mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
156 lines
3.7 KiB
JavaScript
156 lines
3.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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*
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*
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* @class Phaser.Renderer.WebGL.Batch
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* @constructor
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* @param {Phaser.Renderer.WebGL} renderer - The WebGL Renderer.
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*/
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Phaser.Renderer.WebGL.Batch = function (manager, batchSize, vertSize)
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{
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this.batchManager = manager;
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this.renderer = manager.renderer;
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this.gl = null;
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this.type = 0;
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// Total number of objects we'll batch before flushing and rendering
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// Integer
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this.maxSize = batchSize;
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// Integer
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this.halfSize = Math.floor(this.maxSize / 2);
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// Integer
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this.vertSize = vertSize;
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// * 4 because there are 4 verts per batch entry (each corner of the quad)
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var numVerts = this.vertSize * this.maxSize * 4;
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// ArrayBuffer
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// This data is what changes every frame, populated by the game objects
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// passed in. There are often views into it (position, color, etc)
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this.vertices = new ArrayBuffer(numVerts);
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// Number of total quads allowed in the batch * 6
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// 6 because there are 2 triangles per quad, and each triangle has 3 indices
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// This Typed Array is set in the build method of the extended class, and then
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// doesn't change again (it's populated just once)
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this.indices = new Uint16Array(this.maxSize * 6);
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// Populated by the flush operation when the batch is < 50% of the max size
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this.view = null;
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// Integer
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this.size = 0;
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// Boolean
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this.dirty = true;
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/**
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* The WebGL program.
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* @property program
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* @type WebGLProgram
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*/
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this.program = null;
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/**
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* The Default Vertex shader source.
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*
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* @property defaultVertexSrc
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* @type Array
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*/
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this.vertexSrc = [];
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/**
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* The fragment shader.
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* @property fragmentSrc
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* @type Array
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*/
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this.fragmentSrc = [];
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// WebGLBuffer
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this.indexBuffer = null;
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// WebGLBuffer
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this.vertexBuffer = null;
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// Internal index count
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// Integer
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this._i = 0;
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};
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Phaser.Renderer.WebGL.Batch.prototype.constructor = Phaser.Renderer.WebGL.Batch;
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Phaser.Renderer.WebGL.Batch.prototype = {
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start: function ()
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{
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this._i = 0;
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this.size = 0;
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// We only need to do this if this batch isn't the current one
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if (this.renderer.shaderManager.setShader(this.program))
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{
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this.bindShader();
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}
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// if (this.dirty || force)
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// {
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// this.bindShader();
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// this.dirty = false;
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// }
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},
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stop: function ()
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{
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this.flush();
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},
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// Can be overridden by custom Batch processors
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flush: function ()
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{
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if (this.size === 0)
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{
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return;
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}
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var gl = this.gl;
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// Upload the vertex data to the GPU - is this cheaper (overall) than creating a new TypedArray view?
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// The tradeoff is sending 224KB of data to the GPU every frame, even if most of it is empty should the
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// batch be only slightly populated, vs. the creation of a new TypedArray view and its corresponding gc every frame.
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if (this.size > this.halfSize)
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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}
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else
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{
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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this.view = this.positions.subarray(0, this.size * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.view);
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}
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gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0);
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this.renderer.drawCount++;
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// Reset the batch
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this.size = 0;
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this._i = 0;
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}
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};
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