/**
* @author Mat Groves http://matgroves.com/
*/
PIXI._batchs = [];
/**
* @private
*/
PIXI._getBatch = function(gl)
{
if(PIXI._batchs.length == 0)
{
return new PIXI.WebGLBatch(gl);
}
else
{
return PIXI._batchs.pop();
}
}
/**
* @private
*/
PIXI._returnBatch = function(batch)
{
batch.clean();
PIXI._batchs.push(batch);
}
/**
* @private
*/
PIXI._restoreBatchs = function(gl)
{
for (var i=0; i < PIXI._batchs.length; i++)
{
PIXI._batchs[i].restoreLostContext(gl);
};
}
/**
* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
* if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
* @class WebGLBatch
* @param an instance of the webGL context
* @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
*/
PIXI.WebGLBatch = function(gl)
{
this.gl = gl;
this.size = 0;
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer();
this.colorBuffer = gl.createBuffer();
this.blendMode = PIXI.blendModes.NORMAL;
this.dynamicSize = 1;
}
// constructor
PIXI.WebGLBatch.constructor = PIXI.WebGLBatch;
/**
* Cleans the batch so that is can be returned to an object pool and reused
*/
PIXI.WebGLBatch.prototype.clean = function()
{
this.verticies = [];
this.uvs = [];
this.indices = [];
this.colors = [];
//this.sprites = [];
this.dynamicSize = 1;
this.texture = null;
this.last = null;
this.size = 0;
this.head;
this.tail;
}
/*
* recreates the buffers in the event of a context loss
*/
PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
{
this.gl = gl;
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer();
this.colorBuffer = gl.createBuffer();
}
/**
* inits the batch's texture and blend mode based if the supplied sprite
* @method init
* @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with the same base texture and blend mode will be allowed to be added to this batch
*/
PIXI.WebGLBatch.prototype.init = function(sprite)
{
sprite.batch = this;
this.dirty = true;
this.blendMode = sprite.blendMode;
this.texture = sprite.texture.baseTexture;
// this.sprites.push(sprite);
this.head = sprite;
this.tail = sprite;
this.size = 1;
this.growBatch();
}
/**
* inserts a sprite before the specified sprite
* @method insertBefore
* @param sprite {Sprite} the sprite to be added
* @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
*/
PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
{
this.size++;
sprite.batch = this;
this.dirty = true;
var tempPrev = nextSprite.__prev;
nextSprite.__prev = sprite;
sprite.__next = nextSprite;
if(tempPrev)
{
sprite.__prev = tempPrev;
tempPrev.__next = sprite;
}
else
{
this.head = sprite;
//this.head.__prev = null
}
}
/**
* inserts a sprite after the specified sprite
* @method insertAfter
* @param sprite {Sprite} the sprite to be added
* @param previousSprite {Sprite} the first sprite will be inserted after this sprite
*/
PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
{
this.size++;
sprite.batch = this;
this.dirty = true;
var tempNext = previousSprite.__next;
previousSprite.__next = sprite;
sprite.__prev = previousSprite;
if(tempNext)
{
sprite.__next = tempNext;
tempNext.__prev = sprite;
}
else
{
this.tail = sprite
}
}
/**
* removes a sprite from the batch
* @method remove
* @param sprite {Sprite} the sprite to be removed
*/
PIXI.WebGLBatch.prototype.remove = function(sprite)
{
this.size--;
if(this.size == 0)
{
sprite.batch = null;
sprite.__prev = null;
sprite.__next = null;
return;
}
if(sprite.__prev)
{
sprite.__prev.__next = sprite.__next;
}
else
{
this.head = sprite.__next;
this.head.__prev = null;
}
if(sprite.__next)
{
sprite.__next.__prev = sprite.__prev;
}
else
{
this.tail = sprite.__prev;
this.tail.__next = null
}
sprite.batch = null;
sprite.__next = null;
sprite.__prev = null;
this.dirty = true;
}
/**
* Splits the batch into two with the specified sprite being the start of the new batch.
* @method split
* @param sprite {Sprite} the sprite that indicates where the batch should be split
* @return {WebGLBatch} the new batch
*/
PIXI.WebGLBatch.prototype.split = function(sprite)
{
//console.log("Splitting batch :" + this.size)
// console.log(sprite)
// console.log("-------")
this.dirty = true;
//var val = (this.tail == this.head)
//console.log(val + " SAME?");
var batch = new PIXI.WebGLBatch(this.gl)//PIXI._getBatch(this.gl);
batch.init(sprite);
batch.tail = this.tail;
//console.log("id is " +batcheee.id)
this.tail = sprite.__prev;
this.tail.__next = null;
sprite.__prev = null;
// return a splite batch!
//sprite.__prev.__next = null;
//sprite.__prev = null;
// TODO this size is wrong!
// need to recalculate :/ problem with a linked list!
// unless it gets calculated in the "clean"?
