
Added new Sprite Batch for fast rendering - pushes transforms to the GPU Added setAttribs function to manage VertexAttribArrays in webGL Modified Point.set function
371 lines
9.9 KiB
JavaScript
371 lines
9.9 KiB
JavaScript
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PIXI.ParticleBatch = function(texture)
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{
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PIXI.DisplayObjectContainer.call( this);
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this.textureThing = texture;
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this.ready = false;
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}
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PIXI.ParticleBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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PIXI.ParticleBatch.constructor = PIXI.ParticleBatch;
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PIXI.ParticleBatch.prototype.initWebGL = function(gl)
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{
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var vecShaderSrc = [
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"attribute vec2 aVertexPosition;",
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"attribute vec2 aMovement;",
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"attribute vec2 aTexture;",
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"uniform mat3 translationMatrix;",
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"uniform float time;",
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// "uniform float pos;",
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"uniform vec2 projectionVector;",
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"varying vec2 vTextureCoord;",
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"const float PI = 3.14159265358;",
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"void main(void) {",
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"vec2 v = aVertexPosition;",
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"float x = aMovement.x * 0.01;",
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"vec2 scaledVertex = aVertexPosition;",
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"v.x = (scaledVertex.x) * cos(x) - (scaledVertex.y) * sin(x);",
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"v.y = (scaledVertex.x) * sin(x) + (scaledVertex.y) * cos(x);",
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//"float pos = p * p * ((this._p1 + 1) * p - this._p1);"
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//"v.y = sin(-time*PI * 2.0) * -aMovement.y;",
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"v += aMovement;",
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// "v += aVertexPosition;",
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// "v.y *= 1.0 + smoothstep(time, 0.5, 1.0) * 3.0;",
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// "v.y += aMovement.y * time + aVertexPosition.y;",
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// "v.y = time * aMovement.y;;",
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// "v.y += aVertexPosition.y;",
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//"v.x += aMovement.x ;",
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// "v.y *= -1.0;",
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"v.x += 1280.0/2.0;",
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"v.y += 800.0/2.0;",
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"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);",
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// "gl_Position = vec4(aVertexPosition, 0.0, 1.0);",
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"vTextureCoord = aTexture;",
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"}"
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];
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var fragShaderSrc = [
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"precision lowp float;",
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"varying vec2 vTextureCoord;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"gl_FragColor = texture2D(uSampler, vTextureCoord);",
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"}"
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];
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this.program = PIXI.compileProgram(gl, vecShaderSrc, fragShaderSrc)
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gl.useProgram(this.program);
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this.translationMatrix = gl.getUniformLocation(this.program, "translationMatrix");
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this.projectionVector = gl.getUniformLocation(this.program, "projectionVector");
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this.time = gl.getUniformLocation(this.program, "time");
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this.aVertexPosition = gl.getAttribLocation(this.program, "aVertexPosition");
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this.aMovement = gl.getAttribLocation(this.program, "aMovement");
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this.aTexture = gl.getAttribLocation(this.program, "aTexture");
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// console.log(":::" + this.aMovement)
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this.totalItems = 10000;
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this.verticies = new Float32Array( this.totalItems * 8 );
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this.movement = new Float32Array( this.totalItems * 8 );
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this.posData = new Float32Array( this.totalItems * 3 );
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this.texture = new Float32Array( this.totalItems * 8 );
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this.indices = new Uint16Array( this.totalItems * 6);
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for (var i = 0; i < this.totalItems * 8; i+=8) {
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var scale = 1// + Math.random()
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// position..
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this.verticies[i] = -20 * scale;
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this.verticies[i+1] = -20 * scale;
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this.verticies[i+2] = 20 * scale;
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this.verticies[i+3] = -20 * scale;
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this.verticies[i+4] = 20 * scale;
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this.verticies[i+5] = 20 * scale;
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this.verticies[i+6] = -20 * scale;
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this.verticies[i+7] = 20 * scale;
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};
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var fullWidth = 142;
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var fullHeight= 157;
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var simpleFrame = new PIXI.Rectangle(0, 0, 142, 157);
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var gemCount = 0;
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for (var i = 0; i < this.totalItems * 8; i+=8) {
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gemCount++
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var gemFrame = this.texture.frame || simpleFrame;//this.gems[gemCount % this.gems.length].frame;
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// console.log(gemFrame);
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// position..
