mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 23:20:59 +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
|
@ -2,7 +2,7 @@
|
|||
* @author Mat Groves http://matgroves.com/
|
||||
*/
|
||||
|
||||
/**
|
||||
/**
|
||||
*
|
||||
* @class Strip
|
||||
* @extends DisplayObjectContainer
|
||||
|
@ -12,9 +12,8 @@
|
|||
* @param height {Number} the height
|
||||
*
|
||||
*/
|
||||
PIXI.Strip = function(texture)
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this );
|
||||
PIXI.Strip = function (texture) {
|
||||
PIXI.DisplayObjectContainer.call(this);
|
||||
|
||||
|
||||
/**
|
||||
|
@ -27,19 +26,24 @@ PIXI.Strip = function(texture)
|
|||
|
||||
// set up the main bits..
|
||||
this.uvs = new PIXI.Float32Array([0, 1,
|
||||
1, 1,
|
||||
1, 0,
|
||||
0, 1]);
|
||||
1, 1,
|
||||
1, 0,
|
||||
0, 1
|
||||
]);
|
||||
|
||||
this.vertices = new PIXI.Float32Array([0, 0,
|
||||
100, 0,
|
||||
100, 100,
|
||||
0, 100]);
|
||||
100, 0,
|
||||
100, 100,
|
||||
0, 100
|
||||
]);
|
||||
|
||||
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
|
||||
|
||||
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
|
||||
*
|
||||
|
@ -73,16 +77,15 @@ PIXI.Strip = function(texture)
|
|||
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
||||
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(!this.visible || this.alpha <= 0)return;
|
||||
if (!this.visible || this.alpha <= 0) return;
|
||||
// render triangle strip..
|
||||
|
||||
renderSession.spriteBatch.stop();
|
||||
|
||||
// init! init!
|
||||
if(!this._vertexBuffer)this._initWebGL(renderSession);
|
||||
if (!this._vertexBuffer) this._initWebGL(renderSession);
|
||||
|
||||
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
|
||||
|
||||
|
@ -95,8 +98,7 @@ PIXI.Strip.prototype._renderWebGL = function(renderSession)
|
|||
//TODO check culling
|
||||
};
|
||||
|
||||
PIXI.Strip.prototype._initWebGL = function(renderSession)
|
||||
{
|
||||
PIXI.Strip.prototype._initWebGL = function (renderSession) {
|
||||
// build the strip!
|
||||
var gl = renderSession.gl;
|
||||
|
||||
|
@ -104,22 +106,27 @@ PIXI.Strip.prototype._initWebGL = function(renderSession)
|
|||
this._indexBuffer = gl.createBuffer();
|
||||
this._uvBuffer = 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.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
||||
|
||||
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.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
||||
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 projection = renderSession.projection,
|
||||
offset = renderSession.offset,
|
||||
|
@ -138,13 +145,16 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
|
|||
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
|
||||
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.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
||||
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
|
||||
// update the uvs
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
||||
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
||||
|
@ -152,12 +162,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
|
|||
gl.activeTexture(gl.TEXTURE0);
|
||||
|
||||
// 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);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// bind the current texture
|
||||
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);
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
|
||||
this.dirty = false;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
||||
|
@ -183,12 +188,9 @@ PIXI.Strip.prototype._renderStrip = function(renderSession)
|
|||
gl.activeTexture(gl.TEXTURE0);
|
||||
|
||||
// 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);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
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)
|
||||
//
|
||||
//
|
||||
debugger;
|
||||
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 transform = this.worldTransform;
|
||||
|
@ -216,27 +218,20 @@ PIXI.Strip.prototype._renderCanvas = function(renderSession)
|
|||
var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
this._renderCanvasTriangles(context);
|
||||
}
|
||||
};
|
||||
|
||||
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
|
||||
{
|
||||
PIXI.Strip.prototype._renderCanvasTriangleStrip = function (context) {
|
||||
// draw triangles!!
|
||||
var vertices = this.vertices;
|
||||
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!!
|
||||
var vertices = this.vertices;
|
||||
var uvs = this.uvs;
|
||||
|
@ -263,22 +257,31 @@ PIXI.Strip.prototype._renderCanvasTriangles = function(context)
|
|||
|
||||
for (var i = 0; i < length; i += 3) {
|
||||
// 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);
|
||||
}
|
||||
};
|
||||
|
||||
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 textureWidth = this.texture.width;
|
||||
var textureHeight = this.texture.height;
|
||||
|
||||
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
|
||||
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
|
||||
var x0 = vertices[index0],
|
||||
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 v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
|
||||
var u0 = uvs[index0] * textureWidth,
|
||||
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) {
|
||||
var paddingX = this.canvasPadding / this.worldTransform.a;
|
||||
|
@ -323,12 +326,12 @@ PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs
|
|||
context.clip();
|
||||
|
||||
// Compute matrix transform
|
||||
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 deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
|
||||
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 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 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 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 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,
|
||||
|
@ -348,22 +351,24 @@ PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs
|
|||
* @param strip {Strip} The Strip to render
|
||||
* @private
|
||||
*/
|
||||
PIXI.Strip.prototype.renderStripFlat = function(strip)
|
||||
{
|
||||
PIXI.Strip.prototype.renderStripFlat = function (strip) {
|
||||
var context = this.context;
|
||||
var vertices = strip.vertices;
|
||||
|
||||
var length = vertices.length/2;
|
||||
var length = vertices.length / 2;
|
||||
this.count++;
|
||||
|
||||
context.beginPath();
|
||||
for (var i=1; i < length-2; i++)
|
||||
{
|
||||
for (var i = 1; i < length - 2; i++) {
|
||||
// draw some triangles!
