var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'),
WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'),
createIndicesForQuads = require('../../utils/createIndicesForQuads'),
generateMultiTextureShader = require('./generateMultiTextureShader'),
checkMaxIfStatmentsInShader = require('../../renderers/webgl/utils/checkMaxIfStatmentsInShader'),
Buffer = require('./BatchBuffer'),
CONST = require('../../const'),
glCore = require('pixi-gl-core'),
bitTwiddle = require('bit-twiddle');
/**
* Renderer dedicated to drawing and batching sprites.
*
* @class
* @private
* @memberof PIXI
* @extends PIXI.ObjectRenderer
* @param renderer {PIXI.WebGLRenderer} The renderer this sprite batch works for.
*/
function SpriteRenderer(renderer)
{
ObjectRenderer.call(this, renderer);
/**
* Number of values sent in the vertex buffer.
* positionX, positionY, colorR, colorG, colorB = 5
*
* @member {number}
*/
this.vertSize = 5;
/**
* The size of the vertex information in bytes.
*
* @member {number}
*/
this.vertByteSize = this.vertSize * 4;
/**
* The number of images in the SpriteBatch before it flushes.
*
* @member {number}
*/
this.size = CONST.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop
// the total number of bytes in our batch
// var numVerts = this.size * 4 * this.vertByteSize;
this.buffers = [];
for (var i = 1; i <= bitTwiddle.nextPow2(this.size); i*=2) {
var numVertsTemp = i * 4 * this.vertByteSize;
this.buffers.push(new Buffer(numVertsTemp));
}
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
*/
this.indices = createIndicesForQuads(this.size);
/**
* The default shaders that is used if a sprite doesn't have a more specific one.
* there is a shader for each number of textures that can be rendererd.
* These shaders will also be generated on the fly as required.
* @member {PIXI.Shader}
*/
this.shaders = null;
this.textureCount = 0;
this.currentIndex = 0;
this.tick =0;
this.groups = [];
for (var k = 0; k < this.size; k++)
{
this.groups[k] = {textures:[], textureCount:0, ids:[], size:0, start:0, blend:0};
}
this.sprites = [];
this.vertexBuffers = [];
this.vaos = [];
this.vaoMax = 2;
this.vertexCount = 0;
this.renderer.on('prerender', this.onPrerender, this);
}
SpriteRenderer.prototype = Object.create(ObjectRenderer.prototype);
SpriteRenderer.prototype.constructor = SpriteRenderer;
module.exports = SpriteRenderer;
WebGLRenderer.registerPlugin('sprite', SpriteRenderer);
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
SpriteRenderer.prototype.onContextChange = function ()
{
var gl = this.renderer.gl;
// step 1: first check max textures the GPU can handle.
this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), CONST.SPRITE_MAX_TEXTURES);
// step 2: check the maximum number of if statements the shader can have too..
this.MAX_TEXTURES = checkMaxIfStatmentsInShader( this.MAX_TEXTURES, gl );
this.shaders = new Array(this.MAX_TEXTURES);
this.shaders[0] = generateMultiTextureShader(gl, 1);
this.shaders[1] = generateMultiTextureShader(gl, 2);
// create a couple of buffers
this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW);
// we use the second shader as the first one depending on your browser may omit aTextureId
// as it is not used by the shader so is optimized out.
var shader = this.shaders[1];
for (var i = 0; i < this.vaoMax; i++) {
this.vertexBuffers[i] = glCore.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW);
// build the vao object that will render..
this.vaos[i] = this.renderer.createVao()
.addIndex(this.indexBuffer)
.addAttribute(this.vertexBuffers[i], shader.attributes.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0)
.addAttribute(this.vertexBuffers[i], shader.attributes.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4)
.addAttribute(this.vertexBuffers[i], shader.attributes.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4)
.addAttribute(this.vertexBuffers[i], shader.attributes.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4);
}
this.vao = this.vaos[0];
this.currentBlendMode = 99999;
};
SpriteRenderer.prototype.onPrerender = function ()
{
this.vertexCount = 0;
};
/**
* Renders the sprite object.
*
* @param sprite {PIXI.Sprite} the sprite to render when using this spritebatch
*/
SpriteRenderer.prototype.render = function (sprite)
{
//TODO set blend modes..
// check texture..
if (this.currentIndex >= this.size)
{
this.flush();
}
// get the uvs for the texture
// if the uvs have not updated then no point rendering just yet!
if (!sprite.texture._uvs)
{
return;
}
// push a texture.
// increment the batchsize
this.sprites[this.currentIndex++] = sprite;
};
/**
* Renders the content and empties the current batch.
*
*/
SpriteRenderer.prototype.flush = function ()
{
if (this.currentIndex === 0) {
return;
}
var gl = this.renderer.gl;
var np2 = bitTwiddle.nextPow2(this.currentIndex);
var log2 = bitTwiddle.log2(np2);
var buffer = this.buffers[log2];
var sprites = this.sprites;
var groups = this.groups;
var float32View = buffer.float32View;
var uint32View = buffer.uint32View;
var index = 0;
var nextTexture;
var currentTexture;
var groupCount = 1;
var textureCount = 0;
var currentGroup = groups[0];
var vertexData;
var tint;
var uvs;
var textureId;
var blendMode = sprites[0].blendMode;
var shader;
currentGroup.textureCount = 0;
currentGroup.start = 0;
currentGroup.blend = blendMode;
this.tick++;
for (var i = 0; i < this.currentIndex; i++)
{
// upload the sprite elemetns...
