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| 1 | +/** |
| 2 | +* @author Richard Davey <rich@photonstorm.com> |
| 3 | +* @copyright 2016 Photon Storm Ltd. |
| 4 | +* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} |
| 5 | +*/ |
| 6 | + |
| 7 | +/** |
| 8 | +* Standard Image and Sprite Shader. |
| 9 | +* |
| 10 | +* @class Phaser.Renderer.WebGL.Batch.Image |
| 11 | +* @constructor |
| 12 | +* @param {Phaser.Renderer.WebGL} renderer - The WebGL Renderer. |
| 13 | +*/ |
| 14 | +Phaser.Renderer.WebGL.Batch.FX = function (manager, batchSize) |
| 15 | +{ |
| 16 | + // Vertex Data Size is calculated by adding together: |
| 17 | + // |
| 18 | + // Position (vec2) = 4 * 2 = 8 bytes |
| 19 | + // UV (vec2) = 4 * 2 = 8 bytes |
| 20 | + // Texture Index (float) = 4 bytes |
| 21 | + // Tint Color (float) = 4 bytes |
| 22 | + // BG Color (float) = 4 bytes |
| 23 | + // |
| 24 | + // Total: 28 bytes (per vert) * 4 (4 verts per quad) (= 112 bytes) * maxSize (usually 2000) = 224 kilobytes sent to the GPU every frame |
| 25 | + |
| 26 | + var vertSize = (4 * 2) + (4 * 2) + (4) + (4) + (4); |
| 27 | + |
| 28 | + Phaser.Renderer.WebGL.Batch.call(this, manager, batchSize, vertSize); |
| 29 | + |
| 30 | + // View on the vertices as a Float32Array |
| 31 | + this.positions = new Float32Array(this.vertices); |
| 32 | + |
| 33 | + // View on the vertices as a Uint32Array |
| 34 | + this.colors = new Uint32Array(this.vertices); |
| 35 | + |
| 36 | + // Attributes and Uniforms specific to this Batch Shader |
| 37 | + |
| 38 | + // @type {GLint} |
| 39 | + this.aVertexPosition; |
| 40 | + |
| 41 | + // @type {GLint} |
| 42 | + this.aTextureCoord; |
| 43 | + |
| 44 | + // @type {GLint} |
| 45 | + this.aTextureIndex; |
| 46 | + |
| 47 | + // @type {GLint} |
| 48 | + this.aTintColor; |
| 49 | + |
| 50 | + // @type {GLint} |
| 51 | + this.aBgColor; |
| 52 | + |
| 53 | + // @type {WebGLUniformLocation} |
| 54 | + this.uSampler; |
| 55 | + |
| 56 | + // @type {WebGLUniformLocation} |
| 57 | + this.projectionVector; |
| 58 | + |
| 59 | + // @type {WebGLUniformLocation} |
| 60 | + this.offsetVector; |
| 61 | +}; |
| 62 | + |
| 63 | +Phaser.Renderer.WebGL.Batch.FX.prototype = Object.create(Phaser.Renderer.WebGL.Batch.prototype); |
| 64 | + |
| 65 | +Phaser.Renderer.WebGL.Batch.FX.prototype.constructor = Phaser.Renderer.WebGL.Batch.FX; |
| 66 | + |
| 67 | +Phaser.Renderer.WebGL.Batch.FX.prototype.init = function () |
| 68 | +{ |
| 69 | + this.gl = this.renderer.gl; |
| 70 | + |
| 71 | + this.vertexSrc = [ |
| 72 | + 'attribute vec2 aVertexPosition;', |
| 73 | + 'attribute vec2 aTextureCoord;', |
| 74 | + 'attribute float aTextureIndex;', |
| 75 | + 'attribute vec4 aTintColor;', |
| 76 | + 'attribute vec4 aBgColor;', |
| 77 | + |
| 78 | + 'uniform vec2 projectionVector;', |
| 79 | + 'uniform vec2 offsetVector;', |
| 80 | + |
| 81 | + 'varying vec2 vTextureCoord;', |
| 82 | + 'varying vec4 vTintColor;', |
| 83 | + 'varying vec4 vBgColor;', |
| 84 | + 'varying float vTextureIndex;', |
| 85 | + |
| 86 | + 'const vec2 center = vec2(-1.0, 1.0);', |
| 87 | + |
| 88 | + 'void main(void) {', |
| 89 | + ' if (aTextureIndex > 0.0) gl_Position = vec4(0.0);', |
| 90 | + ' gl_Position = vec4(((aVertexPosition + offsetVector) / projectionVector) + center, 0.0, 1.0);', |
| 91 | + ' vTextureCoord = aTextureCoord;', // pass the texture coordinate to the fragment shader, the GPU will interpolate the points |
| 92 | + ' vTintColor = vec4(aTintColor.rgb * aTintColor.a, aTintColor.a);', |
| 93 | + ' vBgColor = aBgColor;', |
| 94 | + ' vTextureIndex = aTextureIndex;', |
| 95 | + '}' |
