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1427 lines
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HTML
1427 lines
36 KiB
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<a href="Phaser.Tileset.html">Tileset</a>
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves
|
|
*
|
|
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
|
* for creating the original pixi version!
|
|
*
|
|
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
|
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLFastSpriteBatch
|
|
* @constructor
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch = function(gl)
|
|
{
|
|
/**
|
|
* @property vertSize
|
|
* @type Number
|
|
*/
|
|
this.vertSize = 10;
|
|
|
|
/**
|
|
* @property maxSize
|
|
* @type Number
|
|
*/
|
|
this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
|
|
|
|
/**
|
|
* @property size
|
|
* @type Number
|
|
*/
|
|
this.size = this.maxSize;
|
|
|
|
//the total number of floats in our batch
|
|
var numVerts = this.size * 4 * this.vertSize;
|
|
|
|
//the total number of indices in our batch
|
|
var numIndices = this.maxSize * 6;
|
|
|
|
/**
|
|
* Vertex data
|
|
* @property vertices
|
|
* @type Float32Array
|
|
*/
|
|
this.vertices = new PIXI.Float32Array(numVerts);
|
|
|
|
/**
|
|
* Index data
|
|
* @property indices
|
|
* @type Uint16Array
|
|
*/
|
|
this.indices = new PIXI.Uint16Array(numIndices);
|
|
|
|
/**
|
|
* @property vertexBuffer
|
|
* @type Object
|
|
*/
|
|
this.vertexBuffer = null;
|
|
|
|
/**
|
|
* @property indexBuffer
|
|
* @type Object
|
|
*/
|
|
this.indexBuffer = null;
|
|
|
|
/**
|
|
* @property lastIndexCount
|
|
* @type Number
|
|
*/
|
|
this.lastIndexCount = 0;
|
|
|
|
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
|
{
|
|
this.indices[i + 0] = j + 0;
|
|
this.indices[i + 1] = j + 1;
|
|
this.indices[i + 2] = j + 2;
|
|
this.indices[i + 3] = j + 0;
|
|
this.indices[i + 4] = j + 2;
|
|
this.indices[i + 5] = j + 3;
|
|
}
|
|
|
|
/**
|
|
* @property drawing
|
|
* @type Boolean
|
|
*/
|
|
this.drawing = false;
|
|
|
|
/**
|
|
* @property currentBatchSize
|
|
* @type Number
|
|
*/
|
|
this.currentBatchSize = 0;
|
|
|
|
/**
|
|
* @property currentBaseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.currentBaseTexture = null;
|
|
|
|
/**
|
|
* @property currentBlendMode
|
|
* @type Number
|
|
*/
|
|
this.currentBlendMode = 0;
|
|
|
|
/**
|
|
* @property renderSession
|
|
* @type Object
|
|
*/
|
|
this.renderSession = null;
|
|
|
|
/**
|
|
* @property shader
|
|
* @type Object
|
|
*/
|
|
this.shader = null;
|
|
|
|
/**
|
|
* @property matrix
|
|
* @type Matrix
|
|
*/
|
|
this.matrix = null;
|
|
|
|
this.setContext(gl);
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.constructor = PIXI.WebGLFastSpriteBatch;
|
|
|
|
/**
|
|
* Sets the WebGL Context.
|
|
*
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// create a couple of buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// 65535 is max index, so 65535 / 6 = 10922.
|
|
|
|
//upload the index data
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
};
|
|
|
|
/**
|
|
* @method begin
|
|
* @param spriteBatch {WebGLSpriteBatch}
|
|
* @param renderSession {Object}
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.shader = this.renderSession.shaderManager.fastShader;
|
|
|
|
this.matrix = spriteBatch.worldTransform.toArray(true);
|
|
|
|
this.start();
|
|
};
|
|
|
|
/**
|
|
* @method end
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.end = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
* @method render
|
|
* @param spriteBatch {WebGLSpriteBatch}
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
|
|
{
|
|
var children = spriteBatch.children;
|
|
var sprite = children[0];
|
|
|
|
// if the uvs have not updated then no point rendering just yet!
