mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
170 lines
4.3 KiB
JavaScript
170 lines
4.3 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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* Manages the different WebGL Sprite Batches.
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*
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* @class Phaser.Renderer.Canvas
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Renderer.WebGL.BatchManager = function (renderer, batchSize)
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{
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this.renderer = renderer;
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this.gl = null;
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this.currentBatch = null;
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this.spriteBatch = null;
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this.singleTextureBatch = new Phaser.Renderer.WebGL.Batch.SingleTexture(this, batchSize);
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this.multiTextureBatch = new Phaser.Renderer.WebGL.Batch.MultiTexture(this, batchSize);
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this.pixelBatch = new Phaser.Renderer.WebGL.Batch.Pixel(this, batchSize);
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this.fxBatch = new Phaser.Renderer.WebGL.Batch.FX(this, batchSize);
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};
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Phaser.Renderer.WebGL.BatchManager.prototype.constructor = Phaser.Renderer.WebGL.BatchManager;
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Phaser.Renderer.WebGL.BatchManager.prototype = {
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init: function ()
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{
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this.gl = this.renderer.gl;
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this.singleTextureBatch.init();
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this.multiTextureBatch.init();
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this.pixelBatch.init();
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this.fxBatch.init();
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if (this.renderer.multiTexture)
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{
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this.currentBatch = this.multiTextureBatch;
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this.spriteBatch = this.multiTextureBatch;
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}
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else
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{
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this.currentBatch = this.singleTextureBatch;
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this.spriteBatch = this.singleTextureBatch;
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}
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},
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start: function ()
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{
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this.currentBatch.start();
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},
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stop: function ()
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{
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this.currentBatch.stop();
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},
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setBatch: function (newBatch)
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{
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if (this.currentBatch.type === newBatch.type)
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{
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return false;
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}
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// Flush whatever was in the current batch (if anything)
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this.currentBatch.flush();
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this.currentBatch = newBatch;
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this.currentBatch.start(true);
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return true;
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},
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// Add a new entry into the current sprite batch
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add: function (source, blendMode, verts, uvs, textureIndex, alpha, tintColors, bgColors)
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{
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// Set the current batch (if different from this one)
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var hasFlushed = this.setBatch(this.spriteBatch);
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// Check Batch Size and flush if needed
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if (!hasFlushed && this.spriteBatch.size >= this.spriteBatch.maxSize)
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{
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this.spriteBatch.flush();
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hasFlushed = true;
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}
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source.glLastUsed = this.renderer.startTime;
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// Does this TextureSource need updating?
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if (source.glDirty)
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{
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this.renderer.updateTexture(source);
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}
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// Does the batch need to activate a new texture?
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if (this.renderer.textureArray[source.glTextureIndex] !== source)
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{
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// console.log('setCurrentTexture to', source.glTextureIndex);
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// console.log(source.image.currentSrc);
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this.setCurrentTexture(source);
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}
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// Blend Mode?
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if (blendMode !== this.renderer.currentBlendMode)
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{
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if (!hasFlushed)
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{
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this.spriteBatch.flush();
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}
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this.renderer.setBlendMode(blendMode);
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}
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this.spriteBatch.add(verts, uvs, textureIndex, alpha, tintColors, bgColors);
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},
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addCustomShader: function ()
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{
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// TODO
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},
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addFX: function ()
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{
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// TODO
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},
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addPixel: function (x0, y0, x1, y1, x2, y2, x3, y3, color)
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{
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var hasFlushed = this.setBatch(this.pixelBatch);
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// Check Batch Size and flush if needed
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if (!hasFlushed && this.pixelBatch.size >= this.pixelBatch.maxSize)
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{
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this.pixelBatch.flush();
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}
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this.pixelBatch.add(x0, y0, x1, y1, x2, y2, x3, y3, color);
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},
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setCurrentTexture: function (source)
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{
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var gl = this.gl;
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this.currentBatch.flush();
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gl.activeTexture(gl.TEXTURE0 + source.glTextureIndex);
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gl.bindTexture(gl.TEXTURE_2D, source.glTexture);
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this.renderer.textureArray[source.glTextureIndex] = source;
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},
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destroy: function ()
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{
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this.singleTextureBatch.destroy();
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this.renderer = null;
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this.gl = null;
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}
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};
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