phaser/src/renderer/webgl/BatchManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* New version of PIXI.WebGLSpriteBatch
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
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Phaser.Renderer.WebGL.BatchManager = function (renderer)
{
this.renderer = renderer;
this.gl = null;
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// Total number of objects we'll batch before flushing and rendering
this.maxBatchSize = 2000;
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this.halfBatchSize = this.maxBatchSize / 2;
// Vertex Data Size is calculated by adding together:
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//
// Position (vec2) = 4 * 2 bytes
// UV (vec2) = 4 * 2 bytes
// Tint Color (float) = 4 bytes
// BG Color (float) = 4 bytes
// Texture Index (float) OR tint (float) = 4 bytes
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this.vertSize = (4 * 2) + (4 * 2) + (4) + (4);
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var numVerts = this.vertSize * this.maxBatchSize * 4;
this.vertices = new ArrayBuffer(numVerts);
// Number of total quads allowed in the batch * 6
// 6 because there are 2 triangles per quad, and each triangle has 3 indices
this.indices = new Uint16Array(this.maxBatchSize * 6);
// View on the vertices as a Float32Array
this.positions = new Float32Array(this.vertices);
// View on the vertices as a Uint32Array
this.colors = new Uint32Array(this.vertices);
this.currentTextureSource = null;
this.currentBatchSize = 0;
this.dirty = true;
this.sprites = [];
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The Default Vertex shader source.
*
* @property defaultVertexSrc
* @type String
this.multivertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'attribute float aTextureIndex;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);',
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
' vTextureIndex = aTextureIndex;',
'}'
];
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aTintColor;',
'attribute vec4 aBgColor;',
'uniform vec2 projectionVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vTintColor;',
'varying vec4 vBgColor;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points
' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);',
' vBgColor = aBgColor;',
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'}'
];
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
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this.fragmentSrc = [
'precision mediump float;',
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'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader
'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint)
'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader
'varying float vTextureIndex;',
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'uniform sampler2D uSampler;', // our texture
'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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'void main(void) {',
' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture
' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color
' gl_FragColor = pixel;',
'}'
];
// @type {WebGLUniformLocation }
this.uSampler;
// @type {WebGLUniformLocation }
this.projectionVector;
// @type {WebGLUniformLocation }
// this.offsetVector;
// @type {GLint}
this.aTintColor;
// @type {GLint}
this.aBgColor;
// @type {GLint}
this.aTextureIndex;
// @type {GLint}
this.aVertexPosition;
// @type {GLint}
this.aTextureCoord;
};
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Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager;
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Phaser.Renderer.WebGL.BatchManager.prototype = {
init: function ()
{
this.gl = this.renderer.gl;
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// Our static index buffer, calculated once at the start of our game
// This contains the indices data for the quads.
//
// A quad is made up of 2 triangles (A and B in the image below)
//
// 0 = Top Left
// 1 = Top Right
// 2 = Bottom Right
// 3 = Bottom Left
//
// 0----1
// |\ A|
// | \ |
// | \ |
// | B \|
// | \
// 3----2
//
// Because triangles A and B share 2 points (0 and 2) the vertex buffer only stores
// 4 sets of data (top-left, top-right, bottom-left and bottom-right), which is why
// the indices offsets uses the j += 4 iteration. Indices array has to contain 3
// entries for every triangle (so 6 for every quad), but our vertex data compacts
// that down, as we don't want to fill it with loads of DUPLICATE data, so the
// indices array is a look-up table, telling WebGL where in the vertex buffer to look
// for that triangles indice data.
// batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle)
// and up to a maximum of 2000 entries in the batch
for (var i = 0, j = 0; i < (this.maxBatchSize * this.vertSize); i += 6, j += 4)
{
// Triangle 1
this.indices[i + 0] = j + 0; // Top Left
this.indices[i + 1] = j + 1; // Top Right
this.indices[i + 2] = j + 2; // Bottom Right
// Triangle 2
this.indices[i + 3] = j + 0; // Top Left
this.indices[i + 4] = j + 2; // Bottom Right
this.indices[i + 5] = j + 3; // Bottom Left
}
if (this.renderer.enableMultiTextureToggle)
{
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// this.initMultitexShader();
}
var gl = this.gl;
// Create indices buffer
this.indexBuffer = gl.createBuffer();
// Bind it
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// Set the source of the buffer data (this.indices array)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
// Create Vertex Data buffer
this.vertexBuffer = gl.createBuffer();
// Bind it
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// Set the source of the buffer data (this.vertices array)
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
// initShader
var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
// Set Shader
gl.useProgram(program);
// Get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
// this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
this.aTintColor = gl.getAttribLocation(program, 'aTintColor');
this.aBgColor = gl.getAttribLocation(program, 'aBgColor');
// Get and store the uniforms for the shader
// this part is different for multi-textures
this.uSampler = gl.getUniformLocation(program, 'uSampler');
// vertex position
gl.enableVertexAttribArray(0);
// texture coordinate
gl.enableVertexAttribArray(1);
// tint color attribute
gl.enableVertexAttribArray(2);
// bg color attribute
gl.enableVertexAttribArray(3);
// texture index
// gl.enableVertexAttribArray(3);
// The projection vector (middle of the game world)
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
// this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.program = program;
},
initMultiTextureShader: function ()
{
this.gl = this.renderer.gl;
// var gl = this.gl;
// New Fragment Source ...
/*
if (this.renderer.enableMultiTextureToggle)
{
var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n';
for (var index = 1; index < this.MAX_TEXTURES; ++index)
{
dynamicIfs += '\telse if (vTextureIndex == ' +
index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
index + '], vTextureCoord) * vColor;\n';
}
// Does this need the vTextureIndex varying? Doesn't look like it
this.defaultShader = new Phaser.Filter(
this.renderer.game,
undefined,
[
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
'void main(void) {',
dynamicIfs,
'\telse gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;',
'}'
]);
}
else
{
// Does this need the vTextureIndex varying? Doesn't look like it
this.defaultShader = new Phaser.Filter(
this.renderer.game,
undefined,
[
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureIndex;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
'}'
]);
}
*/
},
begin: function ()
{
this.start();
},
start: function ()
{
this.dirty = true;
},
end: function ()
{
this.flush();
},
stop: function ()
{
this.flush();
this.dirty = true;
},
render: function (sprite)
{
var frame = sprite.frame;
var source = frame.source;
// Check TextureSource
if (this.currentTextureSource !== source)
// if (this.renderer.textureArray[source.glTextureIndex] !== source)
{
if (this.currentBatchSize > 0)
{
this.flush();
}
var gl = this.gl;
gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
// this.renderer.textureArray[source.glTextureIndex] = source;
this.currentTextureSource = source;
}
// Check Batch Size
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if (this.currentBatchSize >= this.maxBatchSize)
{
this.flush();
this.currentTextureSource = source;
}
// Get the Texture UVs
var uvs = frame.uvs;
var aX = sprite.anchorX;
var aY = sprite.anchorY;
var w0, w1, h0, h1;
/*
if (texture.trim)
{
// If the sprite is trimmed, add the extra space before transforming
var trim = texture.trim;
w1 = trim.x - (aX * trim.width);
w0 = w1 + texture.crop.width;
h1 = trim.y - (aY * trim.height);
h0 = h1 + texture.crop.height;
}
else
{
w0 = (texture.frame.width) * (1 - aX);
w1 = (texture.frame.width) * -aX;
h0 = texture.frame.height * (1 - aY);
h1 = texture.frame.height * -aY;
}
*/
w0 = (frame.width) * (1 - aX);
w1 = (frame.width) * -aX;
h0 = frame.height * (1 - aY);
h1 = frame.height * -aY;
var resolution = source.resolution;
var textureIndex = source.glTextureIndex;
var wt = sprite.transform.world;
var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
// var cw = frame.cutWidth;
// var ch = frame.cutHeight;
/*
if (texture.rotated)
