mirror of
https://github.com/logsol/chuck.js.git
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554 lines
16 KiB
JavaScript
554 lines
16 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
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PIXI.instances = [];
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/**
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* The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
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* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
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* So no need for Sprite Batches or Sprite Clouds.
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* Don't forget to add the view to your DOM or you will not see anything :)
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*
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* @class WebGLRenderer
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* @constructor
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* @param [width=0] {Number} the width of the canvas view
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* @param [height=0] {Number} the height of the canvas view
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* @param [options] {Object} The optional renderer parameters
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* @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
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* @param [options.transparent=false] {Boolean} If the render view is transparent, default false
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* @param [options.autoResize=false] {Boolean} If the render view is automatically resized, default false
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* @param [options.antialias=false] {Boolean} sets antialias (only applicable in chrome at the moment)
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* @param [options.preserveDrawingBuffer=false] {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context
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* @param [options.resolution=1] {Number} the resolution of the renderer retina would be 2
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*/
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PIXI.WebGLRenderer = function(width, height, options)
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{
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if(options)
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{
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for (var i in PIXI.defaultRenderOptions)
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{
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if (typeof options[i] === 'undefined') options[i] = PIXI.defaultRenderOptions[i];
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}
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}
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else
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{
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options = PIXI.defaultRenderOptions;
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}
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if(!PIXI.defaultRenderer)
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{
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PIXI.sayHello('webGL');
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PIXI.defaultRenderer = this;
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}
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/**
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* @property type
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* @type Number
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*/
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this.type = PIXI.WEBGL_RENDERER;
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/**
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* The resolution of the renderer
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*
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* @property resolution
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* @type Number
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* @default 1
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*/
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this.resolution = options.resolution;
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// do a catch.. only 1 webGL renderer..
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/**
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* Whether the render view is transparent
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*
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* @property transparent
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* @type Boolean
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*/
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this.transparent = options.transparent;
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/**
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* Whether the render view should be resized automatically
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*
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* @property autoResize
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* @type Boolean
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*/
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this.autoResize = options.autoResize || false;
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/**
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* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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*
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* @property preserveDrawingBuffer
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* @type Boolean
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*/
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this.preserveDrawingBuffer = options.preserveDrawingBuffer;
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/**
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* This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:
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* If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).
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* If the Stage is transparent, Pixi will clear to the target Stage's background color.
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* Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.
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*
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* @property clearBeforeRender
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* @type Boolean
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* @default
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*/
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this.clearBeforeRender = options.clearBeforeRender;
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/**
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* The width of the canvas view
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*
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* @property width
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* @type Number
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* @default 800
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*/
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this.width = width || 800;
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/**
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* The height of the canvas view
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*
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* @property height
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* @type Number
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* @default 600
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*/
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this.height = height || 600;
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/**
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* The canvas element that everything is drawn to
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*
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* @property view
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* @type HTMLCanvasElement
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*/
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this.view = options.view || document.createElement( 'canvas' );
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// deal with losing context..
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/**
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* @property contextLostBound
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* @type Function
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*/
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this.contextLostBound = this.handleContextLost.bind(this);
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/**
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* @property contextRestoredBound
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* @type Function
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*/
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this.contextRestoredBound = this.handleContextRestored.bind(this);
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this.view.addEventListener('webglcontextlost', this.contextLostBound, false);
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this.view.addEventListener('webglcontextrestored', this.contextRestoredBound, false);
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/**
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* @property _contextOptions
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* @type Object
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* @private
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*/
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this._contextOptions = {
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alpha: this.transparent,
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antialias: options.antialias, // SPEED UP??
