Source: \particles\webgl\ParticleRenderer.js
import * as core from '../../core';
import ParticleShader from './ParticleShader';
import ParticleBuffer from './ParticleBuffer';
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers 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 ParticleRenderer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java
*/
/**
*
* @class
* @private
* @memberof PIXI
*/
export default class ParticleRenderer extends core.ObjectRenderer
{
/**
* @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for.
*/
constructor(renderer)
{
super(renderer);
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
// and max number of element in the index buffer is 16384 * 6 = 98304
// Creating a full index buffer, overhead is 98304 * 2 = 196Ko
// let numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
this.shader = null;
this.indexBuffer = null;
this.properties = null;
this.tempMatrix = new core.Matrix();
this.CONTEXT_UID = 0;
}
/**
* When there is a WebGL context change
*
* @private
*/
onContextChange()
{
const gl = this.renderer.gl;
this.CONTEXT_UID = this.renderer.CONTEXT_UID;
// setup default shader
this.shader = new ParticleShader(gl);
this.properties = [
// verticesData
{
attribute: this.shader.attributes.aVertexPosition,
size: 2,
uploadFunction: this.uploadVertices,
offset: 0,
},
// positionData
{
attribute: this.shader.attributes.aPositionCoord,
size: 2,
uploadFunction: this.uploadPosition,
offset: 0,
},
// rotationData
{
attribute: this.shader.attributes.aRotation,
size: 1,
uploadFunction: this.uploadRotation,
offset: 0,
},
// uvsData
{
attribute: this.shader.attributes.aTextureCoord,
size: 2,
uploadFunction: this.uploadUvs,
offset: 0,
},
// alphaData
{
attribute: this.shader.attributes.aColor,
size: 1,
uploadFunction: this.uploadAlpha,
offset: 0,
},
];
}
/**
* Starts a new particle batch.
*
*/
start()
{
this.renderer.bindShader(this.shader);
}
/**
* Renders the particle container object.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
*/
render(container)
{
const children = container.children;
const maxSize = container._maxSize;
const batchSize = container._batchSize;
const renderer = this.renderer;
let totalChildren = children.length;
if (totalChildren === 0)
{
return;
}
else if (totalChildren > maxSize)
{
totalChildren = maxSize;
}
let buffers = container._glBuffers[renderer.CONTEXT_UID];
if (!buffers)
{
buffers = container._glBuffers[renderer.CONTEXT_UID] = this.generateBuffers(container);
}
// if the uvs have not updated then no point rendering just yet!
this.renderer.setBlendMode(container.blendMode);
const gl = renderer.gl;
const m = container.worldTransform.copy(this.tempMatrix);
m.prepend(renderer._activeRenderTarget.projectionMatrix);
this.shader.uniforms.projectionMatrix = m.toArray(true);
this.shader.uniforms.uAlpha = container.worldAlpha;
// make sure the texture is bound..
const baseTexture = children[0]._texture.baseTexture;
this.shader.uniforms.uSampler = renderer.bindTexture(baseTexture);
// now lets upload and render the buffers..
for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)
{
let amount = (totalChildren - i);
if (amount > batchSize)
{
amount = batchSize;
}
const buffer = buffers[j];
// we always upload the dynamic
buffer.uploadDynamic(children, i, amount);
// we only upload the static content when we have to!
if (container._bufferToUpdate === j)
{
buffer.uploadStatic(children, i, amount);
container._bufferToUpdate = j + 1;
}
// bind the buffer
renderer.bindVao(buffer.vao);
buffer.vao.draw(gl.TRIANGLES, amount * 6);
}
}
/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
*/
generateBuffers(container)
{
const gl = this.renderer.gl;
const buffers = [];
const size = container._maxSize;
const batchSize = container._batchSize;
const dynamicPropertyFlags = container._properties;
for (let i = 0; i < size; i += batchSize)
{
buffers.push(new ParticleBuffer(gl, this.properties, dynamicPropertyFlags, batchSize));
}
return buffers;
}
/**
* Uploads the verticies.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
uploadVertices(children, startIndex, amount, array, stride, offset)
{
let w0 = 0;
let w1 = 0;
let h0 = 0;
let h1 = 0;
for (let i = 0; i < amount; ++i)
{
const sprite = children[startIndex + i];
const texture = sprite._texture;
const sx = sprite.scale.x;
const sy = sprite.scale.y;
const trim = texture.trim;
const orig = texture.orig;
if (trim)
{
// if the sprite is trimmed and is not a tilingsprite then we need to add the
// extra space before transforming the sprite coords..
