Files
GDevelop/Extensions/Lighting/lightruntimeobject-pixi-renderer.ts
D8H 752d047464 Upgrade GDJS to Prettier 3.4.2 (#7398)
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570 lines
20 KiB
TypeScript

namespace gdjs {
const logger = new gdjs.Logger('Light object');
/**
* Pixi renderer for light runtime objects.
*/
export class LightRuntimeObjectPixiRenderer {
_object: gdjs.LightRuntimeObject;
_instanceContainer: gdjs.RuntimeInstanceContainer;
_manager: gdjs.LightObstaclesManager;
_radius: number;
_color: [number, number, number];
_texture: PIXI.Texture | null = null;
_center: Float32Array;
_defaultVertexBuffer: Float32Array;
_vertexBuffer: Float32Array;
_indexBuffer: Uint16Array;
_light: PIXI.Mesh<PIXI.Shader> | null = null;
_isPreview: boolean;
_debugMode: boolean = false;
_debugLight: PIXI.Container | null = null;
_debugGraphics: PIXI.Graphics | null = null;
/**
* A polygon updated when vertices of the light are computed
* to be a polygon bounding the light and its obstacles.
*/
_lightBoundingPoly: gdjs.Polygon;
constructor(
runtimeObject: gdjs.LightRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._manager = runtimeObject.getObstaclesManager();
this._radius = runtimeObject.getRadius();
const objectColor = runtimeObject._color;
this._color = [
objectColor[0] / 255,
objectColor[1] / 255,
objectColor[2] / 255,
];
this.updateTexture();
this._center = new Float32Array([runtimeObject.x, runtimeObject.y]);
this._defaultVertexBuffer = new Float32Array(8);
this._vertexBuffer = new Float32Array([
runtimeObject.x - this._radius,
runtimeObject.y + this._radius,
runtimeObject.x + this._radius,
runtimeObject.y + this._radius,
runtimeObject.x + this._radius,
runtimeObject.y - this._radius,
runtimeObject.x - this._radius,
runtimeObject.y - this._radius,
]);
this._indexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);
this.updateMesh();
this._isPreview = instanceContainer.getGame().isPreview();
this._lightBoundingPoly = gdjs.Polygon.createRectangle(0, 0);
this.updateDebugMode();
// Objects will be added in lighting layer, this is just to maintain consistency.
if (this._light) {
instanceContainer
.getLayer('')
.getRenderer()
.addRendererObject(
this.getRendererObject(),
runtimeObject.getZOrder()
);
}
}
static _verticesWithAngleComparator(vertexWithAngleA, vertexWithAngleB) {
if (vertexWithAngleA.angle < vertexWithAngleB.angle) {
return -1;
}
if (vertexWithAngleA.angle > vertexWithAngleB.angle) {
return 1;
}
return 0;
}
static _computeClosestIntersectionPoint(
lightObject: gdjs.LightRuntimeObject,
angle: float,
polygons: Array<gdjs.Polygon>,
boundingSquareHalfDiag: float
) {
const centerX = lightObject.getX();
const centerY = lightObject.getY();
const targetX = centerX + boundingSquareHalfDiag * Math.cos(angle);
const targetY = centerY + boundingSquareHalfDiag * Math.sin(angle);
let minSqDist = boundingSquareHalfDiag * boundingSquareHalfDiag;
const closestPoint: Array<integer | null> = [null, null];
for (const poly of polygons) {
const raycastResult = gdjs.Polygon.raycastTest(
poly,
centerX,
centerY,
targetX,
targetY
);
if (raycastResult.collision && raycastResult.closeSqDist <= minSqDist) {
minSqDist = raycastResult.closeSqDist;
closestPoint[0] = raycastResult.closeX;
closestPoint[1] = raycastResult.closeY;
}
}
if (closestPoint[0] && closestPoint[1]) {
return closestPoint;
}
return null;
}
getRendererObject(): PIXI.Mesh | null | PIXI.Container {
if (this._debugLight) {
return this._debugLight;
}
return this._light;
}
ensureUpToDate() {
if (this._object.isHidden()) {
return;
}
if (this._debugGraphics) {
this._updateDebugGraphics();
}
this._updateBuffers();
}
updateMesh(): void {
if (!PIXI.utils.isWebGLSupported()) {
logger.warn(
'This device does not support webgl, which is required for Lighting Extension.'
