level-render/assets/demo/CCCExtension.ts

169 lines
6.8 KiB
TypeScript
Raw Normal View History

2024-01-19 03:35:46 +00:00
import { EPSILON, Node, RenderData, StencilManager, UIRenderer, approx, cclegacy, clamp, gfx, log } from "cc";
enum Stage {
// Stencil disabled
DISABLED = 0,
// Clear stencil buffer
CLEAR = 1,
// Entering a new level, should handle new stencil
ENTER_LEVEL = 2,
// In content
ENABLED = 3,
// Exiting a level, should restore old stencil or disable
EXIT_LEVEL = 4,
// Clear stencil buffer & USE INVERTED
CLEAR_INVERTED = 5,
// Entering a new level & USE INVERTED
ENTER_LEVEL_INVERTED = 6,
}
export default class CCCExtension {
static init() {
this._extendRender3_x();
}
private static _extendRender3_x() {
const batch2d = cclegacy[`internal`][`Batcher2D`];
let __renderQueue: Node[][] = [];
const levelSplit = (node: Node, lv: number, itemIndex) => {
if (!__renderQueue[lv]) {
__renderQueue[lv] = [];
}
__renderQueue[lv].push(node);
lv++;
node["__renderLv"] = lv;
node["__levelRender"] = true;
node["__itemIndex"] = itemIndex;
const cs = node.children;
for (let i = 0; i < cs.length; ++i) {
const c = cs[i];
if (!__renderQueue[lv]) {
__renderQueue[lv] = [];
}
lv = levelSplit(c, lv, itemIndex);
}
return lv;
}
Object.defineProperty(batch2d.prototype, "walk", {
value: function (node: Node, level = 0) {
if (!node[`activeInHierarchy`]) {
return;
}
const children = node.children;
const uiProps = node._uiProps;
const render = uiProps.uiComp as UIRenderer;
// Save opacity
let parentOpacity = 1;
if (node.parent) {
parentOpacity = node.parent._uiProps.opacity;
}
let opacity = parentOpacity;
// TODO Always cascade ui property's local opacity before remove it
const selfOpacity = render && render.color ? render.color.a / 255 : 1;
opacity *= selfOpacity * uiProps.localOpacity;
// TODO Set opacity to ui property's opacity before remove it
if (uiProps[`setOpacity`]) {
uiProps[`setOpacity`](opacity);
} else {
uiProps[`_opacity`] = opacity;
}
if (!approx(opacity, 0, EPSILON)) {
if (uiProps.colorDirty) {
// Cascade color dirty state
this._opacityDirty++;
}
// Render assembler update logic
if (render && render.enabledInHierarchy) {
render.fillBuffers(this);// for rendering
}
// Update cascaded opacity to vertex buffer
if (this._opacityDirty && render && !render.useVertexOpacity && render.renderData && render.renderData.vertexCount > 0) {
// HARD COUPLING
updateOpacity(render.renderData, opacity);
const buffer = render.renderData.getMeshBuffer();
if (buffer) {
buffer.setDirty();
}
}
if (children.length > 0 && !node._static) {
if (!node[`__levelRender`]) {
__renderQueue = [];
for (let i = 0; i < children.length; ++i) {
const child = children[i];
const enableLevelRender = node[`__enableLevelRender`];
if (!enableLevelRender) {
this.walk(child, level);
} else {
levelSplit(child, 0, i);
}
}
while (__renderQueue.length > 0) {
const list = __renderQueue.shift();
if (list.length > 0) {
while (list.length > 0) {
const n = list.shift();
this.walk(n, level);
}
}
}
}
}
if (uiProps.colorDirty) {
// Reduce cascaded color dirty state
this._opacityDirty--;
// Reset color dirty
uiProps.colorDirty = false;
}
}
// Restore opacity
// this._pOpacity = parentOpacity;
// Post render assembler update logic
// ATTENTION: Will also reset colorDirty inside postUpdateAssembler
if (render && render.enabledInHierarchy) {
render.postUpdateAssembler(this);
if ((render.stencilStage as any === Stage.ENTER_LEVEL || render.stencilStage as any === Stage.ENTER_LEVEL_INVERTED)
&& (StencilManager.sharedManager!.getMaskStackSize() > 0)) {
this.autoMergeBatches(this._currComponent!);
this.resetRenderStates();
StencilManager.sharedManager!.exitMask();
}
}
level += 1;
}
});
}
}
export function updateOpacity(renderData: RenderData, opacity: number) {
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 = gfx.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;
}
}