-
-
Notifications
You must be signed in to change notification settings - Fork 4.7k
/
ParticleBuffer.js
256 lines (216 loc) · 7.23 KB
/
ParticleBuffer.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
import { createIndicesForQuads } from '@pixi/utils';
import { Geometry, Buffer } from '@pixi/core';
import { TYPES } from '@pixi/constants';
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
* for creating the original PixiJS 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 ParticleBuffer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java
*/
/**
* The particle buffer manages the static and dynamic buffers for a particle container.
*
* @class
* @private
* @memberof PIXI
*/
export class ParticleBuffer
{
/**
* @private
* @param {object} properties - The properties to upload.
* @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.
* @param {number} size - The size of the batch.
*/
constructor(properties, dynamicPropertyFlags, size)
{
this.geometry = new Geometry();
this.indexBuffer = null;
/**
* The number of particles the buffer can hold
*
* @private
* @member {number}
*/
this.size = size;
/**
* A list of the properties that are dynamic.
*
* @private
* @member {object[]}
*/
this.dynamicProperties = [];
/**
* A list of the properties that are static.
*
* @private
* @member {object[]}
*/
this.staticProperties = [];
for (let i = 0; i < properties.length; ++i)
{
let property = properties[i];
// Make copy of properties object so that when we edit the offset it doesn't
// change all other instances of the object literal
property = {
attributeName: property.attributeName,
size: property.size,
uploadFunction: property.uploadFunction,
type: property.type || TYPES.FLOAT,
offset: property.offset,
};
if (dynamicPropertyFlags[i])
{
this.dynamicProperties.push(property);
}
else
{
this.staticProperties.push(property);
}
}
this.staticStride = 0;
this.staticBuffer = null;
this.staticData = null;
this.staticDataUint32 = null;
this.dynamicStride = 0;
this.dynamicBuffer = null;
this.dynamicData = null;
this.dynamicDataUint32 = null;
this._updateID = 0;
this.initBuffers();
}
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
initBuffers()
{
const geometry = this.geometry;
let dynamicOffset = 0;
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
* @private
*/
this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);
geometry.addIndex(this.indexBuffer);
this.dynamicStride = 0;
for (let i = 0; i < this.dynamicProperties.length; ++i)
{
const property = this.dynamicProperties[i];
property.offset = dynamicOffset;
dynamicOffset += property.size;
this.dynamicStride += property.size;
}
const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);
this.dynamicData = new Float32Array(dynBuffer);
this.dynamicDataUint32 = new Uint32Array(dynBuffer);
this.dynamicBuffer = new Buffer(this.dynamicData, false, false);
// static //
let staticOffset = 0;
this.staticStride = 0;
for (let i = 0; i < this.staticProperties.length; ++i)
{
const property = this.staticProperties[i];
property.offset = staticOffset;
staticOffset += property.size;
this.staticStride += property.size;
}
const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);
this.staticData = new Float32Array(statBuffer);
this.staticDataUint32 = new Uint32Array(statBuffer);
this.staticBuffer = new Buffer(this.staticData, true, false);
for (let i = 0; i < this.dynamicProperties.length; ++i)
{
const property = this.dynamicProperties[i];
geometry.addAttribute(
property.attributeName,
this.dynamicBuffer,
0,
property.type === TYPES.UNSIGNED_BYTE,
property.type,
this.dynamicStride * 4,
property.offset * 4
);
}
for (let i = 0; i < this.staticProperties.length; ++i)
{
const property = this.staticProperties[i];
geometry.addAttribute(
property.attributeName,
this.staticBuffer,
0,
property.type === TYPES.UNSIGNED_BYTE,
property.type,
this.staticStride * 4,
property.offset * 4
);
}
}
/**
* Uploads the dynamic properties.
*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
*/
uploadDynamic(children, startIndex, amount)
{
for (let i = 0; i < this.dynamicProperties.length; i++)
{
const property = this.dynamicProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
this.dynamicStride, property.offset);
}
this.dynamicBuffer._updateID++;
}
/**
* Uploads the static properties.
*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
*/
uploadStatic(children, startIndex, amount)
{
for (let i = 0; i < this.staticProperties.length; i++)
{
const property = this.staticProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
this.staticStride, property.offset);
}
this.staticBuffer._updateID++;
}
/**
* Destroys the ParticleBuffer.
*
* @private
*/
destroy()
{
this.indexBuffer = null;
this.dynamicProperties = null;
// this.dynamicBuffer.destroy();
this.dynamicBuffer = null;
this.dynamicData = null;
this.dynamicDataUint32 = null;
this.staticProperties = null;
// this.staticBuffer.destroy();
this.staticBuffer = null;
this.staticData = null;
this.staticDataUint32 = null;
// all buffers are destroyed inside geometry
this.geometry.destroy();
}
}