//*// 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 = []; 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) { UVs.call(this, s, f0, f1); this.changeUV(s); } } } else { if (comp.type != Sprite.Type.TILED) { assembler.updateUVs = function (s: any) { UVs.call(this, s); if (s.spriteFrame) this.changeUV(s); } } } } if (JSB) { const wUV = assembler.updateWorldUVData; if (wUV) { assembler.updateWorldUVData = function (s: any) { wUV.call(this, s); this.changeUV(s); } } } const verUV = assembler.updateWorldVertexAndUVData; if (verUV) { assembler.updateWorldVertexAndUVData = function (s: any, c: any) { 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; 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; let isNative = this.isNative; //@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) { 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; // } // } // } } }); //*/