| 96 | + ]; |
| 97 | + |
| 98 | + this.fragmentSrc = [ |
| 99 | + 'precision lowp float;', |
| 100 | + |
| 101 | + 'varying vec2 vTextureCoord;', // the texture coords passed in from the vertex shader |
| 102 | + 'varying vec4 vTintColor;', // the color value passed in from the vertex shader (texture color + alpha + tint) |
| 103 | + 'varying vec4 vBgColor;', // the bg color value passed in from the vertex shader |
| 104 | + 'varying float vTextureIndex;', |
| 105 | + |
| 106 | + 'uniform sampler2D uSampler;', // our texture |
| 107 | + |
| 108 | + 'void main(void) {', |
| 109 | + ' gl_FragColor = texture2D(uSampler, vTextureCoord);', |
| 110 | + ' gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126 * gl_FragColor.r + 0.7152 * gl_FragColor.g + 0.0722 * gl_FragColor.b), 1.0);', |
| 111 | + '}' |
| 112 | + ]; |
| 113 | + |
| 114 | + // Compile the Shader |
| 115 | + this.program = this.renderer.compileProgram(this.vertexSrc, this.fragmentSrc); |
| 116 | + |
| 117 | + // Our static index buffer, calculated once at the start of our game |
| 118 | + |
| 119 | + // This contains the indices data for the quads. |
| 120 | + // |
| 121 | + // A quad is made up of 2 triangles (A and B in the image below) |
| 122 | + // |
| 123 | + // 0 = Top Left |
| 124 | + // 1 = Top Right |
| 125 | + // 2 = Bottom Right |
| 126 | + // 3 = Bottom Left |
| 127 | + // |
| 128 | + // 0----1 |
| 129 | + // |\ A| |
| 130 | + // | \ | |
| 131 | + // | \ | |
| 132 | + // | B \| |
| 133 | + // | \ |
| 134 | + // 3----2 |
| 135 | + // |
| 136 | + // Because triangles A and B share 2 points (0 and 2) the vertex buffer only stores |
| 137 | + // 4 sets of data (top-left, top-right, bottom-left and bottom-right), which is why |
| 138 | + // the indices offsets uses the j += 4 iteration. Indices array has to contain 3 |
| 139 | + // entries for every triangle (so 6 for every quad), but our vertex data compacts |
| 140 | + // that down, as we don't want to fill it with loads of DUPLICATE data, so the |
| 141 | + // indices array is a look-up table, telling WebGL where in the vertex buffer to look |
| 142 | + // for that triangles indice data. |
| 143 | + |
| 144 | + // batchSize * vertSize = 2000 * 6 (because we store 6 pieces of vertex data per triangle) |
| 145 | + // and up to a maximum of 2000 entries in the batch |
| 146 | + |
| 147 | + for (var i = 0, j = 0; i < (this.maxSize * this.vertSize); i += 6, j += 4) |
| 148 | + { |
| 149 | + // Triangle 1 |
| 150 | + this.indices[i + 0] = j + 0; // Top Left |
| 151 | + this.indices[i + 1] = j + 1; // Top Right |
| 152 | + this.indices[i + 2] = j + 2; // Bottom Right |
| 153 | + |
| 154 | + // Triangle 2 |
| 155 | + this.indices[i + 3] = j + 0; // Top Left |
| 156 | + this.indices[i + 4] = j + 2; // Bottom Right |
| 157 | + this.indices[i + 5] = j + 3; // Bottom Left |
| 158 | + } |
| 159 | + |
| 160 | + var gl = this.gl; |
| 161 | + |
| 162 | + // Create indices buffer |
| 163 | + this.indexBuffer = gl.createBuffer(); |
| 164 | + |
| 165 | + // Bind it |
| 166 | + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); |
| 167 | + |
| 168 | + // Set the source of the buffer data (this.indices array) |
| 169 | + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); |
| 170 | + |
| 171 | + // Create Vertex Data buffer |
| 172 | + this.vertexBuffer = gl.createBuffer(); |
| 173 | + |
| 174 | + // Bind it |
| 175 | + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); |
| 176 | + |
| 177 | + // Set the source of the buffer data (this.vertices array) |
| 178 | + gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); |
