mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
added multi texture to WebGLFastSpritebatch and Strip (wip)
This commit is contained in:
parent
6d21a4ca18
commit
40b4b2dbd0
5 changed files with 220 additions and 126 deletions
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@ -12,8 +12,7 @@
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* @param height {Number} the height
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*
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*/
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PIXI.Strip = function(texture)
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{
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PIXI.Strip = function (texture) {
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PIXI.DisplayObjectContainer.call(this);
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@ -29,17 +28,22 @@ PIXI.Strip = function(texture)
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this.uvs = new PIXI.Float32Array([0, 1,
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1, 1,
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1, 0,
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0, 1]);
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0, 1
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]);
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this.vertices = new PIXI.Float32Array([0, 0,
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100, 0,
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100, 100,
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0, 100]);
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0, 100
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]);
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this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
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this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
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var textureIndex = texture.baseTexture.textureIndex;
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this.textureIndices = new PIXI.Float32Array([textureIndex, textureIndex, textureIndex, textureIndex]);
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/**
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* Whether the strip is dirty or not
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*
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@ -73,8 +77,7 @@ PIXI.Strip = function(texture)
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PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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PIXI.Strip.prototype.constructor = PIXI.Strip;
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PIXI.Strip.prototype._renderWebGL = function(renderSession)
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{
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PIXI.Strip.prototype._renderWebGL = function (renderSession) {
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha <= 0) return;
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// render triangle strip..
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@ -95,8 +98,7 @@ PIXI.Strip.prototype._renderWebGL = function(renderSession)
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//TODO check culling
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};
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PIXI.Strip.prototype._initWebGL = function(renderSession)
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{
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PIXI.Strip.prototype._initWebGL = function (renderSession) {
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// build the strip!
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var gl = renderSession.gl;
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@ -104,6 +106,11 @@ PIXI.Strip.prototype._initWebGL = function(renderSession)
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this._indexBuffer = gl.createBuffer();
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this._uvBuffer = gl.createBuffer();
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this._colorBuffer = gl.createBuffer();
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this._textureIndex = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this._textureIndex);
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gl.bufferData(gl.ARRAY_BUFFER, this.textureIndices, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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@ -116,10 +123,10 @@ PIXI.Strip.prototype._initWebGL = function(renderSession)
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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};
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PIXI.Strip.prototype._renderStrip = function(renderSession)
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{
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PIXI.Strip.prototype._renderStrip = function (renderSession) {
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var gl = renderSession.gl;
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var projection = renderSession.projection,
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offset = renderSession.offset,
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@ -138,13 +145,16 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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gl.uniform1f(shader.alpha, this.worldAlpha);
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if(!this.dirty)
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{
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if (!this.dirty) {
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gl.bindBuffer(gl.ARRAY_BUFFER, this._textureIndex);
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gl.vertexAttribPointer(shader.aTextureIndex, 1, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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// update the uvs
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gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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@ -152,12 +162,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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gl.activeTexture(gl.TEXTURE0);
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// check if a texture is dirty..
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if(this.texture.baseTexture._dirty[gl.id])
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{
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if (this.texture.baseTexture._dirty[gl.id]) {
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renderSession.renderer.updateTexture(this.texture.baseTexture);
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}
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else
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{
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} else {
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// bind the current texture
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gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
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}
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@ -166,9 +173,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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}
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else
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{
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} else {
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this.dirty = false;
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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@ -183,12 +188,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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gl.activeTexture(gl.TEXTURE0);
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// check if a texture is dirty..
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if(this.texture.baseTexture._dirty[gl.id])
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{
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if (this.texture.baseTexture._dirty[gl.id]) {
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renderSession.renderer.updateTexture(this.texture.baseTexture);
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}
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else
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{
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} else {
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gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
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}
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@ -200,6 +202,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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//console.log(gl.TRIANGLE_STRIP)
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//
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//
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debugger;
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gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
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@ -207,8 +210,7 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
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PIXI.Strip.prototype._renderCanvas = function(renderSession)
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{
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PIXI.Strip.prototype._renderCanvas = function (renderSession) {
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var context = renderSession.context;
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var transform = this.worldTransform;
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@ -216,27 +218,20 @@ PIXI.Strip.prototype._renderCanvas = function(renderSession)
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var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
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var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;
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if (renderSession.roundPixels)
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{
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if (renderSession.roundPixels) {
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context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);
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}
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else
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{
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} else {
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context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);
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}
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if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
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{
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if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP) {
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this._renderCanvasTriangleStrip(context);
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}
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else
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{
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} else {
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this._renderCanvasTriangles(context);
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}
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};
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PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
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{
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PIXI.Strip.prototype._renderCanvasTriangleStrip = function (context) {
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// draw triangles!!
