mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
223 lines
6.4 KiB
JavaScript
223 lines
6.4 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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* Pixel Batch Shader.
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*
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* @class Phaser.Renderer.WebGL.Batch.Pixel
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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.Pixel = function (manager, batchSize)
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{
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// Vertex Data Size is calculated by adding together:
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//
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// Position (vec2) = 4 * 2 = 8 bytes
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// Color (float) = 4 bytes
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//
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// Total: 12 bytes (per vert) * 4 (4 verts per quad) (= 48 bytes) = 96 kilobytes per 2000 pixels sent to the GPU every frame
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var vertSize = (4 * 2) + (4);
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Phaser.Renderer.WebGL.Batch.call(this, manager, batchSize * 10, vertSize);
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this.type = 3;
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// View on the vertices as a Float32Array
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this.positions = new Float32Array(this.vertices);
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// View on the vertices as a Uint32Array
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this.colors = new Uint32Array(this.vertices);
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// Attributes and Uniforms specific to this Batch Shader
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// @type {GLint}
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this.aVertexPosition;
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// @type {GLint}
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this.aColor;
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// @type {WebGLUniformLocation}
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this.projectionVector;
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// @type {WebGLUniformLocation}
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this.offsetVector;
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};
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Phaser.Renderer.WebGL.Batch.Pixel.prototype = Object.create(Phaser.Renderer.WebGL.Batch.prototype);
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Phaser.Renderer.WebGL.Batch.Pixel.prototype.constructor = Phaser.Renderer.WebGL.Batch.Pixel;
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Phaser.Renderer.WebGL.Batch.Pixel.prototype.init = function ()
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{
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this.gl = this.renderer.gl;
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this.vertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec4 aColor;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec4 vColor;',
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' gl_Position = vec4(((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);',
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' vColor = aColor;',
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'}'
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];
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this.fragmentSrc = [
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'precision lowp float;',
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'varying vec4 vColor;', // the color value passed in from the vertex shader
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'void main(void) {',
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' gl_FragColor = vColor;',
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'}'
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];
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// Compile the Shader
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this.program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc);
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// Our static index buffer, calculated once at the start of our game
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// batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle)
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// and up to a maximum of 2000 entries in the batch
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for (var i = 0, j = 0; i < (this.maxSize * this.vertSize); i += 6, j += 4)
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{
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// Triangle 1
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this.indices[i + 0] = j + 0; // Top Left
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this.indices[i + 1] = j + 1; // Top Right
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this.indices[i + 2] = j + 2; // Bottom Right
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// Triangle 2
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this.indices[i + 3] = j + 0; // Top Left
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this.indices[i + 4] = j + 2; // Bottom Right
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this.indices[i + 5] = j + 3; // Bottom Left
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}
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var gl = this.gl;
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// Create indices buffer
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this.indexBuffer = gl.createBuffer();
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// Bind it
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Set the source of the buffer data (this.indices array)
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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// Create Vertex Data buffer
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this.vertexBuffer = gl.createBuffer();
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// Bind it
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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// Set the source of the buffer data (this.vertices array)
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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};
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Phaser.Renderer.WebGL.Batch.Pixel.prototype.bindShader = function ()
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{
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var gl = this.gl;
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var program = this.program;
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var vertSize = this.vertSize;
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// Set Shader
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gl.useProgram(program);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Get and store the attributes
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// vertex position
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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gl.enableVertexAttribArray(this.aVertexPosition);
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// pixel color
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this.aColor = gl.getAttribLocation(program, 'aColor');
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gl.enableVertexAttribArray(this.aColor);
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// The projection vector (middle of the game world)
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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// The offset vector (camera shake)
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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// Set the projection vector. Defaults to the middle of the Game World, on negative y.
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// I.e. if the world is 800x600 then the projection vector is 400 x -300
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gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y);
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// Set the offset vector.
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gl.uniform2f(this.offsetVector, this.renderer.offset.x, this.renderer.offset.y);
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// The Vertex Position (x/y)
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// 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 0 to 7
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// final argument = the offset within the vertex input
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gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, vertSize, 0);
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// Color
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// 4 UNSIGNED BYTES, 4 bytes. Index pos: 8 to 11
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// Attributes will be interpreted as unsigned bytes and normalized
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gl.vertexAttribPointer(this.aColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 8);
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};
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Phaser.Renderer.WebGL.Batch.Pixel.prototype.add = function (x0, y0, x1, y1, x2, y2, x3, y3, color)
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{
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// These are TypedArray Views into the vertices ArrayBuffer
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var colors = this.colors;
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var positions = this.positions;
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var i = this._i;
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// Top Left vert (xy, color)
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positions[i++] = x0;
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positions[i++] = y0;
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colors[i++] = color;
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// Top Right vert (xy, color)
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positions[i++] = x1;
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positions[i++] = y1;
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colors[i++] = color;
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// Bottom Right vert (xy, color)
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positions[i++] = x2;
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positions[i++] = y2;
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colors[i++] = color;
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// Bottom Left vert (xy, color)
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positions[i++] = x3;
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positions[i++] = y3;
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colors[i++] = color;
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this._i = i;
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this.size++;
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};
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Phaser.Renderer.WebGL.Batch.Pixel.prototype.destroy = function ()
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{
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this.vertices = null;
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this.indices = null;
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this.view = null;
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this.gl.deleteBuffer(this.vertexBuffer);
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this.gl.deleteBuffer(this.indexBuffer);
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this.renderer.deleteProgram(this.program);
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this.renderer = null;
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this.gl = null;
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this.manager = null;
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};
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