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| import Base from '../core/Base';
import glMatrix from '../dep/glmatrix';
import glenum from '../core/glenum';
var mat4 = glMatrix.mat4;
var vec3 = glMatrix.vec3;
var vec4 = glMatrix.vec4;
var vec3Set = vec3.set;
var vec3Create = vec3.create;
var vec4Create = vec4.create;
var round = Math.round;
var PRIMITIVE_TRIANGLE = 1;
var PRIMITIVE_LINE = 2;
var PRIMITIVE_POINT = 3;
function PrimitivePool(constructor) {
this.ctor = constructor;
this._data = [];
this._size = 0;
}
PrimitivePool.prototype = {
pick: function () {
var data = this._data;
var size = this._size;
var obj = data[size];
if (! obj) {
// Constructor must have no parameters
obj = new this.ctor();
data[size] = obj;
}
this._size++;
return obj;
},
reset: function () {
this._size = 0;
},
shrink: function () {
this._data.length = this._size;
},
clear: function () {
this._data = [];
this._size = 0;
}
}
function Triangle() {
this.vertices = [vec4Create(), vec4Create(), vec4Create()];
this.color = vec4Create();
this.depth = 0;
}
Triangle.prototype.type = PRIMITIVE_TRIANGLE;
function Point() {
// Here use an array to make it more convinient to proccessing in _setPrimitive method
this.vertices = [vec4Create()];
this.color = vec4Create();
this.depth = 0;
}
Point.prototype.type = PRIMITIVE_POINT;
function Line() {
this.vertices = [vec4Create(), vec4Create()];
this.color = vec4Create();
this.depth = 0;
this.lineWidth = 1;
}
Line.prototype.type = PRIMITIVE_LINE;
function depthSortFunc(x, y) {
// Sort from far to near, which in depth of projection space is from larger to smaller
return y.depth - x.depth;
}
function vec3ToColorStr(v3) {
return 'rgb(' + round(v3[0] * 255) + ',' + round(v3[1] * 255) + ',' + round(v3[2] * 255) + ')';
}
function vec4ToColorStr(v4) {
return 'rgba(' + round(v4[0] * 255) + ',' + round(v4[1] * 255) + ',' + round(v4[2] * 255) + ',' + v4[3] + ')';
}
var CanvasRenderer = Base.extend({
canvas: null,
_width: 100,
_height: 100,
devicePixelRatio: window.devicePixelRatio || 1.0,
color: [0.0, 0.0, 0.0, 0.0],
clear: true,
ctx: null,
// Cached primitive list, including triangle, line, point
_primitives: [],
// Triangle pool
_triangles: new PrimitivePool(Triangle),
// Line pool
_lines: new PrimitivePool(Line),
// Point pool
_points: new PrimitivePool(Point)
}, function () {
if (! this.canvas) {
this.canvas = document.createElement('canvas');
}
var canvas = this.canvas;
try {
this.ctx = canvas.getContext('2d');
var ctx = this.ctx;
if (! ctx) {
throw new Error();
}
}
catch (e) {
throw 'Error creating WebGL Context ' + e;
}
this.resize();
}, {
resize: function (width, height) {
var dpr = this.devicePixelRatio;
var canvas = this.canvas;
if (width != null) {
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
canvas.width = width * dpr;
canvas.height = height * dpr;
this._width = width;
this._height = height;
}
else {
this._width = canvas.width / dpr;
this._height = canvas.height / dpr;
}
},
getWidth: function () {
return this._width;
},
getHeight: function () {
return this._height;
},
getViewportAspect: function () {
return this._width / this._height;
},
render: function (scene, camera) {
if (this.clear) {
var color = this.color;
var ctx = this.ctx;
var dpr = this.devicePixelRatio;
var w = this._width * dpr;
