消消方块阵换皮表情
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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';
import { DEBUG, EDITOR, JSB } from 'cc/env';
const VER = "2.0.2";
//最大纹理,固定8张
const MAX_TEX = 8
//原生开关,根据需要开启或关闭
const SUPPORT_NATIVE = true;
//@ts-ignore
gfx.Texture.prototype.texID = -1; //当前纹理id
//@ts-ignore
Material.prototype.isMult = false; //多纹理材质的标记
//@ts-ignore
Component.prototype.useMult = false; //组件多纹理开关
export const MultBatch2D: any = {
native: !SUPPORT_NATIVE && JSB,
enable: false,
parent: null,
incID: 0,
count: 0,
hash: 0,
reset: function () {
this.incID += this.count;
this.count = 0;
}
};
const _image = new ImageAsset({
width: 1,
height: 1,
_compressed: false,
format: gfx.Format.RGBA32F,
_data: new Float32Array(4).fill(0),
});
const Texture = new Texture2D();
Texture.setFilters(1, 1);
Texture.image = _image;
Texture.addRef();
//预加载多纹理材质
const loadMultTextures = function () {
MultBatch2D.enable = false;
resources.load("multTextures/Mult-material", Material, (err, material) => {
if (!err) {
let mat = cclegacy.builtinResMgr.get('ui-sprite-material');
if (mat) {
mat._hash = MultBatch2D.hash = Material.getHash(mat);
MultBatch2D.parent = material;
MultBatch2D.enable = true;
material.addRef();
}
}
});
}
//填补原生纹理数据
const endBatcher = function () {
if (!JSB) return;
let batcher: any = director.root?.batcher2D;
if (batcher && batcher.isMult) {
let mat = batcher._currMaterial;
if (mat && MultBatch2D.count > 0) {
let tid = Texture.getGFXTexture();//?.objectID;
let cache = batcher.cacheTextures;
for (let i = MultBatch2D.count; i < 8; i++) {
if (cache[i] !== tid) {
mat.setProperty("texture" + i, Texture);
cache[i] = tid;
}
}
}
}
}
//多纹理材质缓存队列
let _cacheUseCount: number = 0;
let _cacheMaterials: Array<Material> = [];
const getMultMaterial = function (oldMat: any, rd: any = null) {
let MB = MultBatch2D;
endBatcher();
MB.reset();
if (!MB.enable || !oldMat || !rd || !rd.isMult) {
return oldMat;
}
if (!MB.parent || !MB.parent.isValid) {
loadMultTextures();
return oldMat;
}
let newMat: any = _cacheMaterials[_cacheUseCount++];
if (!newMat || !newMat.isValid) {
let material = { parent: MB.parent };
newMat = new renderer.MaterialInstance(material);
_cacheMaterials[_cacheUseCount - 1] = newMat;
newMat['cacheTextures'] = [];
newMat['isMult'] = true;
newMat.addRef();
}
return newMat;
}
//游戏启动前,务必加载多纹理材质
game.once(Game.EVENT_GAME_INITED, () => {
if (EDITOR || MultBatch2D.native) return; //|| JSB
loadMultTextures();
});
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 多纹理合批,sprite , label , renderdata ,等其他组件的重写和监听
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const inject_Renderdata = function () {
const RenderData = cclegacy.UI.RenderData.prototype;
RenderData.texID = -1;
RenderData.isMult = false;
RenderData.matDirty = true;
RenderData.texDirty = true;
RenderData.dataDirty = 0x0;
//兼容多纹理hash计算
RenderData.updateHash = function () {
if (this.isMult && MultBatch2D.enable) {
const bid = this.chunk ? this.chunk.bufferId : -1;
const hashString = `${bid}${this.layer}` + '98k';
this.dataHash = murmurhash2_32_gc(hashString, 666);
this.hashDirty = false;
} else {
const bid = this.chunk ? this.chunk.bufferId : -1;
const hashString = `${bid}${this.layer} ${this.textureHash}`;
this.dataHash = murmurhash2_32_gc(hashString, 666);
this.hashDirty = false;
}
this.matDirty = false;
}
//监听纹理的变更
Object.defineProperty(RenderData, "textureDirty", {
get: function () {
return this.texDirty;
},
set: function (val: boolean) {
this.texDirty = val;
if (val === true) {
this.texID = -1;
}
}
});
//检测是否支持多纹理合批
const isMultTextures = function (rd: any, uir: UIRenderer) {
rd.isMult = false;
let material: any = uir.getRenderMaterial(0)!
