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<h1 class="page-title">Source: src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers &lt;mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
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* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
*
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
*/
PIXI.WebGLSpriteBatch = function()
{
/**
* @property vertSize
* @type Number
*/
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this.vertSize = 5;
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/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
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//the total number of bytes in our batch
var numVerts = this.size * 4 * 4 * this.vertSize;
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//the total number of indices in our batch
var numIndices = this.size * 6;
/**
* Holds the vertices
*
* @property vertices
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* @type ArrayBuffer
*/
this.vertices = new PIXI.ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
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* @type Float32Array
*/
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this.positions = new PIXI.Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new PIXI.Uint32Array(this.vertices);
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/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new PIXI.Uint16Array(numIndices);
/**
* @property lastIndexCount
* @type Number
*/
this.lastIndexCount = 0;
for (var i=0, j=0; i &lt; 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;
}
/**
* @property drawing
* @type Boolean
*/
this.drawing = false;
/**
* @property currentBatchSize
* @type Number
*/
this.currentBatchSize = 0;
/**
* @property currentBaseTexture
* @type BaseTexture
*/
this.currentBaseTexture = null;
/**
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* @property textures
* @type Array
*/
this.textures = [];
/**
* @property blendModes
* @type Array
*/
this.blendModes = [];
/**
* @property shaders
* @type Array
*/
this.shaders = [];
/**
* @property sprites
* @type Array
*/
this.sprites = [];
/**
* @property defaultShader
* @type AbstractFilter
*/
this.defaultShader = new PIXI.AbstractFilter([
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
]);
};
/**
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
// 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);
this.currentBlendMode = 99999;
var shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = this.defaultShader.fragmentSrc;
shader.uniforms = {};
shader.init();
this.defaultShader.shaders[gl.id] = shader;
};
/**
* @method begin
* @param renderSession {Object} The RenderSession object
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.defaultShader;
this.start();
};
/**
* @method end
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
* @method render
* @param sprite {Sprite} the sprite to render when using this spritebatch
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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*/
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PIXI.WebGLSpriteBatch.prototype.render = function(sprite, matrix)
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{
var texture = sprite.texture;
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// They provided an alternative rendering matrix, so use it
var wt = sprite.worldTransform;
if (matrix)
{
wt = matrix;
}
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// check texture..
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if (this.currentBatchSize >= this.size)
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{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// get the uvs for the texture
var uvs = texture._uvs;
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// if the uvs have not updated then no point rendering just yet!
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if (!uvs)
{
return;
}
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var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0, w1, h0, h1;
if (texture.trim)
{
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// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.
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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
{
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w0 = (texture.frame.width) * (1-aX);
w1 = (texture.frame.width) * -aX;
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h0 = texture.frame.height * (1-aY);
h1 = texture.frame.height * -aY;
}
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var i = this.currentBatchSize * 4 * this.vertSize;
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var resolution = texture.baseTexture.resolution;
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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;
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var colors = this.colors;
var positions = this.positions;
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if (this.renderSession.roundPixels)
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{
// xy
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positions[i] = a * w1 + c * h1 + tx | 0;
positions[i+1] = d * h1 + b * w1 + ty | 0;
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// xy
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positions[i+5] = a * w0 + c * h1 + tx | 0;
positions[i+6] = d * h1 + b * w0 + ty | 0;
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// xy
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positions[i+10] = a * w0 + c * h0 + tx | 0;
positions[i+11] = d * h0 + b * w0 + ty | 0;
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// xy
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positions[i+15] = a * w1 + c * h0 + tx | 0;
positions[i+16] = d * h0 + b * w1 + ty | 0;
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}
else
{
// xy
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positions[i] = a * w1 + c * h1 + tx;
positions[i+1] = d * h1 + b * w1 + ty;
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// xy
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positions[i+5] = a * w0 + c * h1 + tx;
positions[i+6] = d * h1 + b * w0 + ty;
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// xy
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positions[i+10] = a * w0 + c * h0 + tx;
positions[i+11] = d * h0 + b * w0 + ty;
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// xy
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positions[i+15] = a * w1 + c * h0 + tx;
positions[i+16] = d * h0 + b * w1 + ty;
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}
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// uv
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positions[i+2] = uvs.x0;
positions[i+3] = uvs.y0;
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// uv
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positions[i+7] = uvs.x1;
positions[i+8] = uvs.y1;
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// uv
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positions[i+12] = uvs.x2;
positions[i+13] = uvs.y2;
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// uv
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positions[i+17] = uvs.x3;
positions[i+18] = uvs.y3;
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// color and alpha
var tint = sprite.tint;
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colors[i+4] = colors[i+9] = colors[i+14] = colors[i+19] = (tint >> 16) + (tint &amp; 0xff00) + ((tint &amp; 0xff) &lt;&lt; 16) + (sprite.worldAlpha * 255 &lt;&lt; 24);
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// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* Renders a TilingSprite using the spriteBatch.
*
* @method renderTilingSprite
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* @param sprite {TilingSprite} the sprite to render
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*/
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PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(sprite)
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{
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var texture = sprite.tilingTexture;
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// check texture..
