added multi texture to WebGLFastSpritebatch and Strip (wip)

This commit is contained in:
Felipe Alfonso 2016-07-21 01:57:39 -04:00
parent 6d21a4ca18
commit 40b4b2dbd0
5 changed files with 220 additions and 126 deletions

View file

@ -2,7 +2,7 @@
* @author Mat Groves http://matgroves.com/ * @author Mat Groves http://matgroves.com/
*/ */
/** /**
* *
* @class Strip * @class Strip
* @extends DisplayObjectContainer * @extends DisplayObjectContainer
@ -12,9 +12,8 @@
* @param height {Number} the height * @param height {Number} the height
* *
*/ */
PIXI.Strip = function(texture) PIXI.Strip = function (texture) {
{ PIXI.DisplayObjectContainer.call(this);
PIXI.DisplayObjectContainer.call( this );
/** /**
@ -27,19 +26,24 @@ PIXI.Strip = function(texture)
// set up the main bits.. // set up the main bits..
this.uvs = new PIXI.Float32Array([0, 1, this.uvs = new PIXI.Float32Array([0, 1,
1, 1, 1, 1,
1, 0, 1, 0,
0, 1]); 0, 1
]);
this.vertices = new PIXI.Float32Array([0, 0, this.vertices = new PIXI.Float32Array([0, 0,
100, 0, 100, 0,
100, 100, 100, 100,
0, 100]); 0, 100
]);
this.colors = new PIXI.Float32Array([1, 1, 1, 1]); this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]); this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
var textureIndex = texture.baseTexture.textureIndex;
this.textureIndices = new PIXI.Float32Array([textureIndex, textureIndex, textureIndex, textureIndex]);
/** /**
* Whether the strip is dirty or not * Whether the strip is dirty or not
* *
@ -73,16 +77,15 @@ PIXI.Strip = function(texture)
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Strip.prototype.constructor = PIXI.Strip; PIXI.Strip.prototype.constructor = PIXI.Strip;
PIXI.Strip.prototype._renderWebGL = function(renderSession) PIXI.Strip.prototype._renderWebGL = function (renderSession) {
{
// if the sprite is not visible or the alpha is 0 then no need to render this element // if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha <= 0)return; if (!this.visible || this.alpha <= 0) return;
// render triangle strip.. // render triangle strip..
renderSession.spriteBatch.stop(); renderSession.spriteBatch.stop();
// init! init! // init! init!
if(!this._vertexBuffer)this._initWebGL(renderSession); if (!this._vertexBuffer) this._initWebGL(renderSession);
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader); renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
@ -95,8 +98,7 @@ PIXI.Strip.prototype._renderWebGL = function(renderSession)
//TODO check culling //TODO check culling
}; };
PIXI.Strip.prototype._initWebGL = function(renderSession) PIXI.Strip.prototype._initWebGL = function (renderSession) {
{
// build the strip! // build the strip!
var gl = renderSession.gl; var gl = renderSession.gl;
@ -104,22 +106,27 @@ PIXI.Strip.prototype._initWebGL = function(renderSession)
this._indexBuffer = gl.createBuffer(); this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer(); this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer(); this._colorBuffer = gl.createBuffer();
this._textureIndex = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._textureIndex);
gl.bufferData(gl.ARRAY_BUFFER, this.textureIndices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW); gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW); gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}; };
PIXI.Strip.prototype._renderStrip = function(renderSession) PIXI.Strip.prototype._renderStrip = function (renderSession) {
{
var gl = renderSession.gl; var gl = renderSession.gl;
var projection = renderSession.projection, var projection = renderSession.projection,
offset = renderSession.offset, offset = renderSession.offset,
@ -138,13 +145,16 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha); gl.uniform1f(shader.alpha, this.worldAlpha);
if(!this.dirty) if (!this.dirty) {
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._textureIndex);
gl.vertexAttribPointer(shader.aTextureIndex, 1, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs // update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