// they have all ready been calculated so we just need to push them into the buffer.
var sprite = sprites[i];
nextTexture = sprite._texture.baseTexture;
if(blendMode !== sprite.blendMode)
{
blendMode = sprite.blendMode;
// force the batch to break!
currentTexture = null;
textureCount = this.MAX_TEXTURES;
this.tick++;
}
if(currentTexture !== nextTexture)
{
currentTexture = nextTexture;
if(nextTexture._enabled !== this.tick)
{
if(textureCount === this.MAX_TEXTURES)
{
this.tick++;
textureCount = 0;
currentGroup.size = i - currentGroup.start;
currentGroup = groups[groupCount++];
currentGroup.textureCount = 0;
currentGroup.blend = blendMode;
currentGroup.start = i;
}
nextTexture._enabled = this.tick;
nextTexture._id = textureCount;
currentGroup.textures[currentGroup.textureCount++] = nextTexture;
textureCount++;
}
}
vertexData = sprite.vertexData;
//TODO this sum does not need to be set each frame..
tint = (sprite.tint >> 16) + (sprite.tint & 0xff00) + ((sprite.tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
uvs = sprite._texture._uvs.uvsUint32;
textureId = nextTexture._id;
//xy
float32View[index++] = vertexData[0];
float32View[index++] = vertexData[1];
uint32View[index++] = uvs[0];
uint32View[index++] = tint;
float32View[index++] = textureId;
// xy
float32View[index++] = vertexData[2];
float32View[index++] = vertexData[3];
uint32View[index++] = uvs[1];
uint32View[index++] = tint;
float32View[index++] = textureId;
// xy
float32View[index++] = vertexData[4];
float32View[index++] = vertexData[5];
uint32View[index++] = uvs[2];
uint32View[index++] = tint;
float32View[index++] = textureId;
// xy
float32View[index++] = vertexData[6];
float32View[index++] = vertexData[7];
uint32View[index++] = uvs[3];
uint32View[index++] = tint;
float32View[index++] = textureId;
}
currentGroup.size = i - currentGroup.start;
this.vertexCount++;
if(this.vaoMax <= this.vertexCount)
{
this.vaoMax++;
shader = this.shaders[1];
this.vertexBuffers[this.vertexCount] = glCore.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW);
// build the vao object that will render..
this.vaos[this.vertexCount] = this.renderer.createVao()
.addIndex(this.indexBuffer)
.addAttribute(this.vertexBuffers[this.vertexCount], shader.attributes.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0)
.addAttribute(this.vertexBuffers[this.vertexCount], shader.attributes.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4)
.addAttribute(this.vertexBuffers[this.vertexCount], shader.attributes.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4)
.addAttribute(this.vertexBuffers[this.vertexCount], shader.attributes.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4);
}
this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0);
this.vao = this.vaos[this.vertexCount].bind();
/// render the groups..
for (i = 0; i < groupCount; i++) {
var group = groups[i];
var groupTextureCount = group.textureCount;
shader = this.shaders[groupTextureCount-1];
if(!shader)
{
shader = this.shaders[groupTextureCount-1] = generateMultiTextureShader(gl, groupTextureCount);
//console.log("SHADER generated for " + textureCount + " textures")
}
this.renderer.bindShader(shader);
for (var j = 0; j < groupTextureCount; j++)
{
this.renderer.bindTexture(group.textures[j], j);
}
// set the blend mode..
this.renderer.state.setBlendMode( group.blend );
gl.drawElements(gl.TRIANGLES, group.size * 6, gl.UNSIGNED_SHORT, group.start * 6 * 2);
}
// reset elements for the next flush
this.currentIndex = 0;
};
/**
* Starts a new sprite batch.
*
*/
SpriteRenderer.prototype.start = function ()
{
// this.renderer.bindShader(this.shader);
this.tick %= 1000;
};
SpriteRenderer.prototype.stop = function ()
{
this.flush();
this.vao.unbind();
};
/**
* Destroys the SpriteBatch.
*
*/
SpriteRenderer.prototype.destroy = function ()
{
for (var i = 0; i < this.vertexCount; i++) {
this.vertexBuffers[i].destroy();
this.vaos[i].destroy();
}
this.indexBuffer.destroy();
this.renderer.off('prerender', this.onPrerender, this);
ObjectRenderer.prototype.destroy.call(this);
for (i = 0; i < this.shaders.length; i++) {
if(this.shaders[i])
{
this.shaders[i].destroy();
}
}
this.vertexBuffers = null;
this.vaos = null;
this.indexBuffer = null;
this.indices = null;
this.sprites = null;
for (i = 0; i < this.buffers.length; i++) {
this.buffers[i].destroy();
}
};