);
return;
}
this.updateTexture();
const fragmentShader =
this._texture === null
? LightRuntimeObjectPixiRenderer.defaultFragmentShader
: LightRuntimeObjectPixiRenderer.texturedFragmentShader;
const shaderUniforms = {
center: this._center,
radius: this._radius,
color: this._color,
};
if (this._texture) {
// @ts-ignore
shaderUniforms.uSampler = this._texture;
}
const shader = PIXI.Shader.from(
LightRuntimeObjectPixiRenderer.defaultVertexShader,
fragmentShader,
shaderUniforms
);
const geometry = new PIXI.Geometry();
geometry
.addAttribute('aVertexPosition', this._vertexBuffer, 2)
.addIndex(this._indexBuffer);
if (!this._light) {
this._light = new PIXI.Mesh(geometry, shader);
this._light.blendMode = PIXI.BLEND_MODES.ADD;
} else {
this._light.shader = shader;
// @ts-ignore - replacing the read-only geometry
this._light.geometry = geometry;
}
}
updateRadius(): void {
if (!this._light) {
return;
}
this._radius = this._object.getRadius();
this._light.shader.uniforms.radius = this._radius;
}
updateColor(): void {
if (!this._light) {
return;
}
const objectColor = this._object._color;
this._color = [
objectColor[0] / 255,
objectColor[1] / 255,
objectColor[2] / 255,
];
this._light.shader.uniforms.color = this._color;
}
updateTexture(): void {
const texture = this._object.getTexture();
this._texture =
texture !== ''
? (
this._instanceContainer
.getGame()
.getImageManager() as gdjs.PixiImageManager
).getPIXITexture(texture)
: null;
}
updateDebugMode(): void {
if (!this._light) {
return;
}
this._debugMode = this._object.getDebugMode();
if (!this._debugLight && (this._isPreview || this._debugMode)) {
this._debugLight = new PIXI.Container();
this._debugLight.addChild(this._light);
}
if (this._debugMode && !this._debugGraphics) {
this._debugGraphics = new PIXI.Graphics();
(this._debugLight as PIXI.Container).addChild(this._debugGraphics);
}
if (!this._debugMode && this._debugGraphics) {
(this._debugLight as PIXI.Container).removeChild(this._debugGraphics);
this._debugGraphics.destroy();
this._debugGraphics = null;
}
this.ensureUpToDate();
}
_updateDebugGraphics() {
const debugGraphics = this._debugGraphics as PIXI.Graphics;
const computedVertices = this._computeLightVertices();
if (!computedVertices.length) {
debugGraphics.clear();
debugGraphics
.lineStyle(1, 16711680, 1)
.moveTo(this._object.x, this._object.y)
.lineTo(this._object.x - this._radius, this._object.y + this._radius)
.lineTo(this._object.x + this._radius, this._object.y + this._radius)
.moveTo(this._object.x, this._object.y)
.lineTo(this._object.x + this._radius, this._object.y + this._radius)
.lineTo(this._object.x + this._radius, this._object.y - this._radius)
.moveTo(this._object.x, this._object.y)
.lineTo(this._object.x + this._radius, this._object.y - this._radius)
.lineTo(this._object.x - this._radius, this._object.y - this._radius)
.moveTo(this._object.x, this._object.y)
.lineTo(this._object.x - this._radius, this._object.y - this._radius)
.lineTo(this._object.x - this._radius, this._object.y + this._radius);
return;
}
const vertices = new Array(2 * computedVertices.length + 2);
vertices[0] = this._object.x;
vertices[1] = this._object.y;
for (let i = 2; i < 2 * computedVertices.length + 2; i += 2) {
vertices[i] = computedVertices[i / 2 - 1][0];
vertices[i + 1] = computedVertices[i / 2 - 1][1];
}
debugGraphics.clear();
debugGraphics.moveTo(vertices[2], vertices[3]);
const verticesCount = vertices.length;
for (let i = 2; i < verticesCount; i += 2) {
const lineColor = i % 4 === 0 ? 16711680 : 65280;
const lastX = i + 2 >= verticesCount ? 2 : i + 2;
const lastY = i + 3 >= verticesCount ? 3 : i + 3;
debugGraphics
.lineStyle(1, lineColor, 1)
.lineTo(vertices[i], vertices[i + 1])
.lineTo(vertices[lastX], vertices[lastY])
.moveTo(vertices[0], vertices[1])
.lineTo(vertices[i], vertices[i + 1])
.moveTo(vertices[0], vertices[1])
.lineTo(vertices[lastX], vertices[lastY]);
}
}
_updateBuffers() {
if (!this._light) {
return;
}
this._center[0] = this._object.x;
this._center[1] = this._object.y;
const vertices = this._computeLightVertices();
// Fallback to simple quad when there are no obstacles around.