var h = this._height * dpr;
if (color && color[3] === 0) {
ctx.clearRect(0, 0, w, h);
}
else {
// Has transparency
if (color[3] < 1) {
ctx.clearRect(0, 0, w, h);
}
ctx.fillStyle = color.length === 4 ? vec4ToColorStr(color) : vec3ToColorStr(color);
ctx.fillRect(0, 0, w, h);
}
}
scene.update();
camera.update();
var opaqueList = scene.opaqueList;
var transparentList = scene.transparentList;
var sceneMaterial = scene.material;
var list = opaqueList.concat(transparentList);
this.renderPass(list, camera);
},
renderPass: function (list, camera) {
var viewProj = mat4.create();
mat4.multiply(viewProj, camera.projectionMatrix.array, camera.viewMatrix.array);
var worldViewProjMat = mat4.create();
var posViewSpace = vec3.create();
var primitives = this._primitives;
var trianglesPool = this._triangles;
var linesPool = this._lines;
var pointsPool = this._points;
trianglesPool.reset();
linesPool.reset();
pointsPool.reset();
var nPrimitive = 0;
var indices = [0, 0, 0];
var matColor = [];
for (var i = 0; i < list.length; i++) {
var renderable = list[i];
mat4.multiply(worldViewProjMat, viewProj, renderable.worldTransform.array);
var geometry = renderable.geometry;
var material = renderable.material;
var attributes = geometry.attributes;
// alpha is default 1
if (material.color.length == 3) {
vec3.copy(matColor, material.color);
matColor[3] = 1;
}
else {
vec4.copy(matColor, material.color);
}
var nVertex = geometry.vertexCount;
// Only support TRIANGLES, LINES, POINTS draw modes
switch (renderable.mode) {
case glenum.TRIANGLES:
if (geometry.isUseIndices()) {
var nFace = geometry.triangleCount;
for (var j = 0; j < nFace; j++) {
geometry.getFace(j, indices);
var triangle = trianglesPool.pick();
triangle.material = material;
var clipped = this._setPrimitive(triangle, indices, 3, attributes, worldViewProjMat, matColor);
if (! clipped) {
primitives[nPrimitive++] = triangle;
}
}
}
else {
for (var j = 0; j < nVertex;) {
indices[0] = j++;
indices[1] = j++;
indices[2] = j++;
var triangle = trianglesPool.pick();
triangle.material = material;
var clipped = this._setPrimitive(triangle, indices, 3, attributes, worldViewProjMat, matColor);
if (! clipped) {
primitives[nPrimitive++] = triangle;
}
}
}
break;
case glenum.LINES:
// LINES mode can't use face
for (var j = 0; j < nVertex;) {
indices[0] = j++;
indices[1] = j++;
var line = linesPool.pick();
line.material = material;
line.lineWidth = renderable.lineWidth;
var clipped = this._setPrimitive(line, indices, 2, attributes, worldViewProjMat, matColor);
if (! clipped) {
primitives[nPrimitive++] = line;
}
}
break;
case glenum.POINTS:
for (var j = 0; j < nVertex; j++) {
indices[0] = j;
var point = pointsPool.pick();
point.material = material;
var clipped = this._setPrimitive(point, indices, 1, attributes, worldViewProjMat, matColor);
if (! clipped) {
primitives[nPrimitive++] = point;
}
}
// POINTS mode can't use face
break;
}
}
trianglesPool.shrink();
linesPool.shrink();
pointsPool.shrink();
primitives.length = nPrimitive;
primitives.sort(depthSortFunc);
this._drawPrimitives(primitives);
},
_setPrimitive: (function () {
var vertexColor = vec4Create();
return function (primitive, indices, size, attributes, worldViewProjMat, matColor) {
var colorAttrib = attributes.color;
var useVertexColor = colorAttrib.value && colorAttrib.value.length > 0;
