//*// import { __private, assert, BaseRenderData, BitmapFont, cclegacy, Color, Component, Director, director, Game, game, gfx, Label, Material, MotionStreak, murmurhash2_32_gc, Node, renderer, resources, Sprite, SpriteFrame, StencilManager, TiledLayer, TiledRenderData, UIRenderer, VERSION } from 'cc'; import { DEBUG, EDITOR, JSB } from 'cc/env'; const VER = "3.0.2"; //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 // 多纹理合批全局开关,网络开关也可在此设置 export const enableMultTextures = function () { if (EDITOR || MultBatch2D.native) return false; let ver = VERSION.slice(); let numbers = ver.split('.'); let n = parseInt(numbers.join('')); if (JSB && !(n >= 385 && n <= 386)) { //目前支持386,385原生,后续添加其他版本 MultBatch2D.native = false; return false; //版本不匹配 } return true; } 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; } }; //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(); } } }); } //多纹理材质缓存队列 let _cacheUseCount: number = 0; let _cacheMaterials: Array = []; const getMultMaterial = function (oldMat: any, rd: any = null) { let MB = MultBatch2D; 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 (!enableMultTextures()) return; //|| JSB loadMultTextures(); }); // game.on(Game.EVENT_RESTART,()=>{ // 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; } } }); Object.defineProperty(RenderData, "material", { get: function (): Material | null { return this._material!; }, set: function (val: Material | null) { this._material = val; if (this._renderDrawInfo) { this._renderDrawInfo.setMaterial(val!); } } }); //检测是否支持多纹理合批 const isMultTextures = function (rd: any, uir: UIRenderer) { let b = rd.isMult; rd.isMult = false; let material: any = uir.getRenderMaterial(0)! if (!material || !MultBatch2D.enable) { if (b && !rd.isMult) { //@ts-ignore uir._updateColor(); } return; } //@ts-ignore //组件控制开关 useMult: 可以开启自定义组件参与多纹理 if (uir.useMult && !rd._isMeshBuffer) { // material._hash = material.hash || material._hash; if (!material.hash || rd.passDirty || JSB) { material._hash = Material.getHash(material); } rd.isMult = (MultBatch2D.hash == material._hash); } if (b && !rd.isMult) { //@ts-ignore uir._updateColor(); } } //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); if (JSB) { if (this.isMult) { this.renderDrawInfo.setMaterial(MultBatch2D.parent); } else { this.renderDrawInfo.setMaterial(this.material); } } } } const inject_UIRender = function () { const render: any = UIRenderer.prototype; const updateMaterial = render.updateMaterial; render.updateMaterial = function () { updateMaterial.call(this); if (this._assembler) { if (this._assembler.updateColor) { this._updateColor(); } } } //重写 _updateColor 方法 render._updateColor = function () { this.node._uiProps.colorDirty = true; this.setEntityColorDirty(true); this.setEntityColor(this._color); this.setEntityOpacity(this.node._uiProps.localOpacity); const assembler = this._assembler; if (assembler) { //修复updateColor不存在 if (assembler.updateColor) { assembler.updateColor(this); } // Need update rendFlag when opacity changes from 0 to !0 or 0 to !0 const renderFlag = this._renderFlag; this._renderFlag = this._canRender(); this.setEntityEnabled(this._renderFlag); if (renderFlag !== this._renderFlag) { const renderData = this.renderData; if (renderData) { renderData.vertDirty = true; } } } } } const fillMeshVertices3D = function (node: Node, renderer: any, cmp: any, color: Color): void { const renderData = cmp.renderData! const chunk = renderData.chunk; const dataList = renderData.data; const vData = chunk.vb; const vertexCount = renderData.vertexCount; if (node.hasChangedFlags || renderData.dataDirty === 1) { renderData.dataDirty = 1; let m = node.worldMatrix; // node.getWorldMatrix(m); let m00 = m.m00, m01 = m.m01, m02 = m.m02, m03 = m.m03, m04 = m.m04, m05 = m.m05, m06 = m.m06, m07 = m.m07, m12 = m.m12, m13 = m.m13, m14 = m.m14, m15 = m.m15; let scale = 1.0 / 255; let vertexOffset = 0; for (let i = 0; i < vertexCount; i++) { const vert = dataList[i]; const x = vert.x; const y = vert.y; let rhw = m03 * x + m07 * y + m15; rhw = rhw ? 1 / rhw : 1; vData[vertexOffset + 0] = (m00 * x + m04 * y + m12) * rhw; vData[vertexOffset + 1] = (m01 * x + m05 * y + m13) * rhw; vData[vertexOffset + 2] = (m02 * x + m06 * y + m14) * rhw; //Color.toArray(vData, color, vertexOffset + 5); //const scale = (a instanceof Color || a.a > 1) ? 