shadow-function
Version:
ioing lib - shadow Function, worker Function
333 lines (286 loc) • 12 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.
****************************************************************************/
//Sprite's WebGL render command
(function () {
cc.Sprite.WebGLRenderCmd = function (renderable) {
this._rootCtor(renderable);
this._needDraw = true;
this._vertices = [
{x: 0, y: 0, u: 0, v: 0}, // tl
{x: 0, y: 0, u: 0, v: 0}, // bl
{x: 0, y: 0, u: 0, v: 0}, // tr
{x: 0, y: 0, u: 0, v: 0} // br
];
this._color = new Uint32Array(1);
this._dirty = false;
this._recursiveDirty = false;
this._shaderProgram = cc.shaderCache.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR);
};
var proto = cc.Sprite.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype);
proto.constructor = cc.Sprite.WebGLRenderCmd;
proto._spriteCmdCtor = cc.Sprite.WebGLRenderCmd;
proto.updateBlendFunc = function (blendFunc) {
};
proto.setDirtyFlag = function (dirtyFlag) {
cc.Node.WebGLRenderCmd.prototype.setDirtyFlag.call(this, dirtyFlag);
this._dirty = true;
};
proto.setDirtyRecursively = function (value) {
this._recursiveDirty = value;
this._dirty = value;
// recursively set dirty
var locChildren = this._node._children, child, l = locChildren ? locChildren.length : 0;
for (var i = 0; i < l; i++) {
child = locChildren[i];
(child instanceof cc.Sprite) && child._renderCmd.setDirtyRecursively(value);
}
};
proto._setBatchNodeForAddChild = function (child) {
var node = this._node;
if (node._batchNode) {
if (!(child instanceof cc.Sprite)) {
cc.log(cc._LogInfos.Sprite_addChild);
return false;
}
if (child.texture._webTextureObj !== node.textureAtlas.texture._webTextureObj)
cc.log(cc._LogInfos.Sprite_addChild_2);
//put it in descendants array of batch node
node._batchNode.appendChild(child);
if (!node._reorderChildDirty)
node._setReorderChildDirtyRecursively();
}
return true;
};
proto._handleTextureForRotatedTexture = function (texture) {
return texture;
};
proto.isFrameDisplayed = function (frame) {
var node = this._node;
return (cc.rectEqualToRect(frame.getRect(), node._rect) && frame.getTexture().getName() === node._texture.getName()
&& cc.pointEqualToPoint(frame.getOffset(), node._unflippedOffsetPositionFromCenter));
};
proto._textureLoadedCallback = function (sender) {
if (this._textureLoaded)
return;
this._textureLoaded = true;
var locRect = this._rect;
if (!locRect) {
locRect = cc.rect(0, 0, sender.width, sender.height);
} else if (cc._rectEqualToZero(locRect)) {
locRect.width = sender.width;
locRect.height = sender.height;
}
this.texture = sender;
this.setTextureRect(locRect, this._rectRotated);
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
this.setBatchNode(this._batchNode);
this.dispatchEvent("load");
// Force refresh the render command list
cc.renderer.childrenOrderDirty = true;
};
proto._setTextureCoords = function (rect, needConvert) {
if (needConvert === undefined)
needConvert = true;
if (needConvert)
rect = cc.rectPointsToPixels(rect);
var node = this._node;
var tex = node._batchNode ? node.textureAtlas.texture : node._texture;
var uvs = this._vertices;
if (!tex)
return;
var atlasWidth = tex.pixelsWidth;
var atlasHeight = tex.pixelsHeight;
var left, right, top, bottom, tempSwap;
if (node._rectRotated) {
if (cc.FIX_ARTIFACTS_BY_STRECHING_TEXEL) {
left = (2 * rect.x + 1) / (2 * atlasWidth);
right = left + (rect.height * 2 - 2) / (2 * atlasWidth);
top = (2 * rect.y + 1) / (2 * atlasHeight);
bottom = top + (rect.width * 2 - 2) / (2 * atlasHeight);
} else {
left = rect.x / atlasWidth;
right = (rect.x + rect.height) / atlasWidth;
top = rect.y / atlasHeight;
bottom = (rect.y + rect.width) / atlasHeight;
}
if (node._flippedX) {
tempSwap = top;
top = bottom;
bottom = tempSwap;
}
if (node._flippedY) {
tempSwap = left;
left = right;
right = tempSwap;
}
uvs[0].u = right; // tl
uvs[0].v = top; // tl
uvs[1].u = left; // bl
uvs[1].v = top; // bl
uvs[2].u = right; // tr
uvs[2].v = bottom; // tr
uvs[3].u = left; // br
uvs[3].v = bottom; // br
} else {
if (cc.FIX_ARTIFACTS_BY_STRECHING_TEXEL) {
