phaser/3.0.0/merge/renderer/webgl/batches/FXBatch.js

360 lines
11 KiB
JavaScript
Raw Normal View History

2016-10-30 22:57:29 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Standard Image and Sprite Shader.
*
* @class Phaser.Renderer.WebGL.Batch.Image
* @constructor
* @param {Phaser.Renderer.WebGL} renderer - The WebGL Renderer.
*/
Phaser.Renderer.WebGL.Batch.FX = function (manager, batchSize)
{
// Vertex Data Size is calculated by adding together:
//
// Position (vec2) = 4 * 2 = 8 bytes
// UV (vec2) = 4 * 2 = 8 bytes
// Texture Index (float) = 4 bytes
// Tint Color (float) = 4 bytes
// BG Color (float) = 4 bytes
//
// Total: 28 bytes (per vert) * 4 (4 verts per quad) (= 112 bytes) * maxSize (usually 2000) = 224 kilobytes sent to the GPU every frame
var vertSize = (4 * 2) + (4 * 2) + (4) + (4) + (4);
Phaser.Renderer.WebGL.Batch.call(this, manager, batchSize, vertSize);
this.type = 4;
2016-10-30 22:57:29 +00:00
// 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);
// Attributes and Uniforms specific to this Batch Shader
// @type {GLint}
this.aVertexPosition;
// @type {GLint}
this.aTextureCoord;
// @type {GLint}
this.aTextureIndex;
// @type {GLint}
this.aTintColor;
// @type {GLint}
this.aBgColor;
// @type {WebGLUniformLocation}
this.uSampler;
// @type {WebGLUniformLocation}
this.projectionVector;
// @type {WebGLUniformLocation}
this.offsetVector;
};
Phaser.Renderer.WebGL.Batch.FX.prototype = Object.create(Phaser.Renderer.WebGL.Batch.prototype);
Phaser.Renderer.WebGL.Batch.FX.prototype.constructor = Phaser.Renderer.WebGL.Batch.FX;
Phaser.Renderer.WebGL.Batch.FX.prototype.init = function ()
{
this.gl = this.renderer.gl;
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute float aTextureIndex;',
'attribute vec4 aTintColor;',
'attribute vec4 aBgColor;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vTintColor;',
'varying vec4 vBgColor;',
'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;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points
' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);',
' vBgColor = aBgColor;',
' vTextureIndex = aTextureIndex;',
'}'
];
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader
'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint)
'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader
'varying float vTextureIndex;',
'uniform sampler2D uSampler;', // our texture
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord);',
' gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126 * gl_FragColor.r + 0.7152 * gl_FragColor.g + 0.0722 * gl_FragColor.b), 1.0);',
'}'
];
// Compile the Shader
this.program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
// Our static index buffer, calculated once at the start of our game
// This contains the indices data for the quads.
//
// A quad is made up of 2 triangles (A and B in the image below)
//
// 0 = Top Left
// 1 = Top Right
// 2 = Bottom Right
// 3 = Bottom Left
//
// 0----1
// |\ A|
// | \ |
// | \ |
// | B \|
// | \
// 3----2
//
// Because triangles A and B share 2 points (0 and 2) the vertex buffer only stores
// 4 sets of data (top-left, top-right, bottom-left and bottom-right), which is why
// the indices offsets uses the j += 4 iteration. Indices array has to contain 3
// entries for every triangle (so 6 for every quad), but our vertex data compacts
// that down, as we don't want to fill it with loads of DUPLICATE data, so the
// indices array is a look-up table, telling WebGL where in the vertex buffer to look
// for that triangles indice data.
// batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle)
// and up to a maximum of 2000 entries in the batch
for (var i = 0, j = 0; i < (this.maxSize * this.vertSize); i += 6, j += 4)
{
// Triangle 1
this.indices[i + 0] = j + 0; // Top Left
this.indices[i + 1] = j + 1; // Top Right
this.indices[i + 2] = j + 2; // Bottom Right
// Triangle 2
this.indices[i + 3] = j + 0; // Top Left
this.indices[i + 4] = j + 2; // Bottom Right
this.indices[i + 5] = j + 3; // Bottom Left
}
var gl = this.gl;
// Create indices buffer
this.indexBuffer = gl.createBuffer();
// Bind it
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// Set the source of the buffer data (this.indices array)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
// Create Vertex Data buffer
this.vertexBuffer = gl.createBuffer();
// Bind it
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// Set the source of the buffer data (this.vertices array)
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
};
Phaser.Renderer.WebGL.Batch.FX.prototype.bindShader = function ()
{
var gl = this.gl;
var program = this.program;
var vertSize = this.vertSize;
// Set Shader
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// Get and store the attributes
// vertex position
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
gl.enableVertexAttribArray(this.aVertexPosition);
// texture coordinate
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
gl.enableVertexAttribArray(this.aTextureCoord);
// texture index
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
gl.enableVertexAttribArray(this.aTextureIndex);
// tint / pixel color
this.aTintColor = gl.getAttribLocation(program, 'aTintColor');
gl.enableVertexAttribArray(this.aTintColor);
// background pixel color
this.aBgColor = gl.getAttribLocation(program, 'aBgColor');
gl.enableVertexAttribArray(this.aBgColor);
// The projection vector (middle of the game world)
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
// The offset vector (camera shake)
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
// The Texture Sampler
this.uSampler = gl.getUniformLocation(this.program, 'uSampler');
// Set the projection vector. Defaults to the middle of the Game World, on negative y.
// I.e. if the world is 800x600 then the projection vector is 400 x -300
gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
// Set the offset vector.
gl.uniform2f(this.offsetVector, this.renderer.offset.x, this.renderer.offset.y);
// The Vertex Position (x/y)
// 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 0 to 7
// final argument = the offset within the vertex input
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, vertSize, 0);
// The Texture Coordinate (uvx/uvy)
// 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 8 to 15
gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, vertSize, 8);
// Texture Index
// 1 FLOAT, 4 bytes. Index pos: 16 to 19
gl.vertexAttribPointer(this.aTextureIndex, 1, gl.FLOAT, false, vertSize, 16);
// Tint color
// 4 UNSIGNED BYTES, 4 bytes. Index pos: 20 to 23
// Attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(this.aTintColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 20);
// Background Color
// 4 UNSIGNED BYTES, 4 bytes. Index pos: 24 to 27
// Attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(this.aBgColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 24);
};
Phaser.Renderer.WebGL.Batch.FX.prototype.add = function (verts, uvs, textureIndex, alpha, tintColors, bgColors)
{
// These are TypedArray Views into the vertices ArrayBuffer
var colors = this.colors;
var positions = this.positions;
var i = this._i;
// Top Left vert (xy, uv, color)
positions[i++] = verts.x0;
positions[i++] = verts.y0;
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
positions[i++] = textureIndex;
colors[i++] = tintColors.topLeft + alpha;
colors[i++] = bgColors.topLeft;
// Top Right vert (xy, uv, color)
positions[i++] = verts.x1;
positions[i++] = verts.y1;
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
positions[i++] = textureIndex;
colors[i++] = tintColors.topRight + alpha;
colors[i++] = bgColors.topRight;
// Bottom Right vert (xy, uv, color)
positions[i++] = verts.x2;
positions[i++] = verts.y2;
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
positions[i++] = textureIndex;
colors[i++] = tintColors.bottomRight + alpha;
colors[i++] = bgColors.bottomRight;
// Bottom Left vert (xy, uv, color)
positions[i++] = verts.x3;
positions[i++] = verts.y3;
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
positions[i++] = textureIndex;
colors[i++] = tintColors.bottomLeft + alpha;
colors[i++] = bgColors.bottomLeft;
this._i = i;
this.size++;
};
Phaser.Renderer.WebGL.Batch.FX.prototype.flush = function ()
{
if (this.size === 0)
{
return;
}
var gl = this.gl;
// Upload the vertex data to the GPU - is this cheaper (overall) than creating a new TypedArray view?
// The tradeoff is sending 224KB of data to the GPU every frame, even if most of it is empty should the
// batch be only slightly populated, vs. the creation of a new TypedArray view and its corresponding gc every frame.
if (this.size > this.halfSize)
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
this.view = this.positions.subarray(0, this.size * this.vertSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.view);
}
gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0);
this.renderer.drawCount++;
// Reset the batch
this.size = 0;
this._i = 0;
};
Phaser.Renderer.WebGL.Batch.FX.prototype.destroy = function ()
{
this.vertices = null;
this.indices = null;
this.view = null;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.renderer.deleteProgram(this.program);
this.renderer = null;
this.gl = null;
this.manager = null;
};