2016-12-05 10:06:09 +00:00
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< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#arc" > arc< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#beginFill" > beginFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#bezierCurveTo" > bezierCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#clear" > clear< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroyCachedSprite" > destroyCachedSprite< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawCircle" > drawCircle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawEllipse" > drawEllipse< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawPolygon" > drawPolygon< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRect" > drawRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRoundedRect" > drawRoundedRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawShape" > drawShape< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#endFill" > endFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#generateTexture" > generateTexture< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getLocalBounds" > getLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineStyle" > lineStyle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineTo" > lineTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#moveTo" > moveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#quadraticCurveTo" > quadraticCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#updateLocalBounds" > updateLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_MULTI" > WEBGL_MULTI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers < mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
* 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
*
* 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 (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property vertSize
* @type Number
*/
this.vertSize = 5;
/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000; //Math.pow(2, 16) / this.vertSize;
//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
*
* @property vertices
* @type ArrayBuffer
*/
this.vertices = new ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
* @type Float32Array
*/
this.positions = new Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new Uint32Array(this.vertices);
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new Uint16Array(numIndices);
/**
* @property lastIndexCount
* @type Number
*/
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;
}
/**
* @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 Phaser.Filter
*/
this.defaultShader = null;
};
/**
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function (gl) {
this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
this.gl = gl;
if (PIXI._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'
}
this.defaultShader = new Phaser.Filter(
this.game,
undefined,
[
'//WebGLSpriteBatch Fragment Shader.',
'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
{
this.defaultShader = new Phaser.Filter(
this.game,
undefined,
[
'//WebGLSpriteBatch Fragment Shader.',
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
]);
}
// 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
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
*/
PIXI.WebGLSpriteBatch.prototype.render = function (sprite, matrix) {
var texture = sprite.texture;
var baseTexture = texture.baseTexture;
var gl = this.gl;
if (PIXI.WebGLRenderer.textureArray[baseTexture.textureIndex] != baseTexture) {
this.flush();
gl.activeTexture(gl.TEXTURE0 + baseTexture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]);
PIXI.WebGLRenderer.textureArray[baseTexture.textureIndex] = baseTexture;
}
// They provided an alternative rendering matrix, so use it
var wt = sprite.worldTransform;
if (matrix) {
wt = matrix;
}
// check texture..
if (this.currentBatchSize >= this.size) {
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// get the uvs for the texture
var uvs = texture._uvs;
// if the uvs have not updated then no point rendering just yet!
if (!uvs) {
return;
}
var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0, w1, h0, h1;
if (texture.trim) {
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.
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;
}
var i = this.currentBatchSize * this.vertexSize; //4 * this.vertSize;
var tiOffset = this.currentBatchSize * 4;
var resolution = texture.baseTexture.resolution;
var textureIndex = texture.baseTexture.textureIndex;
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 = texture.crop.width;
var ch = texture.crop.height;
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;
}
var colors = this.colors;
var positions = this.positions;
var tint = sprite.tint;
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) < < 16) + (sprite.worldAlpha * 255 < < 24);
if (this.renderSession.roundPixels) {
positions[i++] = a * w1 + c * h1 + tx | 0;
positions[i++] = d * h1 + b * w1 + ty | 0;
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
colors[i++] = color;
positions[i++] = textureIndex;
positions[i++] = a * w0 + c * h1 + tx | 0;
positions[i++] = d * h1 + b * w0 + ty | 0;
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
colors[i++] = color;
positions[i++] = textureIndex;
positions[i++] = a * w0 + c * h0 + tx | 0;
positions[i++] = d * h0 + b * w0 + ty | 0;
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
colors[i++] = color;
positions[i++] = textureIndex;
positions[i++] = a * w1 + c * h0 + tx | 0;
positions[i++] = d * h0 + b * w1 + ty | 0;
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
colors[i++] = color;
positions[i++] = textureIndex;
} else {
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;
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;
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;
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;
}
// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* Renders a TilingSprite using the spriteBatch.
