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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @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 WebGLSpriteBatch: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java */ /** * * @class PIXI.WebGLSpriteBatch * @private * @constructor */ PIXI.WebGLSpriteBatch = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @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 * Including texture index: * position + uv + color + textureIndex * vec2 + vec2 + (char * 4) + float */ this.vertexSize = (4 * 2) + (4 * 2) + (4) + (4); var numVerts = this.vertexSize * this.size * 4; /* * 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 Phaser.Filter */ this.defaultShader = null; }; /** * @method PIXI.WebGLSpriteBatch#setContext * @param gl {WebGLContext} the current WebGL drawing context */ PIXI.WebGLSpriteBatch.prototype.setContext = function (gl) { this.MAX_TEXTURES = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.gl = gl; if (PIXI._enableMultiTextureToggle) { var dynamicIfs = '\tif (vTextureIndex == 0.0) {gl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;return;}\n'; for (var index = 1; index < this.MAX_TEXTURES; ++index) { dynamicIfs += '\tif (vTextureIndex == ' + index + '.0) {gl_FragColor = texture2D(uSamplerArray[' + index + '], vTextureCoord) * vColor;return;}\n'; } this.defaultShader = new Phaser.Filter( this.game, undefined, [ '//WebGLSpriteBatch Fragment Shader.', 'precision lowp float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureIndex;', 'uniform sampler2D uSamplerArray[' + this.MAX_TEXTURES + '];', 'void main(void) {', dynamicIfs, '\tgl_FragColor = texture2D(uSamplerArray[0], vTextureCoord) * vColor;', '}' ]); } else { this.defaultShader = new Phaser.Filter( this.game, undefined, [ '//WebGLSpriteBatch Fragment Shader.', 'precision lowp float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureIndex;', 'uniform sampler2D uSampler;', 'void main(void) {', ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;', '}' ]); } // 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 PIXI.PixiShader(gl); shader.fragmentSrc = this.defaultShader.fragmentSrc; shader.uniforms = {}; shader.init(); this.defaultShader.shaders[gl.id] = shader; }; /** * @method PIXI.WebGLSpriteBatch#begin * @param renderSession {Object} The RenderSession object */ PIXI.WebGLSpriteBatch.prototype.begin = function (renderSession) { this.renderSession = renderSession; this.shader = this.renderSession.shaderManager.defaultShader; this.start(); }; /** * @method PIXI.WebGLSpriteBatch#end */ PIXI.WebGLSpriteBatch.prototype.end = function () { this.flush(); }; /** * @method PIXI.WebGLSpriteBatch#render * @param sprite {Sprite} the sprite to render when using this spritebatch * @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. */ PIXI.WebGLSpriteBatch.prototype.render = function (sprite, matrix) { var texture = sprite.texture; if (PIXI._enableMultiTextureToggle) { var baseTexture = texture.baseTexture; var gl = this.gl; if (PIXI.WebGLRenderer.textureArray[baseTexture.textureIndex] != baseTexture) // eslint-disable-line eqeqeq { this.flush(); gl.activeTexture(gl.TEXTURE0 + baseTexture.textureIndex); gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]); PIXI.WebGLRenderer.textureArray[baseTexture.textureIndex] = baseTexture; } } // They provided an alternative rendering matrix, so use it var wt = sprite.worldTransform; if (matrix) { wt = matrix; } // check texture.. if (this.currentBatchSize >= this.size) { this.flush(); this.currentBaseTexture = texture.baseTexture; } // 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; } 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 i = this.currentBatchSize * this.vertexSize; // 4 * this.vertSize; var resolution = texture.baseTexture.resolution; var textureIndex = texture.baseTexture.textureIndex; var a = wt.a / resolution; var b = wt.b / resolution; var c = wt.c / resolution; var d = wt.d / resolution; var tx = wt.tx; var ty = wt.ty; var ch = texture.crop.height; if (texture.rotated) { var a0 = wt.a; var b0 = wt.b; var c0 = wt.c; var d0 = wt.d; var _w1 = w1; var _w0 = w0; // Offset before rotating tx = wt.c * ch + tx; ty = wt.d * ch + ty; /* * Rotate matrix by 90 degrees * We use precalculated values for sine and cosine of rad(90) */ a = a0 * 6.123233995736766e-17 + -c0; b = b0 * 6.123233995736766e-17 + -d0; c = a0 + c0 * 6.123233995736766e-17; d = b0 + d0 * 6.123233995736766e-17; // Update UV