| 179 | + |
| 180 | +}; |
| 181 | + |
| 182 | +Phaser.Renderer.WebGL.Batch.FX.prototype.bindShader = function () |
| 183 | +{ |
| 184 | + var gl = this.gl; |
| 185 | + var program = this.program; |
| 186 | + var vertSize = this.vertSize; |
| 187 | + |
| 188 | + // Set Shader |
| 189 | + gl.useProgram(program); |
| 190 | + |
| 191 | + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); |
| 192 | + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); |
| 193 | + |
| 194 | + // Get and store the attributes |
| 195 | + |
| 196 | + // vertex position |
| 197 | + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); |
| 198 | + gl.enableVertexAttribArray(this.aVertexPosition); |
| 199 | + |
| 200 | + // texture coordinate |
| 201 | + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); |
| 202 | + gl.enableVertexAttribArray(this.aTextureCoord); |
| 203 | + |
| 204 | + // texture index |
| 205 | + this.aTextureIndex = gl.getAttribLocation(program, 'aTextureIndex'); |
| 206 | + gl.enableVertexAttribArray(this.aTextureIndex); |
| 207 | + |
| 208 | + // tint / pixel color |
| 209 | + this.aTintColor = gl.getAttribLocation(program, 'aTintColor'); |
| 210 | + gl.enableVertexAttribArray(this.aTintColor); |
| 211 | + |
| 212 | + // background pixel color |
| 213 | + this.aBgColor = gl.getAttribLocation(program, 'aBgColor'); |
| 214 | + gl.enableVertexAttribArray(this.aBgColor); |
| 215 | + |
| 216 | + // The projection vector (middle of the game world) |
| 217 | + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); |
| 218 | + |
| 219 | + // The offset vector (camera shake) |
| 220 | + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); |
| 221 | + |
| 222 | + // The Texture Sampler |
| 223 | + this.uSampler = gl.getUniformLocation(this.program, 'uSampler'); |
| 224 | + |
| 225 | + // Set the projection vector. Defaults to the middle of the Game World, on negative y. |
| 226 | + // I.e. if the world is 800x600 then the projection vector is 400 x -300 |
| 227 | + gl.uniform2f(this.projectionVector, this.renderer.projection.x, this.renderer.projection.y); |
| 228 | + |
| 229 | + // Set the offset vector. |
| 230 | + gl.uniform2f(this.offsetVector, this.renderer.offset.x, this.renderer.offset.y); |
| 231 | + |
| 232 | + // The Vertex Position (x/y) |
| 233 | + // 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 0 to 7 |
| 234 | + // final argument = the offset within the vertex input |
| 235 | + gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, vertSize, 0); |
| 236 | + |
| 237 | + // The Texture Coordinate (uvx/uvy) |
| 238 | + // 2 FLOATS, 2 * 4 = 8 bytes. Index pos: 8 to 15 |
| 239 | + gl.vertexAttribPointer(this.aTextureCoord, 2, gl.FLOAT, false, vertSize, 8); |
| 240 | + |
| 241 | + // Texture Index |
| 242 | + // 1 FLOAT, 4 bytes. Index pos: 16 to 19 |
| 243 | + gl.vertexAttribPointer(this.aTextureIndex, 1, gl.FLOAT, false, vertSize, 16); |
| 244 | + |
| 245 | + // Tint color |
| 246 | + // 4 UNSIGNED BYTES, 4 bytes. Index pos: 20 to 23 |
| 247 | + // Attributes will be interpreted as unsigned bytes and normalized |
| 248 | + gl.vertexAttribPointer(this.aTintColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 20); |
| 249 | + |
| 250 | + // Background Color |
| 251 | + // 4 UNSIGNED BYTES, 4 bytes. Index pos: 24 to 27 |
| 252 | + // Attributes will be interpreted as unsigned bytes and normalized |
| 253 | + gl.vertexAttribPointer(this.aBgColor, 4, gl.UNSIGNED_BYTE, true, vertSize, 24); |
| 254 | +}; |
| 255 | + |
| 256 | +Phaser.Renderer.WebGL.Batch.FX.prototype.add = function (verts, uvs, textureIndex, alpha, tintColors, bgColors) |
