phaser/wip/renderer/webgl/batches/PixelBatch.js
2018-01-09 22:12:16 +00:00

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;
};