<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js - pixi.js</title> <link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css"> <link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css"> <link rel="stylesheet" href="../assets/css/main.css" id="site_styles"> <link rel="shortcut icon" type="image/png" href="../assets/favicon.png"> <script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script> </head> <body class="yui3-skin-sam"> <div id="doc"> <div id="hd" class="yui3-g header"> <div class="yui3-u-3-4"> <h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="pixi.js"></h1> </div> <div class="yui3-u-1-4 version"> <em>API Docs for: 1.6.0</em> </div> </div> <div id="bd" class="yui3-g"> <div class="yui3-u-1-4"> <div id="docs-sidebar" class="sidebar apidocs"> <div id="api-list"> <h2 class="off-left">APIs</h2> <div id="api-tabview" class="tabview"> <ul class="tabs"> <li><a href="#api-classes">Classes</a></li> <li><a href="#api-modules">Modules</a></li> </ul> <div id="api-tabview-filter"> <input type="search" id="api-filter" placeholder="Type to filter APIs"> </div> <div id="api-tabview-panel"> <ul id="api-classes" class="apis classes"> <li><a href="../classes/AbstractFilter.html">AbstractFilter</a></li> <li><a href="../classes/AjaxRequest.html">AjaxRequest</a></li> <li><a href="../classes/AlphaMaskFilter.html">AlphaMaskFilter</a></li> <li><a href="../classes/AssetLoader.html">AssetLoader</a></li> <li><a href="../classes/AtlasLoader.html">AtlasLoader</a></li> <li><a href="../classes/autoDetectRenderer.html">autoDetectRenderer</a></li> <li><a href="../classes/BaseTexture.html">BaseTexture</a></li> <li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li> <li><a href="../classes/BitmapText.html">BitmapText</a></li> <li><a href="../classes/BlurFilter.html">BlurFilter</a></li> <li><a href="../classes/CanvasGraphics.html">CanvasGraphics</a></li> <li><a href="../classes/CanvasMaskManager.html">CanvasMaskManager</a></li> <li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li> <li><a href="../classes/CanvasTinter.html">CanvasTinter</a></li> <li><a href="../classes/Circle.html">Circle</a></li> <li><a href="../classes/ColorMatrixFilter.html">ColorMatrixFilter</a></li> <li><a href="../classes/ColorStepFilter.html">ColorStepFilter</a></li> <li><a href="../classes/ComplexPrimitiveShader.html">ComplexPrimitiveShader</a></li> <li><a href="../classes/DisplacementFilter.html">DisplacementFilter</a></li> <li><a href="../classes/DisplayObject.html">DisplayObject</a></li> <li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li> <li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li> <li><a href="../classes/Ellipse.html">Ellipse</a></li> <li><a href="../classes/EventTarget.html">EventTarget</a></li> <li><a href="../classes/FilterTexture.html">FilterTexture</a></li> <li><a href="../classes/getRecommendedRenderer.html">getRecommendedRenderer</a></li> <li><a href="../classes/Graphics.html">Graphics</a></li> <li><a href="../classes/GrayFilter.html">GrayFilter</a></li> <li><a href="../classes/ImageLoader.html">ImageLoader</a></li> <li><a href="../classes/InteractionData.html">InteractionData</a></li> <li><a href="../classes/InteractionManager.html">InteractionManager</a></li> <li><a href="../classes/InvertFilter.html">InvertFilter</a></li> <li><a href="../classes/JsonLoader.html">JsonLoader</a></li> <li><a href="../classes/Matrix.html">Matrix</a></li> <li><a href="../classes/Matrix2.html">Matrix2</a></li> <li><a href="../classes/MovieClip.html">MovieClip</a></li> <li><a href="../classes/NormalMapFilter.html">NormalMapFilter</a></li> <li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li> <li><a href="../classes/PixiFastShader.html">PixiFastShader</a></li> <li><a href="../classes/PixiShader.html">PixiShader</a></li> <li><a href="../classes/Point.html">Point</a></li> <li><a href="../classes/Polygon.html">Polygon</a></li> <li><a href="../classes/PolyK.html">PolyK</a></li> <li><a href="../classes/PrimitiveShader.html">PrimitiveShader</a></li> <li><a href="../classes/Rectangle.html">Rectangle</a></li> <li><a href="../classes/Rope.html">Rope</a></li> <li><a href="../classes/SepiaFilter.html">SepiaFilter</a></li> <li><a href="../classes/Spine.html">Spine</a></li> <li><a href="../classes/Sprite.html">Sprite</a></li> <li><a href="../classes/SpriteBatch.html">SpriteBatch</a></li> <li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li> <li><a href="../classes/Stage.html">Stage</a></li> <li><a href="../classes/Strip.html">Strip</a></li> <li><a href="../classes/Text.html">Text</a></li> <li><a href="../classes/Texture.html">Texture</a></li> <li><a href="../classes/TilingSprite.html">TilingSprite</a></li> <li><a href="../classes/TwistFilter.html">TwistFilter</a></li> <li><a href="../classes/WebGLFilterManager.html">WebGLFilterManager</a></li> <li><a href="../classes/WebGLGraphics.html">WebGLGraphics</a></li> <li><a href="../classes/WebGLMaskManager.html">WebGLMaskManager</a></li> <li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li> <li><a href="../classes/WebGLShaderManager.html">WebGLShaderManager</a></li> <li><a href="../classes/WebGLSpriteBatch.html">WebGLSpriteBatch</a></li> <li><a href="../classes/WebGLStencilManager.html">WebGLStencilManager</a></li> </ul> <ul