/
View3D.hx
1141 lines (936 loc) · 31.3 KB
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View3D.hx
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package away3d.containers;
import away3d.core.managers.Touch3DManager;
import away3d.events.Scene3DEvent;
import away3d.Away3D;
import away3d.cameras.Camera3D;
import away3d.core.managers.Mouse3DManager;
import away3d.core.managers.RTTBufferManager;
import away3d.core.managers.Stage3DManager;
import away3d.core.managers.Stage3DProxy;
import away3d.core.pick.IPicker;
import away3d.core.render.DefaultRenderer;
import away3d.core.render.DepthRenderer;
import away3d.core.render.Filter3DRenderer;
import away3d.core.render.RendererBase;
import away3d.core.traverse.EntityCollector;
import away3d.events.CameraEvent;
import away3d.events.Object3DEvent;
import away3d.events.Stage3DEvent;
import away3d.filters.Filter3DBase;
import away3d.textures.Texture2DBase;
import openfl.display.Sprite;
import openfl.display3D.Context3D;
import openfl.display3D.Context3DTextureFormat;
import openfl.display3D.textures.Texture;
import openfl.errors.Error;
import openfl.events.Event;
import openfl.filters.BitmapFilter;
import openfl.geom.Point;
import openfl.geom.Rectangle;
import openfl.geom.Transform;
import openfl.geom.Vector3D;
import openfl.net.URLRequest;
import openfl.Lib;
import openfl.Vector;
class View3D extends Sprite
{
private var _width:Float = 0;
private var _height:Float = 0;
private var _localTLPos:Point = new Point();
private var _localBRPos:Point = new Point();
private var _globalPos:Point = new Point();
private var _globalWidth:Float = 0;
private var _globalHeight:Float = 0;
private var _globalPosDirty:Bool;
private var _scene:Scene3D;
private var _camera:Camera3D;
private var _entityCollector:EntityCollector;
private var _aspectRatio:Float;
private var _time:UInt = 0;
private var _deltaTime:UInt;
private var _backgroundColor:UInt = 0x000000;
private var _backgroundAlpha:Float = 1;
private var _mouse3DManager:Mouse3DManager;
private var _touch3DManager:Touch3DManager;
private var _renderer:RendererBase;
private var _depthRenderer:DepthRenderer;
private var _addedToStage:Bool;
private var _forceSoftware:Bool;
private var _filter3DRenderer:Filter3DRenderer;
private var _requireDepthRender:Bool;
private var _depthRender:Texture;
private var _depthTextureInvalid:Bool = true;
private var _hitField:Sprite;
private var _parentIsStage:Bool;
private var _background:Texture2DBase;
private var _stage3DProxy:Stage3DProxy;
private var _backBufferInvalid:Bool = true;
private var _antiAlias:UInt;
private var _rttBufferManager:RTTBufferManager;
private var _rightClickMenuEnabled:Bool = true;
private var _sourceURL:String;
//private var _menu0:ContextMenuItem;
//private var _menu1:ContextMenuItem;
//private var _ViewContextMenu:ContextMenu;
private var _shareContext:Bool = false;
private var _scissorRect:Rectangle;
private var _scissorRectDirty:Bool = true;
private var _viewportDirty:Bool = true;
private var _depthPrepass:Bool;
private var _profile:String;
private var _layeredView:Bool = false;
private var _contextIndex:Int = -1;
/*
private function viewSource(e:ContextMenuEvent):Void
{
var request:URLRequest = new URLRequest(_sourceURL);
try {
Lib.getURL(request, "_blank");
} catch (error:Error) {
}
}
*/
public var depthPrepass(get, set):Bool;
private function get_depthPrepass():Bool
{
return _depthPrepass;
}
private function set_depthPrepass(value:Bool):Bool
{
_depthPrepass = value;
return value;
}
/*