var priColor = primitive.color;
primitive.depth = 0;
if (useVertexColor) {
vec4.set(priColor, 0, 0, 0, 0);
}
var clipped = true;
var percent = 1 / size;
for (var i = 0; i < size; i++) {
var coord = primitive.vertices[i];
attributes.position.get(indices[i], coord);
coord[3] = 1;
vec4.transformMat4(coord, coord, worldViewProjMat);
if (useVertexColor) {
colorAttrib.get(indices[i], vertexColor);
// Average vertex color
// Each primitive only call fill or stroke once
// So color must be the same
vec4.scaleAndAdd(priColor, priColor, vertexColor, percent);
}
// Clipping
var x = coord[0];
var y = coord[1];
var z = coord[2];
var w = coord[3];
// TODO Point clipping
if (x > -w && x < w && y > -w && y < w && z > -w && z < w) {
clipped = false;
}
var invW = 1 / w;
coord[0] = x * invW;
coord[1] = y * invW;
coord[2] = z * invW;
// Use primitive average depth;
primitive.depth += coord[2];
}
if (! clipped) {
primitive.depth /= size;
if (useVertexColor) {
vec4.mul(priColor, priColor, matColor);
}
else {
vec4.copy(priColor, matColor);
}
}
return clipped;
}
})(),
_drawPrimitives: function (primitives) {
var ctx = this.ctx;
ctx.save();
var prevMaterial;
var dpr = this.devicePixelRatio;
var width = this._width * dpr;
var height = this._height * dpr;
var halfWidth = width / 2;
var halfHeight = height / 2;
var prevLineWidth;
var prevStrokeColor;
for (var i = 0; i < primitives.length; i++) {
var primitive = primitives[i];
var vertices = primitive.vertices;
var primitiveType = primitive.type;
var material = primitive.material;
if (material !== prevMaterial) {
// Set material
ctx.globalAlpha = material.opacity;
prevMaterial = material;
}
var colorStr = vec4ToColorStr(primitive.color);
switch (primitiveType) {
case PRIMITIVE_TRIANGLE:
var v0 = vertices[0];
var v1 = vertices[1];
var v2 = vertices[2];
ctx.fillStyle = colorStr;
ctx.beginPath();
ctx.moveTo((v0[0] + 1) * halfWidth, (-v0[1] + 1) * halfHeight);
ctx.lineTo((v1[0] + 1) * halfWidth, (-v1[1] + 1) * halfHeight);
ctx.lineTo((v2[0] + 1) * halfWidth, (-v2[1] + 1) * halfHeight);
ctx.closePath();
ctx.fill();
break;
case PRIMITIVE_LINE:
var v0 = vertices[0];
var v1 = vertices[1];
var lineWidth = primitive.lineWidth;
if (prevStrokeColor !== colorStr) {
prevStrokeColor = ctx.strokeStyle = colorStr;
}
if (lineWidth !== prevLineWidth) {
ctx.lineWidth = prevLineWidth = lineWidth;
}
ctx.beginPath();
ctx.moveTo((v0[0] + 1) * halfWidth, (-v0[1] + 1) * halfHeight);
ctx.lineTo((v1[0] + 1) * halfWidth, (-v1[1] + 1) * halfHeight);
ctx.stroke();
break;
case PRIMITIVE_POINT:
var pointSize = material.pointSize;
var pointShape = material.pointShape;
var halfSize = pointSize / 2;
if (pointSize > 0) {
var v0 = vertices[0];
var cx = (v0[0] + 1) * halfWidth;
var cy = (-v0[1] + 1) * halfHeight;
ctx.fillStyle = colorStr;
if (pointShape === 'rectangle') {
ctx.fillRect(cx - halfSize, cy - halfSize, pointSize, pointSize);
}
else if (pointShape === 'circle') {
ctx.beginPath();
ctx.arc(cx, cy, halfSize, 0, Math.PI * 2);
ctx.fill();
}
}
break;
}
}
ctx.restore();
},
dispose: function () {
this._triangles.clear();
this._lines.clear();
this._points.clear();
this._primitives = [];
this.ctx = null;
this.canvas = null;
}
});
export default CanvasRenderer;
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