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pixi.js / docs / files / pixi_renderers_WebGLBatch.js.html
@Mat Groves Mat Groves on 20 Feb 2013 17 KB Documentation update
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                        <h1 class="file-heading">File: pixi&#x2F;renderers&#x2F;WebGLBatch.js</h1>

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    <pre class="code prettyprint linenums">
&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F;
 *&#x2F;

PIXI._batchs = [];

&#x2F;**
 * @private
 *&#x2F;
PIXI._getBatch = function(gl)
{
	if(PIXI._batchs.length == 0)
	{
		return new PIXI.WebGLBatch(gl);
	}
	else
	{
		return PIXI._batchs.pop();
	}
}

&#x2F;**
 * @private
 *&#x2F;
PIXI._returnBatch = function(batch)
{
	batch.clean();	
	PIXI._batchs.push(batch);
}

&#x2F;**
 * @private
 *&#x2F;
PIXI._restoreBatchs = function(gl)
{
	for (var i=0; i &lt; PIXI._batchs.length; i++) 
	{
	  PIXI._batchs[i].restoreLostContext(gl);
	};
}

&#x2F;**
 * A WebGLBatch Enables a group of sprites to be drawn using the same settings.
 * if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run. 
 * @class WebGLBatch
 * @param an instance of the webGL context
 * @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
 *&#x2F;
PIXI.WebGLBatch = function(gl)
{
	this.gl = gl;
	
	this.size = 0;

	this.vertexBuffer =  gl.createBuffer();
	this.indexBuffer =  gl.createBuffer();
	this.uvBuffer =  gl.createBuffer();
	this.colorBuffer =  gl.createBuffer();
	this.blendMode = PIXI.blendModes.NORMAL;
	this.dynamicSize = 1;
}


&#x2F;&#x2F; constructor
PIXI.WebGLBatch.constructor = PIXI.WebGLBatch;

&#x2F;**
 * Cleans the batch so that is can be returned to an object pool and reused
 *&#x2F;
PIXI.WebGLBatch.prototype.clean = function()
{
	this.verticies = [];
	this.uvs = [];
	this.indices = [];
	this.colors = [];
	&#x2F;&#x2F;this.sprites = [];
	this.dynamicSize = 1;
	this.texture = null;
	this.last = null;
	this.size = 0;
	
	this.head;
	this.tail;
}

&#x2F;*
 * recreates the buffers in the event of a context loss
 *&#x2F;
PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
{
	this.gl = gl;
	this.vertexBuffer =  gl.createBuffer();
	this.indexBuffer =  gl.createBuffer();
	this.uvBuffer =  gl.createBuffer();
	this.colorBuffer =  gl.createBuffer();
}

&#x2F;**
 * inits the batch&#x27;s texture and blend mode based if the supplied sprite
 * @method init
 * @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with the same base texture and blend mode will be allowed to be added to this batch
 *&#x2F;	
PIXI.WebGLBatch.prototype.init = function(sprite)
{
	sprite.batch = this;
	this.dirty = true;
	this.blendMode = sprite.blendMode;
	this.texture = sprite.texture.baseTexture;
&#x2F;&#x2F;	this.sprites.push(sprite);
	this.head = sprite;
	this.tail = sprite;
	this.size = 1;
	
	this.growBatch();
}

&#x2F;**
 * inserts a sprite before the specified sprite
 * @method insertBefore
 * @param sprite {Sprite} the sprite to be added
 * @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
 *&#x2F;	
PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
{
	this.size++;
	
	sprite.batch = this;
	this.dirty = true;
	var tempPrev = nextSprite.__prev;
	nextSprite.__prev = sprite;
	sprite.__next = nextSprite;
	
	if(tempPrev)
	{
		sprite.__prev = tempPrev;
		tempPrev.__next = sprite;
	}
	else
	{
		this.head = sprite;
		&#x2F;&#x2F;this.head.__prev = null
	}
}

&#x2F;**
 * inserts a sprite after the specified sprite
 * @method insertAfter
 * @param sprite {Sprite} the sprite to be added
 * @param  previousSprite {Sprite} the first sprite will be inserted after this sprite
 *&#x2F;	
PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
{
	this.size++;
	
	
	sprite.batch = this;
	this.dirty = true;
	
	var tempNext = previousSprite.__next;
	previousSprite.__next = sprite;
	sprite.__prev = previousSprite;
	
	if(tempNext)
	{
		sprite.__next = tempNext;
		tempNext.__prev = sprite;
	}
	else
	{
		this.tail = sprite
	}
	
}

&#x2F;**
 * removes a sprite from the batch
 * @method remove
 * @param sprite {Sprite} the sprite to be removed
 *&#x2F;	
PIXI.WebGLBatch.prototype.remove = function(sprite)
{
	this.size--;
	
	if(this.size == 0)
	{
		sprite.batch = null;
		sprite.__prev = null;
		sprite.__next = null;
		return;
	}
	
	if(sprite.__prev)
	{
		sprite.__prev.__next = sprite.__next;
	}
	else
	{
		this.head = sprite.__next;
		this.head.__prev = null;
	}
	
	if(sprite.__next)
	{
		sprite.__next.__prev = sprite.__prev;
	}
	else
	{
		this.tail = sprite.__prev;
		this.tail.__next = null
	}
	
	sprite.batch = null;
	sprite.__next = null;
	sprite.__prev = null;
	this.dirty = true;
}

