var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), TextureShader = require('../../renderers/webgl/shaders/_TextureShader'), createIndicesForQuads = require('../../utils/createIndicesForQuads'), generateMultiTextureShader = require('./generateMultiTextureShader'), CONST = require('../../const'), glCore = require('pixi-gl-core'); /** * @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 SpriteRenderer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteRenderer.java */ /** * 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 = 4; /** * 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; // the total number of indices in our batch, there are 6 points per quad. var numIndices = this.size * 6; /** * Holds the vertex data that will be sent to the vertex shader. * * @member {ArrayBuffer} */ this.vertices = new ArrayBuffer(numVerts); /** * View on the vertices as a Float32Array for positions * * @member {Float32Array} */ this.positions = new Float32Array(this.vertices); /** * View on the vertices as a Uint32Array for uvs * * @member {Float32Array} */ this.uvs = new Uint32Array(this.vertices); /** * View on the vertices as a Uint32Array for colors * * @member {Uint32Array} */ this.colors = new Uint32Array(this.vertices); /** * Holds the indices of the geometry (quads) to draw * * @member {Uint16Array} */ this.indices = createIndicesForQuads(this.size) /** * The current size of the batch, each render() call adds to this number. * * @member {number} */ this.currentBatchSize = 0; /** * The current sprites in the batch. * * @member {PIXI.Sprite[]} */ this.sprites = []; /** * The default shader that is used if a sprite doesn't have a more specific one. * * @member {PIXI.Shader} */ this.shader = null; this.group = []; this.currentGroup = null this.currentTexture = null } 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 * @param gl {WebGLRenderingContext} the current WebGL drawing context */ SpriteRenderer.prototype.onContextChange = function () { var gl = this.renderer.gl; this._shader = generateMultiTextureShader(gl, 16)//new TextureShader(gl); // setup default shader this.shader = this.renderer.shaderManager.defaultShader; // create a couple of buffers this.vertexBuffer = glCore.GLBuffer.createVertexBuffer(gl, null, gl.DYNAMIC_DRAW); this.indexBuffer = glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); // build the vao object that will render.. this.vao = new glCore.VertexArrayObject(gl); this.vao.addIndex(this.indexBuffer); this.vao.addAttribute(this.vertexBuffer, this._shader.attributes.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0); this.vao.addAttribute(this.vertexBuffer, this._shader.attributes.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4); this.vao.addAttribute(this.vertexBuffer, this._shader.attributes.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); this.currentBlendMode = 99999; }; /** * 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.currentBatchSize >= this.size) { this.flush(); } // get the uvs for the texture var uvs = sprite.texture._uvs; // if the uvs have not updated then no point rendering just yet! if (!uvs) { return; } // TODO trim?? var index = this.currentBatchSize * this.vertByteSize; var colors = this.colors; var positions = this.positions; var vertexData = sprite.vertexData var tint = (sprite.tint >> 16) + (sprite.tint & 0xff00) + ((sprite.tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24); //xy positions[index++] = vertexData[0]; positions[index++] = vertexData[1]; this.uvs[index++] = uvs.uvs_uint32[0]; colors[index++] = tint; // xy positions[index++] = vertexData[2]; positions[index++] = vertexData[3]; this.uvs[index++] = uvs.uvs_uint32[1]; colors[index++] = tint; // xy positions[index++] = vertexData[4]; positions[index++] = vertexData[5]; this.uvs[index++] = uvs.uvs_uint32[2]; colors[index++] = tint; // xy positions[index++] = vertexData[6]; positions[index++] = vertexData[7]; this.uvs[index++] = uvs.uvs_uint32[3]; colors[index++] = tint; // push a texture. // increment the batchsize var nextTexture = sprite.texture.baseTexture; var currentTexture = this.currentTexture; if(currentTexture != nextTexture) { this.textureCount++; //if(!nextTexture._enbled) { // nextTexture } var group = getGroup(); // TODO stop push can be optimised.. this.groups.push(group); } this.sprites[this.currentBatchSize++] = sprite; // textureGroup += // var texture = }; SpriteRenderer.prototype.getGroup = function () { // TODO add shader return {textures:[], ids:[], size:0, blend:0}; } // TODO - render a chunk of sprites! SpriteRenderer.prototype.renderSprites = function (sprites) { for (var i = 0; i < sprites.length; i++) { // sprites[i] }; } /** * Renders the content and empties the current batch. * */ SpriteRenderer.prototype.flush = function () { //this.textureCount = 0; console.log(this.groups); this.groups = []; // If the batch is length 0 then return as there is nothing to draw if (this.currentBatchSize === 0) { return; } var gl = this.renderer.gl; var shader; // do some smart array stuff.. // double size so we dont alway subarray the elements.. // upload the verts to the buffer if (this.currentBatchSize > ( this.size * 0.5 ) ) { this.vertexBuffer.upload(this.vertices, 0, true); } else { // o k .. sub array is SLOW>? var view = this.positions.subarray(0, this.currentBatchSize * this.vertByteSize); this.vertexBuffer.upload(view, 0, true); } var nextTexture, nextBlendMode, nextShader; var batchSize = 0; var start = 0; var currentBaseTexture = null; var currentBlendMode = this.renderer.blendModeManager.currentBlendMode; var currentShader = null; var blendSwap = false; var shaderSwap = false; var sprite; for (var i = 0, j = this.currentBatchSize; i < j; i++) { sprite = this.sprites[i]; nextTexture = sprite._texture.baseTexture; nextBlendMode = sprite.blendMode; nextShader = sprite.shader || this.shader; blendSwap = currentBlendMode !== nextBlendMode; shaderSwap = currentShader !== nextShader; // should I use uidS??? if (currentBaseTexture !== nextTexture || blendSwap || shaderSwap) { this.renderBatch(currentBaseTexture, batchSize, start); start = i; batchSize = 0; currentBaseTexture = nextTexture; if (blendSwap) { currentBlendMode = nextBlendMode; this.renderer.blendModeManager.setBlendMode( currentBlendMode ); } if (shaderSwap) { currentShader = nextShader; shader = currentShader.shaders ? currentShader.shaders[gl.id] : currentShader; if (!shader) { shader = currentShader.getShader(this.renderer); } //TODO custom shaders? this.renderer.bindShader(this._shader); } } batchSize++; } this.renderBatch(currentBaseTexture, batchSize, start); // then reset the batch! this.currentBatchSize = 0; }; /** * Draws the currently batches sprites. * * @private * @param texture {PIXI.Texture} * @param size {number} * @param startIndex {number} */ SpriteRenderer.prototype.renderBatch = function (texture, size, startIndex) { if (size === 0) { return; } var gl = this.renderer.gl; // bind the texture.. this.renderer.bindTexture(texture, 0); // now draw those suckas! gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2); }; /** * Starts a new sprite batch. * */ SpriteRenderer.prototype.start = function () { this.vao.bind(); }; /** * Destroys the SpriteBatch. * */ SpriteRenderer.prototype.destroy = function () { this.vertexBuffer.destroy(); this.indexBuffer.destroy(); ObjectRenderer.prototype.destroy.call(this); this.shader.destroy(); this.renderer = null; this.vertices = null; this.positions = null; this.colors = null; this.indices = null; this.vertexBuffer = null; this.indexBuffer = null; this.sprites = null; this.shader = null; };