*
* @method renderTilingSprite
* @param sprite {TilingSprite} the sprite to render
*/
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function (sprite) {
var texture = sprite.tilingTexture;
var baseTexture = texture.baseTexture;
var gl = this.gl;
var textureIndex = sprite.texture.baseTexture.textureIndex;
if (PIXI.WebGLRenderer.textureArray[textureIndex] != baseTexture) {
this.flush();
gl.activeTexture(gl.TEXTURE0 + textureIndex);
gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]);
PIXI.WebGLRenderer.textureArray[textureIndex] = baseTexture;
}
// check texture..
if (this.currentBatchSize >= this.size) {
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// set the textures uvs temporarily
if (!sprite._uvs) {
sprite._uvs = new PIXI.TextureUvs();
}
var uvs = sprite._uvs;
var w = texture.baseTexture.width;
var h = texture.baseTexture.height;
// var w = sprite._frame.sourceSizeW;
// var h = sprite._frame.sourceSizeH;
// w = 16;
// h = 16;
sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;
sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;
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);
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;
uvs.y3 = (1 * scaleY) - offsetY;
// Get the sprites current alpha and tint and combine them into a single color
var tint = sprite.tint;
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) < < 16) + (sprite.worldAlpha * 255 < < 24);
var positions = this.positions;
var colors = this.colors;
var width = sprite.width;
var height = sprite.height;
// TODO trim??
var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0 = width * (1 - aX);
var w1 = width * -aX;
var h0 = height * (1 - aY);
var h1 = height * -aY;
var i = this.currentBatchSize * this.vertexSize; //4 * this.vertSize;
var resolution = texture.baseTexture.resolution;
var wt = sprite.worldTransform;
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;
// xy
positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
// uv
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
// color
colors[i++] = color;
// texture index
positions[i++] = textureIndex;
// xy
positions[i++] = (a * w0 + c * h1 + tx);
positions[i++] = d * h1 + b * w0 + ty;
// uv
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
// color
colors[i++] = color;
// texture index
positions[i++] = textureIndex;
// xy
positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
// uv
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
// color
colors[i++] = color;
// texture index
positions[i++] = textureIndex;
// xy
positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
// uv
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
// color
colors[i++] = color;
// texture index
positions[i++] = textureIndex;
// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* 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
if (this.currentBatchSize === 0) {
return;
}
var gl = this.gl;
var shader;
if (this.dirty) {
this.dirty = false;
shader = this.defaultShader.shaders[gl.id];
// 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);
// this is the same for each shader?
var stride = this.vertexSize; //this.vertSize * 4;
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 8);
// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 16);
// Texture index
gl.vertexAttribPointer(shader.aTextureIndex, 1, gl.FLOAT, false, stride, 20);
}
// upload the 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 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;
var textureIndex = 0;
for (var i = 0, j = this.currentBatchSize; i < j; i++) {
sprite = this.sprites[i];
if (sprite.tilingTexture) {
nextTexture = sprite.tilingTexture.baseTexture;
} else {
nextTexture = sprite.texture.baseTexture;
}
nextBlendMode = sprite.blendMode;
nextShader = sprite.shader || this.defaultShader;
blendSwap = currentBlendMode !== nextBlendMode;
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
var skip = nextTexture.skipRender;
if (skip & & sprite.children.length > 0) {
skip = false;
}
//
if (/*(currentBaseTexture != nextTexture & & !skip) ||*/
blendSwap ||
shaderSwap) {
this.renderBatch(currentBaseTexture, batchSize, start);
start = i;
batchSize = 0;
currentBaseTexture = nextTexture;
if (blendSwap) {
currentBlendMode = nextBlendMode;
this.renderSession.blendModeManager.setBlendMode(currentBlendMode);
}
if (shaderSwap) {
currentShader = nextShader;
shader = currentShader.shaders[gl.id];
if (!shader) {
shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = currentShader.fragmentSrc;
shader.uniforms = currentShader.uniforms;
shader.init();
currentShader.shaders[gl.id] = shader;
}
// set shader function???
this.renderSession.shaderManager.setShader(shader);
if (shader.dirty) {
shader.syncUniforms();
}
// both these only need to be set if they are changing..
// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
// TODO - this is temporary!
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) {
if (size === 0) {
return;
}
var gl = this.gl;
// check if a texture is dirty..
if (texture._dirty[gl.id]) {
if (!this.renderSession.renderer.updateTexture(texture)) {
// 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);
// 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;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.currentBaseTexture = null;
this.gl = null;
};< / pre >
< / article >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.3< / a >
2016-12-06 23:50:50 +00:00
on Tue Dec 06 2016 23:48:56 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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