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747 lines
24 KiB
747 lines
24 KiB
//*//
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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';
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import { DEBUG, EDITOR, JSB } from 'cc/env';
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const VER = "3.0.2";
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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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// 多纹理合批全局开关,网络开关也可在此设置
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export const enableMultTextures = function () {
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if (EDITOR || MultBatch2D.native) return false;
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let ver = VERSION.slice();
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let numbers = ver.split('.');
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let n = parseInt(numbers.join(''));
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if (JSB && !(n >= 385 && n <= 386)) {
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//目前支持386,385原生,后续添加其他版本
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MultBatch2D.native = false;
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return false; //版本不匹配
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}
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return true;
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}
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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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//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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//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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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 (!enableMultTextures()) return; //|| JSB
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loadMultTextures();
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});
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// game.on(Game.EVENT_RESTART,()=>{
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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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Object.defineProperty(RenderData, "material", {
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get: function (): Material | null {
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return this._material!;
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},
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set: function (val: Material | null) {
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this._material = val;
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if (this._renderDrawInfo) {
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this._renderDrawInfo.setMaterial(val!);
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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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let b = rd.isMult;
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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) {
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if (b && !rd.isMult) {
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//@ts-ignore
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uir._updateColor();
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}
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return;
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}
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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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if (uir.useMult && !rd._isMeshBuffer) {
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// material._hash = material.hash || material._hash;
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if (!material.hash || rd.passDirty || JSB) {
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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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if (b && !rd.isMult) {
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//@ts-ignore
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uir._updateColor();
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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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if (JSB) {
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if (this.isMult) {
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this.renderDrawInfo.setMaterial(MultBatch2D.parent);
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} else {
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this.renderDrawInfo.setMaterial(this.material);
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}
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}
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}
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}
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const inject_UIRender = function () {
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const render: any = UIRenderer.prototype;
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const updateMaterial = render.updateMaterial;
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render.updateMaterial = function () {
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updateMaterial.call(this);
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if (this._assembler) {
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if (this._assembler.updateColor) {
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this._updateColor();
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}
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}
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}
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//重写 _updateColor 方法
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render._updateColor = function () {
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this.node._uiProps.colorDirty = true;
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this.setEntityColorDirty(true);
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this.setEntityColor(this._color);
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this.setEntityOpacity(this.node._uiProps.localOpacity);
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const assembler = this._assembler;
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if (assembler) {
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//修复updateColor不存在
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if (assembler.updateColor) {
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assembler.updateColor(this);
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}
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// Need update rendFlag when opacity changes from 0 to !0 or 0 to !0
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const renderFlag = this._renderFlag;
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this._renderFlag = this._canRender();
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this.setEntityEnabled(this._renderFlag);
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if (renderFlag !== this._renderFlag) {
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const renderData = this.renderData;
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if (renderData) {
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renderData.vertDirty = true;
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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 fillMeshVertices3D = function (node: Node, renderer: any, cmp: any, color: Color): void {
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const renderData = cmp.renderData!
