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815 lines
27 KiB
815 lines
27 KiB
//*//
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import { __private, approx, assert, BaseRenderData, BitmapFont, cclegacy, Component, Director, director, EPSILON, Game, game, gfx, ImageAsset, Label, Material, MeshBuffer, MotionStreak, murmurhash2_32_gc, Node, renderer, resources, Root, Sprite, SpriteFrame, StencilManager, Texture2D, TiledLayer, TiledRenderData, UIMeshRenderer, UIRenderer } from 'cc';
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import { DEBUG, EDITOR, JSB } from 'cc/env';
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const VER = "2.0.2";
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//最大纹理,固定8张
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const MAX_TEX = 8
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//原生开关,根据需要开启或关闭
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const SUPPORT_NATIVE = true;
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//@ts-ignore
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gfx.Texture.prototype.texID = -1; //当前纹理id
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//@ts-ignore
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Material.prototype.isMult = false; //多纹理材质的标记
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//@ts-ignore
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Component.prototype.useMult = false; //组件多纹理开关
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export const MultBatch2D: any = {
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native: !SUPPORT_NATIVE && JSB,
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enable: false,
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parent: null,
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incID: 0,
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count: 0,
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hash: 0,
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reset: function () {
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this.incID += this.count;
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this.count = 0;
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}
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};
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const _image = new ImageAsset({
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width: 1,
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height: 1,
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_compressed: false,
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format: gfx.Format.RGBA32F,
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_data: new Float32Array(4).fill(0),
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});
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const Texture = new Texture2D();
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Texture.setFilters(1, 1);
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Texture.image = _image;
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Texture.addRef();
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//预加载多纹理材质
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const loadMultTextures = function () {
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MultBatch2D.enable = false;
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resources.load("multTextures/Mult-material", Material, (err, material) => {
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if (!err) {
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let mat = cclegacy.builtinResMgr.get('ui-sprite-material');
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if (mat) {
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mat._hash = MultBatch2D.hash = Material.getHash(mat);
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MultBatch2D.parent = material;
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MultBatch2D.enable = true;
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material.addRef();
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}
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}
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});
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}
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//填补原生纹理数据
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const endBatcher = function () {
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if (!JSB) return;
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let batcher: any = director.root?.batcher2D;
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if (batcher && batcher.isMult) {
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let mat = batcher._currMaterial;
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if (mat && MultBatch2D.count > 0) {
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let tid = Texture.getGFXTexture();//?.objectID;
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let cache = batcher.cacheTextures;
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for (let i = MultBatch2D.count; i < 8; i++) {
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if (cache[i] !== tid) {
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mat.setProperty("texture" + i, Texture);
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cache[i] = tid;
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}
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}
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}
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}
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}
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//多纹理材质缓存队列
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let _cacheUseCount: number = 0;
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let _cacheMaterials: Array<Material> = [];
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const getMultMaterial = function (oldMat: any, rd: any = null) {
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let MB = MultBatch2D;
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endBatcher();
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MB.reset();
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if (!MB.enable || !oldMat || !rd || !rd.isMult) {
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return oldMat;
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}
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if (!MB.parent || !MB.parent.isValid) {
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loadMultTextures();
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return oldMat;
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}
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let newMat: any = _cacheMaterials[_cacheUseCount++];
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if (!newMat || !newMat.isValid) {
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let material = { parent: MB.parent };
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newMat = new renderer.MaterialInstance(material);
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_cacheMaterials[_cacheUseCount - 1] = newMat;
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newMat['cacheTextures'] = [];
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newMat['isMult'] = true;
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newMat.addRef();
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}
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return newMat;
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}
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//游戏启动前,务必加载多纹理材质
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game.once(Game.EVENT_GAME_INITED, () => {
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if (EDITOR || MultBatch2D.native) return; //|| JSB
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loadMultTextures();
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});
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// 多纹理合批,sprite , label , renderdata ,等其他组件的重写和监听
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const inject_Renderdata = function () {
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const RenderData = cclegacy.UI.RenderData.prototype;
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RenderData.texID = -1;
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RenderData.isMult = false;
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RenderData.matDirty = true;
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RenderData.texDirty = true;
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RenderData.dataDirty = 0x0;
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//兼容多纹理hash计算
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RenderData.updateHash = function () {
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if (this.isMult && MultBatch2D.enable) {
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const bid = this.chunk ? this.chunk.bufferId : -1;
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const hashString = `${bid}${this.layer}` + '98k';
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this.dataHash = murmurhash2_32_gc(hashString, 666);
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this.hashDirty = false;
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} else {
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const bid = this.chunk ? this.chunk.bufferId : -1;
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const hashString = `${bid}${this.layer} ${this.textureHash}`;
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this.dataHash = murmurhash2_32_gc(hashString, 666);
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this.hashDirty = false;
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}
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this.matDirty = false;
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}
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//监听纹理的变更
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Object.defineProperty(RenderData, "textureDirty", {
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get: function () {
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return this.texDirty;
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},
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set: function (val: boolean) {
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this.texDirty = val;
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if (val === true) {
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this.texID = -1;
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}
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}
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});
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//检测是否支持多纹理合批
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const isMultTextures = function (rd: any, uir: UIRenderer) {
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rd.isMult = false;
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let material: any = uir.getRenderMaterial(0)!
