phaser/src/renderer/webgl/BatchManager.js

728 lines
20 KiB
JavaScript
Raw Normal View History

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* New version of PIXI.WebGLSpriteBatch
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
2016-10-07 01:09:12 +00:00
Phaser.Renderer.WebGL.BatchManager = function (renderer)
{
this.renderer = renderer;
this.gl = null;
this.vertSize = 5;
2016-10-07 01:09:12 +00:00
// Number of images in the BatchManager before it flushes
this.size = 2000;
//the total number of bytes in our batch
// Including texture index:
// position + uv + color + textureIndex
// vec2 + vec2 + (char * 4) + float
this.vertexSize = (4 * 2) + (4 * 2) + (4) + (4);
var numVerts = this.vertexSize * this.size * 4;
//this.size * 4 * 4 * this.vertSize;
//the total number of indices in our batch
var numIndices = this.size * 6;
// Holds the vertices
this.vertices = new ArrayBuffer(numVerts);
// View on the vertices as a Float32Array
this.positions = new Float32Array(this.vertices);
// View on the vertices as a Uint32Array
this.colors = new Uint32Array(this.vertices);
// Holds the indices
this.indices = new Uint16Array(numIndices);
this.lastIndexCount = 0;
for (var i = 0, j = 0; i < numIndices; i += 6, j += 4)
{
this.indices[i + 0] = j + 0;
this.indices[i + 1] = j + 1;
this.indices[i + 2] = j + 2;
this.indices[i + 3] = j + 0;
this.indices[i + 4] = j + 2;
this.indices[i + 5] = j + 3;
}
this.currentTextureSource = null;
// this.drawing = false;
this.currentBatchSize = 0;
this.dirty = true;
this.textures = [];
this.blendModes = [];
this.shaders = [];
this.sprites = [];
// this.defaultShader = null;
// Let's Merge Sprite in here
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The Default Vertex shader source.
*
* @property defaultVertexSrc
* @type String
*/
this.multivertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'attribute float aTextureIndex;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
' vTextureIndex = aTextureIndex;',
'}'
];
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'uniform vec2 projectionVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vec3 color = mod(vec3(aColor.y / 65536.0, aColor.y / 256.0, aColor.y), 256.0) / 256.0;',
' vColor = vec4(color * aColor.x, aColor.x);',
'}'
];
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.multifragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
];
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
];
/**
* Uniform attributes cache.
* @property attributes
* @type Array
* @private
*/
this.attributes = [];
/**
* A local texture counter for multi-texture shaders.
* @property textureCount
* @type Number
*/
this.textureCount = 0;
// @type {WebGLUniformLocation }
this.uSampler;
// @type {WebGLUniformLocation }
this.projectionVector;
// @type {WebGLUniformLocation }
this.offsetVector;
// @type {GLint}
this.colorAttribute;
// @type {GLint}
this.aTextureIndex;
// @type {GLint}
this.aVertexPosition;
// @type {GLint}
this.aTextureCoord;
// @type {WebGLUniformLocation }
this.translationMatrix;
// @type {WebGLUniformLocation }
this.alpha;
};
2016-10-07 01:09:12 +00:00
Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager;
2016-10-07 01:09:12 +00:00
Phaser.Renderer.WebGL.BatchManager.prototype = {
init: function ()
{
this.gl = this.renderer.gl;
if (this.renderer.enableMultiTextureToggle)
{
this.initMultitexShader();
}
console.log('Compiled BatchManager Shader');
// console.log(this.vertexSrc.join('\n'));
// console.log(this.fragmentSrc.join('\n'));
// console.log('compiling ...');
var gl = this.gl;
var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
// Set Shader
gl.useProgram(program);
// Get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
// this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
// Get and store the uniforms for the shader
// this part is different for multi-textures
this.uSampler = gl.getUniformLocation(program, 'uSampler');
// vertex position
gl.enableVertexAttribArray(0);
// texture coordinate
gl.enableVertexAttribArray(1);
// color attribute
gl.enableVertexAttribArray(2);
// texture index
// gl.enableVertexAttribArray(3);
// The projection vector (middle of the game world)
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
// this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.program = program;
// setAttribs can also call this (which handles the enable array calls above)
// this.attributes = [ this.aVertexPosition, this.aTextureCoord, this.colorAttribute, this.aTextureIndex ];
this.attributes = [ this.aVertexPosition, this.aTextureCoord, this.colorAttribute ];
// Create a couple of buffers
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// 65535 is max index, so 65535 / 6 = 10922.
