var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), Shader = require('../../renderers/webgl/shaders/Shader'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), SpriteBatchShader = require('./SpriteBatchShader'); /** * @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: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java */ /** * @class * @private * @namespace PIXI * @param renderer {WebGLRenderer} The renderer this sprite batch works for. */ function SpriteBatchRenderer(renderer) { ObjectRenderer.call(this, renderer); /** * * * @member {number} */ this.vertSize = 12; /** * * * @member {number} */ this.vertByteSize = this.vertSize * 4; /** * * * @member {number} */ this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; /** * * * @member {number} */ this.size = this.maxSize; //the total number of floats in our batch var numVerts = this.size * this.vertByteSize; //the total number of indices in our batch var numIndices = this.maxSize * 6; /** * Vertex data * * @member {Float32Array} */ this.vertices = new Float32Array(numVerts); /** * Index data * * @member {Uint16Array} */ this.indices = new Uint16Array(numIndices); /** * * * @member {object} */ this.vertexBuffer = null; /** * * * @member {object} */ this.indexBuffer = null; /** * * * @member {number} */ 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; } /** * * * @member {boolean} */ this.drawing = false; /** * * * @member {number} */ this.currentBatchSize = 0; /** * * * @member {BaseTexture} */ this.currentBaseTexture = null; /** * * * @member {number} */ this.currentBlendMode = 0; /** * * * @member {object} */ this.shader = null; } SpriteBatchRenderer.prototype = Object.create(ObjectRenderer.prototype); SpriteBatchRenderer.prototype.constructor = SpriteBatchRenderer; module.exports = SpriteBatchRenderer; WebGLRenderer.registerPlugin('spriteBatch', SpriteBatchRenderer); /** * Sets the WebGL Context. * * @param gl {WebGLContext} the current WebGL drawing context */ SpriteBatchRenderer.prototype.onContextChange = function () { var gl = this.renderer.gl; // create a couple of buffers this.vertexBuffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer(); this.shader = new SpriteBatchShader(this.renderer.shaderManager); // 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); }; /** */ // SpriteBatchRenderer.prototype.stop = function () // { // this.flush(); // }; /** * @param spriteBatch {SpriteBatch} The SpriteBatch container to render. */ SpriteBatchRenderer.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.renderer.blendModeManager.currentBlendMode) { this.flush(); this.renderer.blendModeManager.setBlendMode(sprite.blendMode); } for (var i=0,j= children.length; i<j; i++) { this.renderSprite(children[i]); } this.flush(); }; /** * @param sprite {Sprite} The Sprite to render. */ SpriteBatchRenderer.prototype.renderSprite = function (sprite) { //sprite = children[i]; if (!sprite.visible) { return; } // TODO trim?? if (sprite.texture.baseTexture !== this.currentBaseTexture) { this.flush(); this.currentBaseTexture = sprite.texture.baseTexture; if (!sprite.texture._uvs) { return; } } var uvs, vertices = this.vertices, width, height, w0, w1, h0, h1, index; uvs = sprite.texture._uvs; width = sprite.texture.frame.width; height = sprite.texture.frame.height; if (sprite.texture.trim) { // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. var trim = sprite.texture.trim; w1 = trim.x - sprite.anchor.x * trim.width; w0 = w1 + sprite.texture.crop.width; h1 = trim.y - sprite.anchor.y * trim.height; h0 = h1 + sprite.texture.crop.height; } else { w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x); w1 = (sprite.texture.frame.width ) * -sprite.anchor.x; h0 = sprite.texture.frame.height * (1-sprite.anchor.y); h1 = sprite.texture.frame.height * -sprite.anchor.y; } index = this.currentBatchSize * this.vertByteSize; // xy