@ -152,12 +162,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty.. // check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id]) if (this.texture.baseTexture._dirty[gl.id]) {
{
renderSession.renderer.updateTexture(this.texture.baseTexture); renderSession.renderer.updateTexture(this.texture.baseTexture);
} } else {
else
{
// bind the current texture // bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]); gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
} }
@ -166,9 +173,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
} } else {
else
{
this.dirty = false; this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
@ -183,12 +188,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty.. // check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id]) if (this.texture.baseTexture._dirty[gl.id]) {
{
renderSession.renderer.updateTexture(this.texture.baseTexture); renderSession.renderer.updateTexture(this.texture.baseTexture);
} } else {
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]); gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
} }
@ -200,6 +202,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
//console.log(gl.TRIANGLE_STRIP) //console.log(gl.TRIANGLE_STRIP)
// //
// //
debugger;
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0); gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
@ -207,8 +210,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
PIXI.Strip.prototype._renderCanvas = function(renderSession) PIXI.Strip.prototype._renderCanvas = function (renderSession) {
{
var context = renderSession.context; var context = renderSession.context;
var transform = this.worldTransform; var transform = this.worldTransform;
@ -216,27 +218,20 @@ PIXI.Strip.prototype._renderCanvas = function(renderSession)
var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX; var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY; var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;
if (renderSession.roundPixels) if (renderSession.roundPixels) {
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0); context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);
} } else {
else
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty); context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);
} }
if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP) if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP) {
{
this._renderCanvasTriangleStrip(context); this._renderCanvasTriangleStrip(context);
} } else {
else
{
this._renderCanvasTriangles(context); this._renderCanvasTriangles(context);
} }
}; };
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context) PIXI.Strip.prototype._renderCanvasTriangleStrip = function (context) {
{
// draw triangles!! // draw triangles!!
var vertices = this.vertices; var vertices = this.vertices;
var uvs = this.uvs; var uvs = this.uvs;
@ -251,8 +246,7 @@ PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
} }
}; };
PIXI.Strip.prototype._renderCanvasTriangles = function(context) PIXI.Strip.prototype._renderCanvasTriangles = function (context) {
{
// draw triangles!! // draw triangles!!
var vertices = this.vertices; var vertices = this.vertices;
var uvs = this.uvs; var uvs = this.uvs;
@ -263,22 +257,31 @@ PIXI.Strip.prototype._renderCanvasTriangles = function(context)
for (var i = 0; i < length; i += 3) { for (var i = 0; i < length; i += 3) {
// draw some triangles! // draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2; var index0 = indices[i] * 2,
index1 = indices[i + 1] * 2,
index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2); this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
} }
}; };
PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2) PIXI.Strip.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2) {
{
var textureSource = this.texture.baseTexture.source; var textureSource = this.texture.baseTexture.source;
var textureWidth = this.texture.width; var textureWidth = this.texture.width;
var textureHeight = this.texture.height; var textureHeight = this.texture.height;
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2]; var x0 = vertices[index0],
