Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required.

This commit is contained in:
Richard Davey 2016-09-27 23:40:42 +01:00
parent d5c9ab669e
commit 0bfb52d159
4 changed files with 2 additions and 195 deletions

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@ -333,6 +333,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
* Math.between has been strengthened and the docs improved (thanks @JTronLabs #2760)
* Camera.fade has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493)
* Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493)
* Phaser.SpriteBatch was incorrectly applying the prototypes, causing the Sprite Batch render methods to be replaced by the normal DisplayObjectContainer ones, meaning nothing was really batched at all. This has now been fixed, and PIXI.SpriteBatch removed, as it's no longer required.
### Bug Fixes
@ -351,6 +352,7 @@ Please note that Phaser uses a custom build of Pixi and always has done. The fol
* WebGL Renderer and shaders updated to support multi-texture batching (see main docs above)
* WebGL and Canvas both now support rotated texture atlas frames.
* WebGL support for compressed texture formats added.
* PIXI.SpriteBatch has been removed as it's no longer used internally.
For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).

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@ -1,183 +0,0 @@
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it's extremely easy to use :
var container = new PIXI.SpriteBatch();
for(var i = 0; i < 100; i++)
{
var sprite = new PIXI.Sprite.fromImage("myImage.png");
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
*
* @class SpriteBatch
* @constructor
* @param texture {Texture}
*/
PIXI.SpriteBatch = function(texture)
{
// PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
};
// PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.SpriteBatch.prototype = {};
PIXI.SpriteBatch.prototype.constructor = PIXI.SpriteBatch;
/*
* Initialises the spriteBatch
*
* @method initWebGL
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
{
console.log('initWebGL');
// TODO only one needed for the whole engine really?
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
this.ready = true;
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.SpriteBatch.prototype.XupdateTransform = function()
{
// TODO don't need to!
this.displayObjectUpdateTransform();
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
{
if (!this.visible || this.alpha <= 0 || !this.children.length) return;
if (!this.ready)
{
this.initWebGL(renderSession.gl);
}
if (this.fastSpriteBatch.gl !== renderSession.gl)
{
this.fastSpriteBatch.setContext(renderSession.gl);
}
renderSession.spriteBatch.stop();
renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);
this.fastSpriteBatch.begin(this, renderSession);
this.fastSpriteBatch.render(this);
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
{
if (!this.visible || this.alpha <= 0 || !this.children.length) return;
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
this.displayObjectUpdateTransform();
var transform = this.worldTransform;
var isRotated = true;
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
if (!child.visible) continue;
var texture = child.texture;
var frame = texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if (child.rotation % (Math.PI * 2) === 0)
{
if (isRotated)
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
isRotated = false;
}
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5 + renderSession.shakeX) | 0,
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5 + renderSession.shakeY) | 0,
frame.width * child.scale.x,
frame.height * child.scale.y);
}
else
{
if (!isRotated) isRotated = true;
child.displayObjectUpdateTransform();
var childTransform = child.worldTransform;
var tx = (childTransform.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (childTransform.ty * renderSession.resolution) + renderSession.shakeY;
// allow for trimming
if (renderSession.roundPixels)
{
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx | 0, ty | 0);
}
else
{
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx, ty);
}
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width) + 0.5) | 0,
((child.anchor.y) * (-frame.height) + 0.5) | 0,
frame.width,
frame.height);
}
}
};

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@ -3,7 +3,6 @@
"src/pixi/display/DisplayObject.js",
"src/pixi/display/DisplayObjectContainer.js",
"src/pixi/display/Sprite.js",
"src/pixi/display/SpriteBatch.js",
"src/pixi/utils/Utils.js",
"src/pixi/utils/CanvasPool.js",

11
typescript/pixi.d.ts vendored
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@ -1005,17 +1005,6 @@ declare module PIXI {
}
export class SpriteBatch extends DisplayObjectContainer {
constructor(texture?: Texture);
ready: boolean;
textureThing: Texture;
initWebGL(gl: WebGLRenderingContext): void;
}
export class SpriteSheetLoader implements Mixin {
constructor(url: string, crossorigin?: boolean);