2016-10-04 14:39:54 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* New version of PIXI.WebGLSpriteBatch
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*
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* @class Phaser.Renderer.Canvas
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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2016-10-07 01:09:12 +00:00
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Phaser.Renderer.WebGL.BatchManager = function (renderer)
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2016-10-04 14:39:54 +00:00
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{
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this.renderer = renderer;
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this.gl = null;
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2016-10-18 23:23:40 +00:00
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// Total number of objects we'll batch before flushing and rendering
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2016-10-19 00:56:31 +00:00
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this.maxBatchSize = 2000;
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2016-10-18 23:23:40 +00:00
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this.halfBatchSize = this.maxBatchSize / 2;
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2016-10-19 00:56:31 +00:00
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// Vertex Data Size is calculated by adding together:
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2016-10-18 23:23:40 +00:00
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//
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2016-10-19 00:56:31 +00:00
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// Position (vec2) = 4 * 2 bytes
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// UV (vec2) = 4 * 2 bytes
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2016-10-19 02:55:28 +00:00
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// Tint Color (float) = 4 bytes
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// BG Color (float) = 4 bytes
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2016-10-19 00:56:31 +00:00
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// Texture Index (float) OR tint (float) = 4 bytes
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2016-10-18 23:23:40 +00:00
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2016-10-19 02:55:28 +00:00
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this.vertSize = (4 * 2) + (4 * 2) + (4) + (4);
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2016-10-18 23:23:40 +00:00
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var numVerts = this.vertSize * this.maxBatchSize * 4;
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this.vertices = new ArrayBuffer(numVerts);
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// Number of total quads allowed in the batch * 6
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// 6 because there are 2 triangles per quad, and each triangle has 3 indices
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this.indices = new Uint16Array(this.maxBatchSize * 6);
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2016-10-04 14:39:54 +00:00
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// View on the vertices as a Float32Array
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this.positions = new Float32Array(this.vertices);
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// View on the vertices as a Uint32Array
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2016-10-19 00:56:31 +00:00
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this.colors = new Uint32Array(this.vertices);
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2016-10-04 14:39:54 +00:00
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2016-10-18 16:03:25 +00:00
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this.currentTextureSource = null;
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2016-10-04 14:39:54 +00:00
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this.currentBatchSize = 0;
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this.dirty = true;
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this.sprites = [];
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2016-10-18 16:03:25 +00:00
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/**
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* The WebGL program.
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* @property program
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* @type Any
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*/
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this.program = null;
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/**
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* The Default Vertex shader source.
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*
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* @property defaultVertexSrc
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* @type String
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this.multivertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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'attribute vec4 aColor;',
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'attribute float aTextureIndex;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'varying float vTextureIndex;',
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
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' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
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' vTextureIndex = aTextureIndex;',
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'}'
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];
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2016-10-19 00:56:31 +00:00
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*/
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2016-10-18 16:03:25 +00:00
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2016-10-19 00:56:31 +00:00
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this.vertexSrc = [
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2016-10-18 16:03:25 +00:00
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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2016-10-19 02:55:28 +00:00
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'attribute vec4 aTintColor;',
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'attribute vec4 aBgColor;',
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2016-10-18 16:03:25 +00:00
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'uniform vec2 projectionVector;',
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'varying vec2 vTextureCoord;',
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2016-10-19 02:55:28 +00:00
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'varying vec4 vTintColor;',
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'varying vec4 vBgColor;',
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2016-10-18 16:03:25 +00:00
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
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2016-10-18 23:23:40 +00:00
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' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points
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2016-10-19 02:55:28 +00:00
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' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);',
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' vBgColor = aBgColor;',
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2016-10-18 23:23:40 +00:00
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'}'
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];
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2016-10-18 16:03:25 +00:00
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/**
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* The fragment shader.