private function visitWebsite(e:ContextMenuEvent):Void
{
var url:String = Away3D.WEBSITE_URL;
var request:URLRequest = new URLRequest(url);
try {
Lib.getURL(request);
} catch (error:Error) {
}
}
private function initRightClickMenu():Void
{
_menu0 = new ContextMenuItem("Away3D.com\tv" + Away3D.MAJOR_VERSION + "." + Away3D.MINOR_VERSION + "." + Away3D.REVISION, true, true, true);
_menu1 = new ContextMenuItem("View Source", true, true, true);
_menu0.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, visitWebsite);
_menu1.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, viewSource);
_ViewContextMenu = new ContextMenu();
updateRightClickMenu();
}
private function updateRightClickMenu():Void
{
if (_rightClickMenuEnabled)
_ViewContextMenu.customItems = _sourceURL!="" ? [_menu0, _menu1]:[_menu0];
else
_ViewContextMenu.customItems = [];
contextMenu = _ViewContextMenu;
}
*/
public function new(scene:Scene3D = null, camera:Camera3D = null, renderer:RendererBase = null, forceSoftware:Bool = false, profile:String = "baseline", contextIndex:Int=-1)
{
super();
_profile = profile;
_scene = scene != null ? scene:new Scene3D();
_scene.addEventListener(Scene3DEvent.PARTITION_CHANGED, onScenePartitionChanged);
_camera = camera!=null ? camera:new Camera3D();
_renderer = renderer!=null ? renderer:new DefaultRenderer();
_depthRenderer = new DepthRenderer();
_forceSoftware = forceSoftware;
_contextIndex = contextIndex;
// todo: entity collector should be defined by renderer
_entityCollector = _renderer.createEntityCollector();
_entityCollector.camera = _camera;
_scissorRect = new Rectangle();
initHitField();
_mouse3DManager = new Mouse3DManager();
_mouse3DManager.enableMouseListeners(this);
_touch3DManager = new Touch3DManager();
_touch3DManager.view = this;
_touch3DManager.enableTouchListeners(this);
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage, false, 0, true);
addEventListener(Event.ADDED, onAdded, false, 0, true);
_camera.addEventListener(CameraEvent.LENS_CHANGED, onLensChanged);
_camera.partition = _scene.partition;
//initRightClickMenu();
}
private function onScenePartitionChanged(event:Event):Void
{
if (_camera!=null)
_camera.partition = scene.partition;
}
/*
public var rightClickMenuEnabled(get, set):Bool;
private function get_rightClickMenuEnabled():Bool
{
return _rightClickMenuEnabled;
}
private function set_rightClickMenuEnabled(val:Bool):Bool
{
_rightClickMenuEnabled = val;
updateRightClickMenu();
return _rightClickMenuEnabled;
}
*/
public var stage3DProxy(get, set):Stage3DProxy;
private function get_stage3DProxy():Stage3DProxy
{
return _stage3DProxy;
}
private function set_stage3DProxy(stage3DProxy:Stage3DProxy):Stage3DProxy
{
if (_stage3DProxy!=null) {
_stage3DProxy.removeEventListener(Stage3DEvent.VIEWPORT_UPDATED, onViewportUpdated);
_stage3DProxy.removeEventListener(Stage3DEvent.CONTEXT3D_RECREATED, onContext3DRecreated);
}
_stage3DProxy = stage3DProxy;
_stage3DProxy.addEventListener(Stage3DEvent.VIEWPORT_UPDATED, onViewportUpdated);
_stage3DProxy.addEventListener(Stage3DEvent.CONTEXT3D_RECREATED, onContext3DRecreated);
_renderer.stage3DProxy = _depthRenderer.stage3DProxy = _stage3DProxy;
_globalPosDirty = true;
_backBufferInvalid = true;
return _stage3DProxy;
}
private function onContext3DRecreated(event:Stage3DEvent):Void {
_depthTextureInvalid = true;
}
/**
* Forces mouse-move related events even when the mouse hasn't moved. This allows mouseOver and mouseOut events
* etc to be triggered due to changes in the scene graph. Defaults to false.