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if (this.currentBatchSize >= this.size)
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{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
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// set the textures uvs temporarily
if (!sprite._uvs)
{
sprite._uvs = new PIXI.TextureUvs();
}
var uvs = sprite._uvs;
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var w = texture.baseTexture.width;
var h = texture.baseTexture.height;
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// var w = sprite._frame.sourceSizeW;
// var h = sprite._frame.sourceSizeH;
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// w = 16;
// h = 16;
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sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;
sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;
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var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x);
var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y);
var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x);
var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y);
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uvs.x0 = 0 - offsetX;
uvs.y0 = 0 - offsetY;
uvs.x1 = (1 * scaleX) - offsetX;
uvs.y1 = 0 - offsetY;
uvs.x2 = (1 * scaleX) - offsetX;
uvs.y2 = (1 * scaleY) - offsetY;
uvs.x3 = 0 - offsetX;
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uvs.y3 = (1 * scaleY) - offsetY;
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// Get the sprites current alpha and tint and combine them into a single color
var tint = sprite.tint;
var color = (tint >> 16) + (tint &amp; 0xff00) + ((tint &amp; 0xff) &lt;&lt; 16) + (sprite.worldAlpha * 255 &lt;&lt; 24);
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var positions = this.positions;
var colors = this.colors;
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var width = sprite.width;
var height = sprite.height;
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// TODO trim??
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var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
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var w0 = width * (1-aX);
var w1 = width * -aX;
var h0 = height * (1-aY);
var h1 = height * -aY;
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var i = this.currentBatchSize * 4 * this.vertSize;
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var resolution = texture.baseTexture.resolution;
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var wt = sprite.worldTransform;
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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;
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// xy
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positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = (a * w0 + c * h1 + tx);
positions[i++] = d * h1 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
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// color
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colors[i++] = color;
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// increment the batchsize
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this.sprites[this.currentBatchSize++] = sprite;
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};
/**
* Renders the content and empties the current batch.
*
* @method flush
*/
PIXI.WebGLSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize === 0)
{
return;
}
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var gl = this.gl;
var shader;
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if (this.dirty)
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{
this.dirty = false;
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// 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);
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shader = this.defaultShader.shaders[gl.id];
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// this is the same for each shader?
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
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}
// upload the verts to the buffer
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if (this.currentBatchSize > (this.size * 0.5))
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{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
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var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
var nextTexture, nextBlendMode, nextShader;
var batchSize = 0;
var start = 0;
var currentBaseTexture = null;
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
var currentShader = null;
var blendSwap = false;
var shaderSwap = false;
var sprite;
for (var i = 0, j = this.currentBatchSize; i &lt; j; i++) {
sprite = this.sprites[i];
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if (sprite.tilingTexture)
{
nextTexture = sprite.tilingTexture.baseTexture;
}
else
{
nextTexture = sprite.texture.baseTexture;
}
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nextBlendMode = sprite.blendMode;
nextShader = sprite.shader || this.defaultShader;
blendSwap = currentBlendMode !== nextBlendMode;
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
2016-02-08 17:01:36 +00:00
var skip = nextTexture.skipRender;
if (skip &amp;&amp; sprite.children.length > 0)
{
skip = false;
}
if ((currentBaseTexture !== nextTexture &amp;&amp; !skip) || blendSwap || shaderSwap)
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{
this.renderBatch(currentBaseTexture, batchSize, start);
start = i;
batchSize = 0;
currentBaseTexture = nextTexture;
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if (blendSwap)
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{
currentBlendMode = nextBlendMode;
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this.renderSession.blendModeManager.setBlendMode(currentBlendMode);
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}
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if (shaderSwap)
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{
currentShader = nextShader;
shader = currentShader.shaders[gl.id];
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if (!shader)
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{
shader = new PIXI.PixiShader(gl);
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shader.fragmentSrc = currentShader.fragmentSrc;
shader.uniforms = currentShader.uniforms;
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shader.init();
currentShader.shaders[gl.id] = shader;
}
// set shader function???
this.renderSession.shaderManager.setShader(shader);
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if (shader.dirty)
{
shader.syncUniforms();
}
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// both these only need to be set if they are changing..
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// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
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// TODO - this is temporary!
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var offsetVector = this.renderSession.offset;
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
// set the pointers
}
}
batchSize++;
}
this.renderBatch(currentBaseTexture, batchSize, start);
// then reset the batch!
this.currentBatchSize = 0;
};
/**
* @method renderBatch
* @param texture {Texture}
* @param size {Number}
* @param startIndex {Number}
*/
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
{
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if (size === 0)
{
return;
}
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var gl = this.gl;
// check if a texture is dirty..
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if (texture._dirty[gl.id])
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{
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if (!this.renderSession.renderer.updateTexture(texture))
{
// If updateTexture returns false then we cannot render it, so bail out now
return;
}
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}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
}
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
// increment the draw count
this.renderSession.drawCount++;
};
/**
* @method stop
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
this.dirty = true;
};
/**
* @method start
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
this.dirty = true;
};
/**
* Destroys the SpriteBatch.
*
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{
this.vertices = null;
this.indices = null;
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this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
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this.currentBaseTexture = null;
this.gl = null;
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};</pre>
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</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
2014-11-15 20:01:46 +00:00
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2015-08-24 14:43:45 +00:00
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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on Thu May 19 2016 12:35:38 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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