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1]; x1 = vertices[index1],
x2 = vertices[index2];
var y0 = vertices[index0 + 1],
y1 = vertices[index1 + 1],
y2 = vertices[index2 + 1];
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth; var u0 = uvs[index0] * textureWidth,
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight; u1 = uvs[index1] * textureWidth,
u2 = uvs[index2] * textureWidth;
var v0 = uvs[index0 + 1] * textureHeight,
v1 = uvs[index1 + 1] * textureHeight,
v2 = uvs[index2 + 1] * textureHeight;
if (this.canvasPadding > 0) { if (this.canvasPadding > 0) {
var paddingX = this.canvasPadding / this.worldTransform.a; var paddingX = this.canvasPadding / this.worldTransform.a;
@ -323,12 +326,12 @@ PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs
context.clip(); context.clip();
// Compute matrix transform // Compute matrix transform
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2); var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2); var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2); var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2); var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2); var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2); var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2); var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
context.transform(deltaA / delta, deltaD / delta, context.transform(deltaA / delta, deltaD / delta,
@ -348,22 +351,24 @@ PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs
* @param strip {Strip} The Strip to render * @param strip {Strip} The Strip to render
* @private * @private
*/ */
PIXI.Strip.prototype.renderStripFlat = function(strip) PIXI.Strip.prototype.renderStripFlat = function (strip) {
{
var context = this.context; var context = this.context;
var vertices = strip.vertices; var vertices = strip.vertices;
var length = vertices.length/2; var length = vertices.length / 2;
this.count++; this.count++;
context.beginPath(); context.beginPath();
for (var i=1; i < length-2; i++) for (var i = 1; i < length - 2; i++) {
{
// draw some triangles! // draw some triangles!
var index = i*2; var index = i * 2;
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4]; var x0 = vertices[index],
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5]; x1 = vertices[index + 2],
x2 = vertices[index + 4];
var y0 = vertices[index + 1],
y1 = vertices[index + 3],
y2 = vertices[index + 5];
context.moveTo(x0, y0); context.moveTo(x0, y0);
context.lineTo(x1, y1); context.lineTo(x1, y1);
@ -397,8 +402,7 @@ PIXI.Strip.prototype.setTexture = function(texture)
* @private * @private
*/ */
PIXI.Strip.prototype.onTextureUpdate = function() PIXI.Strip.prototype.onTextureUpdate = function () {
{
this.updateFrame = true; this.updateFrame = true;
}; };
@ -409,8 +413,7 @@ PIXI.Strip.prototype.onTextureUpdate = function()
* @param matrix {Matrix} the transformation matrix of the sprite * @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle * @return {Rectangle} the framing rectangle
*/ */
PIXI.Strip.prototype.getBounds = function(matrix) PIXI.Strip.prototype.getBounds = function (matrix) {
{
var worldTransform = matrix || this.worldTransform; var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a; var a = worldTransform.a;
@ -427,9 +430,9 @@ PIXI.Strip.prototype.getBounds = function(matrix)
var minY = Infinity; var minY = Infinity;
var vertices = this.vertices; var vertices = this.vertices;
for (var i = 0, n = vertices.length; i < n; i += 2) for (var i = 0, n = vertices.length; i < n; i += 2) {
{ var rawX = vertices[i],
var rawX = vertices[i], rawY = vertices[i + 1]; rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx; var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty; var y = (d * rawY) + (b * rawX) + ty;
@ -440,8 +443,7 @@ PIXI.Strip.prototype.getBounds = function(matrix)
maxY = y > maxY ? y : maxY; maxY = y > maxY ? y : maxY;
} }
if (minX === -Infinity || maxY === Infinity) if (minX === -Infinity || maxY === Infinity) {
{
return PIXI.EmptyRectangle; return PIXI.EmptyRectangle;
} }

