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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js</h1>
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<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
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*
*/
PIXI.WebGLSpriteBatch = function(gl)
{
/**
*
*
* @property vertSize
* @type Number
*/
this.vertSize = 6;
/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
//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.size * 6;
//vertex data
/**
* Holds the vertices
*
* @property vertices
* @type Float32Array
*/
this.vertices = new Float32Array(numVerts);
//index data
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new Uint16Array(numIndices);
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.setContext(gl);
this.dirty = true;
};
/**
*
* @method setContext
*
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.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);
this.currentBlendMode = 99999;
};
/**
*
* @method begin
*
* @param renderSession {RenderSession} the RenderSession
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.defaultShader;
this.start();
};
/**
*
* @method end
*
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
*
* @method render
*
* @param sprite {Sprite} the sprite to render when using this spritebatch
*/
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
{
var texture = sprite.texture;
var blendChange = this.renderSession.blendModeManager.currentBlendMode !== sprite.blendMode;
// check texture..
if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size || blendChange)
{
this.flush();
this.currentBaseTexture = texture.baseTexture;
this.renderSession.blendModeManager.setBlendMode(sprite.blendMode);
}
// 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;
// get the sprites current alpha
var alpha = sprite.worldAlpha;
var tint = sprite.tint;
var verticies = this.vertices;
// 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 * 4 * this.vertSize;
var worldTransform = sprite.worldTransform;//.toArray();
var a = worldTransform.a;//[0];
var b = worldTransform.c;//[3];
var c = worldTransform.b;//[1];
var d = worldTransform.d;//[4];
var tx = worldTransform.tx;//[2];
var ty = worldTransform.ty;///[5];
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
// uv
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w0 + c * h1 + tx;
verticies[index++] = d * h1 + b * w0 + ty;
// uv
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
// uv
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w1 + c * h0 + tx;
verticies[index++] = d * h0 + b * w1 + ty;
// uv
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// increment the batchsize
this.currentBatchSize++;
};
/**
* Renders a tilingSprite using the spriteBatch
* @method renderTilingSprite
*
* @param sprite {TilingSprite} the tilingSprite to render
*/
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
{
var texture = tilingSprite.tilingTexture;
var blendChange = this.renderSession.blendModeManager.currentBlendMode !== tilingSprite.blendMode;
// check texture..
if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size || blendChange)
{
this.flush();
this.currentBaseTexture = texture.baseTexture;
this.renderSession.blendModeManager.setBlendMode(tilingSprite.blendMode);
}
// 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 PIXI.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
var alpha = tilingSprite.worldAlpha;
var tint = tilingSprite.tint;
var verticies = this.vertices;
var width = tilingSprite.width;
var height = tilingSprite.height;
// TODO trim??
var aX = tilingSprite.anchor.x; // - tilingSprite.texture.trim.x
var aY = tilingSprite.anchor.y; //- tilingSprite.texture.trim.y
var w0 = width * (1-aX);
var w1 = width * -aX;
var h0 = height * (1-aY);
var h1 = height * -aY;
var index = this.currentBatchSize * 4 * this.vertSize;
var worldTransform = tilingSprite.worldTransform;
var a = worldTransform.a;//[0];
var b = worldTransform.c;//[3];
var c = worldTransform.b;//[1];
var d = worldTransform.d;//[4];
var tx = worldTransform.tx;//[2];
var ty = worldTransform.ty;///[5];
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
// uv
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w0 + c * h1 + tx;
verticies[index++] = d * h1 + b * w0 + ty;
// uv
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
// uv
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// xy
verticies[index++] = a * w1 + c * h0 + tx;
verticies[index++] = d * h0 + b * w1 + ty;
// uv
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// increment the batchs
this.currentBatchSize++;
};
/**
* Renders the content and empties the current batch
*
* @method flush
*
*/
PIXI.WebGLSpriteBatch.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;
this.renderSession.shaderManager.setShader(this.renderSession.shaderManager.defaultShader);
//TODO - im usre this can be done better - will look to tweak this for 1.7..
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);
// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
// set the pointers
var stride = this.vertSize * 4;
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
}
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl));
// check if a texture is dirty..
if(this.currentBaseTexture._dirty[gl.id])
{
PIXI.updateWebGLTexture(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);
}
// 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++;
};
/**
*
* @method stop
*
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
};
/**
*
* @method start
*
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
this.dirty = true;
};
/**
* Destroys the SpriteBatch
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{
this.vertices = null;
this.indices = null;
this.gl.deleteBuffer( this.vertexBuffer );
this.gl.deleteBuffer( this.indexBuffer );
this.currentBaseTexture = null;
this.gl = null;
};
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