|
|
|
|
// check texture.
|
|
if(!sprite.texture._uvs)return;
|
|
|
|
this.currentBaseTexture = sprite.texture.baseTexture;
|
|
|
|
// check blend mode
|
|
if(sprite.blendMode !== this.renderSession.blendModeManager.currentBlendMode)
|
|
{
|
|
this.flush();
|
|
this.renderSession.blendModeManager.setBlendMode(sprite.blendMode);
|
|
}
|
|
|
|
for(var i=0,j= children.length; i<j; i++)
|
|
{
|
|
this.renderSprite(children[i]);
|
|
}
|
|
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
* @method renderSprite
|
|
* @param sprite {Sprite}
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|
{
|
|
//sprite = children[i];
|
|
if(!sprite.visible)return;
|
|
|
|
// TODO trim??
|
|
if(sprite.texture.baseTexture !== this.currentBaseTexture)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = sprite.texture.baseTexture;
|
|
|
|
if(!sprite.texture._uvs)return;
|
|
}
|
|
|
|
var uvs, verticies = this.vertices, width, height, w0, w1, h0, h1, index;
|
|
|
|
uvs = sprite.texture._uvs;
|
|
|
|
width = sprite.texture.frame.width;
|
|
height = sprite.texture.frame.height;
|
|
|
|
if (sprite.texture.trim)
|
|
{
|
|
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
|
var trim = sprite.texture.trim;
|
|
|
|
w1 = trim.x - sprite.anchor.x * trim.width;
|
|
w0 = w1 + sprite.texture.crop.width;
|
|
|
|
h1 = trim.y - sprite.anchor.y * trim.height;
|
|
h0 = h1 + sprite.texture.crop.height;
|
|
}
|
|
else
|
|
{
|
|
w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);
|
|
w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;
|
|
|
|
h0 = sprite.texture.frame.height * (1-sprite.anchor.y);
|
|
h1 = sprite.texture.frame.height * -sprite.anchor.y;
|
|
}
|
|
|
|
index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
// xy
|
|
verticies[index++] = w1;
|
|
verticies[index++] = h1;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x0;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w0;
|
|
verticies[index++] = h1;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x1;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w0;
|
|
verticies[index++] = h0;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x2;
|
|
verticies[index++] = uvs.y2;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w1;
|
|
verticies[index++] = h0;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x3;
|
|
verticies[index++] = uvs.y3;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
// increment the batchs
|
|
this.currentBatchSize++;
|
|
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @method flush
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
|
|
{
|
|
// If the batch is length 0 then return as there is nothing to draw
|
|
if (this.currentBatchSize===0)return;
|
|
|
|
var gl = this.gl;
|
|
|
|
// bind the current texture
|
|
|
|
if(!this.currentBaseTexture._glTextures[gl.id])this.renderSession.renderer.updateTexture(this.currentBaseTexture, gl);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);
|
|
|
|
// upload the verts to the buffer
|
|
|
|
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
|
{
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
}
|
|
else
|
|
{
|
|
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
}
|
|
|
|
// now draw those suckas!
|
|
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
|
|
|
|
// then reset the batch!
|
|
this.currentBatchSize = 0;
|
|
|
|
// increment the draw count
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
|
|
/**
|
|
* @method stop
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.stop = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
* @method start
|
|
*/
|
|
PIXI.WebGLFastSpriteBatch.prototype.start = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// bind the main texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// bind the buffers
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// set the projection
|
|
var projection = this.renderSession.projection;
|
|
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
|
|
|
|
// set the matrix
|
|
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
|
|
|
|
// set the pointers
|
|
var stride = this.vertSize * 4;
|
|
|
|
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
|
gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
|
gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
|
|
gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
|
|
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
|
|
gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
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</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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