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define.class(function(require, baseclass){
var Shader = require('./shaderheadless')
this.atConstructor = function(gldevice, view){
this.device = gldevice
this.view = view
view.drawpass = this
this.pickmatrices = {
viewmatrix: mat4.identity(),
noscrollmatrix: mat4.identity()
}
this.colormatrices = {
viewmatrix: mat4.identity(),
noscrollmatrix: mat4.identity()
}
this.debugrect = new DebugRect()
}
this.atDestroy = function(){
this.releaseTexture()
}
this.poolDrawTargets = function(){
var pools = this.device.drawtarget_pools
if(!this.drawtargets) return
for(var i = 0; i < this.drawtargets.length; i ++){
var dt = this.drawtargets[i]
if(!pools[dt]) pools[dt] = []
pools[dt].push(this[dt])
this[dt] = null
}
}
this.allocDrawTarget = function(width, height, view, drawtarget, passid){
width = floor(width)
height = floor(height)
var Texture = this.device.Texture
if(!this.drawtargets) this.drawtargets = []
if(this.drawtargets.indexOf(drawtarget) === -1) this.drawtargets.push(drawtarget)
var dt = this[drawtarget]
if(!dt){
var pool = this.device.drawtarget_pools[drawtarget]
if(pool && pool.length){
for(var i = 0; i < pool.length; i ++){
var tgt = pool[i]
if(!tgt) continue
var size = tgt.size
if(size[0] === width && size[1] === height){
pool.splice(i,1)
dt = tgt
break
}
}
if(!dt){
for(var i = 0; i < pool.length; i++){
var tgt = pool[i]
if(!tgt) continue
if(passid === tgt.passid){
dt = tgt
pool.splice(i,1)
break
}
}
}
}
if(!dt){
dt = this[drawtarget] = Texture.createRenderTarget(view._viewport === '2d'?Texture.RGB:Texture.RGBA|Texture.DEPTH|Texture.STENCIL, width, height, this.device)
}
else this[drawtarget] = dt
dt.passid = passid
}
var tsize = this[drawtarget].size
if(width !== tsize[0] || height !== tsize[1]){
this[drawtarget].delete()
this[drawtarget] = Texture.createRenderTarget(view._viewport === '2d'?Texture.RGB:Texture.RGBA|Texture.DEPTH|Texture.STENCIL, width, height, this.device)
}
}
this.calculateDrawMatrices = function(isroot, storage, mousex, mousey){
var view = this.view
var scroll = view._scroll
var layout = view._layout
if(view._viewport === '2d'){
if(isroot && mousex !== undefined){
var sizel = 0
var sizer = 1
mat4.ortho(scroll[0] + mousex - sizel, scroll[0] + mousex + sizer, scroll[1] + mousey - sizer, scroll[1] + mousey + sizel, -100, 100, storage.viewmatrix)
mat4.ortho( mousex - sizel, mousex + sizer, mousey - sizer, mousey + sizel, -100, 100, storage.noscrollmatrix)
}
else{
var zoom = view._zoom
if (isroot){
mat4.ortho(scroll[0], layout.width*zoom+scroll[0], scroll[1], layout.height*zoom+scroll[1], -100, 100, storage.viewmatrix)
mat4.ortho(0, layout.width, 0, layout.height, -100, 100, storage.noscrollmatrix)
}
else{
mat4.ortho(scroll[0], layout.width*zoom+scroll[0], layout.height*zoom+scroll[1], scroll[1], -100, 100, storage.viewmatrix)
mat4.ortho(0, layout.width, layout.height, 0, -100, 100, storage.noscrollmatrix)
}
}
}
else if(view._viewport === '3d'){
storage.perspectivematrix = mat4.perspective(view._fov * PI * 2/360.0 , layout.width/layout.height, view._nearplane, view._farplane)
storage.lookatmatrix = mat4.lookAt(view._camera, view._lookat, view._up)
storage.viewmatrix = mat4.mat4_mul_mat4(storage.lookatmatrix,storage.perspectivematrix);
}
}
function isInBounds2D(view, draw){
if(draw.noboundscheck) return true
var height = view._layout.height
var width = view._layout.width
var drawlayout = draw._layout
if(draw.parent && draw.parent !== view){
drawlayout.absx = draw.parent._layout.absx + drawlayout.left
drawlayout.absy = draw.parent._layout.absy + drawlayout.top
}
else{
drawlayout.absx = drawlayout.left
drawlayout.absy = drawlayout.top
}
return true
}
this.nextItem = function(draw){
var view = this.view
var next = (draw === view || (!draw._viewport && draw._visible)) && draw.children[0], next_index = 0
while(!next){
if(draw === view) break
next_index = draw.draw_index + 1
draw = draw.parent
next = draw.children[next_index]
}
if(next === view) return undefined
if(next) next.draw_index = next_index
return next
}
this.drawPick = function(isroot, passid, mousex, mousey, debug){
var view = this.view
var device = this.device
var layout = view._layout
var gl = device.gl
if(!layout || layout.width === 0 || isNaN(layout.width) || layout.height === 0 || isNaN(layout.height)) return
if(isroot){
if(!debug) this.allocDrawTarget(1, 1, this.view, 'pick_buffer', passid)
}
else{
var ratio = view._pixelratio
if(isNaN(ratio)) ratio = device.main_frame.ratio
ratio = 1
var twidth = layout.width * ratio, theight = layout.height * ratio
this.allocDrawTarget(twidth, theight, this.view, 'pick_buffer', passid)
