1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
|
define.class(function(require, baseclass){
var Shader = require('./shaderwebgl')
this.atConstructor = function(gldevice, view){
this.device = gldevice
this.view = view
this.drawcount = 0
view.drawpass = this
this.pickmatrices = {
viewmatrix: mat4.identity(),
noscrollmatrix: mat4.identity()
}
this.colormatrices = {
viewmatrix: mat4.identity(),
noscrollmatrix: mat4.identity()
}
}
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, ratio, isfloat){
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)
texturetype = Texture.RGBA|Texture.DEPTH|Texture.STENCIL
if (isfloat) {
texturetype |= Texture.FLOAT
}
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:texturetype, width, height, this.device)
}
else this[drawtarget] = dt
dt.passid = passid
}
var tsize = this[drawtarget].size
if(width !== tsize[0] || height !== tsize[1]){
this.drawcount = 0
this[drawtarget].delete()
this[drawtarget] = Texture.createRenderTarget(view._viewport === '2d'?Texture.RGB:texturetype, width, height, this.device)
}
this[drawtarget].ratio = ratio
}
this.calculateDrawMatrices = function(isroot, storage, pointerx, pointery){
var view = this.view
var scroll = view._scroll
var layout = view._layout
if(view._viewport === '2d'){
if(isroot && pointerx !== undefined){
var sizel = 0
var sizer = 1
mat4.ortho(scroll[0] + pointerx - sizel, scroll[0] + pointerx + sizer, scroll[1] + pointery - sizer, scroll[1] + pointery + sizel, -100, 100, storage.viewmatrix)
mat4.ortho(pointerx - sizel, pointerx + sizer, pointery - sizer, pointery + 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, nottype){
var view = this.view
var next = (draw === view || (!draw._viewport && draw._visible && draw._drawtarget !== nottype)) && 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, pointerx, pointery, 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:pointerx, pointery)
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._drawtarget==='color' || 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'){
if (shader.depth_test_eq.func === 0) shader.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]
if(view._viewport === '3d'){
if (shader.depth_test_eq.func == 0) shader.depth_test = 'src_depth <= dst_depth'
}
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, 'color')
}
}
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, did you forget sizing/flex:1 on your 3D viewport?", draw)
}
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.blendbuffer
blendshader.width = draw._layout.width
blendshader.height = draw._layout.height
blendshader.drawArrays(this.device)
}
}
this.drawNormal = function(draw, view, matrices){
draw.updateShaders()
var vtx_count = 0
var shaders = draw.shader_draw_list
for(var j = 0; j < shaders.length; j++){
var shader = shaders[j]
if(view._viewport === '3d'){
if(shader.depth_test_eq.func === 0)
shader.depth_test = 'src_depth < dst_depth'
}
if(shader.pickonly || !shader.visible) continue
shader.view = draw
if(shader.atDraw) shader.atDraw(draw)
if(shader.noscroll) draw.viewmatrix = matrices.noscrollmatrix
else draw.viewmatrix = matrices.viewmatrix
vtx_count += shader.drawArrays(this.device)
}
return vtx_count
}
this.drawColor = function(isroot, time, clipview){
var view = this.view
var device = this.device
var layout = view._layout
var gl = device.gl
var dom_count = 0
var vtx_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', null, ratio)
if (view.passes > 0) {
var buffers = view.passes;
for (var i = 0; i < view.passes; i++) {
var usefloat = view.shaders['pass'+i].usefloat
this.allocDrawTarget(twidth, theight, this.view, 'framebuffer' + i, null, ratio, usefloat)
if (view.shaders['pass'+i].doublebuffer) {
this.allocDrawTarget(twidth, theight, this.view, 'framebuffera' + i, null, ratio, usefloat)
}
}
}
}
this.device.bindFramebuffer(this.color_buffer || null)
if(layout.width === 0 || layout.height === 0) return false
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._drawtarget==='pick' || 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)) hastime = true
if(draw._viewport && draw.drawpass !== this){
this.drawBlend(draw)
}
else{
vtx_count += this.drawNormal(draw, view, matrices)
}
if(draw.debug_view){
this.debugrect.view = draw
this.debugrect.drawArrays(this.device)
}
}
draw = this.nextItem(draw, 'pick')
}
if (view.passes > 0) {
for (var i = 0; i < view.passes; i++) {
var shader = view.shaders['pass' + i]
shader.drawcount = view.drawpass.drawcount
var writebuffername = 'framebuffer'
var readbuffername = 'framebuffer'
if (shader.doublebuffer) {
var readbuffername = 'framebuffera'
if (shader.drawcount % 2) {
writebuffername = 'framebuffera'
readbuffername = 'framebuffer'
}
}
device.bindFramebuffer(this[writebuffername + i])
device.clear(view._clearcolor)
shader.framebuffer = this.color_buffer
for (var j = 0; j < 10; j++) {
shader['pass' + j] = this[readbuffername + j]
}
shader.texture = this[writebuffername + i]
shader.width = view._layout.width
shader.height = view._layout.height
shader.drawArrays(this.device)
}
this.blendbuffer = shader.texture
} else {
this.blendbuffer = this.color_buffer
}
view.drawpass.drawcount++
return hastime
}
})
|