Esempio n. 1
0
        public void drawCustom(spriteBatcher spriteBatcher, spriteMat _mat, spriteRect uv, spriteRect rect, spriteColor c, spriteColor c2)
        {
            _mat.tex0 = this;
            {
                var p = this.pointbuf[0];
                p.x = rect.x; p.y = rect.y; p.z = 0;
                p.u = uv.x; p.v = uv.y;
                p.r = c.r; p.g = c.g; p.b = c.b; p.a = c.a;

                p   = this.pointbuf[1];
                p.x = rect.x + rect.w; p.y = rect.y; p.z = 0;
                p.u = uv.x + uv.w; p.v = uv.y;
                p.r = c.r; p.g = c.g; p.b = c.b; p.a = c.a;

                p   = this.pointbuf[2];
                p.x = rect.x; p.y = rect.y + rect.h; p.z = 0;
                p.u = uv.x; p.v = uv.y + uv.h;
                p.r = c.r; p.g = c.g; p.b = c.b; p.a = c.a;

                p   = this.pointbuf[3];
                p.x = rect.x + rect.w; p.y = rect.y + rect.h; p.z = 0;
                p.u = uv.x + uv.w; p.v = uv.y + uv.h;
                p.r = c.r; p.g = c.g; p.b = c.b; p.a = c.a;
            }
            spriteBatcher.setMat(_mat);
            spriteBatcher.addRect(this.pointbuf);
        }
Esempio n. 2
0
        public void drawSpriteCustom(string atlas, string sprite, spriteMat _mat, spriteRect rect, spriteColor color = null, spriteColor color2 = null)
        {
            if (color == null)
            {
                color = spriteColor.white;
            }
            if (color2 == null)
            {
                color2 = spriteColor.white;
            }
            var a = atlasMgr.Instance().load(this.webgl, atlas);

            if (a == null)
            {
                return;
            }
            var r = a.sprites[sprite];

            if (r == Script.Undefined)
            {
                return;
            }
            if (a.texture == null)
            {
                return;
            }

            a.texture.drawCustom(this.spriteBatcher, _mat, r.ToRect(), rect, color, color2);
        }
Esempio n. 3
0
 public void drawTextureCustom(spriteTexture texture, spriteMat _mat, spriteRect rect, spriteRect uvrect, spriteColor color = null, spriteColor color2 = null)
 {
     //if (uvrect == null)
     //    uvrect = spriteRect.one;
     if (color == null)
     {
         color = spriteColor.white;
     }
     if (color2 == null)
     {
         color2 = spriteColor.white;
     }
     texture.drawCustom(this.spriteBatcher, _mat, uvrect, rect, color, color2);
 }
Esempio n. 4
0
        public void endbatch()
        {
            this.mat = null;
            if (this.dataseek == 0)
            {
                return;
            }
            //填充vbo
            this.webgl.BufferData(this.webgl.ARRAY_BUFFER, this.array, this.webgl.DYNAMIC_DRAW);
            //绘制
            this.webgl.DrawArrays(this.webgl.TRIANGLES, 0, this.dataseek);
            //清理状态,可以不干
            //this.webgl.bindBuffer(this.webgl.ARRAY_BUFFER, null);

            //this.data.length = 0;
            this.dataseek = 0;
        }
Esempio n. 5
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 public spriteFont(WebGLRenderingContext webgl, string urlconfig, spriteTexture texture)
 {
     this.webgl = webgl;
     if (urlconfig != null)
     {
         lighttool.loadTool.loadText(urlconfig, (txt, err) =>
         {
             this._parse(txt);
         }
                                     );
     }
     this.texture         = texture;
     this.mat             = new spriteMat();//ness
     this.mat.shader      = "spritefont";
     this.mat.tex0        = this.texture;
     this.mat.transparent = true;
 }
Esempio n. 6
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        public void drawSprite9Custom(string atlas, string sprite, spriteMat _mat, spriteRect rect, spriteBorder border, spriteColor color = null, spriteColor color2 = null)
        {
            if (color == null)
            {
                color = spriteColor.white;
            }
            if (color2 == null)
            {
                color2 = spriteColor.white;
            }
            var a = atlasMgr.Instance().load(this.webgl, atlas);

            if (a == null)
            {
                return;
            }
            var _r = a.sprites[sprite];

            if (_r == Script.Undefined)
            {
                return;
            }

            var l = (border.l - 1) / a.texturewidth;
            var r = (border.r - 1) / a.texturewidth;
            var t = (border.t - 1) / a.textureheight;
            var b = (border.b - 1) / a.textureheight;