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* @property fragmentSrc
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* @type Array
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2016-10-19 00:56:31 +00:00
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*/
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2016-10-18 23:23:40 +00:00
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this.fragmentSrc = [
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'precision mediump float;',
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2016-10-19 02:55:28 +00:00
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2016-10-18 23:23:40 +00:00
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'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader
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2016-10-19 02:55:28 +00:00
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'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint)
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'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader
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2016-10-19 00:56:31 +00:00
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'varying float vTextureIndex;',
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2016-10-19 02:55:28 +00:00
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2016-10-18 23:23:40 +00:00
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'uniform sampler2D uSampler;', // our texture
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2016-10-19 02:55:28 +00:00
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2016-10-19 00:56:31 +00:00
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'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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2016-10-19 02:55:28 +00:00
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2016-10-18 23:23:40 +00:00
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'void main(void) {',
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2016-10-19 02:55:28 +00:00
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' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
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' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
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' gl_FragColor = pixel;',
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2016-10-18 16:03:25 +00:00
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'}'
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];
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// @type {WebGLUniformLocation }
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this.uSampler;
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// @type {WebGLUniformLocation }
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this.projectionVector;
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// @type {WebGLUniformLocation }
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2016-10-19 00:56:31 +00:00
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// this.offsetVector;
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2016-10-18 16:03:25 +00:00
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// @type {GLint}
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2016-10-19 02:55:28 +00:00
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this.aTintColor;
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// @type {GLint}
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this.aBgColor;
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2016-10-18 16:03:25 +00:00
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// @type {GLint}
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this.aTextureIndex;
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// @type {GLint}
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this.aVertexPosition;
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// @type {GLint}
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this.aTextureCoord;
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2016-10-04 14:39:54 +00:00
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};
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2016-10-07 01:09:12 +00:00
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Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager;
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2016-10-04 14:39:54 +00:00
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2016-10-07 01:09:12 +00:00
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Phaser.Renderer.WebGL.BatchManager.prototype = {
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2016-10-04 14:39:54 +00:00
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init: function ()
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{
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this.gl = this.renderer.gl;
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2016-10-18 23:23:40 +00:00
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// Our static index buffer, calculated once at the start of our game
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// This contains the indices data for the quads.
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//
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// A quad is made up of 2 triangles (A and B in the image below)
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//
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// 0 = Top Left
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// 1 = Top Right
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// 2 = Bottom Right
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// 3 = Bottom Left
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//
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// 0----1
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// |\ A|
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// | \ |
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// | \ |
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// | B \|
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// | \
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// 3----2
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//
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// Because triangles A and B share 2 points (0 and 2) the vertex buffer only stores
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// 4 sets of data (top-left, top-right, bottom-left and bottom-right), which is why
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// the indices offsets uses the j += 4 iteration. Indices array has to contain 3
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// entries for every triangle (so 6 for every quad), but our vertex data compacts
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// that down, as we don't want to fill it with loads of DUPLICATE data, so the
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// indices array is a look-up table, telling WebGL where in the vertex buffer to look
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// for that triangles indice data.