left = (2 * rect.x + 1) / (2 * atlasWidth);
right = left + (rect.width * 2 - 2) / (2 * atlasWidth);
top = (2 * rect.y + 1) / (2 * atlasHeight);
bottom = top + (rect.height * 2 - 2) / (2 * atlasHeight);
} else {
left = rect.x / atlasWidth;
right = (rect.x + rect.width) / atlasWidth;
top = rect.y / atlasHeight;
bottom = (rect.y + rect.height) / atlasHeight;
}
if (node._flippedX) {
tempSwap = left;
left = right;
right = tempSwap;
}
if (node._flippedY) {
tempSwap = top;
top = bottom;
bottom = tempSwap;
}
uvs[0].u = left; // tl
uvs[0].v = top; // tl
uvs[1].u = left; // bl
uvs[1].v = bottom; // bl
uvs[2].u = right; // tr
uvs[2].v = top; // tr
uvs[3].u = right; // br
uvs[3].v = bottom; // br
}
};
proto._setColorDirty = function () {
};
proto._updateBlendFunc = function () {
if (this._batchNode) {
cc.log(cc._LogInfos.Sprite__updateBlendFunc);
return;
}
// it's possible to have an untextured sprite
var node = this._node,
blendFunc = node._blendFunc;
if (!node._texture || !node._texture.hasPremultipliedAlpha()) {
if (blendFunc.src === cc.ONE && blendFunc.dst === cc.BLEND_DST) {
blendFunc.src = cc.SRC_ALPHA;
}
node.opacityModifyRGB = false;
} else {
if (blendFunc.src === cc.SRC_ALPHA && blendFunc.dst === cc.BLEND_DST) {
blendFunc.src = cc.ONE;
}
node.opacityModifyRGB = true;
}
};
proto._setTexture = function (texture) {
var node = this._node;
if (node._texture !== texture) {
node._textureLoaded = texture ? texture._textureLoaded : false;
node._texture = texture;
// Update texture rect and blend func
if (texture) {
var texSize = texture._contentSize;
var rect = cc.rect(0, 0, texSize.width, texSize.height);
node.setTextureRect(rect);
this._updateBlendFunc();
}
if (node._textureLoaded) {
// Force refresh the render command list
cc.renderer.childrenOrderDirty = true;
}
}
};
proto._checkTextureBoundary = function (texture, rect, rotated) {
if (texture && texture.url) {
var _x, _y;
if (rotated) {
_x = rect.x + rect.height;
_y = rect.y + rect.width;
} else {
_x = rect.x + rect.width;
_y = rect.y + rect.height;
}
if (_x > texture.width) {
cc.error(cc._LogInfos.RectWidth, texture.url);
}
if (_y > texture.height) {
cc.error(cc._LogInfos.RectHeight, texture.url);
}
}
};
proto.transform = function (parentCmd, recursive) {
this.originTransform(parentCmd, recursive);
var node = this._node,
lx = node._offsetPosition.x, rx = lx + node._rect.width,
by = node._offsetPosition.y, ty = by + node._rect.height,
wt = this._worldTransform,
wtx = wt.tx, wty = wt.ty,
lxa = lx * wt.a, lxb = lx * wt.b, rxa = rx * wt.a, rxb = rx * wt.b,
tyc = ty * wt.c, tyd = ty * wt.d, byc = by * wt.c, byd = by * wt.d;
var vertices = this._vertices;
vertices[0].x = lxa + tyc + wtx; // tl
vertices[0].y = lxb + tyd + wty;
vertices[1].x = lxa + byc + wtx; // bl
vertices[1].y = lxb + byd + wty;
vertices[2].x = rxa + tyc + wtx; // tr
vertices[2].y = rxb + tyd + wty;
vertices[3].x = rxa + byc + wtx; // br
vertices[3].y = rxb + byd + wty;
};
proto.needDraw = function () {
var node = this._node, locTexture = node._texture;
return (this._needDraw && locTexture);
};
proto.uploadData = function (f32buffer, ui32buffer, vertexDataOffset) {
var node = this._node, locTexture = node._texture;
if (!(locTexture && locTexture._textureLoaded && node._rect.width && node._rect.height) || !this._displayedOpacity)
return 0;
// Fill in vertex data with quad information (4 vertices for sprite)
var opacity = this._displayedOpacity;
var r = this._displayedColor.r,
g = this._displayedColor.g,
b = this._displayedColor.b;
if (node._opacityModifyRGB) {
var a = opacity / 255;
r *= a;
g *= a;
b *= a;
}
this._color[0] = ((opacity << 24) | (b << 16) | (g << 8) | r);
var z = node._vertexZ;
var vertices = this._vertices;
var i, len = vertices.length, vertex, offset = vertexDataOffset;
for (i = 0; i < len; ++i) {
vertex = vertices[i];
f32buffer[offset] = vertex.x;
f32buffer[offset + 1] = vertex.y;
f32buffer[offset + 2] = z;
ui32buffer[offset + 3] = this._color[0];
f32buffer[offset + 4] = vertex.u;
f32buffer[offset + 5] = vertex.v;
offset += 6;
}
return len;
};
})();