This will hook onto the renderer's contextChange
and prerender
signals.
The renderer this works for.
Protected
_Pool of ViewableBuffer
objects that are sorted in
order of increasing size. The flush method uses
the buffer with the least size above the amount
it requires. These are used for passing attributes.
The first buffer has a size of 8; each subsequent buffer has double capacity of its previous.
Protected
_Protected
_Protected
_Buffer of objects that are yet to be rendered.
Protected
_Data for texture batch builder, helps to save a bit of CPU on a pass.
Protected
_Number of elements that are buffered and are waiting to be flushed.
Protected
_Protected
_A flush may occur multiple times in a single
frame. On iOS devices or when
BatchRenderer.canUploadSameBuffer
is false, the
batch renderer does not upload data to the same
WebGLBuffer
for performance reasons.
This is the index into packedGeometries
that points to
geometry holding the most recent buffers.
Protected
_Pool of Uint16Array
objects that are sorted in
order of increasing size. The flush method uses
the buffer with the least size above the amount
it requires. These are used for passing indices.
The first buffer has a size of 12; each subsequent buffer has double capacity of its previous.
Protected
_Protected
_Protected
_Total count of all indices used by the currently buffered objects.
Protected
_This shader is generated by this.shaderGenerator
.
It is generated specifically to handle the required number of textures being batched together.
Protected
_Protected
_Total count of all vertices used by the currently buffered objects.
Protected
geometryThe class that represents the geometry of objects that are going to be batched with this.
Readonly
maxMaximum number of textures that can be uploaded to
the GPU under the current context. It is initialized
properly in this.contextChange
.
Protected
rendererThe renderer this manager works for.
Protected
shaderThis is used to generate a shader that can
color each vertex based on a aTextureId
attribute that points to an texture in uSampler
.
This enables the objects with different textures to be drawn in the same draw call.
You can customize your shader by creating your custom shader generator.
The number of bufferable objects before a flush occurs automatically.
Readonly
stateThe WebGL state in which this renderer will work.
Protected
vertexSize of data being buffered per vertex in the attribute buffers (in floats). By default, the batch-renderer plugin uses 6:
aVertexPosition | 2 |
---|---|
aTextureCoords | 2 |
aColor | 1 |
aTextureId | 1 |
Static
_Pool of BatchDrawCall
objects that flush
used
to create "batches" of the objects being rendered.
These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
Static
_Pool of BatchDrawCall
objects that flush
used
to create "batches" of the objects being rendered.
These are never re-allocated again. Shared between all batch renderers because it can be only one "flush" working at the moment.
Static
defaultThe default sprite batch size.
The default aims to balance desktop and mobile devices.
Static
canStatic
defaultThe default fragment shader source
Static
defaultStatic
defaultThe default vertex shader source
Populating drawcalls for rendering
Handles the contextChange
signal.
It calculates this.maxTextures
and allocating the packed-geometry object pool.
Destroys this BatchRenderer
. It cannot be used again.
Renders the content now and empties the current batch.
Fetches an attribute buffer from this._aBuffers
that can hold atleast size
floats.
minimum capacity required
size
floatsFetches an index buffer from this._iBuffers
that can
have at least size
capacity.
minimum required capacity
size
indices.Makes sure that static and dynamic flush pooled objects have correct dimensions.
Handles the prerender
signal. It ensures that flushes start from the first geometry object again.
Takes the four batching parameters of element
, interleaves
and pushes them into the batching attribute/index buffers given.
It uses these properties: vertexData
uvs
, textureId
and
indicies
. It also uses the "tint" of the base-texture, if
present.
element being rendered
attribute buffer.
index buffer
number of floats already in the attribute buffer
number of indices already in indexBuffer
Buffers the "batchable" object. It need not be rendered immediately.
the element to render when using this renderer
Set the shader generator.
Optional
options: { fragment?: string; vertex?: string }Optional
fragment?: stringFragment shader template
Optional
vertex?: stringVertex shader source
Starts a new sprite batch.
Stops and flushes the current batch.
Renderer dedicated to drawing and batching sprites.
This is the default batch renderer. It buffers objects with texture-based geometries and renders them in batches. It uploads multiple textures to the GPU to reduce to the number of draw calls.
Memberof
PIXI