View file

@ -3,12 +3,11 @@
*/ */
/** /**
* @class PixiFastShader * @class PixiFastShader
* @constructor * @constructor
* @param gl {WebGLContext} the current WebGL drawing context * @param gl {WebGLContext} the current WebGL drawing context
*/ */
PIXI.PixiFastShader = function(gl) PIXI.PixiFastShader = function (gl) {
{
/** /**
* @property _UID * @property _UID
* @type Number * @type Number
@ -29,6 +28,16 @@ PIXI.PixiFastShader = function(gl)
*/ */
this.program = null; this.program = null;
var gl = this.gl;
this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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'
}
/** /**
* The fragment shader. * The fragment shader.
* @property fragmentSrc * @property fragmentSrc
@ -39,9 +48,13 @@ PIXI.PixiFastShader = function(gl)
'precision lowp float;', 'precision lowp float;',
'varying vec2 vTextureCoord;', 'varying vec2 vTextureCoord;',
'varying float vColor;', 'varying float vColor;',
'uniform sampler2D uSampler;', 'varying float vTextureIndex;',
'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
'void main(void) {', 'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', dynamicIfs,
'else gl_FragColor = PINK;',
'}' '}'
]; ];
@ -58,6 +71,7 @@ PIXI.PixiFastShader = function(gl)
'attribute float aRotation;', 'attribute float aRotation;',
'attribute vec2 aTextureCoord;', 'attribute vec2 aTextureCoord;',
'attribute float aColor;', 'attribute float aColor;',
'attribute float aTextureIndex;',
'uniform vec2 projectionVector;', 'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;', 'uniform vec2 offsetVector;',
@ -65,6 +79,7 @@ PIXI.PixiFastShader = function(gl)
'varying vec2 vTextureCoord;', 'varying vec2 vTextureCoord;',
'varying float vColor;', 'varying float vColor;',
'varying float vTextureIndex;',
'const vec2 center = vec2(-1.0, 1.0);', 'const vec2 center = vec2(-1.0, 1.0);',
@ -76,7 +91,8 @@ PIXI.PixiFastShader = function(gl)
' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;', ' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);', ' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;', ' vTextureCoord = aTextureCoord;',
// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', ' vTextureIndex = aTextureIndex;',
// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
' vColor = aColor;', ' vColor = aColor;',
'}' '}'
]; ];
@ -94,20 +110,30 @@ PIXI.PixiFastShader = function(gl)
PIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader; PIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader;
/** /**
* Initialises the shader. * Initialises the shader.
* *
* @method init * @method init
*/ */
PIXI.PixiFastShader.prototype.init = function() PIXI.PixiFastShader.prototype.init = function () {
{
var gl = this.gl;
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program); gl.useProgram(program);
// get and store the uniforms for the shader // get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler'); this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
var indices = [];
for (var i = 0; i < this.MAX_TEXTURES; ++i) {
indices.push(i);
}
// NOTE:!!!
// If textures are not bound
// then we'll get a bunch of warnings like:
// "WARNING: there is no texture bound to the unit X"
// Don't be scared, everything will be alright.
gl.uniform1iv(this.uSampler, indices);
this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
@ -124,18 +150,27 @@ PIXI.PixiFastShader.prototype.init = function()
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor'); this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
// Begin worst hack eva // // Begin worst hack eva //
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
// maybe its somthing to do with the current state of the gl context. // maybe its somthing to do with the current state of the gl context.
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
// If theres any webGL people that know why could happen please help :) // If theres any webGL people that know why could happen please help :)
if(this.colorAttribute === -1) if (this.colorAttribute === -1) {
{
this.colorAttribute = 2; this.colorAttribute = 2;
} }
this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute]; this.attributes = [
this.aVertexPosition,
this.aPositionCoord,
this.aScale,
this.aRotation,
this.aTextureCoord,
this.colorAttribute,
this.aTextureIndex
];
// End worst hack eva // // End worst hack eva //
@ -143,13 +178,12 @@ PIXI.PixiFastShader.prototype.init = function()
}; };
/** /**
* Destroys the shader. * Destroys the shader.
* *
* @method destroy * @method destroy
*/ */
PIXI.PixiFastShader.prototype.destroy = function() PIXI.PixiFastShader.prototype.destroy = function () {
{ this.gl.deleteProgram(this.program);
this.gl.deleteProgram( this.program );
this.uniforms = null; this.uniforms = null;
this.gl = null; this.gl = null;

