/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Manages the different WebGL Sprite Batches. * * @class Phaser.Renderer.Canvas * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. */ Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize) { this.renderer = renderer; this.gl = null; this.currentBatch = null; this.spriteBatch = null; this.singleTextureBatch = new Phaser.Renderer.WebGL.Batch.SingleTexture(this, batchSize); this.multiTextureBatch = new Phaser.Renderer.WebGL.Batch.MultiTexture(this, batchSize); this.pixelBatch = new Phaser.Renderer.WebGL.Batch.Pixel(this, batchSize); this.fxBatch = new Phaser.Renderer.WebGL.Batch.FX(this, batchSize); }; Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager; Phaser.Renderer.WebGL.BatchManager.prototype = { init: function () { this.gl = this.renderer.gl; this.singleTextureBatch.init(); this.multiTextureBatch.init(); this.pixelBatch.init(); this.fxBatch.init(); if (this.renderer.multiTexture) { this.currentBatch = this.multiTextureBatch; this.spriteBatch = this.multiTextureBatch; } else { this.currentBatch = this.singleTextureBatch; this.spriteBatch = this.singleTextureBatch; } }, start: function () { this.currentBatch.start(); }, stop: function () { this.currentBatch.stop(); }, setBatch: function (newBatch) { if (this.currentBatch.type === newBatch.type) { return false; } // Flush whatever was in the current batch (if anything) this.currentBatch.flush(); this.currentBatch = newBatch; this.currentBatch.start(true); return true; }, // Add a new entry into the current sprite batch add: function (source, blendMode, verts, uvs, textureIndex, alpha, tintColors, bgColors) { // Set the current batch (if different from this one) var hasFlushed = this.setBatch(this.spriteBatch); // Check Batch Size and flush if needed if (!hasFlushed && this.spriteBatch.size >= this.spriteBatch.maxSize) { this.spriteBatch.flush(); hasFlushed = true; } source.glLastUsed = this.renderer.startTime; // Does this TextureSource need updating? if (source.glDirty) { this.renderer.updateTexture(source); } // Does the batch need to activate a new texture? if (this.renderer.textureArray[source.glTextureIndex] !== source) { // console.log('setCurrentTexture to', source.glTextureIndex); // console.log(source.image.currentSrc); this.setCurrentTexture(source); } // Blend Mode? if (blendMode !== this.renderer.currentBlendMode) { if (!hasFlushed) { this.spriteBatch.flush(); } this.renderer.setBlendMode(blendMode); } this.spriteBatch.add(verts, uvs, textureIndex, alpha, tintColors, bgColors); }, addCustomShader: function () { // TODO }, addFX: function () { // TODO }, addPixel: function (x0, y0, x1, y1, x2, y2, x3, y3, color) { var hasFlushed = this.setBatch(this.pixelBatch); // Check Batch Size and flush if needed if (!hasFlushed && this.pixelBatch.size >= this.pixelBatch.maxSize) { this.pixelBatch.flush(); } this.pixelBatch.add(x0, y0, x1, y1, x2, y2, x3, y3, color); }, setCurrentTexture: function (source) { var gl = this.gl; this.currentBatch.flush(); gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex); gl.bindTexture(gl.TEXTURE_2D, source.glTexture); this.renderer.textureArray[source.glTextureIndex] = source; }, destroy: function () { this.singleTextureBatch.destroy(); this.renderer = null; this.gl = null; } };