// Upload the index data
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
},
initMultiTextureShader: function ()
{
this.gl = this.renderer.gl;
// var gl = this.gl;
// New Fragment Source ...
/*
if (this.renderer.enableMultiTextureToggle)
{
var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
for (var index = 1; index < this.MAX_TEXTURES; ++index)
{
dynamicIfs += '\telse if (vTextureIndex == ' +
index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
index + '], vTextureCoord) * vColor;\n';
}
// Does this need the vTextureIndex varying? Doesn't look like it
this.defaultShader = new Phaser.Filter(
this.renderer.game,
undefined,
[
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
'void main(void) {',
dynamicIfs,
'\telse gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;',
'}'
]);
}
else
{
// Does this need the vTextureIndex varying? Doesn't look like it
this.defaultShader = new Phaser.Filter(
this.renderer.game,
undefined,
[
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
]);
}
*/
},
begin: function ()
{
this.start();
},
start: function ()
{
this.dirty = true;
},
end: function ()
{
this.flush();
},
stop: function ()
{
this.flush();
this.dirty = true;
},
render: function (src)
{
var frame = src.frame;
var source = frame.source;
// Check TextureSource
if (this.currentTextureSource !== source)
// if (this.renderer.textureArray[source.glTextureIndex] !== source)
{
if (this.currentBatchSize > 0)
{
this.flush();
}
var gl = this.gl;
gl.activeTexture(gl.TEXTURE0);
// gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
// this.renderer.textureArray[source.glTextureIndex] = source;
this.currentTextureSource = source;
}
// Check Batch Size
if (this.currentBatchSize >= this.size)
{
this.flush();
this.currentTextureSource = source;
}
// MOVE ALL OF THIS INTO THE SPRITE / IMAGE WEBGL CLASSES? and just expose 'addVerts' here instead
// Get the Texture UVs
var uvs = frame.uvs;
var aX = src.anchorX;
var aY = src.anchorY;
var w0, w1, h0, h1;
/*
if (texture.trim)
{
// If the sprite is trimmed, add the extra space before transforming
var trim = texture.trim;
w1 = trim.x - (aX * trim.width);
w0 = w1 + texture.crop.width;
h1 = trim.y - (aY * trim.height);
h0 = h1 + texture.crop.height;
}
else
{
w0 = (texture.frame.width) * (1 - aX);
w1 = (texture.frame.width) * -aX;
h0 = texture.frame.height * (1 - aY);
h1 = texture.frame.height * -aY;
}
*/
w0 = (frame.width) * (1 - aX);
w1 = (frame.width) * -aX;
h0 = frame.height * (1 - aY);
h1 = frame.height * -aY;
var i = this.currentBatchSize * this.vertexSize;
var resolution = source.resolution;
var textureIndex = source.textureIndex;
var wt = src.transform.world;
var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
// var cw = frame.cutWidth;
// var ch = frame.cutHeight;
/*
if (texture.rotated)
{
var a0 = wt.a;
var b0 = wt.b;
var c0 = wt.c;
var d0 = wt.d;
var _w1 = w1;
var _w0 = w0;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
a = a0 * 6.123233995736766e-17 + -c0;
b = b0 * 6.123233995736766e-17 + -d0;
c = a0 + c0 * 6.123233995736766e-17;
d = b0 + d0 * 6.123233995736766e-17;
// Update UV coordinates
texture._updateUvsInverted();
// Rotate dimensions
w0 = h0;
w1 = h1;
h0 = _w0;
h1 = _w1;
}
*/
// These are just views into the same typed array
var colors = this.colors;
var positions = this.positions;
// var tint = sprite.tint;
var tint = 0xffffff;
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (src.worldAlpha * 255 << 24);
if (this.renderer.roundPixels)
{
tx |= 0;
ty |= 0;
}
// Interleaved vert and color data
// The color passed here includes an applied tint *see bitwise ops above *
// Better to calculate that in the shader?