}
gl.disable(gl.SCISSOR_TEST)
device.bindFramebuffer(this.pick_buffer || null)
device.clear(0,0,0,0)
var matrices = this.pickmatrices
this.calculateDrawMatrices(isroot, matrices, debug?undefined:mousex, mousey)
var pickguid = vec3()
pickguid[0] = passid/255
var pick_id = 0
var draw = view
while(draw){
draw.draw_dirty &= 1
pick_id+= draw.pickrange;
if(!draw._visible || draw._first_draw_pick && view._viewport === '2d' && draw.boundscheck && !isInBounds2D(view, draw)){
}
else{
draw._first_draw_pick = 1
var id = pick_id
pickguid[1] = (id&255)/255
pickguid[2] = (id>>8)/255
draw.pickguid = pickguid[0]*255<<16 | pickguid[1]*255 << 8 | pickguid[2]*255
draw.viewmatrix = matrices.viewmatrix
if(!draw._visible) continue
if(draw._viewport && draw.drawpass !== this && draw.drawpass.pick_buffer){
var blendshader = draw.shaders.viewportblend
if (view._viewport === '3d'){
blendshader.depth_test = 'src_depth <= dst_depth'
}
else{
blendshader.depth_test = ''
}
blendshader.texture = draw.drawpass.pick_buffer
blendshader._width = draw.layout.width
blendshader._height = draw.layout.height
blendshader.drawArrays(this.device)
}
else{
var shaders = draw.shader_draw_list
for(var j = 0; j < shaders.length; j++){
var shader = shaders[j]
shader.pickguid = pickguid
if(!shader.visible) continue
if(draw.pickalpha !== undefined)shader.pickalpha = draw.pickalpha
if(shader.noscroll) draw.viewmatrix = matrices.noscrollmatrix
else draw.viewmatrix = matrices.viewmatrix
shader.drawArrays(this.device, 'pick')
}
}
}
draw = this.nextItem(draw)
}
}
this.getDrawID = function(id){
var view = this.view
var draw = view
var pick_id = 0
while(draw){
if(id > pick_id && id <= pick_id + draw.pickrange){
draw.last_pick_id = (pick_id + draw.pickrange) - id
return draw
}
pick_id += draw.pickrange
draw = this.nextItem(draw)
}
}
this.drawBlend = function(draw){
if(!draw.drawpass.color_buffer){
console.error("Null color_buffer detected")
}
else {
var blendshader = draw.shaders.viewportblend
if (this.view._viewport === '3d'){
blendshader.depth_test = 'src_depth <= dst_depth'
}
else{
blendshader.depth_test = ''
}
blendshader.texture = draw.drawpass.color_buffer
blendshader.width = draw._layout.width
blendshader.height = draw._layout.height
blendshader.drawArrays(this.device)
}
}
this.drawNormal = function(draw, matrices){
draw.updateShaders()
var count = 0
var shaders = draw.shader_draw_list
for(var j = 0; j < shaders.length; j++){
var shader = shaders[j]
if(shader.pickonly || !shader.visible) continue
if(shader.noscroll) draw.viewmatrix = matrices.noscrollmatrix
else draw.viewmatrix = matrices.viewmatrix
count++
shader.drawArrays(this.device)
}
return count
}
this.drawColor = function(isroot, time, clipview){
var view = this.view
var device = this.device
var layout = view._layout
var gl = device.gl
var count = 0
if(!layout || layout.width === 0 || isNaN(layout.width) || layout.height === 0 || isNaN(layout.height)) return
if(!isroot){
var ratio = view._pixelratio
if(isNaN(ratio)) ratio = device.main_frame.ratio
var twidth = layout.width * ratio, theight = layout.height * ratio
this.allocDrawTarget(twidth, theight, this.view, 'color_buffer')
}
this.device.bindFramebuffer(this.color_buffer || null)
if(layout.width === 0 || layout.height === 0) return false
device.clear(view._clearcolor)
var hastime = false
var zoom = view._zoom
var matrices = this.colormatrices
this.calculateDrawMatrices(isroot, matrices);
view.colormatrices = matrices
gl.disable(gl.SCISSOR_TEST)
if(isroot){
}
device.clear(view._clearcolor)
var draw = view
while(draw){
draw.draw_dirty &= 2
if(!draw._visible || draw._first_draw_color && view._viewport === '2d' && draw.boundscheck && !isInBounds2D(view, draw)){
}
else{
draw._first_draw_color = 1
draw._time = time
if(draw._listen_time || draw.ontime) hastime = true
draw.viewmatrix = matrices.viewmatrix
if(draw.atDraw) draw.atDraw(this)
if(draw._viewport && draw.drawpass !== this){
this.drawBlend(draw)
}
else{
count += this.drawNormal(draw, matrices)
}
if(draw.debug_view){
this.debugrect.view = draw
this.debugrect.drawArrays(this.device)
}
}
draw = this.nextItem(draw)
}
return hastime
}
var DebugRect = define.class(Shader, function(){
this.view = {totalmatrix:mat4(), viewmatrix:mat4(), layout:{width:0, height:0}}
this.mesh = vec2.array()
this.mesh.pushQuad(0,0,1,0,0,1,1,1)
this.position = function(){
return vec4(vec2(mesh.x * view.layout.width, mesh.y * view.layout.height), 0, 1) * view.totalmatrix * view.viewmatrix
}
this.color = function(){
return vec4(1,0,0,0.5)
}
})
})
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