            //left top
            this.uvrect.x = _r.x;
            this.uvrect.y = _r.y;
            this.uvrect.w = l;
            this.uvrect.h = t;

            this.trect.x = rect.x;
            this.trect.y = rect.y;
            this.trect.w = border.l;
            this.trect.h = border.t;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);

            //top
            this.uvrect.x = _r.x + l;
            this.uvrect.y = _r.y;
            this.uvrect.w = _r.w - r - l;
            this.uvrect.h = t;

            this.trect.x = rect.x + border.l;
            this.trect.y = rect.y;
            this.trect.w = rect.w - border.r - border.l;
            this.trect.h = border.t;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //right top
            this.uvrect.x = _r.x + _r.w - r;
            this.uvrect.y = _r.y;
            this.uvrect.w = r;
            this.uvrect.h = t;

            this.trect.x = rect.x + rect.w - border.r;
            this.trect.y = rect.y;
            this.trect.w = border.r;
            this.trect.h = border.t;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //left
            this.uvrect.x = _r.x;
            this.uvrect.y = _r.y + t;
            this.uvrect.w = l;
            this.uvrect.h = _r.h - t - b;

            this.trect.x = rect.x;
            this.trect.y = rect.y + border.t;
            this.trect.w = border.l;
            this.trect.h = rect.h - border.t - border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //center
            this.uvrect.x = _r.x + l;
            this.uvrect.y = _r.y + t;
            this.uvrect.w = _r.w - r - l;
            this.uvrect.h = _r.h - t - b;

            this.trect.x = rect.x + border.l;
            this.trect.y = rect.y + border.t;
            this.trect.w = rect.w - border.r - border.l;
            this.trect.h = rect.h - border.t - border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //right
            this.uvrect.x = _r.x + _r.w - r;
            this.uvrect.y = _r.y + t;
            this.uvrect.w = r;
            this.uvrect.h = _r.h - t - b;

            this.trect.x = rect.x + rect.w - border.r;
            this.trect.y = rect.y + border.t;
            this.trect.w = border.r;
            this.trect.h = rect.h - border.t - border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);

            //left bottom
            this.uvrect.x = _r.x;
            this.uvrect.y = _r.h + _r.y - b;
            this.uvrect.w = l;
            this.uvrect.h = b;

            this.trect.x = rect.x;
            this.trect.y = rect.y + rect.h - border.b;
            this.trect.w = border.l;
            this.trect.h = border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //bottom
            this.uvrect.x = _r.x + l;
            this.uvrect.y = _r.h + _r.y - b;
            this.uvrect.w = _r.w - r - l;
            this.uvrect.h = b;

            this.trect.x = rect.x + border.l;
            this.trect.y = rect.y + rect.h - border.b;
            this.trect.w = rect.w - border.r - border.l;
            this.trect.h = border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
            //right bottom
            this.uvrect.x = _r.x + _r.w - r;
            this.uvrect.y = _r.h + _r.y - b;
            this.uvrect.w = r;
            this.uvrect.h = b;
            this.trect.x  = rect.x + rect.w - border.r;
            this.trect.y  = rect.y + rect.h - border.b;
            this.trect.w  = border.r;
            this.trect.h  = border.b;
            a.texture.drawCustom(this.spriteBatcher, _mat, this.uvrect, this.trect, color, color2);
        }
Esempio n. 7
0
        public void setMat(spriteMat mat)
        {
            if (mat == this.mat)
            {
                return;
            }
            this.endbatch();

            this.webgl.Disable(this.webgl.CULL_FACE);

            this.mat = mat;
            if (this.shaderparser.mapshader.ContainsKey(this.mat.shader) == false)
            {
                return;
            }
            this.shadercode = this.shaderparser.mapshader[this.mat.shader];
            //if (this.shadercode == null) return;
            //指定shader和vbo