w1 = trim.x - (sprite.anchor.x * orig.width);
w0 = w1 + trim.width;
h1 = trim.y - (sprite.anchor.y * orig.height);
h0 = h1 + trim.height;
}
else
{
w0 = (orig.width) * (1 - sprite.anchor.x);
w1 = (orig.width) * -sprite.anchor.x;
h0 = orig.height * (1 - sprite.anchor.y);
h1 = orig.height * -sprite.anchor.y;
}
array[offset] = w1 * sx;
array[offset + 1] = h1 * sy;
array[offset + stride] = w0 * sx;
array[offset + stride + 1] = h1 * sy;
array[offset + (stride * 2)] = w0 * sx;
array[offset + (stride * 2) + 1] = h0 * sy;
array[offset + (stride * 3)] = w1 * sx;
array[offset + (stride * 3) + 1] = h0 * sy;
offset += stride * 4;
}
}
/**
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
uploadPosition(children, startIndex, amount, array, stride, offset)
{
for (let i = 0; i < amount; i++)
{
const spritePosition = children[startIndex + i].position;
array[offset] = spritePosition.x;
array[offset + 1] = spritePosition.y;
array[offset + stride] = spritePosition.x;
array[offset + stride + 1] = spritePosition.y;
array[offset + (stride * 2)] = spritePosition.x;
array[offset + (stride * 2) + 1] = spritePosition.y;
array[offset + (stride * 3)] = spritePosition.x;
array[offset + (stride * 3) + 1] = spritePosition.y;
offset += stride * 4;
}
}
/**
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
uploadRotation(children, startIndex, amount, array, stride, offset)
{
for (let i = 0; i < amount; i++)
{
const spriteRotation = children[startIndex + i].rotation;
array[offset] = spriteRotation;
array[offset + stride] = spriteRotation;
array[offset + (stride * 2)] = spriteRotation;
array[offset + (stride * 3)] = spriteRotation;
offset += stride * 4;
}
}
/**
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
uploadUvs(children, startIndex, amount, array, stride, offset)
{
for (let i = 0; i < amount; ++i)
{
const textureUvs = children[startIndex + i]._texture._uvs;
if (textureUvs)
{
array[offset] = textureUvs.x0;
array[offset + 1] = textureUvs.y0;
array[offset + stride] = textureUvs.x1;
array[offset + stride + 1] = textureUvs.y1;
array[offset + (stride * 2)] = textureUvs.x2;
array[offset + (stride * 2) + 1] = textureUvs.y2;
array[offset + (stride * 3)] = textureUvs.x3;
array[offset + (stride * 3) + 1] = textureUvs.y3;
offset += stride * 4;
}
else
{
// TODO you know this can be easier!
array[offset] = 0;
array[offset + 1] = 0;
array[offset + stride] = 0;
array[offset + stride + 1] = 0;
array[offset + (stride * 2)] = 0;
array[offset + (stride * 2) + 1] = 0;
array[offset + (stride * 3)] = 0;
array[offset + (stride * 3) + 1] = 0;
offset += stride * 4;
}
}
}
/**
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
uploadAlpha(children, startIndex, amount, array, stride, offset)
{
for (let i = 0; i < amount; i++)
{
const spriteAlpha = children[startIndex + i].alpha;
array[offset] = spriteAlpha;
array[offset + stride] = spriteAlpha;
array[offset + (stride * 2)] = spriteAlpha;
array[offset + (stride * 3)] = spriteAlpha;
offset += stride * 4;
}
}
/**
* Destroys the ParticleRenderer.
*
*/
destroy()
{
if (this.renderer.gl)
{
this.renderer.gl.deleteBuffer(this.indexBuffer);
}
super.destroy();
this.shader.destroy();
this.indices = null;
this.tempMatrix = null;
}
}
core.WebGLRenderer.registerPlugin('particle', ParticleRenderer);