var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), CONST = require('../../const'); /** * @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 */ /** * * @class * @private * @memberof PIXI * @extends PIXI.ObjectRenderer * @param renderer {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; // 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 colors * * @member {Uint32Array} */ this.colors = new Uint32Array(this.vertices); /** * Holds the indices of the geometry (quads) to draw * * @member {Uint16Array} */ this.indices = new Uint16Array(numIndices); // fill the indices with the quads to draw 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; } /** * 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 {Array} */ this.sprites = []; /** * The default shader that is used if a sprite doesn't have a more specific one. * * @member {Shader} */ this.shader = 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; // setup default shader this.shader = this.renderer.shaderManager.defaultShader; // create a couple of buffers this.vertexBuffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer(); //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); this.currentBlendMode = 99999; }; /** * Renders the sprite object. * * @param sprite {Sprite} the sprite to render when using this spritebatch */ SpriteRenderer.prototype.render = function (sprite) { var texture = sprite._texture; //TODO set blend modes.. // check texture.. if (this.currentBatchSize >= this.size) { this.flush(); } // get the uvs for the texture var uvs = texture._uvs; // if the uvs have not updated then no point rendering just yet! if (!uvs) { return; } // TODO trim?? var aX = sprite.anchor.x; var aY = sprite.anchor.y; var w0, w1, h0, h1; if (texture.trim) { // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. var trim = texture.trim; w1 = trim.x - aX * trim.width; w0 = w1 + texture.crop.width; h1 = trim.y - aY * trim.height; h0 = h1 + texture.crop.height; } else { w0 = (texture._frame.width ) * (1-aX); w1 = (texture._frame.width ) * -aX; h0 = texture._frame.height * (1-aY); h1 = texture._frame.height * -aY; } var index = this.currentBatchSize * this.vertByteSize; var worldTransform = sprite.worldTransform; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; var d = worldTransform.d; var tx = worldTransform.tx; var ty = worldTransform.ty; var colors = this.colors; var positions = this.positions; if (this.renderer.roundPixels) { // xy positions[index] = a * w1 + c * h1 + tx | 0; positions[index+1] = d * h1 + b * w1 + ty | 0; // xy positions[index+5] = a * w0 + c * h1 + tx | 0; positions[index+6] = d * h1 + b * w0 + ty | 0; // xy positions[index+10] = a * w0 + c * h0 + tx | 0; positions[index+11] = d * h0 + b * w0 + ty | 0; // xy positions[index+15] = a * w1 + c * h0 + tx | 0; positions[index+16] = d * h0 + b * w1 + ty | 0; } else { // xy positions[index] = a * w1 + c * h1 + tx; positions[index+1] = d * h1 + b * w1 + ty; // xy positions[index+5] = a * w0 + c * h1 + tx; positions[index+6] = d * h1 + b * w0 + ty; // xy positions[index+10] = a * w0 + c * h0 + tx; positions[index+11] = d * h0 + b * w0 + ty; // xy positions[index+15] = a * w1 + c * h0 + tx; positions[index+16] = d * h0 + b * w1 + ty; } // uv positions[index+2] = uvs.x0; positions[index+3] = uvs.y0; // uv positions[index+7] = uvs.x1; positions[index+8] = uvs.y1; // uv positions[index+12] = uvs.x2; positions[index+13] = uvs.y2; // uv positions[index+17] = uvs.x3; positions[index+18] = uvs.y3; // color and alpha var tint = sprite.tint; colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24); // increment the batchsize this.sprites[this.currentBatchSize++] = sprite; }; /** * Renders the content and empties the current batch. * */ SpriteRenderer.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; var shader; // 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.positions.subarray(0, this.currentBatchSize * this.vertByteSize); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); } 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); } // set shader function??? this.renderer.shaderManager.setShader(shader); //TODO - i KNOW this can be optimised! Once v3 is stable il look at this next... shader.uniforms.projectionMatrix.value = this.renderer.currentRenderTarget.projectionMatrix.toArray(true); //Make this a little more dynamic / intelligent! shader.syncUniforms(); //TODO investigate some kind of texture state managment?? // need to make sure this texture is the active one for all the batch swaps.. gl.activeTexture(gl.TEXTURE0); // both thease only need to be set if they are changing.. // set the projection //gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); } } batchSize++; } this.renderBatch(currentBaseTexture, batchSize, start); // then reset the batch! this.currentBatchSize = 0; }; /** * Draws the currently batches sprites. * * @private * @param texture {Texture} * @param size {number} * @param startIndex {number} */ SpriteRenderer.prototype.renderBatch = function (texture, size, startIndex) { if (size === 0) { return; } var gl = this.renderer.gl; if (!texture._glTextures[gl.id]) { this.renderer.updateTexture(texture); } else { // bind the current texture gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); } // now draw those suckas! gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2); // increment the draw count this.renderer.drawCount++; }; /** * Starts a new sprite batch. * */ SpriteRenderer.prototype.start = function () { var gl = this.renderer.gl; // bind the main texture // bind the buffers gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); // this is the same for each shader? var stride = this.vertByteSize; gl.vertexAttribPointer(this.shader.attributes.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(this.shader.attributes.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); // color attributes will be interpreted as unsigned bytes and normalized gl.vertexAttribPointer(this.shader.attributes.aColor, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4); }; /** * Destroys the SpriteBatch. * */ SpriteRenderer.prototype.destroy = function () { this.renderer.gl.deleteBuffer(this.vertexBuffer); this.renderer.gl.deleteBuffer(this.indexBuffer); 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; };