// Top Left vert (xy, uv, color)
positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
colors[i++] = color;
positions[i++] = textureIndex;
// Top Right vert (xy, uv, color)
positions[i++] = a * w0 + c * h1 + tx;
positions[i++] = d * h1 + b * w0 + ty;
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
colors[i++] = color;
positions[i++] = textureIndex;
// Bottom Right vert (xy, uv, color)
positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
colors[i++] = color;
positions[i++] = textureIndex;
// Bottom Left vert (xy, uv, color)
positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
colors[i++] = color;
positions[i++] = textureIndex;
this.sprites[this.currentBatchSize++] = src;
},
/*
addVerts: function (uvs, wt, w0, h0, w1, h1, alpha, tint)
{
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var verts = this.vertices;
var i = this._size * 4 * this.vertSize;
// Top Left vert (xy, uv, color)
verts[i++] = a * w1 + c * h1 + tx;
verts[i++] = d * h1 + b * w1 + ty;
verts[i++] = uvs.x0;
verts[i++] = uvs.y0;
verts[i++] = alpha;
verts[i++] = tint[0];
// Top Right vert (xy, uv, color)
verts[i++] = a * w0 + c * h1 + tx;
verts[i++] = d * h1 + b * w0 + ty;
verts[i++] = uvs.x1;
verts[i++] = uvs.y1;
verts[i++] = alpha;
verts[i++] = tint[1];
// Bottom Right vert (xy, uv, color)
verts[i++] = a * w0 + c * h0 + tx;
verts[i++] = d * h0 + b * w0 + ty;
verts[i++] = uvs.x2;
verts[i++] = uvs.y2;
verts[i++] = alpha;
verts[i++] = tint[2];
// Bottom Left vert (xy, uv, color)
verts[i++] = a * w1 + c * h0 + tx;
verts[i++] = d * h0 + b * w1 + ty;
verts[i++] = uvs.x3;
verts[i++] = uvs.y3;
verts[i++] = alpha;
verts[i++] = tint[3];
},
*/
flush: function ()
{
// If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize === 0)
{
return;
}
var gl = this.gl;
if (this.dirty)
{
// Always dirty the first pass through
// but subsequent calls may be clean
this.dirty = false;
// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// set the projection vector (defaults to middle of game world on negative y)
gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
// vertex position
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, this.stride, 0);
// texture coordinate
gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, this.stride, 8);
// color attribute
gl.vertexAttribPointer(this.colorAttribute, 2, gl.FLOAT, false, this.stride, 16);
// texture index
// gl.vertexAttribPointer(this.aTextureIndex, 2, gl.FLOAT, false, this.stride, 20);
}
// Upload verts to the buffer
if (this.currentBatchSize > (this.size * 0.5))
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
var view = this.positions.subarray(0, this.currentBatchSize * this.vertexSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
var sprite;
var start = 0;
var currentSize = 0;
var nextSource = null;
var blend = 0;
var nextBlend = null;
for (var i = 0; i < this.currentBatchSize; i++)
{
sprite = this.sprites[i];
nextBlend = sprite.blendMode;
if (blend !== nextBlend)
{
// Unrolled for speed
/*
if (nextBlend === this.renderer.blendModes.NORMAL)
{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
else if (nextBlend === BlendModes.ADD)
{
gl.blendFunc(gl.SRC_ALPHA, gl.DST_ALPHA);
}
else if (nextBlend === BlendModes.MULTIPLY)
{
gl.blendFunc(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA);
}
else if (nextBlend === BlendModes.SCREEN)
{
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
}
*/
}
nextSource = sprite.frame.source;
if (nextSource !== this.currentTextureSource)
{
if (currentSize > 0)
{
this.renderBatch(this.currentTextureSource, currentSize, start);
}
start = i;
currentSize = 0;
this.currentTextureSource = nextSource;
}
currentSize++;
}
if (currentSize > 0)
{
this.renderBatch(this.currentTextureSource, currentSize, start);
}
// Reset the batch
this.currentBatchSize = 0;
},
renderBatch: function (source, size, startIndex)
{
if (size === 0)
{
return;
}
var gl = this.gl;
if (source.glDirty)
{
if (!this.renderer.updateTexture(source))
{
// If updateTexture returns false then we cannot render it, so bail out now
return;
}
}
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
this.renderer.drawCount++;
},
destroy: function ()
{
this.vertices = null;
this.indices = null;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.currentBaseTexture = null;
this.renderer = null;
this.gl = null;
}
};