            //关于深度 ,跟着spritebatcher走
            this.webgl.DepthMask(false);//这是zwrite

            if (this.ztest)
            {
                this.webgl.Enable(this.webgl.DEPTH_TEST); //这是ztest
                this.webgl.DepthFunc(this.webgl.LEQUAL);  //这是ztest方法
            }
            else
            {
                this.webgl.Disable(this.webgl.DEPTH_TEST);//这是ztest
            }

            if (this.mat.transparent)
            {
                //alphablend ,跟着mat走
                this.webgl.Enable(this.webgl.BLEND);
                this.webgl.BlendEquation(this.webgl.FUNC_ADD);
                //this.webgl.blendFunc(this.webgl.ONE, this.webgl.ONE_MINUS_SRC_ALPHA);
                this.webgl.BlendFuncSeparate(this.webgl.ONE, this.webgl.ONE_MINUS_SRC_ALPHA,
                                             this.webgl.SRC_ALPHA, this.webgl.ONE);
            }
            else
            {
                this.webgl.Disable(this.webgl.BLEND);
            }

            this.webgl.UseProgram(this.shadercode.program);
            this.webgl.BindBuffer(this.webgl.ARRAY_BUFFER, this.vbo);


            //指定固定的数据结构,然后根据存在program的数据去绑定咯。

            //绑定vbo和shader顶点格式,这部分应该要区分材质改变与参数改变,可以少切换一些状态
            if (this.shadercode.posPos >= 0)
            {
                this.webgl.EnableVertexAttribArray(this.shadercode.posPos);
                //28 是数据步长(字节),就是数据结构的长度
                //12 是数据偏移(字节)
                this.webgl.VertexAttribPointer(this.shadercode.posPos, 3, this.webgl.FLOAT, false, 52, 0);
            }
            if (this.shadercode.posColor >= 0)
            {
                this.webgl.EnableVertexAttribArray(this.shadercode.posColor);
                this.webgl.VertexAttribPointer(this.shadercode.posColor, 4, this.webgl.FLOAT, false, 52, 12);
            }
            if (this.shadercode.posColor2 >= 0)
            {
                this.webgl.EnableVertexAttribArray(this.shadercode.posColor2);
                this.webgl.VertexAttribPointer(this.shadercode.posColor2, 4, this.webgl.FLOAT, false, 52, 28);
            }
            if (this.shadercode.posUV >= 0)
            {
                this.webgl.EnableVertexAttribArray(this.shadercode.posUV);
                this.webgl.VertexAttribPointer(this.shadercode.posUV, 2, this.webgl.FLOAT, false, 52, 44);
            }

            if (this.shadercode.uniMatrix != null)
            {
                this.webgl.UniformMatrix4fv(this.shadercode.uniMatrix, false, (Array)(object)this.matrix);
            }
            if (this.shadercode.uniTex0 != null)
            {
                this.webgl.ActiveTexture(this.webgl.TEXTURE0);
                var tex = this.mat.tex0;
                this.webgl.BindTexture(this.webgl.TEXTURE_2D, tex == null ? null : tex.texture);
                this.webgl.Uniform1i(this.shadercode.uniTex0, 0);
                //console.log("settex");
            }
            if (this.shadercode.uniTex1 != null)
            {
                this.webgl.ActiveTexture(this.webgl.TEXTURE1);
                var tex = this.mat.tex1;
                this.webgl.BindTexture(this.webgl.TEXTURE_2D, tex == null ? null : tex.texture);
                this.webgl.Uniform1i(this.shadercode.uniTex1, 1);
                //console.log("settex");
            }
            if (this.shadercode.uniCol0 != null)
            {
                this.webgl.Uniform4f(this.shadercode.uniCol0, mat.col0.r, mat.col0.g, mat.col0.b, mat.col0.a);
                //console.log("settex");
            }
            if (this.shadercode.uniCol1 != null)
            {
                this.webgl.Uniform4f(this.shadercode.uniCol1, mat.col1.r, mat.col1.g, mat.col1.b, mat.col1.a);
                //console.log("settex");
            }
        }