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if (!material || !MultBatch2D.enable) return;
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//@ts-ignore
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//组件控制开关 useMult: 可以开启自定义组件参与多纹理
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//|| uir instanceof Sprite || uir instanceof Label
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if (uir.useMult) {
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material._hash = material.hash || material._hash;
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if (!material._hash) {
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material._hash = Material.getHash(material);
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}
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rd.isMult = (MultBatch2D.hash == material._hash);
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}
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}
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//监听pass变更,检测是否多纹理支持
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const updatePass = RenderData.updatePass;
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RenderData.updatePass = function (comp: UIRenderer): void {
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isMultTextures(this, comp);
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updatePass.call(this, comp);
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}
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//监听pass变更,检测是否多纹理支持
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const updateRenderData = RenderData.updateRenderData;
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RenderData.updateRenderData = function (comp: UIRenderer, frame: any): void {
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if (this.passDirty) {
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isMultTextures(this, comp);
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}
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//isMultTextures(this, comp);
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updateRenderData.call(this, comp, frame);
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}
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}
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const inject_Label = function () {
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//@ts-ignore
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Label.prototype.useMult = true;
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//监听 Label 的 uv 变更
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const label = Label.Assembler;
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if (label) {
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const getAssembler = label.getAssembler;
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label.getAssembler = function (comp: Label) {
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const assembler = getAssembler.call(this, comp);
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if (assembler.changeUV == undefined) {
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assembler.changeUV = function (s: any) {
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let rd = s.renderData;
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rd && (rd.dataDirty = 1);
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};
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const UVs = assembler.updateUVs;
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if (UVs) {
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if (comp.font instanceof BitmapFont) {
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assembler.updateUVs = function (comp: Label) {
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UVs.call(this, comp);
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this.changeUV(comp);
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}
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} else if (comp.cacheMode === Label.CacheMode.CHAR) {
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assembler.updateUVs = function (comp: Label) {
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UVs.call(this, comp);
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this.changeUV(comp);
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}
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} else {
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assembler.updateUVs = function (comp: Label) {
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UVs.call(this, comp);
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const renderData = comp.renderData;
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if (!renderData || !comp.ttfSpriteFrame) {
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return;
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}
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this.changeUV(comp);
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}
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}
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}
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}
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return assembler;
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}
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}
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}
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const inject_Sprite = function () {
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//@ts-ignore
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Sprite.prototype.useMult = true;
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//监听 sprite 的 uv 变更
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const sprite = Sprite.Assembler;
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if (sprite) {
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const getAssembler = sprite.getAssembler;
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sprite.getAssembler = function (comp: Sprite) {
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const assembler = getAssembler.call(this, comp);
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if (assembler.changeUV == undefined) {
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assembler.changeUV = function (s: any) {
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let rd = s.renderData;
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rd && (rd.dataDirty = 1);
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};
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const UVs = assembler.updateUVs;
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if (UVs) {
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if (comp.type == Sprite.Type.FILLED) {
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if (comp.fillType != Sprite.FillType.RADIAL) {
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assembler.updateUVs = function (s: any, f0: number, f1: number) {
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if (!s?.spriteFrame) return;