1 / 255 : 1; vData[vertexOffset + 5] = color.r * scale; vData[vertexOffset + 6] = color.g * scale; vData[vertexOffset + 7] = color.b * scale; vData[vertexOffset + 8] = color.a * scale; vertexOffset += 9; } } // fill index data const bid = chunk.bufferId; const vid = chunk.vertexOffset; const meshBuffer = chunk.meshBuffer; const ib = chunk.meshBuffer.iData; let indexOffset = meshBuffer.indexOffset; for (let i = 0, count = vertexCount / 4; i < count; i++) { const start = vid + i * 4; ib[indexOffset++] = start; ib[indexOffset++] = start + 1; ib[indexOffset++] = start + 2; ib[indexOffset++] = start + 1; ib[indexOffset++] = start + 3; ib[indexOffset++] = start + 2; } meshBuffer.setDirty(); meshBuffer.indexOffset += renderData.indexCount; } const inject_Label = function () { const tempColor0 = new Color(255, 255, 255, 255); const tempColor1 = new Color(255, 255, 255, 255); const bmfillBuffers = function (comp: Label, renderer: any) { if (!comp.renderData) { return; } const node = comp.node; tempColor0.set(comp.color); tempColor0.a = node._uiProps.opacity * 255; // Fill All fillMeshVertices3D(node, renderer, comp, tempColor0); }; const lefillBuffers = function (comp: Label, renderer: any): void { if (!comp.renderData) { return; } const node = comp.node; tempColor1.a = node._uiProps.opacity * 255; // Fill All fillMeshVertices3D(node, renderer, comp, tempColor1); }; //@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: any = getAssembler.call(this, comp); if (assembler.changeColor == undefined) { assembler.changeColor = 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.changeColor(comp); } } else if (comp.cacheMode === Label.CacheMode.CHAR) { assembler.updateUVs = function (comp: Label) { UVs.call(this, comp); this.changeColor(comp); } } else { assembler.updateUVs = function (comp: Label) { UVs.call(this, comp); const renderData = comp.renderData; if (!renderData || !comp.ttfSpriteFrame) { return; } this.changeColor(comp); } const updateColor = assembler.updateColor; assembler.updateColor = function (comp: Label) { updateColor.call(this, comp); const renderData = comp.renderData; if (renderData) { this.changeColor(comp); const vData = renderData.chunk.vb; for (let i = 0, j = 5; i < 4; i++) { vData[j] = vData[j + 1] = vData[j + 2] = vData[j + 3] = 1; j += 9; } } } } } } if (comp.font instanceof BitmapFont) { assembler.fillBuffers = bmfillBuffers; } else { assembler.fillBuffers = lefillBuffers; } 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: any = sprite.getAssembler; sprite.getAssembler = function (comp: Sprite) { const assembler = getAssembler.call(this, comp); if (assembler.changeColor == undefined) { assembler.changeColor = function (s: any) { let rd = s.renderData; if (rd && rd.chunk) { rd.dataDirty = 1; } }; const updateColorLate = assembler.updateColorLate; if (updateColorLate) { assembler.updateColorLate = function (comp: Sprite) { updateColorLate.call(this, comp); this.changeColor(comp); } } else { const updateColor = assembler.updateColor; if (updateColor) { assembler.updateColor = function (comp: Sprite) { updateColor.call(this, comp); this.changeColor(comp); } } } } 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 (!enableMultTextures()) return; inject_Label(); inject_Sprite(); inject_UIRender(); inject_Renderdata(); inject_TiledLayer(); inject_MotionStreak(); director.on(Director.EVENT_AFTER_DRAW, (dt) => { MultBatch2D.reset(); _cacheUseCount = 0; }); if (JSB) return; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 多纹理合批,合批核心过程修改 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// const Batcher2D: any = cclegacy.internal.Batcher2D.prototype; 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 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 (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 (assembler.fillBuffers) assembler.fillBuffers(comp, this); if (texture && this.isMult) { 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); } } //填充多纹理 id 到顶点数据 , 压缩到color.a个位 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) { //3 for (let i = 0; i < length; i += 9) { uvX = ~~(vbuf[i + 5] * 100000); vbuf[i + 5] = uvX * 10 + texID; } } else { if (renderData.texID !== texID) { for (let i = 0; i < length; i += 9) { uvX = ~~(vbuf[i + 5] * 0.1); vbuf[i + 5] = uvX * 10 + texID; } } } renderData.dataDirty = 0; renderData.texID = texID; }; }); //*/