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var vertices = this.vertices;
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var uvs = this.uvs;
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@ -251,8 +246,7 @@ PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
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}
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};
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PIXI.Strip.prototype._renderCanvasTriangles = function(context)
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{
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PIXI.Strip.prototype._renderCanvasTriangles = function (context) {
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// draw triangles!!
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var vertices = this.vertices;
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var uvs = this.uvs;
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@ -263,22 +257,31 @@ PIXI.Strip.prototype._renderCanvasTriangles = function(context)
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for (var i = 0; i < length; i += 3) {
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// draw some triangles!
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var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
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var index0 = indices[i] * 2,
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index1 = indices[i + 1] * 2,
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index2 = indices[i + 2] * 2;
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this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
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}
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};
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PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
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{
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PIXI.Strip.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2) {
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var textureSource = this.texture.baseTexture.source;
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var textureWidth = this.texture.width;
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var textureHeight = this.texture.height;
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var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
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var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
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var x0 = vertices[index0],
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x1 = vertices[index1],
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x2 = vertices[index2];
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var y0 = vertices[index0 + 1],
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y1 = vertices[index1 + 1],
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y2 = vertices[index2 + 1];
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var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
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var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
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var u0 = uvs[index0] * textureWidth,
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u1 = uvs[index1] * textureWidth,
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u2 = uvs[index2] * textureWidth;
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var v0 = uvs[index0 + 1] * textureHeight,
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v1 = uvs[index1 + 1] * textureHeight,
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v2 = uvs[index2 + 1] * textureHeight;
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if (this.canvasPadding > 0) {
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var paddingX = this.canvasPadding / this.worldTransform.a;
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@ -348,8 +351,7 @@ PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs
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* @param strip {Strip} The Strip to render
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* @private
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*/
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PIXI.Strip.prototype.renderStripFlat = function(strip)
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{
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PIXI.Strip.prototype.renderStripFlat = function (strip) {
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var context = this.context;
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var vertices = strip.vertices;
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@ -357,13 +359,16 @@ PIXI.Strip.prototype.renderStripFlat = function(strip)
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this.count++;
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context.beginPath();
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for (var i=1; i < length-2; i++)
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{
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for (var i = 1; i < length - 2; i++) {
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// draw some triangles!
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var index = i * 2;
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var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
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var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
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var x0 = vertices[index],
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x1 = vertices[index + 2],
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x2 = vertices[index + 4];
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var y0 = vertices[index + 1],
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y1 = vertices[index + 3],
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y2 = vertices[index + 5];
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context.moveTo(x0, y0);
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context.lineTo(x1, y1);
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@ -397,8 +402,7 @@ PIXI.Strip.prototype.setTexture = function(texture)
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* @private
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*/
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PIXI.Strip.prototype.onTextureUpdate = function()
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{
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PIXI.Strip.prototype.onTextureUpdate = function () {
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this.updateFrame = true;
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};
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@ -409,8 +413,7 @@ PIXI.Strip.prototype.onTextureUpdate = function()
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* @param matrix {Matrix} the transformation matrix of the sprite
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Strip.prototype.getBounds = function(matrix)
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{
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PIXI.Strip.prototype.getBounds = function (matrix) {
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var worldTransform = matrix || this.worldTransform;
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var a = worldTransform.a;
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@ -427,9 +430,9 @@ PIXI.Strip.prototype.getBounds = function(matrix)
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var minY = Infinity;
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var vertices = this.vertices;
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for (var i = 0, n = vertices.length; i < n; i += 2)
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{
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var rawX = vertices[i], rawY = vertices[i + 1];
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for (var i = 0, n = vertices.length; i < n; i += 2) {
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var rawX = vertices[i],
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rawY = vertices[i + 1];
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var x = (a * rawX) + (c * rawY) + tx;
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var y = (d * rawY) + (b * rawX) + ty;
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@ -440,8 +443,7 @@ PIXI.Strip.prototype.getBounds = function(matrix)
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maxY = y > maxY ? y : maxY;
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}
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if (minX === -Infinity || maxY === Infinity)
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{
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if (minX === -Infinity || maxY === Infinity) {
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return PIXI.EmptyRectangle;
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}
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@ -7,8 +7,7 @@
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* @constructor
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* @param gl {WebGLContext} the current WebGL drawing context
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*/
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PIXI.PixiFastShader = function(gl)
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{
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PIXI.PixiFastShader = function (gl) {
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/**
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* @property _UID
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* @type Number
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@ -29,6 +28,16 @@ PIXI.PixiFastShader = function(gl)
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*/
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this.program = null;
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var gl = this.gl;
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this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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var dynamicIfs = '\tif (vTextureIndex == 0.0) gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;\n'
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for (var index = 1; index < this.MAX_TEXTURES; ++index)
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{
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dynamicIfs += '\telse if (vTextureIndex == ' +
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index + '.0) gl_FragColor = texture2D(uSamplerArray[' +
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index + '], vTextureCoord) * vColor;\n'
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}
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/**
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* The fragment shader.