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UVs.call(this, s, f0, f1);
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this.changeUV(s);
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}
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}
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} else {
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if (comp.type != Sprite.Type.TILED) {
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assembler.updateUVs = function (s: any) {
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if (!s?.spriteFrame) return;
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UVs.call(this, s);
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this.changeUV(s);
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}
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}
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}
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}
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if (JSB) {
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const wUV = assembler.updateWorldUVData;
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if (wUV) {
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assembler.updateWorldUVData = function (s: any) {
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if (!s?.spriteFrame) return;
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wUV.call(this, s);
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this.changeUV(s);
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}
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}
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}
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const verUV = assembler.updateWorldVertexAndUVData;
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if (verUV) {
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assembler.updateWorldVertexAndUVData = function (s: any, c: any) {
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if (!s?.spriteFrame) return;
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verUV.call(this, s, c);
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this.changeUV(s);
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}
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}
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}
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return assembler;
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}
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}
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}
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const inject_MotionStreak = function () {
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if (MotionStreak) {
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const motionStreak: any = MotionStreak.prototype;
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motionStreak.useMult = true; //参与多纹理合批
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const lateUpdate = motionStreak.lateUpdate;
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motionStreak.lateUpdate = function (dt: number) {
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lateUpdate.call(this, dt);
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if (this._assembler) {
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if (this.points.length >= 2) {
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let rd = this.renderData;
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//全局标记刷新纹理uv
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rd && (rd.dataDirty = 1);
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}
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}
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}
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}
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}
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const inject_TiledLayer = function () {
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if (TiledLayer && !JSB) {
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const Tiled: any = TiledLayer.prototype;;
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Tiled.useMult = true; //参与多纹理合批
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Tiled.dataDirty = false; //全局标记刷新纹理uv
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const setUserNodeDirty = Tiled.setUserNodeDirty
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Tiled.setUserNodeDirty = function (dirty: boolean) {
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setUserNodeDirty.call(this, dirty);
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if (!dirty) {
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//全局标记刷新纹理uv
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this.dataDirty = true;
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}
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}
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Tiled._render = function (ui: any): void {
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const layer = this.node.layer;
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for (let i = 0, j = 0; i < this._tiledDataArray.length; i++) {
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this._tiledDataArrayIdx = i;
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const m = this._tiledDataArray[i];
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const info = this._drawInfoList[j];
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if (m.subNodes) {
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// 提前处理 User Nodes
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m.subNodes.forEach((c: any) => {
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if (c) {
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ui.walk(c.node);
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j++;
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}
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});
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} else {
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const td = m as TiledRenderData;
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if (td.texture) {
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let isDirty = false;
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let rd: any = td.renderData!;
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rd.material = this.getRenderMaterial(0);
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if (rd.texture !== td.texture) {
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rd.texture = td.texture;
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// isDirty = true;
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}
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if (rd.layer !== layer) {
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rd.layer = layer;
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isDirty = true;
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}
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rd.isMult = true; //强制参与多纹理
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// if (JSB) rd._renderDrawInfo = info;
