/** * @author Mat Groves * * Big thanks to the very clever Matt DesLauriers 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 */ PIXI.WebGLFastSpriteBatch = function(gl) { this.vertSize = 10; this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; 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 this.vertices = new Float32Array(numVerts); //index data this.indices = new Uint16Array(numIndices); this.vertexBuffer = null; this.indexBuffer = null; 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; } this.drawing = false; this.currentBatchSize = 0; this.currentBaseTexture = null; this.currentBlendMode = 0; this.renderSession = null; this.shader = null; this.matrix = null; this.setContext(gl); }; 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); this.currentBlendMode = 99999; }; PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession) { this.renderSession = renderSession; this.shader = this.renderSession.shaderManager.fastShader; this.matrix = spriteBatch.worldTransform.toArray(true); this.start(); }; PIXI.WebGLFastSpriteBatch.prototype.end = function() { this.flush(); }; 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.currentBlendMode) { this.setBlendMode(sprite.blendMode); } for(var i=0,j= children.length; i= this.size) { this.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])PIXI.createWebGLTexture(this.currentBaseTexture, gl); gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); // 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++; }; PIXI.WebGLFastSpriteBatch.prototype.stop = function() { this.flush(); }; 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); // set the blend mode.. if(this.currentBlendMode !== PIXI.blendModes.NORMAL) { this.setBlendMode(PIXI.blendModes.NORMAL); } }; PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode) { this.flush(); this.currentBlendMode = blendMode; var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); };