var TextureUvs = require('../../../textures/TextureUvs'), SpriteShader = require('../shaders/SpriteShader'); /** * @author Mat Groves * * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/ * for creating the original pixi version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX's SpriteRenderer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteRenderer.java */ /** * * @class * @private * @namespace PIXI * @param renderer {WebGLRenderer} The renderer this sprite batch works for. */ function SpriteRenderer(renderer) { /** * * * @member {WebGLRenderer} */ this.renderer = renderer; /** * * * @member {number} */ this.vertSize = 5; /** * * * @member {number} */ this.vertByteSize = this.vertSize * 4; /** * The number of images in the SpriteBatch before it flushes. * * @member {number} */ this.size = 2000;//Math.pow(2, 16) / this.vertSize; // the total number of bytes in our batch var numVerts = this.size * 4 * this.vertByteSize; // the total number of indices in our batch var numIndices = this.size * 6; /** * Holds the vertices * * @member {ArrayBuffer} */ this.vertices = new ArrayBuffer(numVerts); /** * View on the vertices as a Float32Array * * @member {Float32Array} */ this.positions = new Float32Array(this.vertices); /** * View on the vertices as a Uint32Array * * @member {Uint32Array} */ this.colors = new Uint32Array(this.vertices); /** * Holds the indices * * @member {Uint16Array} */ this.indices = new Uint16Array(numIndices); /** * * * @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 {boolean} */ this.dirty = true; /** * * * @member {Array} */ this.textures = []; /** * * * @member {Array} */ this.blendModes = []; /** * * * @member {Array} */ this.shaders = []; /** * * * @member {Array} */ this.sprites = []; /** * The default shader that is used if a sprite doesn't have a more specific one. * * @member {Shader} */ this.shader = null; // listen for context and update necessary buffers var self = this; this.renderer.on('context', function () { self.setupContext(); }); } SpriteRenderer.prototype.constructor = SpriteRenderer; module.exports = SpriteRenderer; /** * @param gl {WebGLContext} the current WebGL drawing context */ SpriteRenderer.prototype.setupContext = function () { var gl = this.renderer.gl; // setup default shader this.shader = new SpriteShader(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; }; /** * */ SpriteRenderer.prototype.begin = function () { // this.shader = this.renderer.shaderManager.defaultShader; this.start(); }; /** */ SpriteRenderer.prototype.end = function () { this.flush(); }; /** * @param sprite {Sprite} the sprite to render when using this spritebatch */ SpriteRenderer.prototype.render = function (sprite) { var texture = sprite.texture; //TODO set blend modes.. // check texture.. if (this.currentBatchSize >= this.size) { this.flush(); this.currentBaseTexture = texture.baseTexture; } // get the uvs for the texture var uvs = texture._uvs; // if the uvs have not updated then no point rendering just yet! if (!uvs) { return; } // TODO trim?? var aX = sprite.anchor.x; var aY = sprite.anchor.y; var w0, w1, h0, h1; if (texture.trim) { // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. var trim = texture.trim; w1 = trim.x - aX * trim.width; w0 = w1 + texture.crop.width; h1 = trim.y - aY * trim.height; h0 = h1 + texture.crop.height; } else { w0 = (texture.frame.width ) * (1-aX); w1 = (texture.frame.width ) * -aX; h0 = texture.frame.height * (1-aY); h1 = texture.frame.height * -aY; } var index = this.currentBatchSize * this.vertByteSize; var resolution = texture.baseTexture.resolution; var worldTransform = sprite.worldTransform; var a = worldTransform.a / resolution; var b = worldTransform.b / resolution; var c = worldTransform.c / resolution; var d = worldTransform.d / resolution; var tx = worldTransform.tx; var ty = worldTransform.ty; var colors = this.colors; var positions = this.positions; if (this.renderer.roundPixels) { // xy positions[index] = a * w1 + c * h1 + tx | 0; positions[index+1] = d * h1 + b * w1 + ty | 0; // xy positions[index+5] = a * w0 + c * h1 + tx | 0; positions[index+6] = d * h1 + b * w0 + ty | 0; // xy positions[index+10] = a * w0 + c * h0 + tx | 0; positions[index+11] = d * h0 + b * w0 + ty | 0; // xy positions[index+15] = a * w1 + c * h0 + tx | 0; positions[index+16] = d * h0 + b * w1 + ty | 0; } else { // xy positions[index] = a * w1 + c * h1 + tx; positions[index+1] = d * h1 + b * w1 + ty; // xy positions[index+5] = a * w0 + c * h1 + tx; positions[index+6] = d * h1 + b * w0 + ty; // xy positions[index+10] = a * w0 + c * h0 + tx; positions[index+11] = d * h0 + b * w0 + ty; // xy positions[index+15] = a * w1 + c * h0 + tx; positions[index+16] = d * h0 + b * w1 + ty; } // uv positions[index+2] = uvs.x0; positions[index+3] = uvs.y0; // uv positions[index+7] = uvs.x1; positions[index+8] = uvs.y1; // uv positions[index+12] = uvs.x2; positions[index+13] = uvs.y2; // uv positions[index+17] = uvs.x3; positions[index+18] = uvs.y3; // color and alpha var tint = sprite.tint; colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24); // increment the batchsize this.sprites[this.currentBatchSize++] = sprite; }; /** * Renders a TilingSprite using the spriteBatch. * * @param sprite {TilingSprite} the tilingSprite to render */ SpriteRenderer.prototype.renderTilingSprite = function (tilingSprite) { var texture = tilingSprite.tilingTexture; // check texture.. if (this.currentBatchSize >= this.size) { //return; this.flush(); this.currentBaseTexture = texture.baseTexture; } // set the textures uvs temporarily // TODO create a separate texture so that we can tile part of a texture if (!tilingSprite._uvs) { tilingSprite._uvs = new TextureUvs(); } var uvs = tilingSprite._uvs; tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x; tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y; var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x); var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y); var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x); var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y); uvs.x0 = 0 - offsetX; uvs.y0 = 0 - offsetY; uvs.x1 = (1 * scaleX) - offsetX; uvs.y1 = 0 - offsetY; uvs.x2 = (1 * scaleX) - offsetX; uvs.y2 = (1 * scaleY) - offsetY; uvs.x3 = 0 - offsetX; uvs.y3 = (1 * scaleY) - offsetY; // get the tilingSprites current alpha and tint and combining them into a single color var tint = tilingSprite.tint; var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (tilingSprite.alpha * 255 << 24); var positions = this.positions; var colors = this.colors; var width = tilingSprite.width; var height = tilingSprite.height; // TODO trim?? var aX = tilingSprite.anchor.x; var aY = tilingSprite.anchor.y; var w0 = width * (1-aX); var w1 = width * -aX; var h0 = height * (1-aY); var h1 = height * -aY; var index = this.currentBatchSize * this.vertByteSize; var resolution = texture.baseTexture.resolution; var worldTransform = tilingSprite.worldTransform; var a = worldTransform.a / resolution;//[0]; var b = worldTransform.b / resolution;//[3]; var c = worldTransform.c / resolution;//[1]; var d = worldTransform.d / resolution;//[4]; var tx = worldTransform.tx;//[2]; var ty = worldTransform.ty;//[5]; // xy positions[index++] = a * w1 + c * h1 + tx; positions[index++] = d * h1 + b * w1 + ty; // uv positions[index++] = uvs.x0; positions[index++] = uvs.y0; // color colors[index++] = color; // xy positions[index++] = (a * w0 + c * h1 + tx); positions[index++] = d * h1 + b * w0 + ty; // uv positions[index++] = uvs.x1; positions[index++] = uvs.y1; // color colors[index++] = color; // xy positions[index++] = a * w0 + c * h0 + tx; positions[index++] = d * h0 + b * w0 + ty; // uv positions[index++] = uvs.x2; positions[index++] = uvs.y2; // color colors[index++] = color; // xy positions[index++] = a * w1 + c * h0 + tx; positions[index++] = d * h0 + b * w1 + ty; // uv positions[index++] = uvs.x3; positions[index++] = uvs.y3; // color colors[index++] = color; // increment the batchsize this.sprites[this.currentBatchSize++] = tilingSprite; }; /** * Renders the content and empties the current batch. * */ SpriteRenderer.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; var shader; if (this.dirty) { this.dirty = false; // 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); // this is the same for each shader? 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); // color attributes will be interpreted as unsigned bytes and normalized gl.vertexAttribPointer(this.shader.attributes.aColor, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4); } // 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.positions.subarray(0, this.currentBatchSize * this.vertByteSize); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); } var nextTexture, nextBlendMode, nextShader; var batchSize = 0; var start = 0; var currentBaseTexture = null; var currentBlendMode = this.renderer.blendModeManager.currentBlendMode; var currentShader = null; var blendSwap = false; var shaderSwap = false; var sprite; for (var i = 0, j = this.currentBatchSize; i < j; i++) { sprite = this.sprites[i]; nextTexture = sprite.texture.baseTexture; nextBlendMode = sprite.blendMode; nextShader = sprite.shader || this.shader; blendSwap = currentBlendMode !== nextBlendMode; shaderSwap = currentShader !== nextShader; // should I use uuidS??? if (currentBaseTexture !== nextTexture || blendSwap || shaderSwap) { this.renderBatch(currentBaseTexture, batchSize, start); start = i; batchSize = 0; currentBaseTexture = nextTexture; if (blendSwap) { currentBlendMode = nextBlendMode; this.renderer.blendModeManager.setBlendMode( currentBlendMode ); } if (shaderSwap) { currentShader = nextShader; shader = currentShader.shaders ? currentShader.shaders[gl.id] : currentShader; if (!shader) { shader = new Shader(gl, null, currentShader.fragmentSrc, currentShader.uniforms); currentShader.shaders[gl.id] = shader; } // set shader function??? this.renderer.shaderManager.setShader(shader); if (shader.dirty) { shader.syncUniforms(); } // both thease only need to be set if they are changing.. // set the projection var projection = this.renderer.projection; gl.uniform2f(shader.uniforms.projectionVector._location, projection.x, projection.y); // TODO - this is temprorary! var offsetVector = this.renderer.offset; gl.uniform2f(shader.uniforms.offsetVector._location, offsetVector.x, offsetVector.y); // set the pointers } } batchSize++; } this.renderBatch(currentBaseTexture, batchSize, start); // then reset the batch! this.currentBatchSize = 0; }; /** * @param texture {Texture} * @param size {number} * @param startIndex {number} */ SpriteRenderer.prototype.renderBatch = function (texture, size, startIndex) { if (size === 0) { return; } var gl = this.renderer.gl; if (!texture._glTextures[gl.id]) { this.renderer.updateTexture(texture); } else { // bind the current texture gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); } // now draw those suckas! gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2); // increment the draw count this.renderer.drawCount++; }; /** * */ SpriteRenderer.prototype.stop = function () { this.flush(); this.dirty = true; }; /** * */ SpriteRenderer.prototype.start = function () { this.dirty = true; }; /** * Destroys the SpriteBatch. * */ SpriteRenderer.prototype.destroy = function () { this.renderer.gl.deleteBuffer(this.vertexBuffer); this.renderer.gl.deleteBuffer(this.indexBuffer); this.vertices = null; this.indices = null; this.vertexBuffer = null; this.indexBuffer = null; this.currentBaseTexture = null; this.renderer = null; };