added some comments and a vert size property

This commit is contained in:
Mat Groves 2013-12-29 15:15:17 +00:00
parent 41d6b01e96
commit 03ed383db6
3 changed files with 73 additions and 69 deletions

View file

@ -5232,8 +5232,11 @@ PIXI.WebGLMaskManager.prototype.popMask = function(projection)
if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST); if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST);
} }
/** /**
* @author Mat Groves + Matt DesLauriers <mattdesl> https://github.com/mattdesl/ * @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: * Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/ */
@ -5248,10 +5251,12 @@ PIXI.WebGLSpriteBatch = function(gl)
this.size = 2000; this.size = 2000;
this.vertSize = 6;
// 65535 is max index, so 65535 / 6 = 10922. // 65535 is max index, so 65535 / 6 = 10922.
//the total number of floats in our batch //the total number of floats in our batch
var numVerts = this.size * 4 * 6; var numVerts = this.size * 4 * this.vertSize;
//the total number of indices in our batch //the total number of indices in our batch
var numIndices = this.size * 6; var numIndices = this.size * 6;
@ -5292,21 +5297,23 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{ {
this.renderSession = renderSession; this.renderSession = renderSession;
var gl = this.gl; // var gl = this.gl;
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); this.start();
/*
var stride = 6 * 4;
var projection = renderSession.projection;
var projection =renderSession.projection;
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y); gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
gl.activeTexture(gl.TEXTURE0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
var stride = this.vertSize * 4;
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
*/
this.currentBlendMode = 99999; // this.currentBlendMode = 99999;
} }
PIXI.WebGLSpriteBatch.prototype.end = function() PIXI.WebGLSpriteBatch.prototype.end = function()
@ -5353,7 +5360,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
var h0 = height * (1-aY); var h0 = height * (1-aY);
var h1 = height * -aY; var h1 = height * -aY;
var index = this.currentBatchSize * 4 * 6; var index = this.currentBatchSize * 4 * this.vertSize;
worldTransform = sprite.worldTransform; worldTransform = sprite.worldTransform;
@ -5453,7 +5460,6 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
uvs[7] = (1 *scaleY) - offsetY; uvs[7] = (1 *scaleY) - offsetY;
// get the tilingSprites current alpha // get the tilingSprites current alpha
var alpha = tilingSprite.worldAlpha; var alpha = tilingSprite.worldAlpha;
var tint = tilingSprite.tint; var tint = tilingSprite.tint;
@ -5472,7 +5478,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
var h0 = height * (1-aY); var h0 = height * (1-aY);
var h1 = height * -aY; var h1 = height * -aY;
var index = this.currentBatchSize * 4 * 6; var index = this.currentBatchSize * 4 * this.vertSize;
worldTransform = tilingSprite.worldTransform; worldTransform = tilingSprite.worldTransform;
@ -5529,33 +5535,25 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
PIXI.WebGLSpriteBatch.prototype.flush = function() PIXI.WebGLSpriteBatch.prototype.flush = function()
{ {
// first draw // If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize===0)return; if (this.currentBatchSize===0)return;
var gl = this.gl; var gl = this.gl;
//setup our vertex attributes & binds textures // bind the current texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture); gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
// bind the index // upload the verts to the buffer
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
//bind our vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// Only update a region of the buffer. On my computer
// this is faster (especially if you are not filling the entire batch)
// but it could do with more testing. In theory it SHOULD be faster
// since bufferData allocates memory, whereas this should not.
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * 6);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
// then reset! // then reset the batch!
this.currentBatchSize = 0; this.currentBatchSize = 0;
// increment the draw count
this.renderSession.drawCount++; this.renderSession.drawCount++;
} }
@ -5568,19 +5566,24 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
{ {
var gl = this.gl; 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.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
var stride = 6 * 4; // set the projection
var projection = this.renderSession.projection; var projection = this.renderSession.projection;
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y); gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
// set the pointers
var stride = this.vertSize * 4;
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
// set the blend mode..
if(this.currentBlendMode !== PIXI.blendModes.NORMAL) if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
{ {
this.setBlendMode(PIXI.blendModes.NORMAL); this.setBlendMode(PIXI.blendModes.NORMAL);
@ -5594,7 +5597,6 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
this.currentBlendMode = blendMode; this.currentBlendMode = blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
} }