*/
public var forceMouseMove(get, set):Bool;
private function get_forceMouseMove():Bool
{
return _mouse3DManager.forceMouseMove;
}
private function set_forceMouseMove(value:Bool):Bool
{
_mouse3DManager.forceMouseMove = value;
_touch3DManager.forceTouchMove = value;
return value;
}
public var background(get, set):Texture2DBase;
private function get_background():Texture2DBase
{
return _background;
}
private function set_background(value:Texture2DBase):Texture2DBase
{
_background = value;
_renderer.background = _background;
return _background;
}
/**
* Used in a sharedContext. When true, clears the depth buffer prior to rendering this particular
* view to avoid depth sorting with lower layers. When false, the depth buffer is not cleared
* from the previous (lower) view's render so objects in this view may be occluded by the lower
* layer. Defaults to false.
*/
public var layeredView(get, set):Bool;
private function get_layeredView():Bool
{
return _layeredView;
}
private function set_layeredView(value:Bool):Bool
{
_layeredView = value;
return _layeredView;
}
private function initHitField():Void
{
_hitField = new Sprite();
_hitField.alpha = 0;
_hitField.doubleClickEnabled = true;
_hitField.graphics.beginFill(0x000000);
_hitField.graphics.drawRect(0, 0, 100, 100);
addChild(_hitField);
}
public var filters3d(get, set):Array<Filter3DBase>;
private function get_filters3d():Array<Filter3DBase>
{
return _filter3DRenderer!=null ? _filter3DRenderer.filters:null;
}
private function set_filters3d(value:Array<Filter3DBase>):Array<Filter3DBase>
{
if (value!=null && value.length == 0)
value = null;
if (_filter3DRenderer!=null && value==null) {
_filter3DRenderer.dispose();
_filter3DRenderer = null;
} else if (_filter3DRenderer==null && value!=null) {
_filter3DRenderer = new Filter3DRenderer(stage3DProxy);
_filter3DRenderer.filters = value;
}
if (_filter3DRenderer!=null) {
_filter3DRenderer.filters = value;
_requireDepthRender = _filter3DRenderer.requireDepthRender;
} else {
_requireDepthRender = false;
if (_depthRender!=null) {
_depthRender.dispose();
_depthRender = null;
}
}
return value;
}
/**
* The renderer used to draw the scene.
*/
public var renderer(get, set):RendererBase;
private function get_renderer():RendererBase
{
return _renderer;
}
private function set_renderer(value:RendererBase):RendererBase
{
_renderer.dispose();
_renderer = value;
_entityCollector = _renderer.createEntityCollector();
_entityCollector.camera = _camera;
_renderer.stage3DProxy = _stage3DProxy;
_renderer.antiAlias = _antiAlias;
_renderer.backgroundR = ((_backgroundColor >> 16) & 0xff)/0xff;
_renderer.backgroundG = ((_backgroundColor >> 8) & 0xff)/0xff;
_renderer.backgroundB = (_backgroundColor & 0xff)/0xff;
_renderer.backgroundAlpha = _backgroundAlpha;
_renderer.viewWidth = _globalWidth;
_renderer.viewHeight = _globalHeight;
_backBufferInvalid = true;
return _renderer;
}
/**
* The background color of the screen. This value is only used when clearAll is set to true.