// need to loop through items as there is no way to know the length on a linked list :/
var tempSize = 0;
while(sprite)
{
tempSize++;
sprite.batch = batch;
sprite = sprite.__next;
}
batch.size = tempSize;
this.size -= tempSize;
return batch;
}
/**
* Merges two batchs together
* @method merge
* @param batch {WebGLBatch} the batch that will be merged
*/
PIXI.WebGLBatch.prototype.merge = function(batch)
{
this.dirty = true;
this.tail.__next = batch.head;
batch.head.__prev = this.tail;
this.size += batch.size;
this.tail = batch.tail;
var sprite = batch.head;
while(sprite)
{
sprite.batch = this;
sprite = sprite.__next;
}
}
/**
* Grows the size of the batch. As the elements in the batch cannot have a dynamic size this function is used to increase the size of the batch. It also creates a little extra room so that the batch does not need to be resized every time a sprite is added
* @methos growBatch
*/
PIXI.WebGLBatch.prototype.growBatch = function()
{
var gl = this.gl;
if( this.size == 1)
{
this.dynamicSize = 1;
}
else
{
this.dynamicSize = this.size * 1.5
}
// grow verts
this.verticies = new Float32Array(this.dynamicSize * 8);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
this.uvs = new Float32Array( this.dynamicSize * 8 )
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
this.dirtyUVS = true;
this.colors = new Float32Array( this.dynamicSize * 4 )
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
this.dirtyColors = true;
this.indices = new Uint16Array(this.dynamicSize * 6);
var length = this.indices.length/6;
for (var i=0; i < length; i++)
{
var index2 = i * 6;
var index3 = i * 4;
this.indices[index2 + 0] = index3 + 0;
this.indices[index2 + 1] = index3 + 1;
this.indices[index2 + 2] = index3 + 2;
this.indices[index2 + 3] = index3 + 0;
this.indices[index2 + 4] = index3 + 2;
this.indices[index2 + 5] = index3 + 3;
};
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
/**
* Refresh's all the data in the batch and sync's it with the webGL buffers
* @method refresh
*/
PIXI.WebGLBatch.prototype.refresh = function()
{
var gl = this.gl;
if (this.dynamicSize < this.size)
{
this.growBatch();
}
var indexRun = 0;
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index
var a, b, c, d, tx, ty
var displayObject = this.head
while(displayObject)
{
index = indexRun * 8;
var texture = displayObject.texture;
var frame = texture.frame;
var tw = texture.baseTexture.width;
var th = texture.baseTexture.height;
this.uvs[index + 0] = frame.x / tw;
this.uvs[index +1] = frame.y / th;
this.uvs[index +2] = (frame.x + frame.width) / tw;
this.uvs[index +3] = frame.y / th;
this.uvs[index +4] = (frame.x + frame.width) / tw;
this.uvs[index +5] = (frame.y + frame.height) / th;
this.uvs[index +6] = frame.x / tw;
this.uvs[index +7] = (frame.y + frame.height) / th;
displayObject.updateFrame = false;
colorIndex = indexRun * 4;
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
displayObject = displayObject.__next;
indexRun ++;
}
this.dirtyUVS = true;
this.dirtyColors = true;
}
/**
* Updates all the relevant geometry and uploads the data to the GPU
* @method update
*/
PIXI.WebGLBatch.prototype.update = function()
{
var gl = this.gl;
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
var a, b, c, d, tx, ty;
var indexRun = 0;
var displayObject = this.head;
while(displayObject)
{
width = displayObject.width;
height = displayObject.height;
aX = displayObject.anchor.x - displayObject.texture.trim.x
aY = displayObject.anchor.y - displayObject.texture.trim.y
w0 = width * (1-aX);
w1 = width * -aX;
h0 = height * (1-aY);
h1 = height * -aY;
index = indexRun * 8;
worldTransform = displayObject.worldTransform;
a = worldTransform[0];
b = worldTransform[3];
c = worldTransform[1];
d = worldTransform[4];
tx = worldTransform[2];
ty = worldTransform[5];
this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
this.verticies[index + 6] = a * w1 + c * h0 + tx;
this.verticies[index + 7] = d * h0 + b * w1 + ty;
if(displayObject.updateFrame)
{
this.dirtyUVS = true;
var texture = displayObject.texture;
var frame = texture.frame;
var tw = texture.baseTexture.width;
var th = texture.baseTexture.height;
this.uvs[index + 0] = frame.x / tw;
this.uvs[index +1] = frame.y / th;
this.uvs[index +2] = (frame.x + frame.width) / tw;
this.uvs[index +3] = frame.y / th;
this.uvs[index +4] = (frame.x + frame.width) / tw;
this.uvs[index +5] = (frame.y + frame.height) / th;
this.uvs[index +6] = frame.x / tw;
this.uvs[index +7] = (frame.y + frame.height) / th;
displayObject.updateFrame = false;
}
// TODO this probably could do with some optimisation....
if(displayObject.cacheAlpha != displayObject.worldAlpha)
{
displayObject.cacheAlpha = displayObject.worldAlpha;
var colorIndex = indexRun * 4;
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
this.dirtyColors = true;
}
indexRun++;
displayObject = displayObject.__next;
}
}
/**
* Draws the batch to the frame buffer
* @method render
*/
PIXI.WebGLBatch.prototype.render = function()
{
if(this.dirty)
{
this.refresh();
this.dirty = false;
}
if (this.size == 0)return;
this.update();
var gl = this.gl;
//TODO optimize this!
if(this.blendMode == PIXI.blendModes.NORMAL)
{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
else
{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
}
var shaderProgram = PIXI.shaderProgram;
// update the verts..
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// ok..
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
if(this.dirtyUVS)
{
this.dirtyUVS = false;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs);
}
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
// update color!
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
if(this.dirtyColors)
{
this.dirtyColors = false;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
}
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// DRAW THAT this!
gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0);
}