//*// import { BaseRenderData, Director, Game, Material, Node, ParticleSystem2D, Sprite, SpriteFrame, StencilManager, UIRenderer, __private, _decorator, assert, cclegacy, director, game, renderer, resources } from 'cc'; import { DEBUG, EDITOR, JSB } from 'cc/env'; const { ccclass, property } = _decorator; export const MultBatch2D: any = { enable: false, parent: null, textures: [], hash: 0, reset: function () { this.textures.length = 0; } }; let _cacheUseCount: number = 0; let _cacheMaterials: Array = []; const getMultMaterial = function () { if (!MultBatch2D.enable) return null; let material: any = _cacheMaterials[_cacheUseCount++]; if (!material) { const mat = { parent: MultBatch2D.parent }; material = new renderer.MaterialInstance(mat); material['isMultTextures'] = true; _cacheMaterials.push(material); } return material; } let 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(); } }; game.once(Game.EVENT_GAME_INITED, () => { if (EDITOR || JSB) return; resources.load("multTextures/Mult-material", Material, (err, material) => { if (!err) { let mat = cclegacy.builtinResMgr.get('ui-sprite-material'); MultBatch2D.hash = Material.getHash(mat); MultBatch2D.parent = material; MultBatch2D.enable = true; } }); const UIR: any = UIRenderer.prototype; const updateMaterial: any = UIR.updateMaterial; UIR.updateMaterial = function () { updateMaterial.call(this); //this.getSharedMaterial(0); let material = this.customMaterial || this.material; if (material) { material['isMultTextures'] = false; if (MultBatch2D.hash == material.hash) { material['isMultTextures'] = true; } } } const PS2D: any = ParticleSystem2D.prototype; const _updateMaterial = PS2D._updateMaterial; PS2D._updateMaterial = function () { _updateMaterial.call(this); let material = this.customMaterial || this.material; if (material) { material['isMultTextures'] = false; if (MultBatch2D.hash == material.hash) { material['isMultTextures'] = true; } } } }); game.once(Game.EVENT_ENGINE_INITED, () => { if (EDITOR || JSB) return; cclegacy.UI.RenderData.prototype.texID = -1; cclegacy.UI.RenderData.prototype.texDirty = true; cclegacy.UI.RenderData.prototype.dataDirty = true; Object.defineProperty(cclegacy.UI.RenderData.prototype, "vertDirty", { get: function () { return this._vertDirty; }, set: function (val: boolean) { this._vertDirty = val; if (val === true) { this.dataDirty = true; } if (this._renderDrawInfo && val) { this._renderDrawInfo.setVertDirty(val); } } }); Object.defineProperty(cclegacy.UI.RenderData.prototype, "textureDirty", { get: function () { return this.texDirty; }, set: function (val: boolean) { this.texDirty = val; if (val === true) { this.texID = -1; } } }); const Spr: any = Sprite.prototype; Spr.flagChangedVersion = -1; Object.defineProperty(Spr, "_flagChangedVersion", { get: function () { return this.flagChangedVersion; }, set: function (val: number) { if (this.flagChangedVersion != val) { this.flagChangedVersion = val; let rd = this.renderData; let type = this.type; if (rd && type == Sprite.Type.TILED || (type == Sprite.Type.FILLED && Sprite.FillType.RADIAL)) { rd.dataDirty = true; } } } }); director.on(Director.EVENT_AFTER_DRAW, (dt) => { cclegacy.internal.Batcher2D._rdHash = -1; MultBatch2D.reset(); _cacheUseCount = 0; }); cclegacy.internal.Batcher2D.prototype.currMaterial = null; Object.defineProperty(cclegacy.internal.Batcher2D.prototype, "_currMaterial", { get: function () { return this.currMaterial; }, set: function (metrial: any) { if (this.currMaterial === metrial) return; this.currMaterial = metrial; MultBatch2D.reset(); if (metrial && metrial.isMultTextures) { let mat = getMultMaterial(); if (mat) { this.currMaterial = mat; } } } }); const Stage_ENTER_LEVEL = 2; const Stage_ENTER_LEVEL_INVERTED = 6; type TextureBase = __private._cocos_asset_assets_texture_base__TextureBase; cclegacy.internal.Batcher2D.prototype._rdHash = -1; cclegacy.internal.Batcher2D.prototype.commitComp = function (comp: UIRenderer, renderData: BaseRenderData | null, frame: TextureBase | SpriteFrame | null, assembler: any, transform: Node | null) { let rdHash = -1; 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; // as RenderData; let rd: any = renderData; rdHash = bufferID << 16 | rd.layer; } // 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 flushBatch = false; let isMultTextures = false; if (MultBatch2D.enable && mat && mat.isMultTextures) { texture = frame && frame.getGFXTexture(); texID = MultBatch2D.textures.indexOf(texture); isMultTextures = true; if (texID < 0) { if (MultBatch2D.textures.length == MAX_TEX) { // MultBatch2D.textures.length = 0; flushBatch = true; } } if (this._currMaterial && this._currMaterial.isMultTextures) { mat = this._currMaterial; dataHash = this._currHash; if (this._rdHash != rdHash) { flushBatch = true; texID = -1; } } } 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._rdHash = rdHash; 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) { texID = MultBatch2D.textures.length; MultBatch2D.textures.push(texture); if (texID > 0) { _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) { renderData.dataDirty = false; 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; }; }); //*/