*/
public var backgroundColor(get, set):UInt;
private function get_backgroundColor():UInt
{
return _backgroundColor;
}
private function set_backgroundColor(value:UInt):UInt
{
_backgroundColor = value;
_renderer.backgroundR = ((value >> 16) & 0xff)/0xff;
_renderer.backgroundG = ((value >> 8) & 0xff)/0xff;
_renderer.backgroundB = (value & 0xff)/0xff;
return value;
}
public var backgroundAlpha(get, set):Float;
private function get_backgroundAlpha():Float
{
return _backgroundAlpha;
}
private function set_backgroundAlpha(value:Float):Float
{
if (value > 1)
value = 1;
else if (value < 0)
value = 0;
_renderer.backgroundAlpha = value;
_backgroundAlpha = value;
return value;
}
/**
* The camera that's used to render the scene for this viewport
*/
public var camera(get, set):Camera3D;
private function get_camera():Camera3D
{
return _camera;
}
/**
* Set camera that's used to render the scene for this viewport
*/
private function set_camera(camera:Camera3D):Camera3D
{
_camera.removeEventListener(CameraEvent.LENS_CHANGED, onLensChanged);
_camera = camera;
_entityCollector.camera = _camera;
if (_scene!=null)
_camera.partition = _scene.partition;
_camera.addEventListener(CameraEvent.LENS_CHANGED, onLensChanged);
_scissorRectDirty = true;
_viewportDirty = true;
return camera;
}
/**
* The scene that's used to render for this viewport
*/
public var scene(get, set):Scene3D;
private function get_scene():Scene3D
{
return _scene;
}
/**
* Set the scene that's used to render for this viewport
*/
private function set_scene(scene:Scene3D):Scene3D
{
_scene.removeEventListener(Scene3DEvent.PARTITION_CHANGED, onScenePartitionChanged);
_scene = scene;
_scene.addEventListener(Scene3DEvent.PARTITION_CHANGED, onScenePartitionChanged);
if (_camera!=null)
_camera.partition = _scene.partition;
return _scene;
}
// todo: probably temporary:
/**
* The amount of milliseconds the last render call took
*/
public var deltaTime(get, null):UInt;
private function get_deltaTime():UInt
{
return _deltaTime;
}
/**
* Not supported. Use filters3d instead.
*/
#if (openfl < "8.0.0")
@:getter(filters) private #if (!flash && !display) override #end function get_filters():Array<BitmapFilter>
#else
#if (flash && haxe_ver < 4.3) @:getter(filters) #else override #end private function get_filters():Array<BitmapFilter>
#end
{
throw new Error("filters is not supported in View3D. Use filters3d instead.");
return null;
}
/**
* Not supported. Use filters3d instead.
*/
#if (openfl < "8.0.0")
@:setter(filters) private #if (!flash && !display) override #end function set_filters(value:Array<BitmapFilter>)
#else
#if (flash && haxe_ver < 4.3) @:setter(filters) #else override #end private function set_filters(value:Array<BitmapFilter>):#if (!flash || haxe_ver >= 4.3) Array<BitmapFilter> #else Void #end
#end
{
throw new Error("filters is not supported in View3D. Use filters3d instead.");
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
/**
* The width of the viewport. When software rendering is used, this is limited by the
* platform to 2048 pixels.
*/
#if (openfl < "8.0.0")
@:getter(width) private #if (!flash && !display) override #end function get_width():Float
#else
#if (flash && haxe_ver < 4.3) @:getter(width) #else override #end private function get_width():Float
#end
{
return _width;
}
#if (openfl < "8.0.0")
@:setter(width) private #if (!flash && !display) override #end function set_width(value:Float)
#else
#if (flash && haxe_ver < 4.3) @:setter(width) #else override #end private function set_width(value:Float):#if (!flash || haxe_ver >= 4.3) Float #else Void #end
#end
{
// Backbuffer limitation in software mode. See comment in updateBackBuffer()
if (_stage3DProxy != null && _stage3DProxy.usesSoftwareRendering && value > 2048)
value = 2048;
if (_width == value)
{
#if (!flash || haxe_ver >= 4.3)
return value;
#else
return;
#end
}
_hitField.width = value;
_width = value;
_localBRPos.x = value + _localTLPos.x;
_globalWidth = parent != null? parent.localToGlobal(_localBRPos).x - _globalPos.x : value;
if (_rttBufferManager != null)
_rttBufferManager.viewWidth = Std.int(_globalWidth);
_aspectRatio = _globalWidth/_globalHeight;
_camera.lens.aspectRatio = _aspectRatio;
_depthTextureInvalid = true;
_renderer.viewWidth = _globalWidth;
_scissorRect.width = _globalWidth;
_backBufferInvalid = true;
_scissorRectDirty = true;
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
/**
* The height of the viewport. When software rendering is used, this is limited by the
* platform to 2048 pixels.