vertices[index++] = w1; vertices[index++] = h1; vertices[index++] = sprite.position.x; vertices[index++] = sprite.position.y; //scale vertices[index++] = sprite.scale.x; vertices[index++] = sprite.scale.y; //skew vertices[index++] = sprite.skew.x; vertices[index++] = sprite.skew.y; //rotation vertices[index++] = sprite.rotation; // uv vertices[index++] = uvs.x0; vertices[index++] = uvs.y1; // color vertices[index++] = sprite.alpha; // ---- // xy vertices[index++] = w0; vertices[index++] = h1; vertices[index++] = sprite.position.x; vertices[index++] = sprite.position.y; //scale vertices[index++] = sprite.scale.x; vertices[index++] = sprite.scale.y; //skew vertices[index++] = sprite.skew.x; vertices[index++] = sprite.skew.y; //rotation vertices[index++] = sprite.rotation; // uv vertices[index++] = uvs.x1; vertices[index++] = uvs.y1; // color vertices[index++] = sprite.alpha; // ---- // xy vertices[index++] = w0; vertices[index++] = h0; vertices[index++] = sprite.position.x; vertices[index++] = sprite.position.y; //scale vertices[index++] = sprite.scale.x; vertices[index++] = sprite.scale.y; //skew vertices[index++] = sprite.skew.x; vertices[index++] = sprite.skew.y; //rotation vertices[index++] = sprite.rotation; // uv vertices[index++] = uvs.x2; vertices[index++] = uvs.y2; // color vertices[index++] = sprite.alpha; // ---- // xy vertices[index++] = w1; vertices[index++] = h0; vertices[index++] = sprite.position.x; vertices[index++] = sprite.position.y; //scale vertices[index++] = sprite.scale.x; vertices[index++] = sprite.scale.y; //skew vertices[index++] = sprite.skew.x; vertices[index++] = sprite.skew.y; //rotation vertices[index++] = sprite.rotation; // uv vertices[index++] = uvs.x3; vertices[index++] = uvs.y3; // color vertices[index++] = sprite.alpha; // increment the batchs this.currentBatchSize++; if (this.currentBatchSize >= this.size) { this.flush(); } }; /** * */ SpriteBatchRenderer.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.renderer.gl; // bind the current texture if (!this.currentBaseTexture._glTextures[gl.id]) { this.renderer.updateTexture(this.currentBaseTexture, gl); } //TODO-SHOUD THIS BE ELSE??!?!?! else { gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]); } // 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 * this.vertByteSize); 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.renderer.drawCount++; }; /** * */ SpriteBatchRenderer.prototype.start = function (spriteBatch) { var gl = this.renderer.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.renderer.projection; // gl.uniform2f(this.shader.uniforms.projectionVector._location, projection.x, projection.y); gl.uniformMatrix3fv(this.shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); // set the matrix from the spriteBatch gl.uniformMatrix3fv(this.shader.uniforms.uMatrix._location, false, spriteBatch.worldTransform.toArray(true)); // set the pointers var stride = this.vertByteSize; gl.vertexAttribPointer(this.shader.attributes.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(this.shader.attributes.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(this.shader.attributes.aColor, 1, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(this.shader.attributes.aPositionCoord, 2, gl.FLOAT, false, stride, 5 * 4); gl.vertexAttribPointer(this.shader.attributes.aScale, 2, gl.FLOAT, false, stride, 7 * 4); gl.vertexAttribPointer(this.shader.attributes.aSkew, 2, gl.FLOAT, false, stride, 9 * 4); gl.vertexAttribPointer(this.shader.attributes.aRotation, 1, gl.FLOAT, false, stride, 11 * 4); }; /** * Destroys the SpriteBatch. * */ SpriteBatchRenderer.prototype.destroy = function () { this.renderer.gl.deleteBuffer(this.vertexBuffer); this.renderer.gl.deleteBuffer(this.indexBuffer); this.shader.destroy(); this.renderer = null; this.vertices = null; this.indices = null; this.vertexBuffer = null; this.indexBuffer = null; this.currentBaseTexture = null; this.drawing = false; this.shader = null; };