import { ObjectRenderer } from './ObjectRenderer';
import type { ISystem } from '../system/ISystem';
import type { Renderer } from '../Renderer';
import type { BaseTexture } from '../textures/BaseTexture';
import type { BatchTextureArray } from './BatchTextureArray';
import type { ExtensionMetadata } from '@pixi/extensions';
import { extensions, ExtensionType } from '@pixi/extensions';
/**
* System plugin to the renderer to manage batching.
* @memberof PIXI
*/
export class BatchSystem implements ISystem
{
/** @ignore */
static extension: ExtensionMetadata = {
type: ExtensionType.RendererSystem,
name: 'batch',
};
/** An empty renderer. */
public readonly emptyRenderer: ObjectRenderer;
/** The currently active ObjectRenderer. */
public currentRenderer: ObjectRenderer;
private renderer: Renderer;
/**
* @param renderer - The renderer this System works for.
*/
constructor(renderer: Renderer)
{
this.renderer = renderer;
this.emptyRenderer = new ObjectRenderer(renderer);
this.currentRenderer = this.emptyRenderer;
}
/**
* Changes the current renderer to the one given in parameter
* @param objectRenderer - The object renderer to use.
*/
setObjectRenderer(objectRenderer: ObjectRenderer): void
{
if (this.currentRenderer === objectRenderer)
{
return;
}
this.currentRenderer.stop();
this.currentRenderer = objectRenderer;
this.currentRenderer.start();
}
/**
* This should be called if you wish to do some custom rendering
* It will basically render anything that may be batched up such as sprites
*/
flush(): void
{
this.setObjectRenderer(this.emptyRenderer);
}
/** Reset the system to an empty renderer */
reset(): void
{
this.setObjectRenderer(this.emptyRenderer);
}
/**
* Handy function for batch renderers: copies bound textures in first maxTextures locations to array
* sets actual _batchLocation for them
* @param arr - arr copy destination
* @param maxTextures - number of copied elements
*/
copyBoundTextures(arr: BaseTexture[], maxTextures: number): void
{
const { boundTextures } = this.renderer.texture;
for (let i = maxTextures - 1; i >= 0; --i)
{
arr[i] = boundTextures[i] || null;
if (arr[i])
{
arr[i]._batchLocation = i;
}
}
}
/**
* Assigns batch locations to textures in array based on boundTextures state.
* All textures in texArray should have `_batchEnabled = _batchId`,
* and their count should be less than `maxTextures`.
* @param texArray - textures to bound
* @param boundTextures - current state of bound textures
* @param batchId - marker for _batchEnabled param of textures in texArray
* @param maxTextures - number of texture locations to manipulate
*/
boundArray(texArray: BatchTextureArray, boundTextures: Array<BaseTexture>,
batchId: number, maxTextures: number): void
{
const { elements, ids, count } = texArray;
let j = 0;
for (let i = 0; i < count; i++)
{
const tex = elements[i];
const loc = tex._batchLocation;
if (loc >= 0 && loc < maxTextures
&& boundTextures[loc] === tex)
{
ids[i] = loc;
continue;
}
while (j < maxTextures)
{
const bound = boundTextures[j];
if (bound && bound._batchEnabled === batchId
&& bound._batchLocation === j)
{
j++;
continue;
}
ids[i] = j;
tex._batchLocation = j;
boundTextures[j] = tex;
break;
}
}
}
/**
* @ignore
*/
destroy(): void
{
this.renderer = null;
}
}
extensions.add(BatchSystem);