id="api-modules" class="apis modules"> <li><a href="../modules/PIXI.html">PIXI</a></li> </ul> </div> </div> </div> </div> </div> <div class="yui3-u-3-4"> <div id="api-options"> Show: <label for="api-show-inherited"> <input type="checkbox" id="api-show-inherited" checked> Inherited </label> <label for="api-show-protected"> <input type="checkbox" id="api-show-protected"> Protected </label> <label for="api-show-private"> <input type="checkbox" id="api-show-private"> Private </label> <label for="api-show-deprecated"> <input type="checkbox" id="api-show-deprecated"> Deprecated </label> </div> <div class="apidocs"> <div id="docs-main"> <div class="content"> <h1 class="file-heading">File: src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js</h1> <div class="file"> <pre class="code prettyprint linenums"> /** * @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 */ PIXI.WebGLFastSpriteBatch = function(gl) { this.vertSize = 10; this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; this.size = this.maxSize; //the total number of floats in our batch var numVerts = this.size * 4 * this.vertSize; //the total number of indices in our batch var numIndices = this.maxSize * 6; //vertex data this.vertices = new Float32Array(numVerts); //index data this.indices = new Uint16Array(numIndices); this.vertexBuffer = null; this.indexBuffer = null; 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; } this.drawing = false; this.currentBatchSize = 0; this.currentBaseTexture = null; this.currentBlendMode = 0; this.renderSession = null; this.shader = null; this.matrix = null; this.setContext(gl); }; PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl) { this.gl = 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); }; PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession) { this.renderSession = renderSession; this.shader = this.renderSession.shaderManager.fastShader; this.matrix = spriteBatch.worldTransform.toArray(true); this.start(); }; PIXI.WebGLFastSpriteBatch.prototype.end = function() { this.flush(); }; PIXI.WebGLFastSpriteBatch.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.renderSession.blendModeManager.currentBlendMode) { this.flush(); this.renderSession.blendModeManager.setBlendMode(sprite.blendMode); } for(var i=0,j= children.length; i<j; i++) { this.renderSprite(children[i]); } this.flush(); }; PIXI.WebGLFastSpriteBatch.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, verticies = 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 * 4 * this.vertSize; // xy verticies[index++] = w1; verticies[index++] = h1; verticies[index++] = sprite.position.x; verticies[index++] = sprite.position.y; //scale verticies[index++] = sprite.scale.x; verticies[index++] = sprite.scale.y; //rotation verticies[index++] = sprite.rotation; // uv verticies[index++] = uvs.x0; verticies[index++] = uvs.y1; // color verticies[index++] = sprite.alpha; // xy verticies[index++] = w0; verticies[index++] = h1; verticies[index++] = sprite.position.x; verticies[index++] = sprite.position.y; //scale verticies[index++] = sprite.scale.x; verticies[index++] = sprite.scale.y; //rotation verticies[index++] = sprite.rotation; // uv verticies[index++] = uvs.x1; verticies[index++] = uvs.y1; // color verticies[index++] = sprite.alpha; // xy verticies[index++] = w0; verticies[index++] = h0; verticies[index++] = sprite.position.x; verticies[index++] = sprite.position.y; //scale verticies[index++] = sprite.scale.x; verticies[index++] = sprite.scale.y; //rotation verticies[index++] = sprite.rotation; // uv verticies[index++] = uvs.x2; verticies[index++] = uvs.y2; // color verticies[index++] = sprite.alpha; // xy verticies[index++] = w1; verticies[index++] = h0; verticies[index++] = sprite.position.x; verticies[index++] = sprite.position.y; //scale verticies[index++] = sprite.scale.x; verticies[index++] = sprite.scale.y; //rotation verticies[index++] = sprite.rotation; // uv verticies[index++] = uvs.x3; verticies[index++] = uvs.y3; // color verticies[index++] = sprite.alpha; // increment the batchs this.currentBatchSize++; if(this.currentBatchSize >= this.size) { this.flush(); } }; PIXI.WebGLFastSpriteBatch.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.gl; // bind the current texture if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl); gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); // 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 * 4 * this.vertSize); 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.renderSession.drawCount++; }; PIXI.WebGLFastSpriteBatch.prototype.stop = function() { this.flush(); }; PIXI.WebGLFastSpriteBatch.prototype.start = function() { var gl = this.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.renderSession.projection; gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); // set the matrix gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix); // set the pointers var stride = this.vertSize * 4; gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4); gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4); gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4); gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4); gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4); }; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>