/**
* @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
* @namespace PIXI
*/
function WebGLFastSpriteBatch(renderer) {
/**
* @member {number}
*/
this.vertSize = 10;
/**
* @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 * 4 * this.vertSize;
//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;
/**
* @member {Matrix}
*/
this.matrix = null;
this.renderer = renderer;
this.setupContext();
}
WebGLFastSpriteBatch.prototype.constructor = WebGLFastSpriteBatch;
module.exports = WebGLFastSpriteBatch;
/**
* Sets the WebGL Context.
*
* @param gl {WebGLContext} the current WebGL drawing context
*/
WebGLFastSpriteBatch.prototype.setupContext = function () {
var gl = this.renderer.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);
};
/**
* @param spriteBatch {WebGLSpriteBatch}
* @param renderer {WebGLRenderer|CanvasRenderer} The renderer
*/
WebGLFastSpriteBatch.prototype.begin = function (spriteBatch, renderer) {
this.renderer = renderer;
this.shader = renderer.shaderManager.fastShader;
this.matrix = spriteBatch.worldTransform.toArray(true);
this.start();
};
/**
*/
WebGLFastSpriteBatch.prototype.end = function () {
this.flush();
};
/**
* @param spriteBatch {WebGLSpriteBatch}
*/
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.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}
*/
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, 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 * 4 * this.vertSize;
// 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;
//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;
//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;
//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;
//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();
}
};
/**
*
*/
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.renderer.gl;
// bind the current texture
if (!this.currentBaseTexture._glTextures[gl.id]) {
this.renderer.updateTexture(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.renderer.drawCount++;
};
/**
*
*/
WebGLFastSpriteBatch.prototype.stop = function () {
this.flush();
};
/**
*
*/
WebGLFastSpriteBatch.prototype.start = function () {
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.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.attributes.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(this.shader.attributes.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(this.shader.attributes.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
gl.vertexAttribPointer(this.shader.attributes.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
gl.vertexAttribPointer(this.shader.attributes.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
gl.vertexAttribPointer(this.shader.attributes.aColor, 1, gl.FLOAT, false, stride, 9 * 4);
};