if (vertices.length === 0) {
this._defaultVertexBuffer[0] = this._object.x - this._radius;
this._defaultVertexBuffer[1] = this._object.y + this._radius;
this._defaultVertexBuffer[2] = this._object.x + this._radius;
this._defaultVertexBuffer[3] = this._object.y + this._radius;
this._defaultVertexBuffer[4] = this._object.x + this._radius;
this._defaultVertexBuffer[5] = this._object.y - this._radius;
this._defaultVertexBuffer[6] = this._object.x - this._radius;
this._defaultVertexBuffer[7] = this._object.y - this._radius;
this._light.shader.uniforms.center = this._center;
this._light.geometry
.getBuffer('aVertexPosition')
.update(this._defaultVertexBuffer);
this._light.geometry
.getIndex()
.update(LightRuntimeObjectPixiRenderer._defaultIndexBuffer);
return;
}
const verticesCount = vertices.length;
// If the array buffer which is already allocated is at most
// twice the size of memory required, we could avoid re-allocation
// and instead use a subarray. Otherwise, allocate new array buffers as
// there would be memory wastage.
let isSubArrayUsed = false;
let vertexBufferSubArray: Float32Array | null = null;
let indexBufferSubArray: Uint16Array | null = null;
if (this._vertexBuffer.length > 2 * verticesCount + 2) {
if (this._vertexBuffer.length < 4 * verticesCount + 4) {
isSubArrayUsed = true;
vertexBufferSubArray = this._vertexBuffer.subarray(
0,
2 * verticesCount + 2
);
indexBufferSubArray = this._indexBuffer.subarray(
0,
3 * verticesCount
);
} else {
this._vertexBuffer = new Float32Array(2 * verticesCount + 2);
this._indexBuffer = new Uint16Array(3 * verticesCount);
}
}
// When the allocated array buffer has less memory than
// required, we'll have to allocated new array buffers.
if (this._vertexBuffer.length < 2 * verticesCount + 2) {
this._vertexBuffer = new Float32Array(2 * verticesCount + 2);
this._indexBuffer = new Uint16Array(3 * verticesCount);
}
this._vertexBuffer[0] = this._object.x;
this._vertexBuffer[1] = this._object.y;
for (let i = 2; i < 2 * verticesCount + 2; i += 2) {
this._vertexBuffer[i] = vertices[i / 2 - 1][0];
this._vertexBuffer[i + 1] = vertices[i / 2 - 1][1];
}
for (let i = 0; i < 3 * verticesCount; i += 3) {
this._indexBuffer[i] = 0;
this._indexBuffer[i + 1] = i / 3 + 1;
if (i / 3 + 1 !== verticesCount) {
this._indexBuffer[i + 2] = i / 3 + 2;
} else {
this._indexBuffer[i + 2] = 1;
}
}
this._light.shader.uniforms.center = this._center;
if (!isSubArrayUsed) {
this._light.geometry
.getBuffer('aVertexPosition')
.update(this._vertexBuffer);
this._light.geometry.getIndex().update(this._indexBuffer);
} else {
this._light.geometry
.getBuffer('aVertexPosition')
// @ts-ignore
.update(vertexBufferSubArray);
// @ts-ignore
this._light.geometry.getIndex().update(indexBufferSubArray);
}
}
/**
* Computes the vertices of mesh using raycasting.
* @returns the vertices of mesh.
*/
_computeLightVertices(): Array<FloatPoint> {
const lightObstacles: gdjs.LightObstacleRuntimeBehavior[] = [];
if (this._manager) {
this._manager.getAllObstaclesAround(
this._object,
this._radius,
lightObstacles
);
}
const searchAreaLeft = this._object.getX() - this._radius;
const searchAreaTop = this._object.getY() - this._radius;
const searchAreaRight = this._object.getX() + this._radius;
const searchAreaBottom = this._object.getY() + this._radius;
// Bail out early if there are no obstacles.
if (lightObstacles.length === 0) {
// @ts-ignore TODO the array should probably be pass as a parameter.
return lightObstacles;
}
// Synchronize light bounding polygon with the hitbox.
// Note: we suppose the hitbox is always a single rectangle.