if (!material || !MultBatch2D.enable) return;
//@ts-ignore
//组件控制开关 useMult: 可以开启自定义组件参与多纹理
//|| uir instanceof Sprite || uir instanceof Label
if (uir.useMult) {
material._hash = material.hash || material._hash;
if (!material._hash) {
material._hash = Material.getHash(material);
}
rd.isMult = (MultBatch2D.hash == material._hash);
}
}
//监听pass变更,检测是否多纹理支持
const updatePass = RenderData.updatePass;
RenderData.updatePass = function (comp: UIRenderer): void {
isMultTextures(this, comp);
updatePass.call(this, comp);
}
//监听pass变更,检测是否多纹理支持
const updateRenderData = RenderData.updateRenderData;
RenderData.updateRenderData = function (comp: UIRenderer, frame: any): void {
if (this.passDirty) {
isMultTextures(this, comp);
}
//isMultTextures(this, comp);
updateRenderData.call(this, comp, frame);
}
}
const inject_Label = function () {
//@ts-ignore
Label.prototype.useMult = true;
//监听 Label 的 uv 变更
const label = Label.Assembler;
if (label) {
const getAssembler = label.getAssembler;
label.getAssembler = function (comp: Label) {
const assembler = getAssembler.call(this, comp);
if (assembler.changeUV == undefined) {
assembler.changeUV = function (s: any) {
let rd = s.renderData;
rd && (rd.dataDirty = 1);
};
const UVs = assembler.updateUVs;
if (UVs) {
if (comp.font instanceof BitmapFont) {
assembler.updateUVs = function (comp: Label) {
UVs.call(this, comp);
this.changeUV(comp);
}
} else if (comp.cacheMode === Label.CacheMode.CHAR) {
assembler.updateUVs = function (comp: Label) {
UVs.call(this, comp);
this.changeUV(comp);
}
} else {
assembler.updateUVs = function (comp: Label) {
UVs.call(this, comp);
const renderData = comp.renderData;
if (!renderData || !comp.ttfSpriteFrame) {
return;
}
this.changeUV(comp);
}
}
}
}
return assembler;
}
}
}
const inject_Sprite = function () {
//@ts-ignore
Sprite.prototype.useMult = true;
//监听 sprite 的 uv 变更
const sprite = Sprite.Assembler;
if (sprite) {
const getAssembler = sprite.getAssembler;
sprite.getAssembler = function (comp: Sprite) {
const assembler = getAssembler.call(this, comp);
if (assembler.changeUV == undefined) {
assembler.changeUV = function (s: any) {
let rd = s.renderData;
rd && (rd.dataDirty = 1);
};
const UVs = assembler.updateUVs;
if (UVs) {
if (comp.type == Sprite.Type.FILLED) {
if (comp.fillType != Sprite.FillType.RADIAL) {
assembler.updateUVs = function (s: any, f0: number, f1: number) {
if (!s?.spriteFrame) return;
UVs.call(this, s, f0, f1);
this.changeUV(s);
}
}
} else {
if (comp.type != Sprite.Type.TILED) {
assembler.updateUVs = function (s: any) {
if (!s?.spriteFrame) return;
UVs.call(this, s);
this.changeUV(s);
}
}
}
}
if (JSB) {
const wUV = assembler.updateWorldUVData;
if (wUV) {
assembler.updateWorldUVData = function (s: any) {
if (!s?.spriteFrame) return;
wUV.call(this, s);
this.changeUV(s);
}
}
}
const verUV = assembler.updateWorldVertexAndUVData;
if (verUV) {
assembler.updateWorldVertexAndUVData = function (s: any, c: any) {
if (!s?.spriteFrame) return;
verUV.call(this, s, c);
this.changeUV(s);
}
}
}
return assembler;
}
}
}
const inject_MotionStreak = function () {
if (MotionStreak) {
const motionStreak: any = MotionStreak.prototype;
motionStreak.useMult = true; //参与多纹理合批
const lateUpdate = motionStreak.lateUpdate;
motionStreak.lateUpdate = function (dt: number) {
lateUpdate.call(this, dt);
if (this._assembler) {
if (this.points.length >= 2) {
let rd = this.renderData;
//全局标记刷新纹理uv
rd && (rd.dataDirty = 1);
}
}
}
}
}
const inject_TiledLayer = function () {
if (TiledLayer && !JSB) {
const Tiled: any = TiledLayer.prototype;;
Tiled.useMult = true; //参与多纹理合批
Tiled.dataDirty = false; //全局标记刷新纹理uv
const setUserNodeDirty = Tiled.setUserNodeDirty
Tiled.setUserNodeDirty = function (dirty: boolean) {
setUserNodeDirty.call(this, dirty);
if (!dirty) {
//全局标记刷新纹理uv
this.dataDirty = true;
}
}
Tiled._render = function (ui: any): void {
const layer = this.node.layer;
for (let i = 0, j = 0; i < this._tiledDataArray.length; i++) {