&#x2F;**
 * Splits the batch into two with the specified sprite being the start of the new batch.
 * @method split
 * @param sprite {Sprite} the sprite that indicates where the batch should be split
 * @return {WebGLBatch} the new batch
 *&#x2F;
PIXI.WebGLBatch.prototype.split = function(sprite)
{
	
	&#x2F;&#x2F;console.log(&quot;Splitting batch :&quot; + this.size)
&#x2F;&#x2F;	console.log(sprite)
&#x2F;&#x2F;	console.log(&quot;-------&quot;)
	this.dirty = true;
	
	&#x2F;&#x2F;var val = (this.tail == this.head)
	&#x2F;&#x2F;console.log(val + &quot; SAME?&quot;);
	var batch = new PIXI.WebGLBatch(this.gl)&#x2F;&#x2F;PIXI._getBatch(this.gl);
	batch.init(sprite);
	batch.tail = this.tail;
	&#x2F;&#x2F;console.log(&quot;id is &quot; +batcheee.id)
	
	this.tail = sprite.__prev;
	this.tail.__next = null;
	
	sprite.__prev = null;
	&#x2F;&#x2F; return a splite batch!
	&#x2F;&#x2F;sprite.__prev.__next = null;
	&#x2F;&#x2F;sprite.__prev = null;
	
	
	&#x2F;&#x2F; TODO this size is wrong!
	&#x2F;&#x2F; need to recalculate :&#x2F; problem with a linked list!
	&#x2F;&#x2F; unless it gets calculated in the &quot;clean&quot;?
	
	&#x2F;&#x2F; need to loop through items as there is no way to know the length on a linked list :&#x2F;
	var tempSize = 0;
	while(sprite)
	{
		tempSize++;
		sprite.batch = batch;
		sprite = sprite.__next;
	}
	
	batch.size = tempSize;
	this.size -= tempSize;
	
	return batch;
}

&#x2F;**
 * Merges two batchs together
 * @method merge
 * @param batch {WebGLBatch} the batch that will be merged 
 *&#x2F;
PIXI.WebGLBatch.prototype.merge = function(batch)
{
	this.dirty = true;
	
	this.tail.__next = batch.head;
	batch.head.__prev = this.tail;
	
	this.size += batch.size;
			
	this.tail = batch.tail;
	
	var sprite = batch.head;
	while(sprite)
	{
		sprite.batch = this;
		sprite = sprite.__next;
	}
	
}

&#x2F;**
 * Grows the size of the batch. As the elements in the batch cannot have a dynamic size this function is used to increase the size of the batch. It also creates a little extra room so that the batch does not need to be resized every time a sprite is added
 * @methos growBatch
 *&#x2F;
PIXI.WebGLBatch.prototype.growBatch = function()
{
	var gl = this.gl;
	if( this.size == 1)
	{
		this.dynamicSize = 1;
	}
	else
	{
		this.dynamicSize = this.size * 1.5
	}
	&#x2F;&#x2F; grow verts
	this.verticies = new Float32Array(this.dynamicSize * 8);
	
	gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
	gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
	
	this.uvs  = new Float32Array( this.dynamicSize * 8 )  
	gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
	
	this.dirtyUVS = true;
	
	this.colors  = new Float32Array( this.dynamicSize * 4 )  
	gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
	
	this.dirtyColors = true;
	
	this.indices = new Uint16Array(this.dynamicSize * 6); 
	var length = this.indices.length&#x2F;6;
	
	for (var i=0; i &lt; length; i++) 
	{
	    var index2 = i * 6;
	    var index3 = i * 4;
		this.indices[index2 + 0] = index3 + 0;
		this.indices[index2 + 1] = index3 + 1;
		this.indices[index2 + 2] = index3 + 2;
		this.indices[index2 + 3] = index3 + 0;
		this.indices[index2 + 4] = index3 + 2;
		this.indices[index2 + 5] = index3 + 3;
	};
	