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* @property fragmentSrc
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@ -39,9 +48,13 @@ PIXI.PixiFastShader = function(gl)
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'precision lowp float;',
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'varying vec2 vTextureCoord;',
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'varying float vColor;',
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'uniform sampler2D uSampler;',
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'varying float vTextureIndex;',
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'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];',
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'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);',
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'const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);',
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'void main(void) {',
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' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
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dynamicIfs,
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'else gl_FragColor = PINK;',
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'}'
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];
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@ -58,6 +71,7 @@ PIXI.PixiFastShader = function(gl)
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'attribute float aRotation;',
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'attribute vec2 aTextureCoord;',
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'attribute float aColor;',
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'attribute float aTextureIndex;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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@ -65,6 +79,7 @@ PIXI.PixiFastShader = function(gl)
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'varying vec2 vTextureCoord;',
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'varying float vColor;',
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'varying float vTextureIndex;',
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'const vec2 center = vec2(-1.0, 1.0);',
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@ -76,6 +91,7 @@ PIXI.PixiFastShader = function(gl)
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' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
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' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vTextureIndex = aTextureIndex;',
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// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
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' vColor = aColor;',
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'}'
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@ -98,16 +114,26 @@ PIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader;
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*
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* @method init
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*/
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PIXI.PixiFastShader.prototype.init = function()
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{
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var gl = this.gl;
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PIXI.PixiFastShader.prototype.init = function () {
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var gl = this.gl;
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var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
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gl.useProgram(program);
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// get and store the uniforms for the shader
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this.uSampler = gl.getUniformLocation(program, 'uSampler');
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this.uSampler = gl.getUniformLocation(program, 'uSamplerArray[0]');
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var indices = [];
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for (var i = 0; i < this.MAX_TEXTURES; ++i) {
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indices.push(i);
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}
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// NOTE:!!!
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// If textures are not bound
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// then we'll get a bunch of warnings like:
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// "WARNING: there is no texture bound to the unit X"
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// Don't be scared, everything will be alright.
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gl.uniform1iv(this.uSampler, indices);
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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@ -124,18 +150,27 @@ PIXI.PixiFastShader.prototype.init = function()
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this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
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this.colorAttribute = gl.getAttribLocation(program, 'aColor');
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this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
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// Begin worst hack eva //
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// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
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// maybe its somthing to do with the current state of the gl context.
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// 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
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// If theres any webGL people that know why could happen please help :)
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if(this.colorAttribute === -1)
|
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{
|
||||
if (this.colorAttribute === -1) {
|
||||
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 //
|
||||
|
||||
|
@ -147,8 +182,7 @@ PIXI.PixiFastShader.prototype.init = function()
|
|||
*
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.destroy = function()
|
||||
{
|
||||
PIXI.PixiFastShader.prototype.destroy = function () {
|
||||
this.gl.deleteProgram(this.program);
|
||||
this.uniforms = null;
|
||||
this.gl = null;
|
||||
|
|
|
@ -29,6 +29,17 @@ PIXI.StripShader = function(gl)
|
|||
*/
|
||||
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.
