var core = require('../../core'),
ParticleShader = require('./ParticleShader'),
ParticleBuffer = require('./ParticleBuffer');
/**
* @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 ParticleRenderer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java
*/
/**
*
* @class
* @private
* @memberof PIXI
* @param renderer {PIXI.WebGLRenderer} The renderer this sprite batch works for.
*/
function ParticleRenderer(renderer)
{
core.ObjectRenderer.call(this, renderer);
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
// and max number of element in the index buffer is 16384 * 6 = 98304
// Creating a full index buffer, overhead is 98304 * 2 = 196Ko
// var numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
this.shader = null;
this.indexBuffer = null;
this.properties = null;
this.tempMatrix = new core.Matrix();
this.CONTEXT_UID = 0;
}
ParticleRenderer.prototype = Object.create(core.ObjectRenderer.prototype);
ParticleRenderer.prototype.constructor = ParticleRenderer;
module.exports = ParticleRenderer;
core.WebGLRenderer.registerPlugin('particle', ParticleRenderer);
/**
* When there is a WebGL context change
*
* @private
*/
ParticleRenderer.prototype.onContextChange = function ()
{
var gl = this.renderer.gl;
this.CONTEXT_UID = this.renderer.CONTEXT_UID;
// setup default shader
this.shader = new ParticleShader(gl);
this.properties = [
// verticesData
{
attribute:this.shader.attributes.aVertexPosition,
size:2,
uploadFunction:this.uploadVertices,
offset:0
},
// positionData
{
attribute:this.shader.attributes.aPositionCoord,
size:2,
uploadFunction:this.uploadPosition,
offset:0
},
// rotationData
{
attribute:this.shader.attributes.aRotation,
size:1,
uploadFunction:this.uploadRotation,
offset:0
},
// uvsData
{
attribute:this.shader.attributes.aTextureCoord,
size:2,
uploadFunction:this.uploadUvs,
offset:0
},
// alphaData
{
attribute:this.shader.attributes.aColor,
size:1,
uploadFunction:this.uploadAlpha,
offset:0
}
];
};
/**
* Starts a new particle batch.
*
*/
ParticleRenderer.prototype.start = function ()
{
this.renderer.bindShader(this.shader);
};
/**
* Renders the particle container object.
*
* @param container {PIXI.ParticleContainer} The container to render using this ParticleRenderer
*/
ParticleRenderer.prototype.render = function (container)
{
var children = container.children,
totalChildren = children.length,
maxSize = container._maxSize,
batchSize = container._batchSize;
if(totalChildren === 0)
{
return;
}
else if(totalChildren > maxSize)
{
totalChildren = maxSize;
}
var buffers = container._glBuffers[this.renderer.CONTEXT_UID];
if(!buffers)
{
buffers = container._glBuffers[this.renderer.CONTEXT_UID] = this.generateBuffers( container );
}
// if the uvs have not updated then no point rendering just yet!
this.renderer.setBlendMode(container.blendMode);
var gl = this.renderer.gl;
var m = container.worldTransform.copy( this.tempMatrix );
m.prepend( this.renderer._activeRenderTarget.projectionMatrix );
this.shader.uniforms.projectionMatrix = m.toArray(true);
this.shader.uniforms.uAlpha = container.worldAlpha;
// make sure the texture is bound..
var baseTexture = children[0]._texture.baseTexture;
this.renderer.bindTexture(baseTexture);
// now lets upload and render the buffers..
for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)
{
var amount = ( totalChildren - i);
if(amount > batchSize)
{
amount = batchSize;
}
var buffer = buffers[j];
// we always upload the dynamic
buffer.uploadDynamic(children, i, amount);
// we only upload the static content when we have to!
if(container._bufferToUpdate === j)
{
buffer.uploadStatic(children, i, amount);
container._bufferToUpdate = j + 1;
}
// bind the buffer
buffer.vao.bind()
.draw(gl.TRIANGLES, amount * 6)
.unbind();
// now draw those suckas!
// gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);
// this.renderer.drawCount++;
}
};
/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
*
* @param container {PIXI.ParticleContainer} The container to render using this ParticleRenderer
*/
ParticleRenderer.prototype.generateBuffers = function (container)
{
var gl = this.renderer.gl,
buffers = [],
size = container._maxSize,
batchSize = container._batchSize,
dynamicPropertyFlags = container._properties,
i;
for (i = 0; i < size; i += batchSize)
{
buffers.push(new ParticleBuffer(gl, this.properties, dynamicPropertyFlags, batchSize));
}
return buffers;
};
/**
* Uploads the verticies.
