Shape batch rendering base

This commit is contained in:
Felipe Alfonso 2017-02-27 17:41:52 -03:00
parent 2d24935147
commit 1f8702e323
5 changed files with 191 additions and 0 deletions

View file

@ -11,6 +11,7 @@ var CreateTexture2DImage = require('./utils/texture/CreateTexture2DImage');
var BlitterBatch = require('./batches/blitter/BlitterBatch');
var AAQuadBatch = require('./batches/aaquad/AAQuadBatch');
var SpriteBatch = require('./batches/sprite/SpriteBatch');
var ShapeBatch = require('./batches/shape/ShapeBatch');
var BlendModes = require('../BlendModes');
var WebGLRenderer = function (game)
@ -48,6 +49,7 @@ var WebGLRenderer = function (game)
this.blitterBatch = null;
this.aaQuadBatch = null;
this.spriteBatch = null;
this.shapeBatch = null;
this.batch = null;
this.currentTexture2D = null;
@ -99,6 +101,7 @@ WebGLRenderer.prototype = {
this.blitterBatch = this.addBatch(new BlitterBatch(this.game, gl, this));
this.aaQuadBatch = this.addBatch(new AAQuadBatch(this.game, gl, this));
this.spriteBatch = this.addBatch(new SpriteBatch(this.game, gl, this));
this.shapeBatch = this.addBatch(new ShapeBatch(this.game, gl, this));
},
createTexture2D: function (source)

View file

@ -0,0 +1,7 @@
module.exports = [
'precision mediump float;',
'varying vec4 v_color;',
'void main() {',
' gl_FragColor = v_color;',
'}'
].join('\n');

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@ -0,0 +1,151 @@
var BindVertexArray = require('../../utils/vao/BindVertexArray');
var CreateProgram = require('../../utils/shader/CreateProgram');
var CreateShader = require('../../utils/shader/CreateShader');
var CreateBuffer = require('../../utils/buffer/CreateBuffer');
var CreateAttribDesc = require('../../utils/vao/CreateAttribDesc');
var Buffer32 = require('../../utils/buffer/Buffer32');
var VertexArray = require('../../utils/vao/VertexArray');
var PHASER_CONST = require('../../../../const');
var CONST = require('./const');
var ShapeBatch = function (game, gl, manager)
{
this.game = game;
this.type = PHASER_CONST.WEBGL;
this.view = game.canvas;
this.resolution = game.config.resolution;
this.width = game.config.width * game.config.resolution;
this.height = game.config.height * game.config.resolution;
this.glContext = gl;
this.maxVertices = null;
this.vertShader = null;
this.fragShader = null;
this.program = null;
this.vertexArray = null;
this.vertexDataBuffer = null;
this.vertexCount = 0;
this.viewMatrixLocation = null;
// All of these settings will be able to be controlled via the Game Config
this.config = {
clearBeforeRender: true,
transparent: false,
autoResize: false,
preserveDrawingBuffer: false,
WebGLContextOptions: {
alpha: true,
antialias: true,
premultipliedAlpha: true,
stencil: true,
preserveDrawingBuffer: false
}
};
this.manager = manager;
this.dirty = false;
this.init(this.glContext);
};
ShapeBatch.prototype.constructor = ShapeBatch;
ShapeBatch.prototype = {
init: function (gl)
{
var vertexDataBuffer = new Buffer32(CONST.VERTEX_SIZE * CONST.MAX_VERTICES);
var vertShader = CreateShader(gl, CONST.VERTEX_SHADER_SOURCE, gl.VERTEX_SHADER);
var fragShader = CreateShader(gl, CONST.FRAGMENT_SHADER_SOURCE, gl.FRAGMENT_SHADER);
var program = CreateProgram(gl, vertShader, fragShader);
var attribArray = [
CreateAttribDesc(gl, program, 'a_position', 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 0),
CreateAttribDesc(gl, program, 'a_color', 4, gl.FLOAT, true, CONST.VERTEX_SIZE, 8),
];
var vertexArray = new VertexArray(CreateBuffer(gl, gl.ARRAY_BUFFER, gl.STREAM_DRAW, null, vertexDataBuffer.getByteCapacity()), attribArray);
var viewMatrixLocation = gl.getUniformLocation(program, 'u_view_matrix');
var max = CONST.MAX_VERTICES;
this.vertexDataBuffer = vertexDataBuffer;
this.vertShader = vertShader;
this.fragShader = fragShader;
this.program = program;
this.vertexArray = vertexArray;
this.viewMatrixLocation = viewMatrixLocation;
this.maxVertices = max;
this.bind();
this.resize(this.width, this.height, this.game.config.resolution);
this.unbind();
},
isFull: function ()
{
return (this.vertexDataBuffer.getByteLength() >= this.vertexDataBuffer.getByteCapacity());
},
bind: function ()
{
var gl = this.glContext;
gl.useProgram(this.program);
gl.clearColor(0, 0, 0, 1);
BindVertexArray(gl, this.vertexArray);
},
unbind: function ()
{
var gl = this.glContext;
gl.useProgram(null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
},
flush: function ()
{
var gl = this.glContext;
var vertexDataBuffer = this.vertexDataBuffer;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertexDataBuffer.getUsedBufferAsFloat());
gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
vertexDataBuffer.clear();
this.vertexCount = 0;
},
resize: function (width, height, resolution)
{
var gl = this.glContext;
this.width = width * resolution;
this.height = height * resolution;
gl.uniformMatrix4fv(
this.viewMatrixLocation,
false,
new Float32Array([
2 / this.width, 0, 0, 0,
0, -2 / this.height, 0, 0,
0, 0, 1, 1,
-1, 1, 0, 0
])
);
},
destroy: function ()
{
var gl = this.glContext;
if (gl)
{
gl.deleteShader(this.vertShader);
gl.deleteShader(this.fragShader);
gl.deleteProgram(this.program);
gl.deleteBuffer(this.vertexArray.buffer);
}
}
};
module.exports = ShapeBatch;

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@ -0,0 +1,10 @@
module.exports = [
'uniform mat4 u_view_matrix;',
'attribute vec2 a_position;',
'attribute vec4 a_color;',
'varying vec4 v_color;',
'void main () {',
' gl_Position = u_view_matrix * vec4(a_position, 1.0, 1.0);',
' v_color = a_color;',
'}'
].join('\n');

View file

@ -0,0 +1,20 @@
var FragmentShader = require('./FragmentShader');
var VertexShader = require('./VertexShader');
var CONST = {
// VERTEX_SIZE = sizeof(vec2) + sizeof(uint32)
VERTEX_SIZE: 12,
// How many 32-bit components does the vertex have.
SHAPE_VERTEX_COMPONENT_COUNT: 5,
// Can't be bigger than 10,000 since index are 16-bit
MAX_VERTICES: 10000,
VERTEX_SHADER_SOURCE: VertexShader,
FRAGMENT_SHADER_SOURCE: FragmentShader
};
module.exports = CONST;