View file

@ -36,8 +36,8 @@
var stage = new PIXI.Stage(0xFFFFFF); var stage = new PIXI.Stage(0xFFFFFF);
// create a renderer instance. // create a renderer instance.
//renderer = PIXI.autoDetectRenderer(800, 600); renderer = PIXI.autoDetectRenderer(800, 600);
renderer = new PIXI.CanvasRenderer(800, 600); //renderer = new PIXI.CanvasRenderer(800, 600);
// add the renderer view element to the DOM // add the renderer view element to the DOM
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);
@ -59,7 +59,7 @@
// create an alien using the frame name.. // create an alien using the frame name..
var alien = PIXI.Sprite.fromFrame(frameName); var alien = PIXI.Sprite.fromFrame(frameName);
///alien.tint = 0xFF0000; alien.tint = 0xFF0000;
/* /*
* fun fact for the day :) * fun fact for the day :)

View file

@ -1,6 +1,9 @@
/** /**
* @author Mat Groves + Matt DesLauriers <mattdesl> https://github.com/mattdesl/ * @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: * Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/ */
@ -15,10 +18,12 @@ PIXI.WebGLSpriteBatch = function(gl)
this.size = 2000; this.size = 2000;
this.vertSize = 6;
// 65535 is max index, so 65535 / 6 = 10922. // 65535 is max index, so 65535 / 6 = 10922.
//the total number of floats in our batch //the total number of floats in our batch
var numVerts = this.size * 4 * 6; var numVerts = this.size * 4 * this.vertSize;
//the total number of indices in our batch //the total number of indices in our batch
var numIndices = this.size * 6; var numIndices = this.size * 6;
@ -59,21 +64,23 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{ {
this.renderSession = renderSession; this.renderSession = renderSession;
var gl = this.gl; // var gl = this.gl;
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); this.start();
/*
var stride = 6 * 4;
var projection = renderSession.projection;
var projection =renderSession.projection;
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y); gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
gl.activeTexture(gl.TEXTURE0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
var stride = this.vertSize * 4;
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
*/
this.currentBlendMode = 99999; // this.currentBlendMode = 99999;
} }
PIXI.WebGLSpriteBatch.prototype.end = function() PIXI.WebGLSpriteBatch.prototype.end = function()
@ -120,7 +127,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
var h0 = height * (1-aY); var h0 = height * (1-aY);
var h1 = height * -aY; var h1 = height * -aY;
var index = this.currentBatchSize * 4 * 6; var index = this.currentBatchSize * 4 * this.vertSize;
worldTransform = sprite.worldTransform; worldTransform = sprite.worldTransform;
@ -220,7 +227,6 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
uvs[7] = (1 *scaleY) - offsetY; uvs[7] = (1 *scaleY) - offsetY;
// get the tilingSprites current alpha // get the tilingSprites current alpha
var alpha = tilingSprite.worldAlpha; var alpha = tilingSprite.worldAlpha;
var tint = tilingSprite.tint; var tint = tilingSprite.tint;
@ -239,7 +245,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
var h0 = height * (1-aY); var h0 = height * (1-aY);
var h1 = height * -aY; var h1 = height * -aY;
var index = this.currentBatchSize * 4 * 6; var index = this.currentBatchSize * 4 * this.vertSize;
worldTransform = tilingSprite.worldTransform; worldTransform = tilingSprite.worldTransform;
@ -296,33 +302,25 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
PIXI.WebGLSpriteBatch.prototype.flush = function() PIXI.WebGLSpriteBatch.prototype.flush = function()
{ {
// first draw // If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize===0)return; if (this.currentBatchSize===0)return;
var gl = this.gl; var gl = this.gl;
//setup our vertex attributes & binds textures // bind the current texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture); gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTexture);
// bind the index // upload the verts to the buffer
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
//bind our vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// Only update a region of the buffer. On my computer
// this is faster (especially if you are not filling the entire batch)
// but it could do with more testing. In theory it SHOULD be faster
// since bufferData allocates memory, whereas this should not.
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * 6);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
// then reset! // then reset the batch!
this.currentBatchSize = 0; this.currentBatchSize = 0;
// increment the draw count
this.renderSession.drawCount++; this.renderSession.drawCount++;
} }
@ -335,19 +333,24 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
{ {
var gl = this.gl; 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.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
var stride = 6 * 4; // set the projection
var projection = this.renderSession.projection; var projection = this.renderSession.projection;
gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y); gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
// set the pointers
var stride = this.vertSize * 4;
gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(PIXI.defaultShader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(PIXI.defaultShader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(PIXI.defaultShader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
// set the blend mode..
if(this.currentBlendMode !== PIXI.blendModes.NORMAL) if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
{ {
this.setBlendMode(PIXI.blendModes.NORMAL); this.setBlendMode(PIXI.blendModes.NORMAL);
@ -361,7 +364,6 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
this.currentBlendMode = blendMode; this.currentBlendMode = blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
} }