*
* @param children {PIXI.DisplayObject[]} the array of display objects to render
* @param startIndex {number} the index to start from in the children array
* @param amount {number} the amount of children that will have their vertices uploaded
* @param array {number[]}
* @param stride {number}
* @param offset {number}
*/
ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset)
{
var sprite,
texture,
trim,
orig,
sx,
sy,
w0, w1, h0, h1;
for (var i = 0; i < amount; i++) {
sprite = children[startIndex + i];
texture = sprite._texture;
sx = sprite.scale.x;
sy = sprite.scale.y;
trim = texture.trim;
orig = texture.orig;
if (trim)
{
// if the sprite is trimmed and is not a tilingsprite then we need to add the extra space before transforming the sprite coords..
w1 = trim.x - sprite.anchor.x * orig.width;
w0 = w1 + trim.width;
h1 = trim.y - sprite.anchor.y * orig.height;
h0 = h1 + trim.height;
}
else
{
w0 = (orig.width ) * (1-sprite.anchor.x);
w1 = (orig.width ) * -sprite.anchor.x;
h0 = orig.height * (1-sprite.anchor.y);
h1 = orig.height * -sprite.anchor.y;
}
array[offset] = w1 * sx;
array[offset + 1] = h1 * sy;
array[offset + stride] = w0 * sx;
array[offset + stride + 1] = h1 * sy;
array[offset + stride * 2] = w0 * sx;
array[offset + stride * 2 + 1] = h0 * sy;
array[offset + stride * 3] = w1 * sx;
array[offset + stride * 3 + 1] = h0 * sy;
offset += stride * 4;
}
};
/**
*
* @param children {PIXI.DisplayObject[]} the array of display objects to render
* @param startIndex {number} the index to start from in the children array
* @param amount {number} the amount of children that will have their positions uploaded
* @param array {number[]}
* @param stride {number}
* @param offset {number}
*/
ParticleRenderer.prototype.uploadPosition = function (children,startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var spritePosition = children[startIndex + i].position;
array[offset] = spritePosition.x;
array[offset + 1] = spritePosition.y;
array[offset + stride] = spritePosition.x;
array[offset + stride + 1] = spritePosition.y;
array[offset + stride * 2] = spritePosition.x;
array[offset + stride * 2 + 1] = spritePosition.y;
array[offset + stride * 3] = spritePosition.x;
array[offset + stride * 3 + 1] = spritePosition.y;
offset += stride * 4;
}
};
/**
*
* @param children {PIXI.DisplayObject[]} the array of display objects to render
* @param startIndex {number} the index to start from in the children array
* @param amount {number} the amount of children that will have their rotation uploaded
* @param array {number[]}
* @param stride {number}
* @param offset {number}
*/
ParticleRenderer.prototype.uploadRotation = function (children,startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var spriteRotation = children[startIndex + i].rotation;
array[offset] = spriteRotation;
array[offset + stride] = spriteRotation;
array[offset + stride * 2] = spriteRotation;
array[offset + stride * 3] = spriteRotation;
offset += stride * 4;
}
};
/**
*
* @param children {PIXI.DisplayObject[]} the array of display objects to render
* @param startIndex {number} the index to start from in the children array
* @param amount {number} the amount of children that will have their Uvs uploaded
* @param array {number[]}
* @param stride {number}
* @param offset {number}
*/
ParticleRenderer.prototype.uploadUvs = function (children,startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var textureUvs = children[startIndex + i]._texture._uvs;
if (textureUvs)
{
array[offset] = textureUvs.x0;
array[offset + 1] = textureUvs.y0;
array[offset + stride] = textureUvs.x1;
array[offset + stride + 1] = textureUvs.y1;
array[offset + stride * 2] = textureUvs.x2;
array[offset + stride * 2 + 1] = textureUvs.y2;
array[offset + stride * 3] = textureUvs.x3;
array[offset + stride * 3 + 1] = textureUvs.y3;
offset += stride * 4;
}
else
{
//TODO you know this can be easier!
array[offset] = 0;
array[offset + 1] = 0;
array[offset + stride] = 0;
array[offset + stride + 1] = 0;
array[offset + stride * 2] = 0;
array[offset + stride * 2 + 1] = 0;
array[offset + stride * 3] = 0;
array[offset + stride * 3 + 1] = 0;
offset += stride * 4;
}
}
};
/**
*
* @param children {PIXI.DisplayObject[]} the array of display objects to render
* @param startIndex {number} the index to start from in the children array
* @param amount {number} the amount of children that will have their alpha uploaded
* @param array {number[]}
* @param stride {number}
* @param offset {number}
*/
ParticleRenderer.prototype.uploadAlpha = function (children,startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var spriteAlpha = children[startIndex + i].alpha;
array[offset] = spriteAlpha;
array[offset + stride] = spriteAlpha;
array[offset + stride * 2] = spriteAlpha;
array[offset + stride * 3] = spriteAlpha;
offset += stride * 4;
}
};
/**
* Destroys the ParticleRenderer.
*
*/
ParticleRenderer.prototype.destroy = function ()
{
if (this.renderer.gl) {
this.renderer.gl.deleteBuffer(this.indexBuffer);
}
core.ObjectRenderer.prototype.destroy.apply(this, arguments);
this.shader.destroy();
this.indices = null;
this.tempMatrix = null;
};