this._tiledDataArrayIdx = i;
const m = this._tiledDataArray[i];
const info = this._drawInfoList[j];
if (m.subNodes) {
// 提前处理 User Nodes
m.subNodes.forEach((c: any) => {
if (c) {
ui.walk(c.node);
j++;
}
});
} else {
const td = m as TiledRenderData;
if (td.texture) {
let isDirty = false;
let rd: any = td.renderData!;
rd.material = this.getRenderMaterial(0);
if (rd.texture !== td.texture) {
rd.texture = td.texture;
// isDirty = true;
}
if (rd.layer !== layer) {
rd.layer = layer;
isDirty = true;
}
rd.isMult = true; //强制参与多纹理
// if (JSB) rd._renderDrawInfo = info;
//更新renderdata hash
isDirty && rd.updateHash();
if (this.dataDirty) rd.dataDirty = 1;
// NOTE: 由于 commitComp 只支持单张纹理, 故分多次提交
ui.commitComp(this, td.renderData, td.texture, this._assembler, null);
j++;
}
}
}
this.dataDirty = false;
this.node._static = true;
}
}
}
game.once(Game.EVENT_ENGINE_INITED, () => {
if (EDITOR || MultBatch2D.native) return; //|| JSB
inject_Label();
inject_Sprite();
inject_Renderdata();
inject_TiledLayer();
inject_MotionStreak();
director.on(Director.EVENT_AFTER_DRAW, (dt) => {
MultBatch2D.reset();
_cacheUseCount = 0;
});
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 多纹理合批,合批核心过程修改
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const Batcher2D: any = cclegacy.internal.Batcher2D.prototype;
/** 引擎原始 commitComp;ParticleSystem2D 等组件的 assembler 可能无 fillBuffers,多纹理补丁需回退 */
const _commitCompOriginal = Batcher2D.commitComp;
Batcher2D.isMult = false; //多纹理标记
Batcher2D.isNative = JSB; //原生的开关
Batcher2D.cacheTextures = []; //纹理缓存数据
Batcher2D.currMaterial = null;//当前指定材质
Object.defineProperty(Batcher2D, "_currMaterial", {
get: function () {
return this.currMaterial;
},
set: function (material: any) {
// if (this.currMaterial === material) return;
//检测多纹理材质,接替 _currMaterial
let rd = this._currRenderData; //重置检测
if (material == this._emptyMaterial) rd = null;
this.currMaterial = getMultMaterial(material, rd);
this.isMult = false;
if (MultBatch2D.enable) {
if (this.currMaterial && this.currMaterial.isMult) {
this.cacheTextures = this.currMaterial.cacheTextures;
this.isMult = true; //当前 batcher 多纹理标记
}
}
}
});
const Stage_ENTER_LEVEL = 2;
const Stage_ENTER_LEVEL_INVERTED = 6;
//@ts-ignore
type TextureBase = __private._cocos_asset_assets_texture_base__TextureBase;
Batcher2D.commitComp = function (comp: UIRenderer, renderData: BaseRenderData | null, frame: TextureBase | SpriteFrame | null, assembler: any, transform: Node | null) {
let isNative = this.isNative;
if (!isNative && (!assembler || typeof assembler.fillBuffers !== 'function')) {
return _commitCompOriginal.call(this, comp, renderData, frame, assembler, transform);
}
let dataHash = 0;
let mat: any = null;
let bufferID = -1;
if (renderData && renderData.chunk) {
if (!renderData.isValid()) return;
dataHash = renderData.dataHash;
mat = renderData.material;
bufferID = renderData.chunk.bufferId;
}
// 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 {
comp.stencilStage = StencilManager.sharedManager!.stage;
}
const depthStencilStateStage = comp.stencilStage;
let texID = -1;
let texture = null;
let MB = MultBatch2D;
let flushBatch = false;
//@ts-ignore
if (MB.enable && renderData && renderData.isMult) {
if (frame && frame.isValid)
texture = frame.getGFXTexture();
if (texture) {
//@ts-ignore
if (texture.texID === undefined) texture.texID = -1;
//@ts-ignore
texID = texture.texID - MB.incID;
flushBatch = texID < 0 && MB.count >= MAX_TEX;
if (this.isMult) mat = this._currMaterial;
}
}
if (flushBatch
|| this._currHash !== dataHash || dataHash === 0 || this._currMaterial !== mat
|| this._currDepthStencilStateStage !== depthStencilStateStage) {
// Merge all previous data to a render batch, and update buffer for next render data
this.autoMergeBatches(this._currComponent!);
if (!isNative && renderData && !renderData._isMeshBuffer) {
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;
// }
// }
// }
}
});
//*/