const objectHitBox = this._object.getHitBoxes()[0];
for (let i = 0; i < 4; i++) {
this._lightBoundingPoly.vertices[i][0] = objectHitBox.vertices[i][0];
this._lightBoundingPoly.vertices[i][1] = objectHitBox.vertices[i][1];
}
// Create the list of polygons to compute the light vertices
const obstaclePolygons: Array<gdjs.Polygon> = [];
obstaclePolygons.push(this._lightBoundingPoly);
for (let i = 0; i < lightObstacles.length; i++) {
const obstacleHitBoxes = lightObstacles[i].owner.getHitBoxesAround(
searchAreaLeft,
searchAreaTop,
searchAreaRight,
searchAreaBottom
);
for (const hitbox of obstacleHitBoxes) {
obstaclePolygons.push(hitbox);
}
}
let maxX = this._object.x + this._radius;
let minX = this._object.x - this._radius;
let maxY = this._object.y + this._radius;
let minY = this._object.y - this._radius;
const flattenVertices: Array<FloatPoint> = [];
for (let i = 1; i < obstaclePolygons.length; i++) {
const vertices = obstaclePolygons[i].vertices;
const verticesCount = vertices.length;
for (let j = 0; j < verticesCount; j++) {
flattenVertices.push(vertices[j]);
if (vertices[j][0] < minX) {
minX = vertices[j][0];
}
if (vertices[j][0] > maxX) {
maxX = vertices[j][0];
}
if (vertices[j][1] < minY) {
minY = vertices[j][1];
}
if (vertices[j][1] > maxY) {
maxY = vertices[j][1];
}
}
}
obstaclePolygons[0].vertices[0][0] = minX;
obstaclePolygons[0].vertices[0][1] = minY;
obstaclePolygons[0].vertices[1][0] = maxX;
obstaclePolygons[0].vertices[1][1] = minY;
obstaclePolygons[0].vertices[2][0] = maxX;
obstaclePolygons[0].vertices[2][1] = maxY;
obstaclePolygons[0].vertices[3][0] = minX;
obstaclePolygons[0].vertices[3][1] = maxY;
// Find the largest diagonal length.
const boundingSquareHalfDiag = Math.sqrt(
Math.max(
(this._object.x - minX) * (this._object.x - minX) +
(this._object.y - minY) * (this._object.y - minY),
(maxX - this._object.x) * (maxX - this._object.x) +
(this._object.y - minY) * (this._object.y - minY),
(maxX - this._object.x) * (maxX - this._object.x) +
(maxY - this._object.y) * (maxY - this._object.y),
(this._object.x - minX) * (this._object.x - minX) +
(maxY - this._object.y) * (maxY - this._object.y)
)
);
// Add this._object.hitBoxes vertices.
for (let i = 0; i < 4; i++) {
flattenVertices.push(obstaclePolygons[0].vertices[i]);
}
const closestVertices: Array<any> = [];
const flattenVerticesCount = flattenVertices.length;
for (let i = 0; i < flattenVerticesCount; i++) {
const xdiff = flattenVertices[i][0] - this._object.x;
const ydiff = flattenVertices[i][1] - this._object.y;
const angle = Math.atan2(ydiff, xdiff);
const closestVertex =
LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(
this._object,
angle,
obstaclePolygons,
boundingSquareHalfDiag
);
if (closestVertex) {
closestVertices.push({ vertex: closestVertex, angle: angle });
}
// TODO: Check whether we need to raycast these two extra rays or not.
const closestVertexOffsetLeft =
LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(
this._object,
angle + 0.0001,
obstaclePolygons,
boundingSquareHalfDiag
);
if (closestVertexOffsetLeft) {
closestVertices.push({
vertex: closestVertexOffsetLeft,
angle: angle + 0.0001,
});
}
const closestVertexOffsetRight =
LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(
this._object,
angle - 0.0001,
obstaclePolygons,
boundingSquareHalfDiag
);
if (closestVertexOffsetRight) {
closestVertices.push({
vertex: closestVertexOffsetRight,
angle: angle - 0.0001,
});
}
}
closestVertices.sort(
LightRuntimeObjectPixiRenderer._verticesWithAngleComparator
);
const closestVerticesCount = closestVertices.length;
if (closestVerticesCount === 0) return [];
const filteredVerticesResult = [closestVertices[0].vertex];
for (let i = 1; i < closestVerticesCount; i++) {
if (closestVertices[i].angle !== closestVertices[i - 1].angle) {
filteredVerticesResult.push(closestVertices[i].vertex);
}
}
return filteredVerticesResult;
}
static _defaultIndexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);
static defaultVertexShader = `
precision highp float;
attribute vec2 aVertexPosition;
uniform mat3 translationMatrix;
uniform mat3 projectionMatrix;
varying vec2 vPos;
void main() {
vPos = aVertexPosition;
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
}`;
static defaultFragmentShader = `
precision highp float;
uniform vec2 center;
uniform float radius;
uniform vec3 color;
varying vec2 vPos;
void main() {
float l = length(vPos - center);
float intensity = 0.0;
if(l < radius)
intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);
gl_FragColor = vec4(color*intensity, 1.0);
}`;
static texturedFragmentShader = `
precision highp float;
uniform vec2 center;
uniform float radius;
uniform vec3 color;
uniform sampler2D uSampler;
varying vec2 vPos;
void main() {
vec2 topleft = vec2(center.x - radius, center.y - radius);
vec2 texCoord = (vPos - topleft)/(2.0 * radius);
gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)
? vec4(color, 1.0) * texture2D(uSampler, texCoord)
: vec4(0.0, 0.0, 0.0, 0.0);
}`;
}
// @ts-ignore - Register the class to let the engine use it.
export const LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;
export type LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;
}