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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.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
*/
PIXI.WebGLFastSpriteBatch = function()
{
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]);
// 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>
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