| 257 | +{ |
| 258 | + // These are TypedArray Views into the vertices ArrayBuffer |
| 259 | + var colors = this.colors; |
| 260 | + var positions = this.positions; |
| 261 | + |
| 262 | + var i = this._i; |
| 263 | + |
| 264 | + // Top Left vert (xy, uv, color) |
| 265 | + positions[i++] = verts.x0; |
| 266 | + positions[i++] = verts.y0; |
| 267 | + positions[i++] = uvs.x0; |
| 268 | + positions[i++] = uvs.y0; |
| 269 | + positions[i++] = textureIndex; |
| 270 | + colors[i++] = tintColors.topLeft + alpha; |
| 271 | + colors[i++] = bgColors.topLeft; |
| 272 | + |
| 273 | + // Top Right vert (xy, uv, color) |
| 274 | + positions[i++] = verts.x1; |
| 275 | + positions[i++] = verts.y1; |
| 276 | + positions[i++] = uvs.x1; |
| 277 | + positions[i++] = uvs.y1; |
| 278 | + positions[i++] = textureIndex; |
| 279 | + colors[i++] = tintColors.topRight + alpha; |
| 280 | + colors[i++] = bgColors.topRight; |
| 281 | + |
| 282 | + // Bottom Right vert (xy, uv, color) |
| 283 | + positions[i++] = verts.x2; |
| 284 | + positions[i++] = verts.y2; |
| 285 | + positions[i++] = uvs.x2; |
| 286 | + positions[i++] = uvs.y2; |
| 287 | + positions[i++] = textureIndex; |
| 288 | + colors[i++] = tintColors.bottomRight + alpha; |
| 289 | + colors[i++] = bgColors.bottomRight; |
| 290 | + |
| 291 | + // Bottom Left vert (xy, uv, color) |
| 292 | + positions[i++] = verts.x3; |
| 293 | + positions[i++] = verts.y3; |
| 294 | + positions[i++] = uvs.x3; |
| 295 | + positions[i++] = uvs.y3; |
| 296 | + positions[i++] = textureIndex; |
| 297 | + colors[i++] = tintColors.bottomLeft + alpha; |
| 298 | + colors[i++] = bgColors.bottomLeft; |
| 299 | + |
| 300 | + this._i = i; |
| 301 | + |
| 302 | + this.size++; |
| 303 | +}; |
| 304 | + |
| 305 | +Phaser.Renderer.WebGL.Batch.FX.prototype.flush = function () |
| 306 | +{ |
| 307 | + if (this.size === 0) |
| 308 | + { |
| 309 | + return; |
| 310 | + } |
| 311 | + |
| 312 | + var gl = this.gl; |
| 313 | + |
| 314 | + // Upload the vertex data to the GPU - is this cheaper (overall) than creating a new TypedArray view? |
| 315 | + // The tradeoff is sending 224KB of data to the GPU every frame, even if most of it is empty should the |
| 316 | + // batch be only slightly populated, vs. the creation of a new TypedArray view and its corresponding gc every frame. |
| 317 | + |
| 318 | + if (this.size > this.halfSize) |
| 319 | + { |
| 320 | + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); |
| 321 | + } |
| 322 | + else |
| 323 | + { |
| 324 | + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); |
| 325 | + |
| 326 | + this.view = this.positions.subarray(0, this.size * this.vertSize); |
| 327 | + |
| 328 | + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.view); |
| 329 | + } |
| 330 | + |
| 331 | + gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0); |
| 332 | + |
| 333 | + this.renderer.drawCount++; |
| 334 | + |
| 335 | + // Reset the batch |
| 336 | + this.size = 0; |
| 337 | + |
| 338 | + this._i = 0; |
| 339 | +}; |
| 340 | + |
| 341 | +Phaser.Renderer.WebGL.Batch.FX.prototype.destroy = function () |
| 342 | +{ |
| 343 | + this.vertices = null; |
| 344 | + this.indices = null; |
| 345 | + this.view = null; |
| 346 | + |
| 347 | + this.gl.deleteBuffer(this.vertexBuffer); |
| 348 | + this.gl.deleteBuffer(this.indexBuffer); |
| 349 | + |
| 350 | + this.renderer.deleteProgram(this.program); |
| 351 | + |
| 352 | + this.renderer = null; |
| 353 | + |
| 354 | + this.gl = null; |
| 355 | + |
| 356 | + this.manager = null; |
| 357 | +}; |
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