View file

@ -29,6 +29,17 @@ PIXI.StripShader = function(gl)
*/ */
this.program = null; this.program = null;
var gl = this.gl;
this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord);\n'
for (var index = 1; index < this.MAX_TEXTURES; ++index)
{
dynamicIfs += '\telse if (vTextureIndex == ' +
index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
index + '], vTextureCoord) ;\n'
}
/** /**
* The fragment shader. * The fragment shader.
* @property fragmentSrc * @property fragmentSrc
@ -38,13 +49,15 @@ PIXI.StripShader = function(gl)
'//StripShader Fragment Shader.', '//StripShader Fragment Shader.',
'precision mediump float;', 'precision mediump float;',
'varying vec2 vTextureCoord;', 'varying vec2 vTextureCoord;',
'varying float vTextureIndex;',
// 'varying float vColor;', // 'varying float vColor;',
'uniform float alpha;', 'uniform float alpha;',
'uniform sampler2D uSampler;', 'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
'void main(void) {', 'void main(void) {',
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;', dynamicIfs,
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;', 'else gl_FragColor = PINK;',
'}' '}'
]; ];
@ -57,12 +70,14 @@ PIXI.StripShader = function(gl)
'//StripShader Vertex Shader.', '//StripShader Vertex Shader.',
'attribute vec2 aVertexPosition;', 'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;', 'attribute vec2 aTextureCoord;',
'attribute float aTextureIndex;',
'uniform mat3 translationMatrix;', 'uniform mat3 translationMatrix;',
'uniform vec2 projectionVector;', 'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;', 'uniform vec2 offsetVector;',
// 'uniform float alpha;', // 'uniform float alpha;',
// 'uniform vec3 tint;', // 'uniform vec3 tint;',
'varying vec2 vTextureCoord;', 'varying vec2 vTextureCoord;',
'varying float vTextureIndex;',
// 'varying vec4 vColor;', // 'varying vec4 vColor;',
'void main(void) {', 'void main(void) {',
@ -70,6 +85,7 @@ PIXI.StripShader = function(gl)
' v -= offsetVector.xyx;', ' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);', ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;', ' vTextureCoord = aTextureCoord;',
' vTextureIndex = aTextureIndex;',
// ' vColor = aColor * vec4(tint * alpha, alpha);', // ' vColor = aColor * vec4(tint * alpha, alpha);',
'}' '}'
]; ];
@ -87,22 +103,35 @@ PIXI.StripShader.prototype.constructor = PIXI.StripShader;
PIXI.StripShader.prototype.init = function() PIXI.StripShader.prototype.init = function()
{ {
var gl = this.gl; var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program); gl.useProgram(program);
// get and store the uniforms for the shader // get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler'); // get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
var indices = [];
for (var i = 0; i < this.MAX_TEXTURES; ++i) {
indices.push(i);
}
// NOTE:!!!
// If textures are not bound
// then we'll get a bunch of warnings like:
// "WARNING: there is no texture bound to the unit X"
// Don't be scared, everything will be alright.
gl.uniform1iv(this.uSampler, indices);
this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.colorAttribute = gl.getAttribLocation(program, 'aColor'); this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
//this.dimensions = gl.getUniformLocation(this.program, 'dimensions'); //this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
// get and store the attributes // get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.attributes = [this.aVertexPosition, this.aTextureCoord]; this.attributes = [this.aVertexPosition, this.aTextureCoord, this.aTextureIndex];
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, 'alpha'); this.alpha = gl.getUniformLocation(program, 'alpha');

