//*// import { BaseRenderData, Director, Game, Material, MotionStreak, Node, ParticleSystem2D, Sprite, SpriteFrame, StencilManager, TiledLayer, TransformBit, UIRenderer, VERSION, __private, assert, cclegacy, director, game, gfx, murmurhash2_32_gc, renderer, resources } from 'cc'; import { DEBUG, EDITOR, JSB } from 'cc/env'; export const MultBatch2D: any = { enable: false, parent: null, textures: [], incID:0, count:0, hash: 0, reset: function () { // this.textures.length = 0; this.incID+=this.count; this.count = 0; } }; const loadMultTextures = function () { MultBatch2D.enable = false; //提前加载多纹理材质 resources.load("multTextures/Mult-material", Material, (err, material) => { if (!err) { let mat = cclegacy.builtinResMgr.get('ui-sprite-material'); if (mat) { MultBatch2D.hash = Material.getHash(mat); MultBatch2D.parent = material; MultBatch2D.enable = true; material.addRef(); } } }); } let _cacheUseCount: number = 0; let _cacheMaterials: Array = []; //@ts-ignore Material.prototype.isMultTextures = false; const getMultMaterial = function (oldMat: any) { MultBatch2D.reset(); if (!MultBatch2D.enable || !oldMat || !oldMat.isMultTextures) { return oldMat; } if (!MultBatch2D.parent || !MultBatch2D.parent.isValid) { loadMultTextures(); return oldMat; } //if (!MultBatch2D.enable) return null; let newMat: any = _cacheMaterials[_cacheUseCount++]; if (!newMat || !newMat.isValid) { const material = { parent: MultBatch2D.parent }; newMat = new renderer.MaterialInstance(material); _cacheMaterials[_cacheUseCount - 1] = newMat; newMat['isMultTextures'] = true; newMat['cacheTextures'] = [-1]; newMat.addRef(); } return newMat; } //如果有异常组件,或者自定义组件, //在这进行添加排除,不参与多纹理合批 const excludeMaterial = function (uir: UIRenderer, material: any) { if (!material) return; let enable: boolean = true; if (enable && TiledLayer) { enable = !(uir instanceof TiledLayer); } if (enable && MotionStreak) { enable = !(uir instanceof MotionStreak); } if (enable && ParticleSystem2D) { enable = !(uir instanceof ParticleSystem2D); } material['isMultTextures'] = false; if (enable && MultBatch2D.hash == material.hash) { material['isMultTextures'] = true; } } game.once(Game.EVENT_GAME_INITED, () => { if (EDITOR || JSB) return; loadMultTextures(); const UIR: any = UIRenderer.prototype; const updateMaterial: any = UIR.updateMaterial; UIR.updateMaterial = function () { updateMaterial.call(this); //this.getSharedMaterial(0); excludeMaterial(this, this.customMaterial || this.material); } }); game.once(Game.EVENT_ENGINE_INITED, () => { if (EDITOR || JSB) return; director.on(Director.EVENT_AFTER_DRAW, (dt) => { _cacheUseCount = 0; MultBatch2D.reset(); }); const RenderData = cclegacy.UI.RenderData.prototype; RenderData.texID = -1; RenderData.isSpr = false; RenderData.texDirty = true; RenderData.dataDirty = 0x0; RenderData.updateHash = function() { if(this.material && this.material.isMultTextures){ const bid = this.chunk ? this.chunk.bufferId : 100000; this.dataHash = bid*1000000000 + this.layer; 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; } } Object.defineProperty(RenderData, "vertDirty", { get: function () { return this._vertDirty; }, set: function (val: boolean) { this._vertDirty = val; if (val === true && !this.isSpr) { this.dataDirty |= 1; } if (this._renderDrawInfo && val) { this._renderDrawInfo.setVertDirty(val); } } }); Object.defineProperty(RenderData, "textureDirty", { get: function () { return this.texDirty; }, set: function (val: boolean) { this.texDirty = val; if (val === true) { this.texID = -1; } } }); let str = (VERSION.concat()); str = str.replace('.','').replace('.',''); if( parseInt( str ) < 384) { //修复 renderManager const UIR: any = UIRenderer.prototype; const markForUpdateRenderData = UIR.markForUpdateRenderData; UIR.markForUpdateRenderData = function(enable = true){ markForUpdateRenderData.call(this,enable); if(enable && this.renderData) { if(!this.renderData.isSpr) this.renderData.dataDirty |= 2; } } const updateRenderer = UIR.updateRenderer; UIR.updateRenderer = function(){ updateRenderer.call(this); if(this.renderData){ if(!this.renderData.isSpr) this.renderData.dataDirty &=(~2); } } } let SPRA: any = cclegacy.UI.spriteAssembler; if (SPRA) { const spriteAssembler = SPRA.getAssembler; SPRA.getAssembler = function (sprite: Sprite) { const spr = spriteAssembler.call(this, sprite); if(spr.changeUV == undefined){ spr.changeUV = function(s:any){ let rd = s.renderData; if(rd){ rd.dataDirty = 1; rd.isSpr = true; } }; const UVs = spr.updateUVs; if(UVs){ if(sprite.type == Sprite.Type.FILLED && sprite.fillType != Sprite.FillType.RADIAL){ spr.updateUVs = function(s: any, f0: number, f1: number){ UVs.call(this,s,f0,f1); this.changeUV(s); } }else{ spr.updateUVs = function(s:any){ UVs.call(this,s); this.changeUV(s); } } } const verUV = spr.updateWorldVertexAndUVData; if(verUV){ spr.updateWorldVertexAndUVData = function(s:any, c:any){ verUV.call(this,s, c); this.changeUV(s); } } } return spr; } } cclegacy.internal.Batcher2D.prototype.cacheTextures = []; cclegacy.internal.Batcher2D.prototype.currMaterial = null; cclegacy.internal.Batcher2D.prototype.isMultTextures = false; Object.defineProperty(cclegacy.internal.Batcher2D.prototype, "_currMaterial", { get: function () { return this.currMaterial; }, set: function (metrial: any) { if (this.currMaterial === metrial) return; this.currMaterial = getMultMaterial(metrial); if (MultBatch2D.enable) { this.isMultTextures = false; if (this.currMaterial && this.currMaterial.isMultTextures) { this.cacheTextures = this.currMaterial.cacheTextures; this.isMultTextures = true; } } } }); const MAX_TEX = 8; const _texture = { texture: new cclegacy.SimpleTexture(), defalut: new cclegacy.SimpleTexture(), setFrame(frame: any) { this.texture['_gfxSampler'] = frame.getGFXSampler(); this.texture['_gfxTextureView'] = frame.getGFXTexture(); } }; //@ts-ignore gfx.Texture.prototype['texID'] = -1; const Stage_ENTER_LEVEL = 2; const Stage_ENTER_LEVEL_INVERTED = 6; //@ts-ignore type TextureBase = __private._cocos_asset_assets_texture_base__TextureBase; cclegacy.internal.Batcher2D.prototype.commitComp = function (comp: UIRenderer, renderData: BaseRenderData | null, frame: TextureBase | SpriteFrame | null, assembler: any, transform: Node | null) { let dataHash = 0; let mat: any; 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 isMultTextures = false; // let textures = MB.textures; if ( MB.enable && mat && mat.isMultTextures) { if(frame && frame.isValid) texture = frame.getGFXTexture(); if (texture) { isMultTextures = true; //@ts-ignore texID = texture.texID - MB.incID; flushBatch = texID < 0 && MB.count >= MAX_TEX; if(this.isMultTextures) 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); } texID = -1; 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; } } assembler.fillBuffers(comp, this); if (isMultTextures) { if (texID < 0 || MB.count === 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 (texID > 0 && caches[texID] !== id) { caches[texID] = id; _texture.setFrame(frame); const name = "texture" + texID; this._currMaterial.setProperty(name, _texture.texture); } } this._fillDatas(renderData, texID); } } cclegacy.internal.Batcher2D.prototype["_fillDatas"] = function (renderData: any, texID: number) { if (!renderData) return; let uvX = 0; let vbuf = renderData.chunk.vb; if (renderData.dataDirty == 1) { renderData.dataDirty = 0; for (let i = 0, length = vbuf.length; i < length; i += 9) { uvX = ~~(vbuf[i + 3] * 100000); vbuf[i + 3] = uvX * 10 + texID; } } else { if (renderData.texID != texID) { for (let i = 0, length = vbuf.length; i < length; i += 9) { uvX = ~~(vbuf[i + 3] * 0.1); vbuf[i + 3] = uvX * 10 + texID; } } } renderData.texID = texID; }; }); //*/