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var xoff = gemFrame.x / fullWidth;
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var yoff = gemFrame.y / fullHeight;
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this.texture[i] = xoff;
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this.texture[i+1] = yoff;
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this.texture[i+2] = xoff + gemFrame.width / fullWidth;
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this.texture[i+3] = yoff;
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this.texture[i+4] = xoff + gemFrame.width / fullWidth;
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this.texture[i+5] = yoff + gemFrame.height / fullHeight;
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this.texture[i+6] = xoff;
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this.texture[i+7] = yoff + gemFrame.height / fullHeight;
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//
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};
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for (var i = 0; i < this.totalItems* 8; i+=8) {
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var pos = 0//Math.random() * 200;
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var angle = Math.random() * Math.PI * 2;
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var speed = (0.3 + Math.random() * 0.9) * 0.01;
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var pos = Math.sin(angle) * speed;//Math.random() * 10 - 5;
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var posY = Math.cos(angle) * speed;
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var scale = 1;
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// var posY = 0.5 + Math.random()// * 200
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// console.log(pos);
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this.movement[i] = pos;
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this.movement[i+1] = posY;
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this.movement[i+2] = scale;
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this.movement[i+3] = scale;
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this.movement[i+4] = rotation;
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this.movement[i+5] = scale;
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this.movement[i+2] = pos;
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this.movement[i+3] = posY;
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this.movement[i+4] = pos;
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this.movement[i+5] = posY;
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this.movement[i+6] = pos;
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this.movement[i+7] = posY;
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}
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this.reset();
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for (var i = 0; i < this.totalItems * 6; i+=6) {
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var i3 = (i / 6) * 4;
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this.indices[i] = i3;
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this.indices[i+1] = i3+1;
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this.indices[i+2] = i3+2;
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this.indices[i+3] = i3;
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this.indices[i+4] = i3+2;
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this.indices[i+5] = i3+3;
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}
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// console.log(this);
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this.vertexBuffer = gl.createBuffer();
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this.textureBuffer = gl.createBuffer();
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this.movementBuffer = gl.createBuffer();
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this.indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.texture, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.movement, gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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this.count = 0;
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this.speed = 18;
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this.posy = 0;
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this.ready = true;
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// alert("!")
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}
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PIXI.ParticleBatch.prototype.addChild = function(child)
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{
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PIXI.DisplayObjectContainer.prototype.addChild.call(child);
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}
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PIXI.ParticleBatch.prototype.reset = function()
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{
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for (var i = 0; i < this.totalItems* 4; i+=4) {
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this.posData[i] = 0; // pos x
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this.posData[i + 1] = 0; // pos y
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var angle = Math.random() * Math.PI * 2;
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var speed = 10 + Math.random() * 15;
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var pos = Math.sin(angle) * speed;//Math.random() * 10 - 5;
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var posY = Math.cos(angle) *speed;
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this.posData[i + 2] = pos; // speed x
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this.posData[i + 3] = posY - 10; // speed y
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}
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}
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PIXI.ParticleBatch.prototype._renderWebGL = function(renderSession)
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{
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if(!this.visible)return;
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renderSession.shaderManager.deactivateDefaultShader()
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if(!this.ready)this.initWebGL( renderSession.gl );
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renderSession.spriteBatch.stop();
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this.speed -= 0.4;
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this.count += this.speed;
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var gl = renderSession.gl;
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var glTexture = this.textureThing.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.textureThing.baseTexture, gl)
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gl.useProgram(this.program);
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gl.enableVertexAttribArray(this.aVertexPosition);
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gl.enableVertexAttribArray(this.aMovement);
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gl.enableVertexAttribArray(this.aTexture);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, glTexture);
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gl.uniform1f(this.time, this.count);
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gl.uniform2f(this.projectionVector, renderSession.projection.x, renderSession.projection.y);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
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gl.vertexAttribPointer(this.aTexture, 2, gl.FLOAT, false, 0, 0);
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for (var i = 0; i < this.totalItems* 8; i+=8) {
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var val = ( i / 8 ) * 4;
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this.posData[val + 3] += 0.02;
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this.posData[val] += this.posData[val + 2];
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this.posData[val + 1] += this.posData[val + 3];
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var pos = this.posData[val];
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var posY = this.posData[val + 1];
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//pos += this.posData[val + 2];
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//posY += this.posData[val + 3];
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this.movement[i] = pos;
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this.movement[i+1] = posY;
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this.movement[i+2] = pos;
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this.movement[i+3] = posY;
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this.movement[i+4] = pos;
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this.movement[i+5] = posY;
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this.movement[i+6] = pos;
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this.movement[i+7] = posY;
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.movement);
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gl.vertexAttribPointer(this.aMovement, 2, gl.FLOAT, false, 0, 0);
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//gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.drawElements(gl.TRIANGLES, 6 * this.totalItems , gl.UNSIGNED_SHORT, 0);
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// not sure if both needed? but ya have for now!
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// override!
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// disable the current stuff..
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// gl.disableVertexAttribArray(PIXI.stripShader.aVertexPosition);
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//gl.disableVertexAttribArray(PIXI.stripShader.colorAttribute);
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//gl.disableVertexAttribArray(PIXI.stripShader.aTextureCoord);
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gl.disableVertexAttribArray(this.aVertexPosition);
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gl.disableVertexAttribArray(this.aMovement);
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gl.disableVertexAttribArray(this.aTexture);
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renderSession.shaderManager.activateDefaultShader()
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renderSession.spriteBatch.start();
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/*
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gl.useProgram(PIXI.defaultShader.program);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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*/
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}
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