|
||||
* @property fragmentSrc
|
||||
|
@ -38,13 +49,15 @@ PIXI.StripShader = function(gl)
|
|||
'//StripShader Fragment Shader.',
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vTextureIndex;',
|
||||
// 'varying float vColor;',
|
||||
'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) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
|
||||
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
||||
dynamicIfs,
|
||||
'else gl_FragColor = PINK;',
|
||||
'}'
|
||||
];
|
||||
|
||||
|
@ -57,12 +70,14 @@ PIXI.StripShader = function(gl)
|
|||
'//StripShader Vertex Shader.',
|
||||
'attribute vec2 aVertexPosition;',
|
||||
'attribute vec2 aTextureCoord;',
|
||||
'attribute float aTextureIndex;',
|
||||
'uniform mat3 translationMatrix;',
|
||||
'uniform vec2 projectionVector;',
|
||||
'uniform vec2 offsetVector;',
|
||||
// 'uniform float alpha;',
|
||||
// 'uniform vec3 tint;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vTextureIndex;',
|
||||
// 'varying vec4 vColor;',
|
||||
|
||||
'void main(void) {',
|
||||
|
@ -70,6 +85,7 @@ PIXI.StripShader = function(gl)
|
|||
' v -= offsetVector.xyx;',
|
||||
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
|
||||
' vTextureCoord = aTextureCoord;',
|
||||
' vTextureIndex = aTextureIndex;',
|
||||
// ' vColor = aColor * vec4(tint * alpha, alpha);',
|
||||
'}'
|
||||
];
|
||||
|
@ -87,22 +103,35 @@ PIXI.StripShader.prototype.constructor = PIXI.StripShader;
|
|||
PIXI.StripShader.prototype.init = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
||||
gl.useProgram(program);
|
||||
|
||||
// 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.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
|
||||
//this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
|
||||
|
||||
// get and store the attributes
|
||||
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
||||
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.alpha = gl.getUniformLocation(program, 'alpha');
|
||||
|
|
|
@ -14,11 +14,12 @@
|
|||
*/
|
||||
PIXI.WebGLFastSpriteBatch = function(gl)
|
||||
{
|
||||
|
||||
/**
|
||||
* @property vertSize
|
||||
* @type Number
|
||||
*/
|
||||
this.vertSize = 10;
|
||||
this.vertSize = 11;
|
||||
|
||||
/**
|
||||
* @property maxSize
|
||||
|
@ -180,6 +181,7 @@ PIXI.WebGLFastSpriteBatch.prototype.end = function()
|
|||
*/
|
||||
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
|
||||
{
|
||||
debugger;
|
||||
var children = spriteBatch.children;
|
||||
var sprite = children[0];
|
||||
|
||||
|
@ -211,6 +213,16 @@ PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
|
|||
*/
|
||||
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];
|
||||
if(!sprite.visible)return;
|
||||
|
||||
|
@ -251,7 +263,7 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
}
|
||||
|
||||
index = this.currentBatchSize * 4 * this.vertSize;
|
||||
|
||||
var textureIndex = sprite.texture.baseTexture.textureIndex;
|
||||
// xy
|
||||
vertices[index++] = w1;
|
||||
vertices[index++] = h1;
|
||||
|
@ -271,6 +283,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
vertices[index++] = uvs.y1;
|
||||
// color
|
||||
vertices[index++] = sprite.alpha;
|
||||
// texture Index
|
||||
vertices[index++] = textureIndex;
|
||||
|
||||
|
||||
// xy
|
||||
|
@ -292,7 +306,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
vertices[index++] = uvs.y1;
|
||||
// color
|
||||
vertices[index++] = sprite.alpha;
|
||||
|
||||
// texture Index
|
||||
vertices[index++] = textureIndex;
|
||||
|
||||
// xy
|
||||
vertices[index++] = w0;
|
||||
|
@ -313,7 +328,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
vertices[index++] = uvs.y2;
|
||||
// color
|
||||
vertices[index++] = sprite.alpha;
|
||||
|
||||
// texture Index
|
||||
vertices[index++] = textureIndex;
|
||||
|
||||
|
||||
|
||||
|
@ -336,6 +352,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
vertices[index++] = uvs.y3;
|
||||
// color
|
||||
vertices[index++] = sprite.alpha;
|
||||
// texture Index
|
||||
vertices[index++] = textureIndex;
|
||||
|
||||
// increment the batchs
|
||||
this.currentBatchSize++;
|
||||
|
@ -351,6 +369,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|||
*/
|
||||
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
|
||||
{
|
||||
debugger;
|
||||
|
||||
// If the batch is length 0 then return as there is nothing to draw
|
||||
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);
|
||||
|
||||
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
|
||||
|
||||
|
@ -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.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 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);
|
||||
|
||||
};
|
||||
|
|
|
@ -360,7 +360,15 @@ PIXI.WebGLSpriteBatch.prototype.render = function (sprite, matrix) {
|
|||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function (sprite) {
|
||||
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..
|
||||
if (this.currentBatchSize >= this.size) {
|
||||
|
|
Loading…
Reference in a new issue