRenderCmd;
proto.updateStatus = function () {
var flags = cc.Node._dirtyFlags, locFlag = this._dirtyFlag;
if (locFlag & flags.gradientDirty) {
this._dirtyFlag |= flags.colorDirty;
this._updateVertex();
this._dirtyFlag &= ~flags.gradientDirty;
}
this.originUpdateStatus();
};
proto._syncStatus = function (parentCmd) {
var flags = cc.Node._dirtyFlags, locFlag = this._dirtyFlag;
if (locFlag & flags.gradientDirty) {
this._dirtyFlag |= flags.colorDirty;
this._updateVertex();
this._dirtyFlag &= ~flags.gradientDirty;
}
this._originSyncStatus(parentCmd);
};
proto.transform = function (parentCmd, recursive) {
this.originTransform(parentCmd, recursive);
this._updateVertex();
};
proto._updateVertex = function () {
var node = this._node, stops = node._colorStops;
if (!stops || stops.length < 2)
return;
this._clippingRectDirty = true;
var i, stopsLen = stops.length, verticesLen = stopsLen * 2, contentSize = node._contentSize;
if (this._positionView.length / FLOAT_PER_VERTEX < verticesLen) {
this.initData(verticesLen);
}
//init vertex
var angle = Math.PI + cc.pAngleSigned(cc.p(0, -1), node._alongVector), locAnchor = cc.p(contentSize.width / 2, contentSize.height / 2);
var degrees = Math.round(cc.radiansToDegrees(angle));
var transMat = cc.affineTransformMake(1, 0, 0, 1, locAnchor.x, locAnchor.y);
transMat = cc.affineTransformRotate(transMat, angle);
var a, b;
if (degrees < 90) {
a = cc.p(-locAnchor.x, locAnchor.y);
b = cc.p(locAnchor.x, locAnchor.y);
} else if (degrees < 180) {
a = cc.p(locAnchor.x, locAnchor.y);
b = cc.p(locAnchor.x, -locAnchor.y);
} else if (degrees < 270) {
a = cc.p(locAnchor.x, -locAnchor.y);
b = cc.p(-locAnchor.x, -locAnchor.y);
} else {
a = cc.p(-locAnchor.x, -locAnchor.y);
b = cc.p(-locAnchor.x, locAnchor.y);
}
var sin = Math.sin(angle), cos = Math.cos(angle);
var tx = Math.abs((a.x * cos - a.y * sin) / locAnchor.x), ty = Math.abs((b.x * sin + b.y * cos) / locAnchor.y);
transMat = cc.affineTransformScale(transMat, tx, ty);
var pos = this._positionView;
for (i = 0; i < stopsLen; i++) {
var stop = stops[i], y = stop.p * contentSize.height;
var p0 = cc.pointApplyAffineTransform(-locAnchor.x, y - locAnchor.y, transMat);
var offset = i * 2 * FLOAT_PER_VERTEX;
pos[offset] = p0.x;
pos[offset + 1] = p0.y;
pos[offset + 2] = node._vertexZ;
var p1 = cc.pointApplyAffineTransform(contentSize.width - locAnchor.x, y - locAnchor.y, transMat);
offset += FLOAT_PER_VERTEX;
pos[offset] = p1.x;
pos[offset + 1] = p1.y;
pos[offset + 2] = node._vertexZ;
}
this._dataDirty = true;
};
proto._updateColor = function () {
var node = this._node, stops = node._colorStops;
if (!stops || stops.length < 2)
return;
var stopsLen = stops.length,
stopColor,
offset,
colors = this._colorView,
opacityf = this._displayedOpacity / 255;
for (i = 0; i < stopsLen; i++) {
stopColor = stops[i].color;
this._color[0] = ((stopColor.a*opacityf) << 24) | (stopColor.b << 16) | (stopColor.g << 8) | stopColor.r;
offset = i * 2 * FLOAT_PER_VERTEX;
colors[offset + 3] = this._color[0];
offset += FLOAT_PER_VERTEX;
colors[offset + 3] = this._color[0];
}
this._dataDirty = true;
};
proto.rendering = function (ctx) {
var context = ctx || cc._renderContext, node = this._node;
if (!this._matrix) {
this._matrix = new cc.math.Matrix4();
this._matrix.identity();
}
//it is too expensive to use stencil to clip, so it use Scissor,
//but it has a bug when layer rotated and layer's content size less than canvas's size.
var clippingRect = this._getClippingRect();
context.enable(context.SCISSOR_TEST);
cc.view.setScissorInPoints(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
var wt = this._worldTransform;
this._matrix.mat[0] = wt.a;
this._matrix.mat[4] = wt.c;
this._matrix.mat[12] = wt.tx;
this._matrix.mat[1] = wt.b;
this._matrix.mat[5] = wt.d;
this._matrix.mat[13] = wt.ty;
if (this._dataDirty) {
if (!this._vertexBuffer) {
this._vertexBuffer = gl.createBuffer();
}
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._data, gl.DYNAMIC_DRAW);
this._dataDirty = false;
}
//draw gradient layer
this._glProgramState.apply(this._matrix);
cc.glBlendFunc(node._blendFunc.src, node._blendFunc.dst);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION);
gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR);
gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 16, 0);
gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 16, 12);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
context.disable(context.SCISSOR_TEST);
};
proto._getClippingRect = function () {
if (this._clippingRectDirty) {
var node = this._node;
var rect = cc.rect(0, 0, node._contentSize.width, node._contentSize.height);
var trans = node.getNodeToWorldTransform();
this._clipRect = cc._rectApplyAffineTransformIn(rect, trans);
}
return this._clipRect;
};
})();