*/
#if (openfl < "8.0.0")
@:getter(height) private #if (!flash && !display) override #end function get_height():Float
#else
#if (flash && haxe_ver < 4.3) @:getter(height) #else override #end private function get_height():Float
#end
{
return _height;
}
#if (openfl < "8.0.0")
@:setter(height) private #if (!flash && !display) override #end function set_height(value:Float)
#else
#if (flash && haxe_ver < 4.3) @:setter(height) #else override #end private function set_height(value:Float):#if (!flash || haxe_ver >= 4.3) Float #else Void #end
#end
{
// Backbuffer limitation in software mode. See comment in updateBackBuffer()
if (_stage3DProxy != null && _stage3DProxy.usesSoftwareRendering && value > 2048)
value = 2048;
if (_height == value)
{
#if (!flash || haxe_ver >= 4.3)
return value;
#else
return;
#end
}
_hitField.height = value;
_height = value;
_localBRPos.y = value + _localTLPos.y;
_globalHeight = parent != null? parent.localToGlobal(_localBRPos).y - _globalPos.y : value;
if (_rttBufferManager != null)
_rttBufferManager.viewHeight = Std.int(_globalHeight);
_aspectRatio = _globalWidth/_globalHeight;
_camera.lens.aspectRatio = _aspectRatio;
_depthTextureInvalid = true;
_renderer.viewHeight = _globalHeight;
_scissorRect.height = _globalHeight;
_backBufferInvalid = true;
_scissorRectDirty = true;
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
#if (openfl < "8.0.0")
@:setter(x) private #if (!flash && !display) override #end function set_x(value:Float)
#else
#if (flash && haxe_ver < 4.3) @:setter(x) #else override #end private function set_x(value:Float):#if (!flash || haxe_ver >= 4.3) Float #else Void #end
#end
{
if (x == value)
{
#if (!flash || haxe_ver >= 4.3)
return value;
#else
return;
#end
}
super.x = value;
_localTLPos.x = value;
_globalPos.x = parent != null ? parent.localToGlobal(_localTLPos).x : value;
_globalPosDirty = true;
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
#if (openfl < "8.0.0")
@:setter(y) private #if (!flash && !display) override #end function set_y(value:Float)
#else
#if (flash && haxe_ver < 4.3) @:setter(y) #else override #end private function set_y(value:Float):#if (!flash || haxe_ver >= 4.3) Float #else Void #end
#end
{
if (y == value)
{
#if (!flash || haxe_ver >= 4.3)
return value;
#else
return;
#end
}
super.y = value;
_localTLPos.y = value;
_globalPos.y = parent != null ? parent.localToGlobal(_localTLPos).y : value;
_globalPosDirty = true;
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
#if (openfl < "8.0.0")
@:setter(visible) private #if (!flash && !display) override #end function set_visible(value:Bool)
#else
#if (flash && haxe_ver < 4.3) @:setter(visible) #else override #end private function set_visible(value:Bool):#if (!flash || haxe_ver >= 4.3) Bool #else Void #end
#end
{
super.visible = value;
if (_stage3DProxy!=null && !_shareContext)
_stage3DProxy.visible = value;
#if (!flash || haxe_ver >= 4.3)
return value;
#end
}
/**
* The amount of anti-aliasing to be used.
*/
public var antiAlias(get, set):UInt;
private function get_antiAlias():UInt
{
return _antiAlias;
}
private function set_antiAlias(value:UInt):UInt
{
_antiAlias = value;
_renderer.antiAlias = value;
_backBufferInvalid = true;
return _antiAlias;
}
/**
* The amount of faces that were pushed through the render pipeline on the last frame render.
*/
public var renderedFacesCount(get, null):UInt;
private function get_renderedFacesCount():UInt
{
return _entityCollector.numTriangles;
}
/**
* Defers control of Context3D clear() and present() calls to Stage3DProxy, enabling multiple Stage3D frameworks
* to share the same Context3D object.
*/
public var shareContext(get, set):Bool;
private function get_shareContext():Bool
{
return _shareContext;
}
private function set_shareContext(value:Bool):Bool
{
if (_shareContext == value)
return value;
_shareContext = value;
_globalPosDirty = true;
return value;
}
/**
* Updates the backbuffer dimensions.
*/
private function updateBackBuffer():Void
{
// No reason trying to configure back buffer if there is no context available.