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const chunk = renderData.chunk;
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const dataList = renderData.data;
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const vData = chunk.vb;
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const vertexCount = renderData.vertexCount;
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if (node.hasChangedFlags || renderData.dataDirty === 1) {
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renderData.dataDirty = 1;
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let m = node.worldMatrix; // node.getWorldMatrix(m);
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let m00 = m.m00, m01 = m.m01, m02 = m.m02, m03 = m.m03,
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m04 = m.m04, m05 = m.m05, m06 = m.m06, m07 = m.m07,
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m12 = m.m12, m13 = m.m13, m14 = m.m14, m15 = m.m15;
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let scale = 1.0 / 255;
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let vertexOffset = 0;
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for (let i = 0; i < vertexCount; i++) {
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const vert = dataList[i];
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const x = vert.x;
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const y = vert.y;
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let rhw = m03 * x + m07 * y + m15;
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rhw = rhw ? 1 / rhw : 1;
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vData[vertexOffset + 0] = (m00 * x + m04 * y + m12) * rhw;
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vData[vertexOffset + 1] = (m01 * x + m05 * y + m13) * rhw;
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vData[vertexOffset + 2] = (m02 * x + m06 * y + m14) * rhw;
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//Color.toArray(vData, color, vertexOffset + 5);
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//const scale = (a instanceof Color || a.a > 1) ? 1 / 255 : 1;
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vData[vertexOffset + 5] = color.r * scale;
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vData[vertexOffset + 6] = color.g * scale;
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vData[vertexOffset + 7] = color.b * scale;
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vData[vertexOffset + 8] = color.a * scale;
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vertexOffset += 9;
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}
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}
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// fill index data
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const bid = chunk.bufferId;
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const vid = chunk.vertexOffset;
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const meshBuffer = chunk.meshBuffer;
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const ib = chunk.meshBuffer.iData;
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let indexOffset = meshBuffer.indexOffset;
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for (let i = 0, count = vertexCount / 4; i < count; i++) {
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const start = vid + i * 4;
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ib[indexOffset++] = start;
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ib[indexOffset++] = start + 1;
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ib[indexOffset++] = start + 2;
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ib[indexOffset++] = start + 1;
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ib[indexOffset++] = start + 3;
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ib[indexOffset++] = start + 2;
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}
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meshBuffer.setDirty();
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meshBuffer.indexOffset += renderData.indexCount;
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}
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const inject_Label = function () {
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const tempColor0 = new Color(255, 255, 255, 255);
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const tempColor1 = new Color(255, 255, 255, 255);
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const bmfillBuffers = function (comp: Label, renderer: any) {
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if (!comp.renderData) {
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return;
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}
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const node = comp.node;
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tempColor0.set(comp.color);
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tempColor0.a = node._uiProps.opacity * 255;
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// Fill All
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fillMeshVertices3D(node, renderer, comp, tempColor0);
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};
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const lefillBuffers = function (comp: Label, renderer: any): void {
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if (!comp.renderData) {
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return;
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}
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const node = comp.node;
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tempColor1.a = node._uiProps.opacity * 255;
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// Fill All
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fillMeshVertices3D(node, renderer, comp, tempColor1);
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};
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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: any = getAssembler.call(this, comp);
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if (assembler.changeColor == undefined) {
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assembler.changeColor = 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.changeColor(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.changeColor(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.changeColor(comp);
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}
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const updateColor = assembler.updateColor;
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assembler.updateColor = function (comp: Label) {
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updateColor.call(this, comp);
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const renderData = comp.renderData;
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if (renderData) {
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this.changeColor(comp);
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const vData = renderData.chunk.vb;
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for (let i = 0, j = 5; i < 4; i++) {
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vData[j] = vData[j + 1] = vData[j + 2] = vData[j + 3] = 1;
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j += 9;
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}
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}
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}
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}
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}
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}
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if (comp.font instanceof BitmapFont) {
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assembler.fillBuffers = bmfillBuffers;
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} else {
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assembler.fillBuffers = lefillBuffers;
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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: any = 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.changeColor == undefined) {
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assembler.changeColor = function (s: any) {
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let rd = s.renderData;
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if (rd && rd.chunk) {
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rd.dataDirty = 1;
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}
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};
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const updateColorLate = assembler.updateColorLate;
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if (updateColorLate) {
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assembler.updateColorLate = function (comp: Sprite) {
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updateColorLate.call(this, comp);
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this.changeColor(comp);
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}
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} else {
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const updateColor = assembler.updateColor;
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if (updateColor) {
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assembler.updateColor = function (comp: Sprite) {
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updateColor.call(this, comp);
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this.changeColor(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_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;
|
|
}
|
|
|
|
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;
|
|
};
|
|
});
|
|
|
|
//*/
|
|
|