@smoud/tiny
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Fast and tiny JavaScript library for HTML5 game and playable ads creation.
489 lines (388 loc) • 13.2 kB
JavaScript
import { Filter } from '../Filter';
import { PixiShader } from '../shaders/PixiShader';
/**
* @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 SpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteBatch.java
*/
/**
*
* @class SpriteBatch
* @private
* @constructor
*/
var SpriteBatch = function (renderer) {
this.renderer = renderer;
/**
* @property vertSize
* @type Number
*/
this.vertSize = 5;
/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000; //Math.pow(2, 16) / this.vertSize;
//the total number of bytes in our batch
var numVerts = this.size * 4 * 4 * this.vertSize;
//the total number of indices in our batch
var numIndices = this.size * 6;
/**
* Holds the vertices
*
* @property vertices
* @type ArrayBuffer
*/
this.vertices = new ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
* @type Float32Array
*/
this.positions = new Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new Uint32Array(this.vertices);
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new Uint16Array(numIndices);
/**
* @property lastIndexCount
* @type Number
*/
this.lastIndexCount = 0;
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;
}
/**
* @property drawing
* @type Boolean
*/
this.drawing = false;
/**
* @property currentBatchSize
* @type Number
*/
this.currentBatchSize = 0;
/**
* @property currentBaseTexture
* @type BaseTexture
*/
this.currentBaseTexture = null;
/**
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* @property textures
* @type Array
*/
this.textures = [];
/**
* @property blendModes
* @type Array
*/
this.blendModes = [];
/**
* @property shaders
* @type Array
*/
this.shaders = [];
/**
* @property sprites
* @type Array
*/
this.sprites = [];
/**
* @property defaultShader
* @type AbstractFilter
*/
this.defaultShader = new Filter([
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
]);
};
/**
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
SpriteBatch.prototype.setContext = function (gl) {
this.gl = gl;
// create a couple of buffers
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// 65535 is max index, so 65535 / 6 = 10922.
//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;
var shader = new PixiShader(gl);
shader.fragmentSrc = this.defaultShader.fragmentSrc;
shader.uniforms = {};
shader.init();
this.defaultShader.shaders[gl.id] = shader;
};
/**
* @method begin
* @param renderSession {Object} The RenderSession object
*/
SpriteBatch.prototype.begin = function (renderer) {
// this.renderSession = renderSession;
this.shader = renderer.shaderManager.defaultShader;
this.start();
};
/**
* @method render
* @param sprite {Sprite} the sprite to render when using this spritebatch
*/
SpriteBatch.prototype.render = function (sprite) {
var texture = sprite.texture;
//TODO set blend modes..
// check texture..
if (this.currentBatchSize >= this.size) {
this.flush();
this.currentBaseTexture = texture.base;
}
// 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 * 4 * this.vertSize;
var resolution = texture.base.resolution;
var worldTransform = sprite.worldTransform;
var a = worldTransform.a / resolution;
var b = worldTransform.b / resolution;
var c = worldTransform.c / resolution;
var d = worldTransform.d / resolution;
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.int;
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.
*
* @method flush
*/
SpriteBatch.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.gl;
var shader;
if (this.dirty) {
this.dirty = false;
// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
shader = this.defaultShader.shaders[gl.id];
// this is the same for each shader?
var stride = this.vertSize * 4;
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
}
// 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 * 4 * this.vertSize);
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.base;
nextBlendMode = sprite.blendMode;
nextShader = sprite.shader || this.defaultShader;
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[gl.id];
if (!shader) {
shader = new PixiShader(gl);
shader.fragmentSrc = currentShader.fragmentSrc;
shader.uniforms = currentShader.uniforms;
shader.init();
currentShader.shaders[gl.id] = shader;
}
// set shader function???
this.renderer.shaderManager.setShader(shader);
if (shader.dirty) shader.syncUniforms();
// both thease only need to be set if they are changing..
// set the projection
var projection = this.renderer.projection;
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
// TODO - this is temprorary!
var offsetVector = this.renderer.offset;
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
// set the pointers
}
}
batchSize++;
}
this.renderBatch(currentBaseTexture, batchSize, start);
// then reset the batch!
this.currentBatchSize = 0;
};
/**
* @method renderBatch
* @param texture {Texture}
* @param size {Number}
* @param startIndex {Number}
*/
SpriteBatch.prototype.renderBatch = function (texture, size, startIndex) {
if (size === 0) return;
var gl = this.gl;
// check if a texture is dirty..
if (texture._dirty[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++;
};
/**
* @method stop
*/
SpriteBatch.prototype.stop = function () {
this.flush();
this.dirty = true;
};
/**
* @method start
*/
SpriteBatch.prototype.start = function () {
this.dirty = true;
};
/**
* Destroys the SpriteBatch.
*
* @method destroy
*/
SpriteBatch.prototype.destroy = function () {
this.vertices = null;
this.indices = null;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.currentBaseTexture = null;
this.gl = null;
};
export { SpriteBatch };