351 lines
8.7 KiB
JavaScript
351 lines
8.7 KiB
JavaScript
/**
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* @author Mat Groves
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*
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* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
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* for creating the original pixi version!
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*
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
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* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
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*/
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PIXI.WebGLFastSpriteBatch = function(gl)
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{
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this.vertSize = 10;
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this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
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this.size = this.maxSize;
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// console.log(this.size);
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//the total number of floats in our batch
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var numVerts = this.size * 4 * this.vertSize;
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//the total number of indices in our batch
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var numIndices = this.maxSize * 6;
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//vertex data
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this.vertices = new Float32Array(numVerts);
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//index data
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this.indices = new Uint16Array(numIndices);
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this.vertexBuffer = null;
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this.indexBuffer = null;
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this.lastIndexCount = 0;
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for (var i=0, j=0; i < numIndices; i += 6, j += 4)
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{
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this.indices[i + 0] = j + 0;
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this.indices[i + 1] = j + 1;
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this.indices[i + 2] = j + 2;
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this.indices[i + 3] = j + 0;
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this.indices[i + 4] = j + 2;
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this.indices[i + 5] = j + 3;
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}
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this.drawing = false;
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this.currentBatchSize = 0;
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this.currentBaseTexture = null;
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this.currentBlendMode = 0;
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this.renderSession = null;
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this.shader = null;
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this.matrix = null;
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this.setContext(gl);
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};
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PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)
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{
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this.gl = gl;
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// create a couple of buffers
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this.vertexBuffer = gl.createBuffer();
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this.indexBuffer = gl.createBuffer();
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// 65535 is max index, so 65535 / 6 = 10922.
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//upload the index data
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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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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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this.currentBlendMode = 99999;
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};
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PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
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{
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this.renderSession = renderSession;
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this.shader = this.renderSession.shaderManager.fastShader;
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this.matrix = spriteBatch.worldTransform.toArray(true);
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// console.log(this.tempMatrix)
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this.start();
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};
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PIXI.WebGLFastSpriteBatch.prototype.end = function()
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{
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this.flush();
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};
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PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
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{
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var children = spriteBatch.children;
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var sprite = children[0];
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// if the uvs have not updated then no point rendering just yet!
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// check texture.
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if(!sprite.texture._uvs)return;
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this.currentBaseTexture = sprite.texture.baseTexture;
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// check blend mode
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if(sprite.blendMode !== this.currentBlendMode)
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{
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this.setBlendMode(sprite.blendMode);
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}
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for(var i=0,j= children.length; i<j; i++)
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{
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this.renderSprite(children[i]);
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}
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this.flush();
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};
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PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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{
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//sprite = children[i];
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// TODO trim??
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if(sprite.texture.baseTexture !== this.currentBaseTexture)
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{
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this.currentBaseTexture = sprite.texture.baseTexture;
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this.flush();
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if(!sprite.texture._uvs)return;
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}
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var uvs, verticies = this.vertices, width, height, w0, w1, h0, h1, index;
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uvs = sprite.texture._uvs;
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width = sprite.texture.frame.width;
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height = sprite.texture.frame.height;
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if (sprite.texture.trimmed)
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{
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// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
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var trim = sprite.texture.trim;
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w1 = trim.x - sprite.anchor.x * trim.realWidth;
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w0 = w1 + sprite.texture.frame.width;
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h1 = trim.y - sprite.anchor.y * trim.realHeight;
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h0 = h1 + sprite.texture.frame.height;
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}
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else
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{
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w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);
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w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;
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h0 = sprite.texture.frame.height * (1-sprite.anchor.y);
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h1 = sprite.texture.frame.height * -sprite.anchor.y;
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}
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index = this.currentBatchSize * 4 * this.vertSize;
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// xy
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verticies[index++] = w1;
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verticies[index++] = h1;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x0;
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verticies[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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// xy
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verticies[index++] = w0;
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verticies[index++] = h1;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x1;
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verticies[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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// xy
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verticies[index++] = w0;
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verticies[index++] = h0;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x2;
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verticies[index++] = uvs.y2;
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// color
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verticies[index++] = sprite.alpha;
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// xy
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verticies[index++] = w1;
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verticies[index++] = h0;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x3;
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verticies[index++] = uvs.y3;
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// color
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verticies[index++] = sprite.alpha;
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// increment the batchs
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this.currentBatchSize++;
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if(this.currentBatchSize >= this.size)
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{
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this.flush();
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}
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};
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PIXI.WebGLFastSpriteBatch.prototype.flush = function()
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{
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// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize===0)return;
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var gl = this.gl;
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// bind the current texture
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if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl);
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gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl));
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// upload the verts to the buffer
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if(this.currentBatchSize > ( this.size * 0.5 ) )
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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}
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else
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{
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var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
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}
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// now draw those suckas!
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gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
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// then reset the batch!
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this.currentBatchSize = 0;
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// increment the draw count
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this.renderSession.drawCount++;
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};
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PIXI.WebGLFastSpriteBatch.prototype.stop = function()
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{
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this.flush();
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};
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PIXI.WebGLFastSpriteBatch.prototype.start = function()
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{
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var gl = this.gl;
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// bind the main texture
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gl.activeTexture(gl.TEXTURE0);
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// bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// set the projection
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var projection = this.renderSession.projection;
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gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
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// set the matrix
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gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
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// set the pointers
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
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gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
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gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
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gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
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// set the blend mode..
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if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
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{
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this.setBlendMode(PIXI.blendModes.NORMAL);
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}
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};
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PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode)
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{
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this.flush();
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this.currentBlendMode = blendMode;
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var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
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this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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};
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