// Doing this anyway (and relying on _stage3DProxy to cache width/height for
// context does get available) means usesSoftwareRendering won't be reliable.
if (_stage3DProxy.context3D!=null && !_shareContext) {
if (_globalWidth > 0 && _globalHeight > 0) {
// Backbuffers are limited to 2048x2048 in software mode and
// trying to configure the backbuffer to be bigger than that
// will throw an error. Capping the value is a graceful way of
// avoiding runtime exceptions for developers who are unable
// to test their Away3D implementation on screens that are
// large enough for this error to ever occur.
if (_stage3DProxy.usesSoftwareRendering) {
// Even though these checks where already made in the width
// and height setters, at that point we couldn't be sure that
// the context had even been retrieved and the software flag
// thus be reliable. Make checks again.
if (_globalWidth > 2048)
_globalWidth = 2048;
if (_globalHeight > 2048)
_globalHeight = 2048;
}
_stage3DProxy.configureBackBuffer(Std.int(_globalWidth), Std.int(_globalHeight), _antiAlias, true);
_backBufferInvalid = false;
} else {
var stageBR:Point = new Point(stage.x + stage.stageWidth, stage.y + stage.stageHeight);
width = parent != null? parent.globalToLocal(stageBR).x - _localTLPos.x : stage.stageWidth;
height = parent != null? parent.globalToLocal(stageBR).y - _localTLPos.y : stage.stageHeight;
}
}
}
/**
* Defines a source url string that can be accessed though a View Source option in the right-click menu.
*
* Requires the stats panel to be enabled.
*
* @param url The url to the source files.
*/
/*
public function addSourceURL(url:String):Void
{
_sourceURL = url;
updateRightClickMenu();
}
*/
/**
* Renders the view.
*/
public function render():Void
{
// stage3DProxy.context3D.clear(1,1, 0,1);
Stage3DProxy.drawTriangleCount = 0;
//if context3D has Disposed by the OS,don't render at this frame
if (stage3DProxy.context3D == null || !stage3DProxy.recoverFromDisposal()) {
_backBufferInvalid = true;
return;
}
// reset or update render settings
if (_backBufferInvalid)
updateBackBuffer();
if (_shareContext && _layeredView)
stage3DProxy.clearDepthBuffer();
if (!_parentIsStage) {
var globalPos:Point = parent.localToGlobal(_localTLPos);
if (_globalPos.x != globalPos.x || _globalPos.y != globalPos.y) {
_globalPos = globalPos;
_globalPosDirty = true;
}
}
if (_globalPosDirty)
updateGlobalPos();
updateTime();
updateViewSizeData();
_entityCollector.clear();
// collect stuff to render
_scene.traversePartitions(_entityCollector);
// update picking
_mouse3DManager.updateCollider(this);
_touch3DManager.updateCollider();
if (_requireDepthRender)
renderSceneDepthToTexture(_entityCollector);
// todo: perform depth prepass after light update and before final render
if (_depthPrepass)
renderDepthPrepass(_entityCollector);
_renderer.clearOnRender = !_depthPrepass;
if (_filter3DRenderer!=null && _stage3DProxy.context3D!=null) {
_renderer.render(_entityCollector, _filter3DRenderer.getMainInputTexture(_stage3DProxy), _rttBufferManager.renderToTextureRect);
_filter3DRenderer.render(_stage3DProxy, camera, _depthRender);
} else {
_renderer.shareContext = _shareContext;
if (_shareContext)
_renderer.render(_entityCollector, null, _scissorRect);
else
_renderer.render(_entityCollector);
}
if (!_shareContext) {
stage3DProxy.present();
// fire collected mouse events
_mouse3DManager.fireMouseEvents();
_touch3DManager.fireTouchEvents();
}
// clean up data for this render
_entityCollector.cleanUp();
// register that a view has been rendered
stage3DProxy.bufferClear = false;
}
private function updateGlobalPos():Void
