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cocos-engine/cocos/2d/assembler/utils.ts

101 lines
3.9 KiB
TypeScript

/*
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
import { Color, Mat4, clamp } from '@base/math';
import { RenderData } from '../renderer/render-data';
import { IBatcher } from '../renderer/i-batcher';
import { Node } from '../../scene-graph/node';
import { FormatInfos } from '../../gfx';
const m = new Mat4();
export function fillMeshVertices3D (node: Node, renderer: IBatcher, renderData: RenderData, color: Color): void {
const chunk = renderData.chunk;
const dataList = renderData.data;
const vData = chunk.vb;
const vertexCount = renderData.vertexCount;
node.getWorldMatrix(m);
let vertexOffset = 0;
for (let i = 0; i < vertexCount; i++) {
const vert = dataList[i];
const x = vert.x;
const y = vert.y;
let rhw = m.m03 * x + m.m07 * y + m.m15;
rhw = rhw ? 1 / rhw : 1;
vData[vertexOffset + 0] = (m.m00 * x + m.m04 * y + m.m12) * rhw;
vData[vertexOffset + 1] = (m.m01 * x + m.m05 * y + m.m13) * rhw;
vData[vertexOffset + 2] = (m.m02 * x + m.m06 * y + m.m14) * rhw;
Color.toArray(vData, color, vertexOffset + 5);
vertexOffset += 9;
}
// fill index data
const bid = chunk.bufferId;
const vid = chunk.vertexOffset;
const meshBuffer = chunk.meshBuffer;
const ib = chunk.meshBuffer.iData;
let indexOffset = meshBuffer.indexOffset;
for (let i = 0, count = vertexCount / 4; i < count; i++) {
const start = vid + i * 4;
ib[indexOffset++] = start;
ib[indexOffset++] = start + 1;
ib[indexOffset++] = start + 2;
ib[indexOffset++] = start + 1;
ib[indexOffset++] = start + 3;
ib[indexOffset++] = start + 2;
}
meshBuffer.indexOffset += renderData.indexCount;
meshBuffer.setDirty();
}
export function updateOpacity (renderData: RenderData, opacity: number): void {
const vfmt = renderData.vertexFormat;
const vb = renderData.chunk.vb;
let attr; let format; let stride;
// Color component offset
let offset = 0;
for (let i = 0; i < vfmt.length; ++i) {
attr = vfmt[i];
format = FormatInfos[attr.format];
if (format.hasAlpha) {
stride = renderData.floatStride;
if (format.size / format.count === 1) {
const alpha = ~~clamp(Math.round(opacity * 255), 0, 255);
// Uint color RGBA8
for (let color = offset; color < vb.length; color += stride) {
vb[color] = ((vb[color] & 0xffffff00) | alpha) >>> 0;
}
} else if (format.size / format.count === 4) {
// RGBA32 color, alpha at position 3
for (let alpha = offset + 3; alpha < vb.length; alpha += stride) {
vb[alpha] = opacity;
}
}
}
offset += format.size >> 2;
}
}