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Implementation of auto batch #3265
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400859e
Draft implementation of auto batch
pandamicro b845a16
Bind attribute MVMAT and Fix matrix attribute set issue
pandamicro 66231d5
Improve auto batch implementation
pandamicro cf37f56
Improve details and add comments & Add reference to @Heishe
pandamicro 4d689aa
Merge branch 'develop' of git://github.com/cocos2d/cocos2d-html5 into…
pandamicro f8f873e
Small performance improvement for auto batching
pandamicro d6ec37d
Refactor auto batching implementation (support buffer cache)
pandamicro 95aed33
Auto batch v3 and v4 with activation flags
pandamicro 8e2507d
Fix Autobatch v4
pandamicro 8201f3e
Fix transform issue with first sprite batched
pandamicro eb590d7
Disable autobatch v4 on mobile devices
pandamicro a459947
Rearrange auto batch flags: ACTIVATE_AUTO_BATCH + CACHING_BUFFER
pandamicro 3b9b712
Add SimplePool and fix status sync issue with sprite in auto batch
pandamicro 4cf480e
Auto batch v5
pandamicro d0e3ea6
Activate CACHING_BUFFER by default
pandamicro c7a0c05
Fix GLProgram's uniform cache issue
pandamicro 5c252e6
Use only one index buffer for auto batching
pandamicro File filter
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Original file line number | Diff line number | Diff line change |
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@@ -34,6 +34,9 @@ | |
this._shaderProgram = null; | ||
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this._camera = null; | ||
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// Current index in the command list for improving auto batching perf | ||
this._currId = -1; | ||
}; | ||
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var proto = cc.Node.WebGLRenderCmd.prototype = Object.create(cc.Node.RenderCmd.prototype); | ||
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@@ -80,37 +83,16 @@ | |
t4x4Mat[5] = trans.d; | ||
t4x4Mat[13] = trans.ty; | ||
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// Update Z vertex manually | ||
t4x4Mat[14] = node._vertexZ; | ||
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//optimize performance for Javascript | ||
cc.kmMat4Multiply(stackMatrix, parentMatrix, t4x4); | ||
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// XXX: Expensive calls. Camera should be integrated into the cached affine matrix | ||
if (node._camera !== null && !(node.grid !== null && node.grid.isActive())) { | ||
var apx = this._anchorPointInPoints.x, apy = this._anchorPointInPoints.y; | ||
var translate = (apx !== 0.0 || apy !== 0.0); | ||
if (translate){ | ||
if(!cc.SPRITEBATCHNODE_RENDER_SUBPIXEL) { | ||
apx = 0 | apx; | ||
apy = 0 | apy; | ||
} | ||
//cc.kmGLTranslatef(apx, apy, 0); | ||
var translation = cc.math.Matrix4.createByTranslation(apx, apy, 0, t4x4); //t4x4 as a temp matrix | ||
stackMatrix.multiply(translation); | ||
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node._camera._locateForRenderer(stackMatrix); | ||
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//cc.kmGLTranslatef(-apx, -apy, 0); optimize at here : kmGLTranslatef | ||
translation = cc.math.Matrix4.createByTranslation(-apx, -apy, 0, translation); | ||
stackMatrix.multiply(translation); | ||
t4x4.identity(); //reset t4x4; | ||
} else { | ||
node._camera._locateForRenderer(stackMatrix); | ||
} | ||
} | ||
if(!recursive || !node._children || node._children.length === 0) | ||
// Update Z depth | ||
t4x4Mat[14] = node._vertexZ; | ||
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if (!recursive || !node._children) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. and here too There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Removed expensive call for Camera, as it's never used in JS and can't be used. |
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return; | ||
} | ||
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var i, len, locChildren = node._children; | ||
for(i = 0, len = locChildren.length; i< len; i++){ | ||
locChildren[i]._renderCmd.transform(this, recursive); | ||
|
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I do not know the relation between this code and batch rendering. Does this solve another issue? Or just an optimisation?
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It's for setting correctly the vertexZ as depth value which will be used in the matrix.
Previously, the vertexZ of a Node is always 0
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With proper z values for all the nodes, it would be possible to render some nodes out-of-order and therefor do more batching. For example, if you have sets of sprites with (different) opaque textures that can't be batched because they are mixed in the render order, you could still batch them and it would end up looking correct because the z buffer values make sure that they end up in the correct order in the depth buffer. More specifically I think it would be possible to batch sprites even when text (cc.LabelTTF or something else) breaks up the batching. Since text (with node alpha of 1) only use alpha for anti-aliasing or maybe don't use it at all, I think it might be possible to draw them out of order with sprites using a special shader or maybe just a specific blending mode (not sure) and still have it end up looking correct. I mention the text thing because it's a very common case in our game, for example UI that has a lot of sprites and a few text's that break up an otherwise perfect batch order.
Again regarding the z-thing: If you want to keep node draw order 100% correct (i.e. renderCmds are always drawn in the order in which they appear in the renderCmdList of the renderer) then this is not necessary and can be removed I think (unless I missed something).