{
_globalPosDirty = false;
if (_stage3DProxy==null)
return;
if (_shareContext) {
_scissorRect.x = _globalPos.x - _stage3DProxy.x;
_scissorRect.y = _globalPos.y - _stage3DProxy.y;
} else {
_scissorRect.x = 0;
_scissorRect.y = 0;
_stage3DProxy.x = _globalPos.x;
_stage3DProxy.y = _globalPos.y;
}
_scissorRectDirty = true;
}
private function updateTime():Void
{
var time:UInt = Lib.getTimer();
if (_time == 0)
_time = time;
_deltaTime = time - _time;
_time = time;
}
private function updateViewSizeData():Void
{
_camera.lens.aspectRatio = _aspectRatio;
if (_scissorRectDirty) {
_scissorRectDirty = false;
_camera.lens.updateScissorRect(_scissorRect.x, _scissorRect.y, _scissorRect.width, _scissorRect.height);
}
if (_viewportDirty) {
_viewportDirty = false;
_camera.lens.updateViewport(_stage3DProxy.viewPort.x, _stage3DProxy.viewPort.y, _stage3DProxy.viewPort.width, _stage3DProxy.viewPort.height);
}
if (_filter3DRenderer!=null || _renderer.renderToTexture) {
_renderer.textureRatioX = _rttBufferManager.textureRatioX;
_renderer.textureRatioY = _rttBufferManager.textureRatioY;
} else {
_renderer.textureRatioX = 1;
_renderer.textureRatioY = 1;
}
}
private function renderDepthPrepass(entityCollector:EntityCollector):Void
{
_depthRenderer.disableColor = true;
if (_filter3DRenderer!=null || _renderer.renderToTexture) {
_depthRenderer.textureRatioX = _rttBufferManager.textureRatioX;
_depthRenderer.textureRatioY = _rttBufferManager.textureRatioY;
_depthRenderer.render(entityCollector, _filter3DRenderer.getMainInputTexture(_stage3DProxy), _rttBufferManager.renderToTextureRect);
} else {
_depthRenderer.textureRatioX = 1;
_depthRenderer.textureRatioY = 1;
_depthRenderer.render(entityCollector);
}
_depthRenderer.disableColor = false;
}
private function renderSceneDepthToTexture(entityCollector:EntityCollector):Void
{
if (_depthTextureInvalid || _depthRender==null)
initDepthTexture(_stage3DProxy.context3D);
_depthRenderer.textureRatioX = _rttBufferManager.textureRatioX;
_depthRenderer.textureRatioY = _rttBufferManager.textureRatioY;
_depthRenderer.render(entityCollector, _depthRender);
}
private function initDepthTexture(context:Context3D):Void
{
_depthTextureInvalid = false;
if (_depthRender!=null)
_depthRender.dispose();
_depthRender = context.createTexture(_rttBufferManager.textureWidth, _rttBufferManager.textureHeight, Context3DTextureFormat.BGRA, true);
}
/**
* Disposes all memory occupied by the view. This will also dispose the renderer.
*/
public function dispose():Void
{
_stage3DProxy.removeEventListener(Stage3DEvent.VIEWPORT_UPDATED, onViewportUpdated);
_stage3DProxy.removeEventListener(Stage3DEvent.CONTEXT3D_RECREATED, onContext3DRecreated);
if (!shareContext)
_stage3DProxy.dispose();
_renderer.dispose();
if (_depthRender!=null)
_depthRender.dispose();
if (_rttBufferManager!=null)
_rttBufferManager.dispose();
_mouse3DManager.disableMouseListeners(this);
_mouse3DManager.dispose();
_touch3DManager.disableTouchListeners(this);
_touch3DManager.dispose();
_rttBufferManager = null;
_depthRender = null;
_mouse3DManager = null;
_touch3DManager = null;
_depthRenderer = null;
_stage3DProxy = null;
_renderer = null;
_entityCollector = null;
}
/**
* Calculates the projected position in screen space of the given scene position.
*
* @param point3d the position vector of the point to be projected.
* @return The absolute screen position of the given scene coordinates.
*/
public function project(point3d:Vector3D):Vector3D
{
var v:Vector3D = _camera.project(point3d);
v.x = (v.x + 1.0)*_globalWidth/2.0;
v.y = (v.y + 1.0)*_globalHeight/2.0;