|
||||
var index = i*2;
|
||||
var index = i * 2;
|
||||
|
||||
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
|
||||
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
|
||||
var x0 = vertices[index],
|
||||
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.lineTo(x1, y1);
|
||||
|
@ -397,8 +402,7 @@ PIXI.Strip.prototype.setTexture = function(texture)
|
|||
* @private
|
||||
*/
|
||||
|
||||
PIXI.Strip.prototype.onTextureUpdate = function()
|
||||
{
|
||||
PIXI.Strip.prototype.onTextureUpdate = function () {
|
||||
this.updateFrame = true;
|
||||
};
|
||||
|
||||
|
@ -409,8 +413,7 @@ PIXI.Strip.prototype.onTextureUpdate = function()
|
|||
* @param matrix {Matrix} the transformation matrix of the sprite
|
||||
* @return {Rectangle} the framing rectangle
|
||||
*/
|
||||
PIXI.Strip.prototype.getBounds = function(matrix)
|
||||
{
|
||||
PIXI.Strip.prototype.getBounds = function (matrix) {
|
||||
var worldTransform = matrix || this.worldTransform;
|
||||
|
||||
var a = worldTransform.a;
|
||||
|
@ -427,9 +430,9 @@ PIXI.Strip.prototype.getBounds = function(matrix)
|
|||
var minY = Infinity;
|
||||
|
||||
var vertices = this.vertices;
|
||||
for (var i = 0, n = vertices.length; i < n; i += 2)
|
||||
{
|
||||
var rawX = vertices[i], rawY = vertices[i + 1];
|
||||
for (var i = 0, n = vertices.length; i < n; i += 2) {
|
||||
var rawX = vertices[i],
|
||||
rawY = vertices[i + 1];
|
||||
var x = (a * rawX) + (c * rawY) + tx;
|
||||
var y = (d * rawY) + (b * rawX) + ty;
|
||||
|
||||
|
@ -440,8 +443,7 @@ PIXI.Strip.prototype.getBounds = function(matrix)
|
|||
maxY = y > maxY ? y : maxY;
|
||||
}
|
||||
|
||||
if (minX === -Infinity || maxY === Infinity)
|
||||
{
|
||||
if (minX === -Infinity || maxY === Infinity) {
|
||||
return PIXI.EmptyRectangle;
|
||||
}
|
||||
|
||||
|
@ -469,4 +471,4 @@ PIXI.Strip.prototype.getBounds = function(matrix)
|
|||
PIXI.Strip.DrawModes = {
|
||||
TRIANGLE_STRIP: 0,
|
||||
TRIANGLES: 1
|
||||
};
|
||||
};
|
|
@ -3,19 +3,18 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* @class PixiFastShader
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.PixiFastShader = function(gl)
|
||||
{
|
||||
* @class PixiFastShader
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.PixiFastShader = function (gl) {
|
||||
/**
|
||||
* @property _UID
|
||||
* @type Number
|
||||
* @private
|
||||
*/
|
||||
this._UID = PIXI._UID++;
|
||||
|
||||
|
||||
/**
|
||||
* @property gl
|
||||
* @type WebGLContext
|
||||
|
@ -29,6 +28,16 @@ PIXI.PixiFastShader = 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) * 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.
|
||||
* @property fragmentSrc
|
||||
|
@ -39,9 +48,13 @@ PIXI.PixiFastShader = function(gl)
|
|||
'precision lowp float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'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) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
||||
dynamicIfs,
|
||||
'else gl_FragColor = PINK;',
|
||||
'}'
|
||||
];
|
||||
|
||||
|
@ -58,6 +71,7 @@ PIXI.PixiFastShader = function(gl)
|
|||
'attribute float aRotation;',
|
||||
'attribute vec2 aTextureCoord;',
|
||||
'attribute float aColor;',
|
||||
'attribute float aTextureIndex;',
|
||||
|
||||
'uniform vec2 projectionVector;',
|
||||
'uniform vec2 offsetVector;',
|
||||
|
@ -65,6 +79,7 @@ PIXI.PixiFastShader = function(gl)
|
|||
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vColor;',
|
||||
'varying float vTextureIndex;',
|
||||
|
||||
'const vec2 center = vec2(-1.0, 1.0);',
|
||||
|
||||
|
@ -76,7 +91,8 @@ PIXI.PixiFastShader = function(gl)
|
|||
' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
|
||||
' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
|
||||
' 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;',
|
||||
'}'
|
||||
];
|
||||
|
@ -87,27 +103,37 @@ PIXI.PixiFastShader = function(gl)
|
|||
* @type Number
|
||||
*/
|
||||
this.textureCount = 0;
|
||||
|
||||
|
||||
this.init();
|
||||
};
|
||||
|
||||
PIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader;
|
||||
|
||||
/**
|
||||
* Initialises the shader.
|
||||
*
|
||||
* @method init
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.init = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
* Initialises the shader.
|
||||
*
|
||||
* @method init
|
||||
*/
|
||||
PIXI.PixiFastShader.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');
|
||||
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');
|
||||
|
@ -123,35 +149,43 @@ PIXI.PixiFastShader.prototype.init = function()
|
|||
|
||||
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
|
||||
|
||||
this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex');
|
||||
|
||||
// Begin worst hack eva //
|
||||
|
||||
// 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.
|
||||
// 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(this.colorAttribute === -1)
|
||||
{
|
||||
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 //
|
||||
|
||||
this.program = program;
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the shader.
|
||||
*
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.destroy = function()
|
||||
{
|
||||
this.gl.deleteProgram( this.program );
|
||||
* Destroys the shader.
|
||||
*
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.destroy = function () {
|
||||
this.gl.deleteProgram(this.program);
|
||||
this.uniforms = null;
|
||||
this.gl = null;
|
||||
|
||||
this.attributes = 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