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// batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle)
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// and up to a maximum of 2000 entries in the batch
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for (var i = 0, j = 0; i < (this.maxBatchSize * this.vertSize); i += 6, j += 4)
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{
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// Triangle 1
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this.indices[i + 0] = j + 0; // Top Left
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this.indices[i + 1] = j + 1; // Top Right
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this.indices[i + 2] = j + 2; // Bottom Right
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// Triangle 2
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this.indices[i + 3] = j + 0; // Top Left
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this.indices[i + 4] = j + 2; // Bottom Right
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this.indices[i + 5] = j + 3; // Bottom Left
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}
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2016-10-18 16:03:25 +00:00
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if (this.renderer.enableMultiTextureToggle)
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{
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2016-10-18 23:23:40 +00:00
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// this.initMultitexShader();
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2016-10-18 16:03:25 +00:00
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}
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2016-10-19 00:56:31 +00:00
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var gl = this.gl;
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2016-10-18 16:03:25 +00:00
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2016-10-19 00:56:31 +00:00
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// Create indices buffer
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this.indexBuffer = gl.createBuffer();
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2016-10-18 16:03:25 +00:00
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2016-10-19 00:56:31 +00:00
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// Bind it
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Set the source of the buffer data (this.indices array)
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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// Create Vertex Data buffer
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this.vertexBuffer = gl.createBuffer();
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// Bind it
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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// Set the source of the buffer data (this.vertices array)
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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// initShader
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2016-10-04 14:39:54 +00:00
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2016-10-18 16:03:25 +00:00
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var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
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// Set Shader
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gl.useProgram(program);
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// Get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
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// this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
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2016-10-19 02:55:28 +00:00
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this.aTintColor = gl.getAttribLocation(program, 'aTintColor');
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this.aBgColor = gl.getAttribLocation(program, 'aBgColor');
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2016-10-18 16:03:25 +00:00
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// Get and store the uniforms for the shader
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// this part is different for multi-textures
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this.uSampler = gl.getUniformLocation(program, 'uSampler');
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// vertex position
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2016-10-19 00:56:31 +00:00
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gl.enableVertexAttribArray(0);
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2016-10-18 16:03:25 +00:00
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// texture coordinate
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2016-10-19 00:56:31 +00:00
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gl.enableVertexAttribArray(1);
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2016-10-18 16:03:25 +00:00
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2016-10-19 02:55:28 +00:00
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// tint color attribute
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2016-10-19 00:56:31 +00:00
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gl.enableVertexAttribArray(2);
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2016-10-18 16:03:25 +00:00
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2016-10-19 02:55:28 +00:00
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// bg color attribute
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gl.enableVertexAttribArray(3);
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2016-10-18 16:03:25 +00:00
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// texture index
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// gl.enableVertexAttribArray(3);
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// The projection vector (middle of the game world)
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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// this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.program = program;
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},
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initMultiTextureShader: function ()
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{
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this.gl = this.renderer.gl;
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// var gl = this.gl;
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2016-10-04 14:39:54 +00:00
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2016-10-18 16:03:25 +00:00
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// New Fragment Source ...
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/*
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2016-10-04 14:39:54 +00:00
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if (this.renderer.enableMultiTextureToggle)
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{
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2016-10-18 16:03:25 +00:00