{
var a0 = wt.a;
var b0 = wt.b;
var c0 = wt.c;
var d0 = wt.d;
var _w1 = w1;
var _w0 = w0;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
a = a0 * 6.123233995736766e-17 + -c0;
b = b0 * 6.123233995736766e-17 + -d0;
c = a0 + c0 * 6.123233995736766e-17;
d = b0 + d0 * 6.123233995736766e-17;
// Update UV coordinates
texture._updateUvsInverted();
// Rotate dimensions
w0 = h0;
w1 = h1;
h0 = _w0;
h1 = _w1;
}
*/
// These are just views into the same typed array
var colors = this.colors;
var positions = this.positions;
if (this.renderer.roundPixels)
{
tx |= 0;
ty |= 0;
}
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var i = this.currentBatchSize * this.vertSize;
// Top Left vert (xy, uv, color)
positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
colors[i++] = sprite.color._glTint.topLeft + (sprite.color.worldAlpha * 255 << 24);
colors[i++] = sprite.color._glBg;
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// positions[i++] = textureIndex;
// Top Right vert (xy, uv, color)
positions[i++] = a * w0 + c * h1 + tx;
positions[i++] = d * h1 + b * w0 + ty;
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
colors[i++] = sprite.color._glTint.topRight + (sprite.color.worldAlpha * 255 << 24);
colors[i++] = sprite.color._glBg;
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// positions[i++] = textureIndex;
// Bottom Right vert (xy, uv, color)
positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
colors[i++] = sprite.color._glTint.bottomRight + (sprite.color.worldAlpha * 255 << 24);
colors[i++] = sprite.color._glBg;
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// positions[i++] = textureIndex;
// Bottom Left vert (xy, uv, color)
positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
colors[i++] = sprite.color._glTint.bottomLeft + (sprite.color.worldAlpha * 255 << 24);
colors[i++] = sprite.color._glBg;
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// positions[i++] = textureIndex;
this.sprites[this.currentBatchSize++] = sprite;
},
flush: function ()
{
// If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize === 0)
{
return;
}
var gl = this.gl;
if (this.dirty)
{
// Always dirty the first pass through but subsequent calls may be clean
this.dirty = false;
// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// set the projection vector (defaults to middle of game world on negative y)
gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
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// set the vertex position
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, this.vertSize, 0);
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// set the texture coordinate
gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, this.vertSize, 8);
// 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);
// texture index
// gl.vertexAttribPointer(this.aTextureIndex, 2, gl.FLOAT, false, this.vertSize, 20);
}
// Upload verts to the buffer
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if (this.currentBatchSize > this.halfBatchSize)
{
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.vertSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
var sprite;
var start = 0;
var currentSize = 0;
var nextSource = null;
var blend = 0;
var nextBlend = null;
for (var i = 0; i < this.currentBatchSize; i++)
{
sprite = this.sprites[i];
nextBlend = sprite.blendMode;
if (blend !== nextBlend)
{
// Unrolled for speed
/*
if (nextBlend === this.renderer.blendModes.NORMAL)
{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
else if (nextBlend === BlendModes.ADD)
{
gl.blendFunc(gl.SRC_ALPHA, gl.DST_ALPHA);
}
else if (nextBlend === BlendModes.MULTIPLY)
{
gl.blendFunc(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA);
}
else if (nextBlend === BlendModes.SCREEN)
{
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
}
*/
}
nextSource = sprite.frame.source;
if (nextSource !== this.currentTextureSource)
{
if (currentSize > 0)
{
this.renderBatch(this.currentTextureSource, currentSize, start);
}
start = i;
currentSize = 0;
this.currentTextureSource = nextSource;
}
currentSize++;
}
if (currentSize > 0)
{
this.renderBatch(this.currentTextureSource, currentSize, start);
}
// Reset the batch
this.currentBatchSize = 0;
},
renderBatch: function (source, size, startIndex)
{
if (size === 0)
{
return;
}
var gl = this.gl;
if (source.glDirty)
{
if (!this.renderer.updateTexture(source))
{
// If updateTexture returns false then we cannot render it, so bail out now
return;
}
}
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
this.renderer.drawCount++;
},
destroy: function ()
{
this.vertices = null;
this.indices = null;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.currentBaseTexture = null;
this.renderer = null;
this.gl = null;
}
};