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//更新renderdata hash
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isDirty && rd.updateHash();
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if (this.dataDirty) rd.dataDirty = 1;
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// NOTE: 由于 commitComp 只支持单张纹理, 故分多次提交
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ui.commitComp(this, td.renderData, td.texture, this._assembler, null);
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j++;
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}
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}
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}
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this.dataDirty = false;
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this.node._static = true;
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}
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}
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}
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game.once(Game.EVENT_ENGINE_INITED, () => {
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if (EDITOR || MultBatch2D.native) return; //|| JSB
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inject_Label();
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inject_Sprite();
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inject_Renderdata();
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inject_TiledLayer();
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inject_MotionStreak();
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director.on(Director.EVENT_AFTER_DRAW, (dt) => {
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MultBatch2D.reset();
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_cacheUseCount = 0;
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});
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// 多纹理合批,合批核心过程修改
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const Batcher2D: any = cclegacy.internal.Batcher2D.prototype;
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/** 引擎原始 commitComp;ParticleSystem2D 等组件的 assembler 可能无 fillBuffers,多纹理补丁需回退 */
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const _commitCompOriginal = Batcher2D.commitComp;
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Batcher2D.isMult = false; //多纹理标记
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Batcher2D.isNative = JSB; //原生的开关
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Batcher2D.cacheTextures = []; //纹理缓存数据
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Batcher2D.currMaterial = null;//当前指定材质
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Object.defineProperty(Batcher2D, "_currMaterial", {
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get: function () {
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return this.currMaterial;
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},
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set: function (material: any) {
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// if (this.currMaterial === material) return;
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//检测多纹理材质,接替 _currMaterial
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let rd = this._currRenderData; //重置检测
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if (material == this._emptyMaterial) rd = null;
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this.currMaterial = getMultMaterial(material, rd);
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this.isMult = false;
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if (MultBatch2D.enable) {
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if (this.currMaterial && this.currMaterial.isMult) {
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this.cacheTextures = this.currMaterial.cacheTextures;
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this.isMult = true; //当前 batcher 多纹理标记
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}
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}
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}
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});
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const Stage_ENTER_LEVEL = 2;
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const Stage_ENTER_LEVEL_INVERTED = 6;
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//@ts-ignore
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type TextureBase = __private._cocos_asset_assets_texture_base__TextureBase;
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Batcher2D.commitComp = function (comp: UIRenderer, renderData: BaseRenderData | null, frame: TextureBase | SpriteFrame | null, assembler: any, transform: Node | null) {
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let isNative = this.isNative;
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if (!isNative && (!assembler || typeof assembler.fillBuffers !== 'function')) {
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return _commitCompOriginal.call(this, comp, renderData, frame, assembler, transform);
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}
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let dataHash = 0;
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let mat: any = null;
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let bufferID = -1;
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if (renderData && renderData.chunk) {
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if (!renderData.isValid()) return;
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dataHash = renderData.dataHash;
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mat = renderData.material;
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bufferID = renderData.chunk.bufferId;
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}
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// Notice: A little hack, if it is for mask, not need update here, while control by stencilManger
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if (comp.stencilStage === Stage_ENTER_LEVEL || comp.stencilStage === Stage_ENTER_LEVEL_INVERTED) {
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this._insertMaskBatch(comp);
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} else {
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comp.stencilStage = StencilManager.sharedManager!.stage;
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}
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const depthStencilStateStage = comp.stencilStage;
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let texID = -1;
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let texture = null;
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let MB = MultBatch2D;
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let flushBatch = false;
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//@ts-ignore
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if (MB.enable && renderData && renderData.isMult) {
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if (frame && frame.isValid)