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var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
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2016-10-04 14:39:54 +00:00
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for (var index = 1; index < this.MAX_TEXTURES; ++index)
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{
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dynamicIfs += '\telse if (vTextureIndex == ' +
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index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
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index + '], vTextureCoord) * vColor;\n';
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2016-10-04 14:39:54 +00:00
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}
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2016-10-18 16:03:25 +00:00
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// Does this need the vTextureIndex varying? Doesn't look like it
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2016-10-04 14:39:54 +00:00
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this.defaultShader = new Phaser.Filter(
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this.renderer.game,
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undefined,
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[
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'precision lowp float;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'varying float vTextureIndex;',
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'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
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'void main(void) {',
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2016-10-18 16:03:25 +00:00
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dynamicIfs,
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'\telse gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;',
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2016-10-04 14:39:54 +00:00
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'}'
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]);
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}
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else
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{
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2016-10-18 16:03:25 +00:00
|
|
|
// Does this need the vTextureIndex varying? Doesn't look like it
|
|
|
|
|
2016-10-04 14:39:54 +00:00
|
|
|
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;',
|
|
|
|
'}'
|
|
|
|
]);
|
|
|
|
}
|
2016-10-18 16:03:25 +00:00
|
|
|
*/
|
2016-10-04 14:39:54 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
begin: function ()
|
|
|
|
{
|
|
|
|
this.start();
|
|
|
|
},
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
start: function ()
|
|
|
|
{
|
2016-10-04 14:39:54 +00:00
|
|
|
this.dirty = true;
|
|
|
|
},
|
|
|
|
|
|
|
|
end: function ()
|
|
|
|
{
|
|
|
|
this.flush();
|
|
|
|
},
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
stop: function ()
|
|
|
|
{
|
2016-10-04 14:39:54 +00:00
|
|
|
this.flush();
|
|
|
|
this.dirty = true;
|
|
|
|
},
|
|
|
|
|
2016-10-19 10:54:00 +00:00
|
|
|
setCurrentTexture: function (textureSource)
|
|
|
|
{
|
|
|
|
if (this.currentTextureSource === textureSource)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if (this.renderer.textureArray[source.glTextureIndex] !== source)
|
|
|
|
|
|
|
|
if (this.currentBatchSize > 0)
|
|
|
|
{
|
|
|
|
this.flush();
|
|
|
|
}
|
|
|
|
|
|
|
|
var gl = this.gl;
|
|
|
|
|
|
|
|
gl.activeTexture(gl.TEXTURE0 + textureSource.glTextureIndex);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, textureSource.glTexture);
|
|
|
|
|
|
|
|
this.currentTextureSource = textureSource;
|
|
|
|
|
|
|
|
// this.renderer.textureArray[textureSource.glTextureIndex] = textureSource;
|
|
|
|
},
|
|
|
|
|
2016-10-19 01:21:20 +00:00
|
|
|
render: function (sprite)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-19 01:21:20 +00:00
|
|
|
var frame = sprite.frame;
|
2016-10-18 16:03:25 +00:00
|
|
|
var source = frame.source;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Check TextureSource
|
|
|
|
if (this.currentTextureSource !== source)
|
|
|
|
// if (this.renderer.textureArray[source.glTextureIndex] !== source)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
if (this.currentBatchSize > 0)
|
|
|
|
{
|
|
|
|
this.flush();
|
|
|
|
}
|
|
|
|
|
|
|
|
var gl = this.gl;
|
|
|
|
|
2016-10-19 01:21:20 +00:00
|
|
|
gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
|
2016-10-18 16:03:25 +00:00
|
|
|
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
|
|
|
|
|
|
|
|
// this.renderer.textureArray[source.glTextureIndex] = source;
|
|
|
|
this.currentTextureSource = source;
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
|
|
|
|
2016-10-19 10:54:00 +00:00
|
|
|
// Check Batch Size (TODO)
|
2016-10-18 23:23:40 +00:00
|
|
|
if (this.currentBatchSize >= this.maxBatchSize)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
|
|
|
this.flush();
|
2016-10-18 16:03:25 +00:00
|
|
|
this.currentTextureSource = source;
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Get the Texture UVs
|
|
|
|
var uvs = frame.uvs;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-19 01:21:20 +00:00
|
|
|
var aX = sprite.anchorX;
|
|
|
|
var aY = sprite.anchorY;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
|
|
|
var w0, w1, h0, h1;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
/*
|
2016-10-04 14:39:54 +00:00
|
|
|
if (texture.trim)
|
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
// If the sprite is trimmed, add the extra space before transforming
|
2016-10-04 14:39:54 +00:00
|
|
|
var trim = texture.trim;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
w1 = trim.x - (aX * trim.width);
|
2016-10-04 14:39:54 +00:00
|
|
|
w0 = w1 + texture.crop.width;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
h1 = trim.y - (aY * trim.height);
|
2016-10-04 14:39:54 +00:00
|
|
|
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;
|
|
|
|
}
|
2016-10-18 16:03:25 +00:00
|
|
|
*/
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
w0 = (frame.width) * (1 - aX);
|
|
|
|
w1 = (frame.width) * -aX;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
h0 = frame.height * (1 - aY);
|
|
|
|
h1 = frame.height * -aY;
|
|
|
|
|
2016-10-19 00:56:31 +00:00
|
|
|
var resolution = source.resolution;
|
|
|
|
var textureIndex = source.glTextureIndex;
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-19 10:54:00 +00:00
|
|
|
// A Sprite Transform Update would need:
|
|
|
|
// w0, w1, h0, h1, resolution, roundPixels
|
|
|
|
// then it could calculate the vertex data
|
|
|
|
// it could also cache those 6 values, and if nothing changed, not need to re-calc it
|
|
|
|
// would the comparison checks be more expensive than the calculation?
|
|
|
|
|
|
|
|
// maybe it's fair for the Transform component to assume that gameObject has a Frame?
|
|
|
|
// Perhaps Frame is a requirement for all GameObjects, no matter what they actually render
|
|
|
|
// So maybe Image, etc should extend a BaseGameObject, which includes Transform, Frame and Color?
