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@smoud/tiny

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Fast and tiny JavaScript library for HTML5 game and playable ads creation.

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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 };