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texture = frame.getGFXTexture();
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if (texture) {
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//@ts-ignore
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if (texture.texID === undefined) texture.texID = -1;
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//@ts-ignore
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texID = texture.texID - MB.incID;
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flushBatch = texID < 0 && MB.count >= MAX_TEX;
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if (this.isMult) mat = this._currMaterial;
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}
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}
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if (flushBatch
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|| this._currHash !== dataHash || dataHash === 0 || this._currMaterial !== mat
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|| this._currDepthStencilStateStage !== depthStencilStateStage) {
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// Merge all previous data to a render batch, and update buffer for next render data
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this.autoMergeBatches(this._currComponent!);
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if (!isNative && renderData && !renderData._isMeshBuffer) {
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this.updateBuffer(renderData.vertexFormat, bufferID);
|
|
}
|
|
|
|
|
|
this._currRenderData = renderData;
|
|
this._currHash = renderData ? renderData.dataHash : 0;
|
|
this._currComponent = comp;
|
|
this._currTransform = transform;
|
|
this._currMaterial = comp.getRenderMaterial(0)!;
|
|
this._currDepthStencilStateStage = depthStencilStateStage;
|
|
this._currLayer = comp.node.layer;
|
|
if (frame) {
|
|
if (DEBUG) {
|
|
assert(frame.isValid, 'frame should not be invalid, it may have been released');
|
|
}
|
|
this._currTexture = frame.getGFXTexture();
|
|
this._currSampler = frame.getGFXSampler();
|
|
this._currTextureHash = frame.getHash();
|
|
this._currSamplerHash = this._currSampler.hash;
|
|
} else {
|
|
this._currTexture = null;
|
|
this._currSampler = null;
|
|
this._currTextureHash = 0;
|
|
this._currSamplerHash = 0;
|
|
}
|
|
}
|
|
|
|
if (!isNative) assembler.fillBuffers(comp, this);
|
|
|
|
|
|
if (texture) {
|
|
|
|
if (texID < 0 || MB.count === 0) {
|
|
|
|
texID = MB.count++;
|
|
//@ts-ignore
|
|
//let id = texture.objectID;
|
|
//@ts-ignore
|
|
texture.texID = texID + MB.incID;
|
|
|
|
let caches = this.cacheTextures;
|
|
if (caches[texID] !== texture) {
|
|
caches[texID] = texture;
|
|
//@ts-ignore
|
|
texture = frame.texture;
|
|
if (!texture) texture = frame;
|
|
this._currMaterial.setProperty("texture" + texID, texture);
|
|
|
|
}
|
|
}
|
|
|
|
this.fillTextureID(renderData, texID);
|
|
|
|
if (isNative) {
|
|
renderData!.renderDrawInfo.setMaterial(this._currMaterial);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//填充多纹理 id 到顶点数据
|
|
Batcher2D.fillTextureID = function (renderData: any, texID: number) {
|
|
|
|
// if (!renderData) return;
|
|
let vbuf = renderData.chunk.vb;
|
|
let uvX = 0, length = vbuf.length;
|
|
if (renderData.dataDirty === 1) {
|
|
for (let i = 0; i < length; i += 9) {
|
|
uvX = ~~(vbuf[i + 3] * 100000);
|
|
vbuf[i + 3] = uvX * 10 + texID;
|
|
}
|
|
|
|
} else {
|
|
if (renderData.texID !== texID) {
|
|
for (let i = 0; i < length; i += 9) {
|
|
uvX = ~~(vbuf[i + 3] * 0.1);
|
|
vbuf[i + 3] = uvX * 10 + texID;
|
|
}
|
|
}
|
|
}
|
|
renderData.dataDirty = 0;
|
|
renderData.texID = texID;
|
|
};
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 多纹理合批,原生平台支持的修改
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
if (!EDITOR && JSB) {
|
|
|
|
const rootProto: any = Root.prototype;
|
|
const oldFrameMove = rootProto.frameMove;
|
|
rootProto.frameMove = function (deltaTime: number) {
|
|
//@ts-ignore
|
|
director.root?.batcher2D.update();
|
|
//director.root?.batcher2D.reset();
|
|
oldFrameMove.call(this, deltaTime, director.getTotalFrames());
|
|
|
|
};
|
|
|
|
|
|
Batcher2D.update = function update() {
|
|
|
|
const screens = this._screens;
|
|
for (let i = 0; i < screens.length; ++i) {
|
|
const screen = screens[i];
|
|
const scene = screen._getRenderScene();
|
|
if (!screen.enabledInHierarchy || !scene) {
|
|
continue;
|
|
}
|
|
|
|
// Reset state and walk
|
|
this._opacityDirty = 0;
|
|
this._pOpacity = 1;
|
|
this._batchRootDepth = 0;
|
|
|
|
this.walk(screen.node);
|
|
|
|
this.resetRenderStates();
|
|
|
|
}
|
|
|
|
this._batches.clear();
|
|
this.resetRenderStates();
|
|
StencilManager.sharedManager!.reset();
|
|
}
|
|
|
|
Batcher2D.walk = function walk(node: Node, level = 0): void {
|
|
if (!node.activeInHierarchy) {
|
|
return;
|
|
}
|
|
const children = node.children;
|
|
const uiProps = node._uiProps;
|
|
const render = uiProps.uiComp as UIRenderer;
|
|
|
|
|
|
// Save opacity
|
|
const parentOpacity = this._pOpacity;
|
|
let opacity = parentOpacity;
|
|
// TODO Always cascade ui property's local opacity before remove it
|
|
const selfOpacity = render && render.color ? render.color.a / 255 : 1;
|
|
this._pOpacity = opacity *= selfOpacity * uiProps.localOpacity;
|
|
// TODO Set opacity to ui property's opacity before remove it
|
|
|
|
//@ts-ignore
|
|
//uiProps.setOpacity(opacity);
|
|
uiProps._opacity = opacity;
|
|
|
|
|
|
if (!approx(opacity, 0, EPSILON)) {
|
|
|
|
// Render assembler update logic
|
|
if (render && render.enabledInHierarchy) {
|
|
//console.log("98K Render:", node.name);
|
|
render.fillBuffers(this);// for rendering
|
|
}
|
|
|
|
if (children.length > 0 && !node._static) {
|
|
for (let i = 0; i < children.length; ++i) {
|
|
const child = children[i];
|
|
this.walk(child, level);
|
|
}
|
|
}
|
|
}
|
|
// Restore opacity
|
|
this._pOpacity = parentOpacity;
|
|
|
|
// Post render assembler update logic
|
|
// ATTENTION: Will also reset colorDirty inside postUpdateAssembler
|
|
if (render && render.enabledInHierarchy) {
|
|
render.postUpdateAssembler(this);
|
|
if ((render.stencilStage === Stage_ENTER_LEVEL || render.stencilStage === Stage_ENTER_LEVEL_INVERTED)
|
|
&& (StencilManager.sharedManager!.getMaskStackSize() > 0)) {
|
|
this.autoMergeBatches(this._currComponent!);
|
|
this.resetRenderStates();
|
|
StencilManager.sharedManager!.exitMask();
|
|
}
|
|
}
|
|
|
|
|
|
level += 1;
|
|
}
|
|
|
|
|
|
|
|
Batcher2D._insertMaskBatch = function (comp: UIRenderer | UIMeshRenderer): void {
|
|
this.autoMergeBatches(this._currComponent!);
|
|
this.resetRenderStates();
|
|
//this._createClearModel();
|
|
//this._maskClearModel!.node = this._maskClearModel!.transform = comp.node;
|
|
const _stencilManager = StencilManager.sharedManager!;
|
|
_stencilManager.pushMask(1);//not need object,only use length
|
|
//_stencilManager.clear(comp); //invert
|
|
_stencilManager.enableMask();
|
|
}
|
|
|
|
Batcher2D.commitModel = function (comp: UIMeshRenderer | UIRenderer, model: any, mat: Material | null): void {
|
|
// if the last comp is spriteComp, previous comps should be batched.