|
|
|
|
|
2016-10-19 01:21:20 +00:00
|
|
|
var wt = sprite.transform.world;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// var cw = frame.cutWidth;
|
|
|
|
// var ch = frame.cutHeight;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
/*
|
2016-10-04 14:39:54 +00:00
|
|
|
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;
|
2016-10-18 16:03:25 +00:00
|
|
|
h1 = _w1;
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
2016-10-18 16:03:25 +00:00
|
|
|
*/
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// These are just views into the same typed array
|
2016-10-19 00:56:31 +00:00
|
|
|
var colors = this.colors;
|
|
|
|
var positions = this.positions;
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-04 14:39:54 +00:00
|
|
|
if (this.renderer.roundPixels)
|
|
|
|
{
|
|
|
|
tx |= 0;
|
|
|
|
ty |= 0;
|
|
|
|
}
|
|
|
|
|
2016-10-18 23:23:40 +00:00
|
|
|
var i = this.currentBatchSize * this.vertSize;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Top Left vert (xy, uv, color)
|
2016-10-04 14:39:54 +00:00
|
|
|
positions[i++] = a * w1 + c * h1 + tx;
|
|
|
|
positions[i++] = d * h1 + b * w1 + ty;
|
|
|
|
positions[i++] = uvs.x0;
|
|
|
|
positions[i++] = uvs.y0;
|
2016-10-19 02:10:30 +00:00
|
|
|
colors[i++] = sprite.color._glTint.topLeft + (sprite.color.worldAlpha * 255 << 24);
|
2016-10-19 02:55:28 +00:00
|
|
|
colors[i++] = sprite.color._glBg;
|
2016-10-18 23:23:40 +00:00
|
|
|
// positions[i++] = textureIndex;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Top Right vert (xy, uv, color)
|
2016-10-04 14:39:54 +00:00
|
|
|
positions[i++] = a * w0 + c * h1 + tx;
|
|
|
|
positions[i++] = d * h1 + b * w0 + ty;
|
|
|
|
positions[i++] = uvs.x1;
|
|
|
|
positions[i++] = uvs.y1;
|
2016-10-19 02:10:30 +00:00
|
|
|
colors[i++] = sprite.color._glTint.topRight + (sprite.color.worldAlpha * 255 << 24);
|
2016-10-19 02:55:28 +00:00
|
|
|
colors[i++] = sprite.color._glBg;
|
2016-10-18 23:23:40 +00:00
|
|
|
// positions[i++] = textureIndex;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Bottom Right vert (xy, uv, color)
|
2016-10-04 14:39:54 +00:00
|
|
|
positions[i++] = a * w0 + c * h0 + tx;
|
|
|
|
positions[i++] = d * h0 + b * w0 + ty;
|
|
|
|
positions[i++] = uvs.x2;
|
|
|
|
positions[i++] = uvs.y2;
|
2016-10-19 02:10:30 +00:00
|
|
|
colors[i++] = sprite.color._glTint.bottomRight + (sprite.color.worldAlpha * 255 << 24);
|
2016-10-19 02:55:28 +00:00
|
|
|
colors[i++] = sprite.color._glBg;
|
2016-10-18 23:23:40 +00:00
|
|
|
// positions[i++] = textureIndex;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Bottom Left vert (xy, uv, color)
|
2016-10-04 14:39:54 +00:00
|
|
|
positions[i++] = a * w1 + c * h0 + tx;
|
|
|
|
positions[i++] = d * h0 + b * w1 + ty;
|
|
|
|
positions[i++] = uvs.x3;
|
|
|
|
positions[i++] = uvs.y3;
|
2016-10-19 02:10:30 +00:00
|
|
|
colors[i++] = sprite.color._glTint.bottomLeft + (sprite.color.worldAlpha * 255 << 24);
|
2016-10-19 02:55:28 +00:00
|
|
|
colors[i++] = sprite.color._glBg;
|
2016-10-18 23:23:40 +00:00
|
|
|
// positions[i++] = textureIndex;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-19 01:21:20 +00:00
|
|
|
this.sprites[this.currentBatchSize++] = sprite;
|
2016-10-18 16:03:25 +00:00
|
|
|
},
|
|
|
|
|
2016-10-19 10:54:00 +00:00
|
|
|
addVertexData: function (x, y, uvX, uvY, tint, bgColor, gameObject)
|
|
|
|
{
|
|
|
|
var colors = this.colors;
|
|
|
|
var positions = this.positions;
|
|
|
|
var i = this.currentBatchSize * (this.vertSize / 4);
|
|
|
|
|
|
|
|
// Top Left vert (xy, uv, color)
|
|
|
|
positions[i++] = x;
|
|
|
|
positions[i++] = y;
|
|
|
|
positions[i++] = uvX;
|
|
|
|
positions[i++] = uvY;
|
|
|
|
|
|
|
|
// positions[i++] = textureIndex;
|
|
|
|
|
|
|
|
colors[i++] = tint;
|
|
|
|
colors[i++] = bgColor;
|
|
|
|
|
|
|
|
if (gameObject)
|
|
|
|
{
|
|
|
|
this.sprites[this.currentBatchSize++] = gameObject;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
2016-10-04 14:39:54 +00:00
|
|
|
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)
|
|
|
|
{
|
2016-10-19 00:56:31 +00:00
|
|
|
// Always dirty the first pass through but subsequent calls may be clean
|
