mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
223 lines
6.4 KiB
JavaScript
223 lines
6.4 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Pixel Batch Shader.
|
|
*
|
|
* @class Phaser.Renderer.WebGL.Batch.Pixel
|
|
* @constructor
|
|
* @param {Phaser.Renderer.WebGL} renderer - The WebGL Renderer.
|
|
*/
|
|
Phaser.Renderer.WebGL.Batch.Pixel = function (manager, batchSize)
|
|
{
|
|
// Vertex Data Size is calculated by adding together:
|
|
//
|
|
// Position (vec2) = 4 * 2 = 8 bytes
|
|
// Color (float) = 4 bytes
|
|
//
|
|
// Total: 12 bytes (per vert) * 4 (4 verts per quad) (= 48 bytes) = 96 kilobytes per 2000 pixels sent to the GPU every frame
|
|
|
|
var vertSize = (4 * 2) + (4);
|
|
|
|
Phaser.Renderer.WebGL.Batch.call(this, manager, batchSize * 10, vertSize);
|
|
|
|
this.type = 3;
|
|
|
|
// 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);
|
|
|
|
// Attributes and Uniforms specific to this Batch Shader
|
|
|
|
// @type {GLint}
|
|
this.aVertexPosition;
|
|
|
|
// @type {GLint}
|
|
this.aColor;
|
|
|
|
// @type {WebGLUniformLocation}
|
|
this.projectionVector;
|
|
|
|
// @type {WebGLUniformLocation}
|
|
this.offsetVector;
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype = Object.create(Phaser.Renderer.WebGL.Batch.prototype);
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype.constructor = Phaser.Renderer.WebGL.Batch.Pixel;
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype.init = function ()
|
|
{
|
|
this.gl = this.renderer.gl;
|
|
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec4 aColor;',
|
|
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
|
|
'varying vec4 vColor;',
|
|
|
|
'const vec2 center = vec2(-1.0, 1.0);',
|
|
|
|
'void main(void) {',
|
|
' gl_Position = vec4(((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
|
|
' vColor = aColor;',
|
|
'}'
|
|
];
|
|
|
|
this.fragmentSrc = [
|
|
'precision lowp float;',
|
|
|
|
'varying vec4 vColor;', // the color value passed in from the vertex shader
|
|
|
|
'void main(void) {',
|
|
' gl_FragColor = vColor;',
|
|
'}'
|
|
];
|
|
|
|
// Compile the Shader
|
|
this.program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
|
|
|
|
// Our static index buffer, calculated once at the start of our game
|
|
|
|
// 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.maxSize * 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
|
|
}
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype.bindShader = function ()
|
|
{
|
|
var gl = this.gl;
|
|
var program = this.program;
|
|
var vertSize = this.vertSize;
|
|
|
|
// Set Shader
|
|
gl.useProgram(program);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// Get and store the attributes
|
|
|
|
// vertex position
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
gl.enableVertexAttribArray(this.aVertexPosition);
|
|
|
|
// pixel color
|
|
this.aColor = gl.getAttribLocation(program, 'aColor');
|
|
gl.enableVertexAttribArray(this.aColor);
|
|
|
|
// The projection vector (middle of the game world)
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
|
|
// The offset vector (camera shake)
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
|
|
// Set the projection vector. Defaults to the middle of the Game World, on negative y.
|
|
// I.e. if the world is 800x600 then the projection vector is 400 x -300
|
|
gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
|
|
|
|
// Set the offset vector.
|
|
gl.uniform2f(this.offsetVector, this.renderer.offset.x, this.renderer.offset.y);
|
|
|
|
// The Vertex Position (x/y)
|
|
// 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 0 to 7
|
|
// final argument = the offset within the vertex input
|
|
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, vertSize, 0);
|
|
|
|
// Color
|
|
// 4 UNSIGNED BYTES, 4 bytes. Index pos: 8 to 11
|
|
// Attributes will be interpreted as unsigned bytes and normalized
|
|
gl.vertexAttribPointer(this.aColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 8);
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype.add = function (x0, y0, x1, y1, x2, y2, x3, y3, color)
|
|
{
|
|
// These are TypedArray Views into the vertices ArrayBuffer
|
|
var colors = this.colors;
|
|
var positions = this.positions;
|
|
|
|
var i = this._i;
|
|
|
|
// Top Left vert (xy, color)
|
|
positions[i++] = x0;
|
|
positions[i++] = y0;
|
|
colors[i++] = color;
|
|
|
|
// Top Right vert (xy, color)
|
|
positions[i++] = x1;
|
|
positions[i++] = y1;
|
|
colors[i++] = color;
|
|
|
|
// Bottom Right vert (xy, color)
|
|
positions[i++] = x2;
|
|
positions[i++] = y2;
|
|
colors[i++] = color;
|
|
|
|
// Bottom Left vert (xy, color)
|
|
positions[i++] = x3;
|
|
positions[i++] = y3;
|
|
colors[i++] = color;
|
|
|
|
this._i = i;
|
|
|
|
this.size++;
|
|
};
|
|
|
|
Phaser.Renderer.WebGL.Batch.Pixel.prototype.destroy = function ()
|
|
{
|
|
this.vertices = null;
|
|
this.indices = null;
|
|
this.view = null;
|
|
|
|
this.gl.deleteBuffer(this.vertexBuffer);
|
|
this.gl.deleteBuffer(this.indexBuffer);
|
|
|
|
this.renderer.deleteProgram(this.program);
|
|
|
|
this.renderer = null;
|
|
|
|
this.gl = null;
|
|
|
|
this.manager = null;
|
|
};
|