|
|
if (this._currMaterial !== this._emptyMaterial) {
|
|
this.autoMergeBatches(this._currComponent!);
|
|
this.resetRenderStates();
|
|
}
|
|
|
|
if (mat) {
|
|
// Notice: A little hack, if it is for mask, not need update here, while control by stencilManger
|
|
if (comp.stencilStage === Stage_ENTER_LEVEL || comp.stencilStage === Stage_ENTER_LEVEL_INVERTED) {
|
|
this._insertMaskBatch(comp);
|
|
} else {
|
|
//@ts-ignore
|
|
comp._stencilStage = StencilManager.sharedManager!.stage;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
Batcher2D.commitIA = function (renderComp: UIRenderer, ia: any, tex?: TextureBase, mat?: Material, transform?: Node): void {
|
|
// if the last comp is spriteComp, previous comps should be batched.
|
|
if (this._currMaterial !== this._emptyMaterial) {
|
|
this.autoMergeBatches(this._currComponent!);
|
|
this.resetRenderStates();
|
|
}
|
|
|
|
if (renderComp) {
|
|
//@ts-ignore
|
|
renderComp._stencilStage = StencilManager.sharedManager!.stage;
|
|
}
|
|
}
|
|
|
|
|
|
Batcher2D.commitMiddleware = function (comp: UIRenderer,
|
|
meshBuffer: MeshBuffer,
|
|
indexOffset: number,
|
|
indexCount: number,
|
|
tex: TextureBase,
|
|
mat: Material,
|
|
enableBatch: boolean,
|
|
): void {
|
|
|
|
this.autoMergeBatches(this._currComponent!);
|
|
this.resetRenderStates();
|
|
this._currIsMiddleware = true;
|
|
}
|
|
|
|
|
|
Batcher2D.autoMergeBatches = function (renderComp?: UIRenderer): void {
|
|
|
|
if (this._currIsMiddleware) {
|
|
// this.mergeBatchesForMiddleware(renderComp!);
|
|
if (renderComp) {
|
|
//@ts-ignore
|
|
renderComp._stencilStage = StencilManager.sharedManager!.stage;
|
|
}
|
|
this._currIsMiddleware = false;
|
|
this._middlewareBuffer = null;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// if (Graphics) {
|
|
// const graphics: any = Graphics.prototype;
|
|
// graphics.debugDraw = false;
|
|
// const _render = graphics._render;
|
|
// graphics._render = function (render: any): void {
|
|
// if (this.debugDraw) {
|
|
// this._isNeedUploadData = false;
|
|
// }
|
|
// _render.call(this, render);
|
|
// }
|
|
// }
|
|
|
|
// if (sp.Skeleton) {
|
|
// const Skeleton: any = sp.Skeleton.prototype;
|
|
// const _updateDebugDraw = Skeleton._updateDebugDraw;
|
|
// Skeleton._updateDebugDraw = function () {
|
|
// _updateDebugDraw.call(this);
|
|
// if (this._debugRenderer) {
|
|
// this._debugRenderer.debugDraw = true;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
}
|
|
});
|
|
|
|
//*/
|