/
sprite.js
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/
sprite.js
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/*
* Copyright 2014, Gregg Tavares.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Gregg Tavares. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
"use strict";
define([
'../../tdl/tdl/buffers',
'../../tdl/tdl/fast',
'../../tdl/tdl/math',
'../../tdl/tdl/models',
'../../tdl/tdl/primitives',
'../../tdl/tdl/programs',
], function(
Buffers,
Fast,
math,
Models,
Primitives,
Programs) {
var m4 = Fast.matrix4;
var s_spriteVertexShader = [
"attribute vec4 position; ",
"attribute vec2 texcoord; ",
" ",
"uniform mat4 u_matrix; ",
" ",
"varying vec2 v_texcoord; ",
" ",
"void main() { ",
" gl_Position = u_matrix * position; ",
" v_texcoord = texcoord; ",
"} ",
].join("\n");
var s_spriteFragmentShader = [
"precision mediump float; ",
" ",
"uniform sampler2D u_texture; ",
"uniform vec2 u_adjustRange; ",
"uniform vec4 u_hsvaAdjust; ",
" ",
"varying vec2 v_texcoord; ",
" ",
"vec3 rgb2hsv(vec3 c) { ",
" vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); ",
" vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); ",
" vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); ",
" ",
" float d = q.x - min(q.w, q.y); ",
" float e = 1.0e-10; ",
" return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); ",
"} ",
" ",
"vec3 hsv2rgb(vec3 c) { ",
" c = vec3(c.x, clamp(c.yz, 0.0, 1.0)); ",
" vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); ",
" vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); ",
" return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); ",
"} ",
" ",
"void main() { ",
" vec4 color = texture2D(u_texture, v_texcoord); ",
" if (color.a < 0.1) { ",
" discard; ",
" } ",
" vec3 hsv = rgb2hsv(color.rgb); ",
" float affectMult = step(u_adjustRange.x, hsv.r) * step(hsv.r, u_adjustRange.y); ",
" vec3 rgb = hsv2rgb(hsv + u_hsvaAdjust.xyz * affectMult); ",
" gl_FragColor = vec4(rgb, color.a + u_hsvaAdjust.a); ",
"} ",
].join("\n");
var s_spriteModel;
var makeSpriteModel = function() {
if (s_spriteModel) {
return;
}
var arrays = {
position: new Primitives.AttribBuffer(2, [
0, 0,
1, 0,
0, 1,
1, 1,
]),
texcoord: new Primitives.AttribBuffer(2, [
0, 0,
1, 0,
0, 1,
1, 1,
]),
indices: new Primitives.AttribBuffer(3, [
0, 1, 2,
2, 1, 3,
], 'Uint16Array')
}
var textures = {
};
var program = new Programs.Program(
s_spriteVertexShader, s_spriteFragmentShader);
s_spriteModel = new Models.Model(program, arrays, textures);
};
var SpriteRenderer = function() {
makeSpriteModel();
};
SpriteRenderer.prototype.getUniforms = function() {
return {
u_matrix: new Float32Array(16),
u_adjustRange: [0, 1],
u_hsvaAdjust: [0,0,0,0],
};
};
SpriteRenderer.prototype.drawPrep = function() {
s_spriteModel.drawPrep();
}
SpriteRenderer.prototype.draw = function(uniforms, x, y, width, height, rotation, xScale, yScale) {
var matrix = uniforms.u_matrix;
m4.identity(matrix);
m4.scale(matrix, [2 / gl.canvas.width, -2 / gl.canvas.height, 1]);
m4.translate(matrix, [
-gl.canvas.width * 0.5 + x,
-gl.canvas.height * 0.5 + y,
0]);
m4.rotateZ(matrix, rotation);
m4.scale(matrix, [width * xScale, height * yScale, 1]);
m4.translate(matrix, [-0.5, -0.5, 0]);
s_spriteModel.draw(uniforms);
};
return SpriteRenderer;
});