2016-10-04 14:39:54 +00:00
|
|
|
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);
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// 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);
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 23:23:40 +00:00
|
|
|
// set the vertex position
|
2016-10-19 00:56:31 +00:00
|
|
|
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, this.vertSize, 0);
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-18 23:23:40 +00:00
|
|
|
// set the texture coordinate
|
2016-10-19 00:56:31 +00:00
|
|
|
gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, this.vertSize, 8);
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-19 02:55:28 +00:00
|
|
|
// tint color attributes will be interpreted as unsigned bytes and normalized
|
|
|
|
gl.vertexAttribPointer(this.aTintColor, 4, gl.UNSIGNED_BYTE, true, this.vertSize, 16);
|
|
|
|
|
|
|
|
// bg color attributes will be interpreted as unsigned bytes and normalized
|
|
|
|
gl.vertexAttribPointer(this.aBgColor, 4, gl.UNSIGNED_BYTE, true, this.vertSize, 20);
|
2016-10-18 16:03:25 +00:00
|
|
|
|
|
|
|
// texture index
|
2016-10-19 00:56:31 +00:00
|
|
|
// gl.vertexAttribPointer(this.aTextureIndex, 2, gl.FLOAT, false, this.vertSize, 20);
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Upload verts to the buffer
|
2016-10-18 23:23:40 +00:00
|
|
|
if (this.currentBatchSize > this.halfBatchSize)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-19 00:56:31 +00:00
|
|
|
var view = this.positions.subarray(0, this.currentBatchSize * this.vertSize);
|
2016-10-18 16:03:25 +00:00
|
|
|
|
2016-10-04 14:39:54 +00:00
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
|
|
}
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
var sprite;
|
|
|
|
|
2016-10-04 14:39:54 +00:00
|
|
|
var start = 0;
|
2016-10-18 16:03:25 +00:00
|
|
|
var currentSize = 0;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
var nextSource = null;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
var blend = 0;
|
|
|
|
var nextBlend = null;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
for (var i = 0; i < this.currentBatchSize; i++)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
|
|
|
sprite = this.sprites[i];
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
nextBlend = sprite.blendMode;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
if (blend !== nextBlend)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
// Unrolled for speed
|
|
|
|
/*
|
|
|
|
if (nextBlend === this.renderer.blendModes.NORMAL)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
2016-10-18 16:03:25 +00:00
|
|
|
else if (nextBlend === BlendModes.ADD)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
nextSource = sprite.frame.source;
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
if (nextSource !== this.currentTextureSource)
|
|
|
|
{
|
|
|
|
if (currentSize > 0)
|
|
|
|
{
|
|
|
|
this.renderBatch(this.currentTextureSource, currentSize, start);
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
2016-10-18 16:03:25 +00:00
|
|
|
|
|
|
|
start = i;
|
|
|
|
currentSize = 0;
|
|
|
|
this.currentTextureSource = nextSource;
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
currentSize++;
|
2016-10-04 14:39:54 +00:00
|
|
|
}
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
if (currentSize > 0)
|
|
|
|
{
|
|
|
|
this.renderBatch(this.currentTextureSource, currentSize, start);
|
|
|
|
}
|
2016-10-04 14:39:54 +00:00
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
// Reset the batch
|
2016-10-04 14:39:54 +00:00
|
|
|
this.currentBatchSize = 0;
|
|
|
|
},
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
renderBatch: function (source, size, startIndex)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
|
|
|
if (size === 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var gl = this.gl;
|
|
|
|
|
2016-10-18 16:03:25 +00:00
|
|
|
if (source.glDirty)
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
2016-10-18 16:03:25 +00:00
|
|
|
if (!this.renderer.updateTexture(source))
|
2016-10-04 14:39:54 +00:00
|
|
|
{
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|