/// module es { export enum SceneResolutionPolicy { /** * 默认情况下,RenderTarget与屏幕大小匹配。RenderTarget与屏幕大小相匹配 */ none, /** * 该应用程序采用最适合设计分辨率的宽度和高度 */ bestFit } /** 场景 */ export class Scene { /** * 默认场景 摄像机 */ public camera: ICamera; /** * 这个场景中的实体列表 */ public readonly entities: EntityList; /** 管理当前在场景中的所有RenderableComponents的列表 Entitys */ public readonly renderableComponents: RenderableComponentList; /** * 如果ResolutionPolicy是完美的像素,这将被设置为为它计算的比例 */ public pixelPerfectScale: number = 1; /** * 如果设置了,最终渲染到屏幕上的时间可以推迟到这个委托。 * 这实际上只在最终渲染可能需要全屏大小效果的情况下有用,即使使用了一个小的后置缓冲区 */ public set finalRenderDelegate(value: IFinalRenderDelegate) { if (this._finalRenderDelegate != null) this._finalRenderDelegate.unload(); this._finalRenderDelegate = value; if (this._finalRenderDelegate != null) this._finalRenderDelegate.onAddedToScene(this); } public get finalRenderDelegate() { return this._finalRenderDelegate; } private _finalRenderDelegate: IFinalRenderDelegate; /** * 管理所有实体处理器 */ public readonly entityProcessors: EntityProcessorList; /** * 所有场景的默认分辨率大小 */ private static _defaultDesignResolutionSize: Vector2 = Vector2.zero; private static _defaultDesignBleedSize: Vector2 = Vector2.zero; /** * 用于所有场景的默认分辨率策略 */ private static _defaultSceneResolutionPolicy: SceneResolutionPolicy = SceneResolutionPolicy.none; /** * 场景的解析策略 */ private _resolutionPolicy: SceneResolutionPolicy; /** * 场景使用的设计分辨率大小 */ private _designResolutionSize: Vector2 = Vector2.zero; private _designBleedSize: Vector2 = Vector2.zero; /** * 这将根据分辨率策略进行设置,并用于RenderTarget的最终输出 */ private _finalRenderDestinationRect: Rectangle = Rectangle.empty; private _sceneRenderTarget: Ref = new Ref(null); private _destinationRenderTarget: Ref = new Ref(null); private _screenshotRequestCallback: (texture) => void; public readonly _sceneComponents: SceneComponent[] = []; public _renderers: IRenderer[] = []; public readonly _afterPostProcessorRenderers: IRenderer[] = []; public _didSceneBegin: boolean; /** * 设置新场景将使用的默认设计尺寸和分辨率策略,水平/垂直Bleed仅与BestFit相关 * @param width * @param height * @param sceneResolutionPolicy * @param horizontalBleed * @param vertialcalBleed */ public static setDefaultDesignResolution(width: number, height: number, sceneResolutionPolicy: SceneResolutionPolicy, horizontalBleed: number = 0, vertialcalBleed: number = 0) { this._defaultDesignBleedSize = new Vector2(width, height); this._defaultSceneResolutionPolicy = sceneResolutionPolicy; if (this._defaultSceneResolutionPolicy == SceneResolutionPolicy.bestFit) this._defaultDesignBleedSize = new Vector2(horizontalBleed, vertialcalBleed); } constructor() { this.entities = new EntityList(this); this.renderableComponents = new RenderableComponentList(); this.entityProcessors = new EntityProcessorList(); Framework.emitter.emit(CoreEvents.createCamera, this); this._resolutionPolicy = Scene._defaultSceneResolutionPolicy; this._designResolutionSize = Scene._defaultDesignResolutionSize; this._designBleedSize = Scene._defaultDesignBleedSize; this.initialize(); } /** * 在场景子类中重写这个,然后在这里进行加载。 * 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数 */ public initialize() { } /** * 当Core将这个场景设置为活动场景时,这个将被调用 */ public onStart() { } /** * 在场景子类中重写这个,并在这里做任何必要的卸载。 * 当Core把这个场景从活动槽中移除时,这个被调用。 */ public unload() { } public begin() { if (this._renderers.length == 0) { Framework.emitter.emit(CoreEvents.addDefaultRender); console.warn("场景开始时没有渲染器"); } Physics.reset(); this.updateResolutionScaler(); Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget); Framework.emitter.addObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler, this); Framework.emitter.addObserver(CoreEvents.orientationChanged, this.updateResolutionScaler, this); if (this.entityProcessors != null) this.entityProcessors.begin(); this._didSceneBegin = true; this.onStart(); } public end() { this._didSceneBegin = false; for (let i = 0; i < this._renderers.length; i++) this._renderers[i].unload(); Framework.emitter.removeObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler); this.entities.removeAllEntities(); for (let i = 0; i < this._sceneComponents.length; i++) { this._sceneComponents[i].onRemovedFromScene(); } this._sceneComponents.length = 0; this.camera = null; Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget); Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget); Physics.clear(); if (this.entityProcessors) this.entityProcessors.end(); this.unload(); } public updateResolutionScaler() { let designSize = this._designResolutionSize; let screenSize = new Vector2(Screen.width, Screen.height); let screenAspectRatio = screenSize.x / screenSize.y; let renderTargetWidth = screenSize.x; let renderTargetHeight = screenSize.y; let resolutionScaleX = screenSize.x / designSize.x; let resolutionScaleY = screenSize.y / designSize.y; let rectCalculated = false; // 计算PixelPerfect变体所使用的比例 this.pixelPerfectScale = 1; if (this._resolutionPolicy != SceneResolutionPolicy.none) { if (designSize.x / designSize.y > screenAspectRatio) this.pixelPerfectScale = screenSize.x / designSize.x; else this.pixelPerfectScale = screenSize.y / designSize.y; if (this.pixelPerfectScale == 0) this.pixelPerfectScale = 1; } switch (this._resolutionPolicy) { case SceneResolutionPolicy.none: this._finalRenderDestinationRect.x = this._finalRenderDestinationRect.y = 0; this._finalRenderDestinationRect.width = screenSize.x; this._finalRenderDestinationRect.height = screenSize.y; rectCalculated = true; break; case SceneResolutionPolicy.bestFit: let safeScaleX = screenSize.x / (designSize.x - this._designBleedSize.x); let safeScaleY = screenSize.y / (designSize.y - this._designBleedSize.y); let resolutionScale = Math.max(resolutionScaleX, resolutionScaleY); let safeScale = Math.min(safeScaleX, safeScaleY); resolutionScaleX = resolutionScaleY = Math.min(resolutionScale, safeScale); renderTargetWidth = designSize.x; renderTargetHeight = designSize.y; break; } // 如果我们还没有计算出一个矩形 if (!rectCalculated) { // 计算RenderTarget的显示矩形 let renderWidth = designSize.x * resolutionScaleX; let renderHeight = designSize.y * resolutionScaleY; this._finalRenderDestinationRect = new Rectangle((screenSize.x - renderWidth) / 2, (screenSize.y - renderHeight) / 2, renderWidth, renderHeight); } // 在Input类中设置一些值,将鼠标位置转换为我们的缩放分辨率 let scaleX = renderTargetWidth / this._finalRenderDestinationRect.width; let scaleY = renderTargetHeight / this._finalRenderDestinationRect.height; Framework.emitter.emit(CoreEvents.resolutionScale, new Vector2(scaleX, scaleY)); Framework.emitter.emit(CoreEvents.resolutionOffset, this._finalRenderDestinationRect.location); // 调整我们的RenderTargets大小 if (this._sceneRenderTarget != null) Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget); Framework.emitter.emit(CoreEvents.createRenderTarget, this._sceneRenderTarget, renderTargetWidth, renderTargetHeight); // 只有在已经存在的情况下才会创建 destinationRenderTarget if (this._destinationRenderTarget != null) { Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget); Framework.emitter.emit(CoreEvents.createRenderTarget, this._destinationRenderTarget, renderTargetWidth, renderTargetHeight); } // 通知渲染器、后处理器和FinalRenderDelegate渲染纹理尺寸的变化 for (let i = 0; i < this._renderers.length; i++) this._renderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight); for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) this._afterPostProcessorRenderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight); if (this._finalRenderDelegate != null) this._finalRenderDelegate.onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight); this.camera.onSceneRenderTargetSizeChanged(renderTargetWidth, renderTargetHeight); } /** * 下一次绘制完成后,这将克隆回缓冲区,并调用回调与clone。 * 注意,当使用完Texture后,你必须处理掉它 * @param callback */ public requestScreenshot(callback: (texture) => void) { this._screenshotRequestCallback = callback; } public update() { // 我们在这里设置RenderTarget,这样Viewport就会与RenderTarget正确匹配 Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget); // 更新我们的列表,以防它们有任何变化 this.entities.updateLists(); for (let i = this._sceneComponents.length - 1; i >= 0; i--) { if (this._sceneComponents[i].enabled) this._sceneComponents[i].update(); } // 更新我们的实体解析器 if (this.entityProcessors != null) this.entityProcessors.update(); // 更新我们的实体组 this.entities.update(); // 我们在entity.update之后更新我们的renderables,以防止任何新的Renderables被添加 this.renderableComponents.updateList(); if (this.entityProcessors != null) this.entityProcessors.lateUpdate(); } public render() { if (this._renderers.length == 0) { console.error("场景中没有渲染器!"); return; } // 渲染器应该总是先有那些需要RenderTarget的。 // 他们在渲染的时候会自己清空并设置自己为当前的RenderTarget。 // 如果第一个Renderer想要sceneRenderTarget,我们现在就设置并清除它 if (this._renderers[0].wantsToRenderToSceneRenderTarget) { Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget); Framework.emitter.emit(CoreEvents.clearGraphics); } let lastRendererHadRenderTarget = false; for (let i = 0; i < this._renderers.length; i++) { if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) { Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget); Framework.emitter.emit(CoreEvents.clearGraphics); // 强制更新相机矩阵,以考虑到新的视口尺寸 if (this._renderers[i].camera != null) this._renderers[i].camera.forceMatrixUpdate(); this.camera && this.camera.forceMatrixUpdate(); } this._renderers[i].render(this); lastRendererHadRenderTarget = this._renderers[i].renderTexture != null; } } /** * 任何存在的PostProcessors都可以进行处理,然后我们对RenderTarget进行最后的渲染。 * 几乎在所有情况下,finalRenderTarget都是空的。 * 只有在场景转换的第一帧中,如果转换请求渲染,它才会有一个值。 * @param finalRenderTarget */ public postRender(finalRenderTarget = null) { let enabledCounter = 0; for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) { if (i == 0) { // 我们需要在这里设置正确的RenderTarget let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget; Framework.emitter.emit(CoreEvents.setRenderTarget, currentRenderTarget); } if (this._afterPostProcessorRenderers[i].camera != null) this._afterPostProcessorRenderers[i].camera.forceMatrixUpdate(); this._afterPostProcessorRenderers[i].render(this); } // 如果我们有一个截图请求,在最终渲染到回缓冲区之前处理它 if (this._screenshotRequestCallback != null) { let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget; this._screenshotRequestCallback(currentRenderTarget.value); this._screenshotRequestCallback = null; } // 将我们的最终结果渲染到后置缓冲区,或者让我们的委托来做 if (this._finalRenderDelegate != null) { let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget; this._finalRenderDelegate.handleFinalRender(finalRenderTarget, currentRenderTarget, this._finalRenderDestinationRect); } else { let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget; Framework.emitter.emit(CoreEvents.setRenderTarget, finalRenderTarget); Framework.emitter.emit(CoreEvents.clearGraphics); Framework.batcher.begin(null); Framework.batcher.draw(currentRenderTarget, new Vector2(this._finalRenderDestinationRect.x, this._finalRenderDestinationRect.y), 0xffffff, 0, Vector2.zero, new Vector2(this._finalRenderDestinationRect.width, this._finalRenderDestinationRect.height)); Framework.batcher.end(); } } /** * 向组件列表添加并返回SceneComponent * @param component */ public addSceneComponent(component: T): T { component.scene = this; component.onEnabled(); this._sceneComponents.push(component); this._sceneComponents.sort(component.compare); return component; } /** * 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。 * @param type */ public getSceneComponent(type) { for (let i = 0; i < this._sceneComponents.length; i++) { let component = this._sceneComponents[i]; if (component instanceof type) return component as T; } return null; } /** * 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。 * @param type */ public getOrCreateSceneComponent(type) { let comp = this.getSceneComponent(type); if (comp == null) comp = this.addSceneComponent(new type()); return comp; } /** * 从SceneComponents列表中删除一个SceneComponent * @param component */ public removeSceneComponent(component: SceneComponent) { if (!new linq.List(this._sceneComponents).contains(component)) { console.warn(`SceneComponent${component}不在SceneComponents列表中!`); return; } new linq.List(this._sceneComponents).remove(component); component.onRemovedFromScene(); } /** * 添加一个渲染器到场景中 * @param renderer */ public addRenderer(renderer: T): T { if (renderer.wantsToRenderAfterPostProcessors) { this._afterPostProcessorRenderers.push(renderer); this._afterPostProcessorRenderers.sort((a, b) => { return a.compare(b); }); } else { this._renderers.push(renderer); this._renderers.sort((a, b) => { return a.compare(b); }); } renderer.onAddedToScene(this); return renderer; } /** * 得到第一个T型的渲染器 * @param type */ public getRenderer(type): T { for (let i = 0; i < this._renderers.length; i++) { if (this._renderers[i] instanceof type) return this._renderers[i] as T; } for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) { if (this._afterPostProcessorRenderers[i] instanceof type) return this._afterPostProcessorRenderers[i] as T; } return null; } /** * 从场景中移除渲染器 * @param renderer */ public removeRenderer(renderer: IRenderer) { Insist.isTrue(new linq.List(this._renderers).contains(renderer) || new linq.List(this._afterPostProcessorRenderers).contains(renderer)); if (renderer.wantsToRenderAfterPostProcessors) new linq.List(this._afterPostProcessorRenderers).remove(renderer); else new linq.List(this._renderers).remove(renderer); renderer.unload(); } /** * 将实体添加到此场景,并返回它 * @param name */ public createEntity(name: string) { let entity = new Entity(name); return this.addEntity(entity); } /** * 在场景的实体列表中添加一个实体 * @param entity */ public addEntity(entity: Entity) { Insist.isFalse(new linq.List(this.entities.buffer).contains(entity), `您试图将同一实体添加到场景两次: ${entity}`); this.entities.add(entity); entity.scene = this; for (let i = 0; i < entity.transform.childCount; i++) this.addEntity(entity.transform.getChild(i).entity); return entity; } /** * 从场景中删除所有实体 */ public destroyAllEntities() { for (let i = 0; i < this.entities.count; i++) { this.entities.buffer[i].destroy(); } } /** * 搜索并返回第一个具有名称的实体 * @param name */ public findEntity(name: string): Entity { return this.entities.findEntity(name); } /** * 返回具有给定标记的所有实体 * @param tag */ public findEntitiesWithTag(tag: number): Entity[] { return this.entities.entitiesWithTag(tag); } /** * 返回类型为T的所有实体 * @param type */ public entitiesOfType(type): T[] { return this.entities.entitiesOfType(type); } /** * 返回第一个启用加载的类型为T的组件 * @param type */ public findComponentOfType(type): T { return this.entities.findComponentOfType(type); } /** * 返回类型为T的所有已启用已加载组件的列表 * @param type */ public findComponentsOfType(type): T[] { return this.entities.findComponentsOfType(type); } /** * 在场景中添加一个EntitySystem处理器 * @param processor 处理器 */ public addEntityProcessor(processor: EntitySystem) { processor.scene = this; this.entityProcessors.add(processor); return processor; } /** * 从场景中删除EntitySystem处理器 * @param processor */ public removeEntityProcessor(processor: EntitySystem) { this.entityProcessors.remove(processor); } /** * 获取EntitySystem处理器 */ public getEntityProcessor(): T { return this.entityProcessors.getProcessor(); } } }