coordinates texture._updateUvsInverted(); // Rotate dimensions w0 = h0; w1 = h1; h0 = _w0; h1 = _w1; } var colors = this.colors; var positions = this.positions; var tint = sprite.tint; var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24); if (this.renderSession.roundPixels) { positions[i++] = a * w1 + c * h1 + tx | 0; positions[i++] = d * h1 + b * w1 + ty | 0; positions[i++] = uvs.x0; positions[i++] = uvs.y0; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w0 + c * h1 + tx | 0; positions[i++] = d * h1 + b * w0 + ty | 0; positions[i++] = uvs.x1; positions[i++] = uvs.y1; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w0 + c * h0 + tx | 0; positions[i++] = d * h0 + b * w0 + ty | 0; positions[i++] = uvs.x2; positions[i++] = uvs.y2; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w1 + c * h0 + tx | 0; positions[i++] = d * h0 + b * w1 + ty | 0; positions[i++] = uvs.x3; positions[i++] = uvs.y3; colors[i++] = color; positions[i++] = textureIndex; } else { positions[i++] = a * w1 + c * h1 + tx; positions[i++] = d * h1 + b * w1 + ty; positions[i++] = uvs.x0; positions[i++] = uvs.y0; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w0 + c * h1 + tx; positions[i++] = d * h1 + b * w0 + ty; positions[i++] = uvs.x1; positions[i++] = uvs.y1; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w0 + c * h0 + tx; positions[i++] = d * h0 + b * w0 + ty; positions[i++] = uvs.x2; positions[i++] = uvs.y2; colors[i++] = color; positions[i++] = textureIndex; positions[i++] = a * w1 + c * h0 + tx; positions[i++] = d * h0 + b * w1 + ty; positions[i++] = uvs.x3; positions[i++] = uvs.y3; colors[i++] = color; positions[i++] = textureIndex; } // increment the batchsize this.sprites[this.currentBatchSize++] = sprite; }; /** * Renders a TilingSprite using the spriteBatch. * * @method PIXI.WebGLSpriteBatch#renderTilingSprite * @param sprite {TilingSprite} the sprite to render */ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function (sprite) { var texture = sprite.tilingTexture; var textureIndex = sprite.texture.baseTexture.textureIndex; if (PIXI._enableMultiTextureToggle) { var baseTexture = texture.baseTexture; var gl = this.gl; if (PIXI.WebGLRenderer.textureArray[textureIndex] != baseTexture) // eslint-disable-line eqeqeq { this.flush(); gl.activeTexture(gl.TEXTURE0 + textureIndex); gl.bindTexture(gl.TEXTURE_2D, baseTexture._glTextures[gl.id]); PIXI.WebGLRenderer.textureArray[textureIndex] = baseTexture; } } // check texture.. if (this.currentBatchSize >= this.size) { this.flush(); this.currentBaseTexture = texture.baseTexture; } // set the textures uvs temporarily if (!sprite._uvs) { sprite._uvs = new PIXI.TextureUvs(); } var uvs = sprite._uvs; var w = texture.baseTexture.width; var h = texture.baseTexture.height; /* * var w = sprite._frame.sourceSizeW; * var h = sprite._frame.sourceSizeH; */ /* * w = 16; * h = 16; */ sprite.tilePosition.x %= w * sprite.tileScaleOffset.x; sprite.tilePosition.y %= h * sprite.tileScaleOffset.y; var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x); var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y); var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x); var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y); uvs.x0 = 0 - offsetX; uvs.y0 = 0 - offsetY; uvs.x1 = (1 * scaleX) - offsetX; uvs.y1 = 0 - offsetY; uvs.x2 = (1 * scaleX) - offsetX; uvs.y2 = (1 * scaleY) - offsetY; uvs.x3 = 0 - offsetX; uvs.y3 = (1 * scaleY) - offsetY; // Get the sprites current alpha and tint and combine them into a single color var tint = sprite.tint; var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24); var positions = this.positions; var colors = this.colors; var width = sprite.width; var height = sprite.height; // TODO trim?? var aX = sprite.anchor.x; var aY = sprite.anchor.y; var w0 = width * (1 - aX); var w1 = width * -aX; var h0 = height * (1 - aY); var h1 = height * -aY; var i = this.currentBatchSize * this.vertexSize; // 4 * this.vertSize; var resolution = texture.baseTexture.resolution; var wt = sprite.worldTransform; var a = wt.a / resolution; var b = wt.b / resolution; var c = wt.c / resolution; var d = wt.d / resolution; var tx = wt.tx; var ty = wt.ty; // xy positions[i++] = a * w1 + c * h1 + tx; positions[i++] = d * h1 + b * w1 + ty; // uv positions[i++] = uvs.x0; positions[i++] = uvs.y0; // color colors[i++] = color; // texture index positions[i++] = textureIndex; // xy positions[i++] = (a * w0 + c * h1 + tx); positions[i++] = d * h1 + b * w0 + ty; // uv