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
	
}

&#x2F;**
 * Refresh&#x27;s all the data in the batch and sync&#x27;s it with the webGL buffers
 * @method refresh
 *&#x2F;
PIXI.WebGLBatch.prototype.refresh = function()
{
	var gl = this.gl;
	
	if (this.dynamicSize &lt; this.size)
	{
		this.growBatch();
	}

	var indexRun = 0;
	var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index
	var a, b, c, d, tx, ty
	
	var displayObject = this.head

	while(displayObject)
	{
		index = indexRun * 8;
		
		var texture = displayObject.texture;
			
		var frame = texture.frame;
		var tw = texture.baseTexture.width;
		var th = texture.baseTexture.height;
		
		this.uvs[index + 0] = frame.x &#x2F; tw;
		this.uvs[index +1] = frame.y &#x2F; th;
		
		this.uvs[index +2] = (frame.x + frame.width) &#x2F; tw;
		this.uvs[index +3] = frame.y &#x2F; th;
		
		this.uvs[index +4] = (frame.x + frame.width) &#x2F; tw;
		this.uvs[index +5] = (frame.y + frame.height) &#x2F; th; 
		
		this.uvs[index +6] = frame.x &#x2F; tw;
		this.uvs[index +7] = (frame.y + frame.height) &#x2F; th;
		
		displayObject.updateFrame = false;
		
		colorIndex = indexRun * 4;
		this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
		
		displayObject = displayObject.__next;
		
		indexRun ++;
	}
	
	this.dirtyUVS = true;
	this.dirtyColors = true;
}

&#x2F;**
 * Updates all the relevant geometry and uploads the data to the GPU
 * @method update
 *&#x2F;
PIXI.WebGLBatch.prototype.update = function()
{
	var gl = this.gl;
	var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
	
	var a, b, c, d, tx, ty;
	
	var indexRun = 0;
	
	var displayObject = this.head;
	
	while(displayObject)
	{
		width = displayObject.width;
		height = displayObject.height;
		
		aX = displayObject.anchor.x - displayObject.texture.trim.x
		aY = displayObject.anchor.y - displayObject.texture.trim.y
		w0 = width * (1-aX);
		w1 = width * -aX;
		 
		h0 = height * (1-aY);
		h1 = height * -aY;
		 
		index = indexRun * 8;

		worldTransform = displayObject.worldTransform;
	
		a = worldTransform[0];
		b = worldTransform[3];
		c = worldTransform[1];
		d = worldTransform[4];
		tx = worldTransform[2];
		ty = worldTransform[5];
		
		this.verticies[index + 0 ] = a * w1 + c * h1 + tx; 
		this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
		 
		this.verticies[index + 2 ] = a * w0 + c * h1 + tx; 
		this.verticies[index + 3 ] = d * h1 + b * w0 + ty; 
		
		this.verticies[index + 4 ] = a * w0 + c * h0 + tx; 
		this.verticies[index + 5 ] = d * h0 + b * w0 + ty; 
		
		this.verticies[index + 6] =  a * w1 + c * h0 + tx; 
		this.verticies[index + 7] =  d * h0 + b * w1 + ty; 
		
		if(displayObject.updateFrame)
		{
			this.dirtyUVS = true;
			
			var texture = displayObject.texture;
			
			var frame = texture.frame;
			var tw = texture.baseTexture.width;
			var th = texture.baseTexture.height;
			
			this.uvs[index + 0] = frame.x &#x2F; tw;
			this.uvs[index +1] = frame.y &#x2F; th;
			
			this.uvs[index +2] = (frame.x + frame.width) &#x2F; tw;
			this.uvs[index +3] = frame.y &#x2F; th;
			
			this.uvs[index +4] = (frame.x + frame.width) &#x2F; tw;
			this.uvs[index +5] = (frame.y + frame.height) &#x2F; th; 
			
			this.uvs[index +6] = frame.x &#x2F; tw;
			this.uvs[index +7] = (frame.y + frame.height) &#x2F; th;
			
			displayObject.updateFrame = false;
		}
		
		&#x2F;&#x2F; TODO this probably could do with some optimisation....
		if(displayObject.cacheAlpha != displayObject.worldAlpha)
		{
			displayObject.cacheAlpha = displayObject.worldAlpha;
			
			var colorIndex = indexRun * 4;
			this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
			this.dirtyColors = true;
		}
		
		indexRun++;
		displayObject = displayObject.__next;
   }
}

&#x2F;**
 * Draws the batch to the frame buffer
 * @method render
 *&#x2F;
PIXI.WebGLBatch.prototype.render = function()
{
	if(this.dirty)
	{
		this.refresh();
		this.dirty = false;
	}
	
	if (this.size == 0)return;
	
	this.update();
	var gl = this.gl;
	
	&#x2F;&#x2F;TODO optimize this!
	if(this.blendMode == PIXI.blendModes.NORMAL)
	{
		gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
	}
	
	var shaderProgram = PIXI.shaderProgram;
	
	&#x2F;&#x2F; update the verts..
	gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
	&#x2F;&#x2F; ok..
	gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
	
	&#x2F;&#x2F; update the uvs
   	gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);

    if(this.dirtyUVS)
    {
    	this.dirtyUVS = false;
    	gl.bufferSubData(gl.ARRAY_BUFFER,  0, this.uvs);
    }
    
    gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
	
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
	
	&#x2F;&#x2F; update color!
	gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);

	if(this.dirtyColors)
    {
    	this.dirtyColors = false;
    	gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
	}
	
    gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
	
	&#x2F;&#x2F; dont need to upload!
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
	    
    &#x2F;&#x2F; DRAW THAT this!
    gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0);
}


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