/** * @author Richard Davey * @author Mat Groves (@Doormat23) * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * New version of PIXI.WebGLSpriteBatch * * @class Phaser.Renderer.Canvas * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. */ Phaser.Renderer.WebGL.BatchManager = function (renderer) { this.renderer = renderer; this.gl = null; // Total number of objects we'll batch before flushing and rendering this.maxBatchSize = 2000; this.halfBatchSize = this.maxBatchSize / 2; // Vertex Data Size is calculated by adding together: // // Position (vec2) = 4 * 2 bytes // UV (vec2) = 4 * 2 bytes // Tint Color (float) = 4 bytes // BG Color (float) = 4 bytes // Texture Index (float) OR tint (float) = 4 bytes this.vertSize = (4 * 2) + (4 * 2) + (4) + (4); var numVerts = this.vertSize * this.maxBatchSize * 4; this.vertices = new ArrayBuffer(numVerts); // Number of total quads allowed in the batch * 6 // 6 because there are 2 triangles per quad, and each triangle has 3 indices this.indices = new Uint16Array(this.maxBatchSize * 6); // View on the vertices as a Float32Array this.positions = new Float32Array(this.vertices); // View on the vertices as a Uint32Array this.colors = new Uint32Array(this.vertices); this.currentTextureSource = null; this.currentBatchSize = 0; this.dirty = true; this.sprites = []; /** * The WebGL program. * @property program * @type Any */ this.program = null; /** * The Default Vertex shader source. * * @property defaultVertexSrc * @type String this.multivertexSrc = [ 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute float aTextureIndex;', 'uniform vec2 projectionVector;', 'uniform vec2 offsetVector;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureIndex;', 'const vec2 center = vec2(-1.0, 1.0);', 'void main(void) {', ' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);', ' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = vec4(aColor.rgb * aColor.a, aColor.a);', ' vTextureIndex = aTextureIndex;', '}' ]; */ this.vertexSrc = [ 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aTintColor;', 'attribute vec4 aBgColor;', 'uniform vec2 projectionVector;', 'varying vec2 vTextureCoord;', 'varying vec4 vTintColor;', 'varying vec4 vBgColor;', 'const vec2 center = vec2(-1.0, 1.0);', 'void main(void) {', ' gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points ' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);', ' vBgColor = aBgColor;', '}' ]; /** * The fragment shader. * @property fragmentSrc * @type Array */ this.fragmentSrc = [ 'precision mediump float;', 'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader 'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint) 'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader 'varying float vTextureIndex;', 'uniform sampler2D uSampler;', // our texture 'const vec4 PINK = vec4(1.0, 0.0, 1.0, 1.0);', 'void main(void) {', ' vec4 pixel = texture2D(uSampler, vTextureCoord) * vTintColor;', // get the color from the texture ' if (pixel.a == 0.0) pixel = vBgColor;', // if texture alpha is zero, use the bg color ' gl_FragColor = pixel;', '}' ]; // @type {WebGLUniformLocation } this.uSampler; // @type {WebGLUniformLocation } this.projectionVector; // @type {WebGLUniformLocation } // this.offsetVector; // @type {GLint} this.aTintColor; // @type {GLint} this.aBgColor; // @type {GLint} this.aTextureIndex; // @type {GLint} this.aVertexPosition; // @type {GLint} this.aTextureCoord; }; Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager; Phaser.Renderer.WebGL.BatchManager.prototype = { init: function () { this.gl = this.renderer.gl; // Our static index buffer, calculated once at the start of our game // This contains the indices data for the quads. // // A quad is made up of 2 triangles (A and B in the image below) // // 0 = Top Left // 1 = Top Right // 2 = Bottom Right // 3 = Bottom Left // // 0----1 // |\ A| // | \ | // | \ | // | B \| // | \ // 3----2 // // Because triangles A and B share 2 points (0 and 2) the vertex buffer only stores // 4 sets of data (top-left, top-right, bottom-left and bottom-right), which is why // the indices offsets uses the j += 4 iteration. Indices array has to contain 3 // entries for every triangle (so 6 for every quad), but our vertex data compacts // that down, as we don't want to fill it with loads of DUPLICATE data, so the // indices array is a look-up table, telling WebGL where in the vertex buffer to look // for that triangles indice data. // batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle) // and up to a maximum of 2000 entries in the batch for (var i = 0, j = 0; i < (this.maxBatchSize * this.vertSize); i += 6, j += 4) { // Triangle 1 this.indices[i + 0] = j + 0; // Top Left this.indices[i + 1] = j + 1; // Top Right this.indices[i + 2] = j + 2; // Bottom Right // Triangle 2 this.indices[i + 3] = j + 0; // Top Left this.indices[i + 4] = j + 2; // Bottom Right this.indices[i + 5] = j + 3; // Bottom Left } if (this.renderer.enableMultiTextureToggle) { // this.initMultitexShader(); } var gl = this.gl; // Create indices buffer this.indexBuffer = gl.createBuffer(); // Bind it gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); // Set the source of the buffer data (this.indices array) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); // Create Vertex Data buffer this.vertexBuffer = gl.createBuffer(); // Bind it gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); // Set the source of the buffer data (this.vertices array) gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); // initShader var program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc); // Set Shader gl.useProgram(program); // Get and store the attributes this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); // this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex'); this.aTintColor = gl.getAttribLocation(program, 'aTintColor'); this.aBgColor = gl.getAttribLocation(program, 'aBgColor'); // Get and store the uniforms for the shader // this part is different for multi-textures this.uSampler = gl.getUniformLocation(program, 'uSampler'); // vertex position gl.enableVertexAttribArray(0); // texture coordinate gl.enableVertexAttribArray(1); // tint color attribute gl.enableVertexAttribArray(2); // bg color attribute gl.enableVertexAttribArray(3); // texture index // gl.enableVertexAttribArray(3); // The projection vector (middle of the game world) this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); // this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); this.program = program; }, initMultiTextureShader: function () { this.gl = this.renderer.gl; // var gl = this.gl; // New Fragment Source ... /* if (this.renderer.enableMultiTextureToggle) { 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'; } // Does this need the vTextureIndex varying? Doesn't look like it this.defaultShader = new Phaser.Filter( this.renderer.game, undefined, [ 'precision lowp float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureIndex;', 'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];', 'void main(void) {', dynamicIfs, '\telse gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;', '}' ]); } else { // Does this need the vTextureIndex varying? Doesn't look like it this.defaultShader = new Phaser.Filter( this.renderer.game, undefined, [ 'precision lowp float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureIndex;', 'uniform sampler2D uSampler;', 'void main(void) {', ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;', '}' ]); } */ }, begin: function () { this.start(); }, start: function () { this.dirty = true; }, end: function () { this.flush(); }, stop: function () { this.flush(); this.dirty = true; }, render: function (sprite) { var frame = sprite.frame; var source = frame.source; // Check TextureSource if (this.currentTextureSource !== source) // if (this.renderer.textureArray[source.glTextureIndex] !== source) { if (this.currentBatchSize > 0) { this.flush(); } var gl = this.gl; gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex); gl.bindTexture(gl.TEXTURE_2D, source.glTexture); // this.renderer.textureArray[source.glTextureIndex] = source; this.currentTextureSource = source; } // Check Batch Size if (this.currentBatchSize >= this.maxBatchSize) { this.flush(); this.currentTextureSource = source; } // Get the Texture UVs var uvs = frame.uvs; var aX = sprite.anchorX; var aY = sprite.anchorY; var w0, w1, h0, h1; /* if (texture.trim) { // If the sprite is trimmed, add the extra space before transforming var trim = texture.trim; w1 = trim.x - (aX * trim.width); w0 = w1 + texture.crop.width; h1 = trim.y - (aY * trim.height); h0 = h1 + texture.crop.height; } else { w0 = (texture.frame.width) * (1 - aX); w1 = (texture.frame.width) * -aX; h0 = texture.frame.height * (1 - aY); h1 = texture.frame.height * -aY; } */ w0 = (frame.width) * (1 - aX); w1 = (frame.width) * -aX; h0 = frame.height * (1 - aY); h1 = frame.height * -aY; var resolution = source.resolution; var textureIndex = source.glTextureIndex; var wt = sprite.transform.world; var a = wt.a / resolution; var b = wt.b / resolution; var c = wt.c / resolution; var d = wt.d / resolution; var tx = wt.tx; var ty = wt.ty; // var cw = frame.cutWidth; // var ch = frame.cutHeight; /* if (texture.rotated) { var a0 = wt.a; var b0 = wt.b; var c0 = wt.c; var d0 = wt.d; var _w1 = w1; var _w0 = w0; // Offset before rotating tx = wt.c * ch + tx; ty = wt.d * ch + ty; // Rotate matrix by 90 degrees // We use precalculated values for sine and cosine of rad(90) a = a0 * 6.123233995736766e-17 + -c0; b = b0 * 6.123233995736766e-17 + -d0; c = a0 + c0 * 6.123233995736766e-17; d = b0 + d0 * 6.123233995736766e-17; // Update UV coordinates texture._updateUvsInverted(); // Rotate dimensions w0 = h0; w1 = h1; h0 = _w0; h1 = _w1; } */ // These are just views into the same typed array var colors = this.colors; var positions = this.positions; if (this.renderer.roundPixels) { tx |= 0; ty |= 0; } var i = this.currentBatchSize * this.vertSize; // Top Left vert (xy, uv, color) positions[i++] = a * w1 + c * h1 + tx; positions[i++] = d * h1 + b * w1 + ty; positions[i++] = uvs.x0; positions[i++] = uvs.y0; colors[i++] = sprite.color._glTint.topLeft + (sprite.color.worldAlpha * 255 << 24); colors[i++] = sprite.color._glBg; // positions[i++] = textureIndex; // Top Right vert (xy, uv, color) positions[i++] = a * w0 + c * h1 + tx; positions[i++] = d * h1 + b * w0 + ty; positions[i++] = uvs.x1; positions[i++] = uvs.y1; colors[i++] = sprite.color._glTint.topRight + (sprite.color.worldAlpha * 255 << 24); colors[i++] = sprite.color._glBg; // positions[i++] = textureIndex; // Bottom Right vert (xy, uv, color) positions[i++] = a * w0 + c * h0 + tx; positions[i++] = d * h0 + b * w0 + ty; positions[i++] = uvs.x2; positions[i++] = uvs.y2; colors[i++] = sprite.color._glTint.bottomRight + (sprite.color.worldAlpha * 255 << 24); colors[i++] = sprite.color._glBg; // positions[i++] = textureIndex; // Bottom Left vert (xy, uv, color) positions[i++] = a * w1 + c * h0 + tx; positions[i++] = d * h0 + b * w1 + ty; positions[i++] = uvs.x3; positions[i++] = uvs.y3; colors[i++] = sprite.color._glTint.bottomLeft + (sprite.color.worldAlpha * 255 << 24); colors[i++] = sprite.color._glBg; // positions[i++] = textureIndex; this.sprites[this.currentBatchSize++] = sprite; }, flush: function () { // If the batch is length 0 then return as there is nothing to draw if (this.currentBatchSize === 0) { return; } var gl = this.gl; if (this.dirty) { // Always dirty the first pass through but subsequent calls may be clean this.dirty = false; // bind the main texture gl.activeTexture(gl.TEXTURE0); // bind the buffers gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); // set the projection vector (defaults to middle of game world on negative y) gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y); // set the vertex position gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, this.vertSize, 0); // set the texture coordinate gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, this.vertSize, 8); // tint color attributes will be interpreted as unsigned bytes and normalized gl.vertexAttribPointer(this.aTintColor, 4, gl.UNSIGNED_BYTE, true, this.vertSize, 16); // bg color attributes will be interpreted as unsigned bytes and normalized gl.vertexAttribPointer(this.aBgColor, 4, gl.UNSIGNED_BYTE, true, this.vertSize, 20); // texture index // gl.vertexAttribPointer(this.aTextureIndex, 2, gl.FLOAT, false, this.vertSize, 20); } // Upload verts to the buffer if (this.currentBatchSize > this.halfBatchSize) { gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); } else { gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); var view = this.positions.subarray(0, this.currentBatchSize * this.vertSize); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); } var sprite; var start = 0; var currentSize = 0; var nextSource = null; var blend = 0; var nextBlend = null; for (var i = 0; i < this.currentBatchSize; i++) { sprite = this.sprites[i]; nextBlend = sprite.blendMode; if (blend !== nextBlend) { // Unrolled for speed /* if (nextBlend === this.renderer.blendModes.NORMAL) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } else if (nextBlend === BlendModes.ADD) { gl.blendFunc(gl.SRC_ALPHA, gl.DST_ALPHA); } else if (nextBlend === BlendModes.MULTIPLY) { gl.blendFunc(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA); } else if (nextBlend === BlendModes.SCREEN) { gl.blendFunc(gl.SRC_ALPHA, gl.ONE); } */ } nextSource = sprite.frame.source; if (nextSource !== this.currentTextureSource) { if (currentSize > 0) { this.renderBatch(this.currentTextureSource, currentSize, start); } start = i; currentSize = 0; this.currentTextureSource = nextSource; } currentSize++; } if (currentSize > 0) { this.renderBatch(this.currentTextureSource, currentSize, start); } // Reset the batch this.currentBatchSize = 0; }, renderBatch: function (source, size, startIndex) { if (size === 0) { return; } var gl = this.gl; if (source.glDirty) { if (!this.renderer.updateTexture(source)) { // If updateTexture returns false then we cannot render it, so bail out now return; } } gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2); this.renderer.drawCount++; }, destroy: function () { this.vertices = null; this.indices = null; this.gl.deleteBuffer(this.vertexBuffer); this.gl.deleteBuffer(this.indexBuffer); this.currentBaseTexture = null; this.renderer = null; this.gl = null; } };