positions[i++] = uvs.x1; positions[i++] = uvs.y1; // color colors[i++] = color; // texture index positions[i++] = textureIndex; // xy positions[i++] = a * w0 + c * h0 + tx; positions[i++] = d * h0 + b * w0 + ty; // uv positions[i++] = uvs.x2; positions[i++] = uvs.y2; // color colors[i++] = color; // texture index positions[i++] = textureIndex; // xy positions[i++] = a * w1 + c * h0 + tx; positions[i++] = d * h0 + b * w1 + ty; // uv positions[i++] = uvs.x3; positions[i++] = uvs.y3; // color colors[i++] = color; // texture index positions[i++] = textureIndex; // increment the batchsize this.sprites[this.currentBatchSize++] = sprite; }; /** * Renders the content and empties the current batch. * * @method PIXI.WebGLSpriteBatch#flush */ PIXI.WebGLSpriteBatch.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; shader = this.defaultShader.shaders[gl.id]; // 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); // this is the same for each shader? var stride = this.vertexSize; // this.vertSize * 4; gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 8); // color attributes will be interpreted as unsigned bytes and normalized gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 16); // Texture index gl.vertexAttribPointer(shader.aTextureIndex, 1, gl.FLOAT, false, stride, 20); } // upload the verts to the buffer if (this.currentBatchSize > (this.size * 0.5)) { gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); } else { gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); var view = this.positions.subarray(0, this.currentBatchSize * this.vertexSize); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); } var nextTexture, nextBlendMode, nextShader; var batchSize = 0; var start = 0; var currentBaseTexture = null; var currentBlendMode = this.renderSession.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]; if (sprite.tilingTexture) { nextTexture = sprite.tilingTexture.baseTexture; } else { nextTexture = sprite.texture.baseTexture; } nextBlendMode = sprite.blendMode; nextShader = sprite.shader || this.defaultShader; blendSwap = currentBlendMode !== nextBlendMode; shaderSwap = currentShader !== nextShader; // should I use _UIDS??? var skip = nextTexture.skipRender; if (skip && sprite.children.length > 0) { skip = false; } // if multi-texture batching disabled we always render the batch upon switching textures var multiTextureBatchingEnabled = PIXI._enableMultiTextureToggle; var baseTextureChanged = currentBaseTexture !== nextTexture; if ((!multiTextureBatchingEnabled && baseTextureChanged && !skip) || blendSwap || shaderSwap) { this.renderBatch(currentBaseTexture, batchSize, start); start = i; batchSize = 0; currentBaseTexture = nextTexture; if (blendSwap) { currentBlendMode = nextBlendMode; this.renderSession.blendModeManager.setBlendMode(currentBlendMode); } if (shaderSwap) { currentShader = nextShader; shader = currentShader.shaders[gl.id]; if (!shader) { shader = new PIXI.PixiShader(gl); shader.fragmentSrc = currentShader.fragmentSrc; shader.uniforms = currentShader.uniforms; shader.init(); currentShader.shaders[gl.id] = shader; } // set shader function??? this.renderSession.shaderManager.setShader(shader); if (shader.dirty) { shader.syncUniforms(); } /* * both these only need to be set if they are changing.. * set the projection */ var projection = this.renderSession.projection; gl.uniform2f(shader.projectionVector, projection.x, projection.y); // TODO - this is temporary! var offsetVector = this.renderSession.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 PIXI.WebGLSpriteBatch#renderBatch * @param texture {Texture} * @param size {Number} * @param startIndex {Number} */ PIXI.WebGLSpriteBatch.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]) { if (!this.renderSession.renderer.updateTexture(texture)) { // If updateTexture returns false then we cannot render it, so bail out now return; } } else { gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); } gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2); // increment the draw count this.renderSession.drawCount++; }; /** * @method PIXI.WebGLSpriteBatch#stop */ PIXI.WebGLSpriteBatch.prototype.stop = function () { this.flush(); this.dirty = true; }; /** * @method PIXI.WebGLSpriteBatch#start */ PIXI.WebGLSpriteBatch.prototype.start = function () { this.dirty = true; }; /** * Destroys the SpriteBatch. * * @method PIXI.WebGLSpriteBatch#destroy */ PIXI.WebGLSpriteBatch.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; };