View file

@ -14,11 +14,12 @@
*/ */
PIXI.WebGLFastSpriteBatch = function(gl) PIXI.WebGLFastSpriteBatch = function(gl)
{ {
/** /**
* @property vertSize * @property vertSize
* @type Number * @type Number
*/ */
this.vertSize = 10; this.vertSize = 11;
/** /**
* @property maxSize * @property maxSize
@ -180,6 +181,7 @@ PIXI.WebGLFastSpriteBatch.prototype.end = function()
*/ */
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch) PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
{ {
debugger;
var children = spriteBatch.children; var children = spriteBatch.children;
var sprite = children[0]; var sprite = children[0];
@ -211,6 +213,16 @@ PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
*/ */
PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite) PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
{ {
var texture = sprite.texture;
var baseTexture = texture.baseTexture;
var gl = this.gl;
if (this.textureArray[baseTexture.textureIndex] != baseTexture) {
gl.activeTexture(gl.TEXTURE0 + baseTexture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]);
this.textureArray[baseTexture.textureIndex] = baseTexture;
this.flush();
}
//sprite = children[i]; //sprite = children[i];
if(!sprite.visible)return; if(!sprite.visible)return;
@ -251,7 +263,7 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
} }
index = this.currentBatchSize * 4 * this.vertSize; index = this.currentBatchSize * 4 * this.vertSize;
var textureIndex = sprite.texture.baseTexture.textureIndex;
// xy // xy
vertices[index++] = w1; vertices[index++] = w1;
vertices[index++] = h1; vertices[index++] = h1;
@ -271,6 +283,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
vertices[index++] = uvs.y1; vertices[index++] = uvs.y1;
// color // color
vertices[index++] = sprite.alpha; vertices[index++] = sprite.alpha;
// texture Index
vertices[index++] = textureIndex;
// xy // xy
@ -292,7 +306,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
vertices[index++] = uvs.y1; vertices[index++] = uvs.y1;
// color // color
vertices[index++] = sprite.alpha; vertices[index++] = sprite.alpha;
// texture Index
vertices[index++] = textureIndex;
// xy // xy
vertices[index++] = w0; vertices[index++] = w0;
@ -313,7 +328,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
vertices[index++] = uvs.y2; vertices[index++] = uvs.y2;
// color // color
vertices[index++] = sprite.alpha; vertices[index++] = sprite.alpha;
// texture Index
vertices[index++] = textureIndex;
@ -336,6 +352,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
vertices[index++] = uvs.y3; vertices[index++] = uvs.y3;
// color // color
vertices[index++] = sprite.alpha; vertices[index++] = sprite.alpha;
// texture Index
vertices[index++] = textureIndex;
// increment the batchs // increment the batchs
this.currentBatchSize++; this.currentBatchSize++;
@ -351,6 +369,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
*/ */
PIXI.WebGLFastSpriteBatch.prototype.flush = function() PIXI.WebGLFastSpriteBatch.prototype.flush = function()
{ {
debugger;
// If the batch is length 0 then return as there is nothing to draw // If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize===0)return; if (this.currentBatchSize===0)return;
@ -360,7 +380,7 @@ PIXI.WebGLFastSpriteBatch.prototype.flush = function()
if(!this.currentBaseTexture._glTextures[gl.id])this.renderSession.renderer.updateTexture(this.currentBaseTexture, gl); if(!this.currentBaseTexture._glTextures[gl.id])this.renderSession.renderer.updateTexture(this.currentBaseTexture, gl);
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]); //gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);
// upload the verts to the buffer // upload the verts to the buffer
@ -424,5 +444,6 @@ PIXI.WebGLFastSpriteBatch.prototype.start = function()
gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4); gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4); gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4); gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
gl.vertexAttribPointer(this.shader.aTextureIndex, 1, gl.FLOAT, false, stride, 10 * 4);
}; };

View file

@ -360,7 +360,15 @@ PIXI.WebGLSpriteBatch.prototype.render = function (sprite, matrix) {
*/ */
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function (sprite) { PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function (sprite) {
var texture = sprite.tilingTexture; var texture = sprite.tilingTexture;
var baseTexture = texture.baseTexture;
var gl = this.gl;
if (this.textureArray[baseTexture.textureIndex] != baseTexture) {
gl.activeTexture(gl.TEXTURE0 + baseTexture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]);
this.textureArray[baseTexture.textureIndex] = baseTexture;
this.flush();
}
// check texture.. // check texture..
if (this.currentBatchSize >= this.size) { if (this.currentBatchSize >= this.size) {