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premultipliedAlpha:this.transparent && this.transparent !== 'notMultiplied',
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stencil:true,
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preserveDrawingBuffer: options.preserveDrawingBuffer
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};
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/**
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* @property projection
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* @type Point
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*/
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this.projection = new PIXI.Point();
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/**
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* @property offset
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* @type Point
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*/
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this.offset = new PIXI.Point(0, 0);
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// time to create the render managers! each one focuses on managing a state in webGL
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/**
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* Deals with managing the shader programs and their attribs
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* @property shaderManager
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* @type WebGLShaderManager
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*/
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this.shaderManager = new PIXI.WebGLShaderManager();
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/**
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* Manages the rendering of sprites
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* @property spriteBatch
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* @type WebGLSpriteBatch
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*/
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this.spriteBatch = new PIXI.WebGLSpriteBatch();
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/**
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* Manages the masks using the stencil buffer
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* @property maskManager
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* @type WebGLMaskManager
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*/
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this.maskManager = new PIXI.WebGLMaskManager();
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/**
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* Manages the filters
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* @property filterManager
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* @type WebGLFilterManager
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*/
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this.filterManager = new PIXI.WebGLFilterManager();
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/**
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* Manages the stencil buffer
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* @property stencilManager
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* @type WebGLStencilManager
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*/
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this.stencilManager = new PIXI.WebGLStencilManager();
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/**
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* Manages the blendModes
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* @property blendModeManager
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* @type WebGLBlendModeManager
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*/
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this.blendModeManager = new PIXI.WebGLBlendModeManager();
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/**
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* TODO remove
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* @property renderSession
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* @type Object
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*/
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this.renderSession = {};
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this.renderSession.gl = this.gl;
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this.renderSession.drawCount = 0;
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this.renderSession.shaderManager = this.shaderManager;
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this.renderSession.maskManager = this.maskManager;
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this.renderSession.filterManager = this.filterManager;
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this.renderSession.blendModeManager = this.blendModeManager;
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this.renderSession.spriteBatch = this.spriteBatch;
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this.renderSession.stencilManager = this.stencilManager;
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this.renderSession.renderer = this;
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this.renderSession.resolution = this.resolution;
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// time init the context..
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this.initContext();
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// map some webGL blend modes..
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this.mapBlendModes();
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};
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// constructor
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PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
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/**
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* @method initContext
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*/
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PIXI.WebGLRenderer.prototype.initContext = function()
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{
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var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions);
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this.gl = gl;
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if (!gl) {
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// fail, not able to get a context
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throw new Error('This browser does not support webGL. Try using the canvas renderer');
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}
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this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
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PIXI.glContexts[this.glContextId] = gl;
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PIXI.instances[this.glContextId] = this;
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// set up the default pixi settings..
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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// need to set the context for all the managers...
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this.shaderManager.setContext(gl);
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this.spriteBatch.setContext(gl);
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this.maskManager.setContext(gl);
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this.filterManager.setContext(gl);
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this.blendModeManager.setContext(gl);
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this.stencilManager.setContext(gl);
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this.renderSession.gl = this.gl;
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// now resize and we are good to go!
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this.resize(this.width, this.height);
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};
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/**
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* Renders the stage to its webGL view
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*
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* @method render
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* @param stage {Stage} the Stage element to be rendered
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*/
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PIXI.WebGLRenderer.prototype.render = function(stage)
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{
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// no point rendering if our context has been blown up!
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if(this.contextLost)return;
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// if rendering a new stage clear the batches..
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if(this.__stage !== stage)
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{
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if(stage.interactive)stage.interactionManager.removeEvents();
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// TODO make this work
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// dont think this is needed any more?
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this.__stage = stage;
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}
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// update the scene graph
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stage.updateTransform();
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var gl = this.gl;
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// interaction
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if(stage._interactive)
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{
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//need to add some events!
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if(!stage._interactiveEventsAdded)
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{
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stage._interactiveEventsAdded = true;
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stage.interactionManager.setTarget(this);
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}
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}
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else
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{
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if(stage._interactiveEventsAdded)
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{
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stage._interactiveEventsAdded = false;
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stage.interactionManager.setTarget(this);
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}
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}
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// -- Does this need to be set every frame? -- //
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gl.viewport(0, 0, this.width, this.height);
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// make sure we are bound to the main frame buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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if (this.clearBeforeRender)
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{
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if(this.transparent)
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{
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gl.clearColor(0, 0, 0, 0);
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}
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else
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{
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gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1);
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}
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gl.clear (gl.COLOR_BUFFER_BIT);
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}
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this.renderDisplayObject( stage, this.projection );
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};
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/**
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* Renders a Display Object.
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*
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* @method renderDisplayObject
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* @param displayObject {DisplayObject} The DisplayObject to render
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* @param projection {Point} The projection
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* @param buffer {Array} a standard WebGL buffer
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*/
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PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer)
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{
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this.renderSession.blendModeManager.setBlendMode(PIXI.blendModes.NORMAL);
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// reset the render session data..
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this.renderSession.drawCount = 0;
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// make sure to flip the Y if using a render texture..
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this.renderSession.flipY = buffer ? -1 : 1;
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// set the default projection
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this.renderSession.projection = projection;
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//set the default offset
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this.renderSession.offset = this.offset;
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// start the sprite batch
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this.spriteBatch.begin(this.renderSession);
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// start the filter manager
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this.filterManager.begin(this.renderSession, buffer);
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// render the scene!
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displayObject._renderWebGL(this.renderSession);
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// finish the sprite batch
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this.spriteBatch.end();
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};
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/**
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* Resizes the webGL view to the specified width and height.
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*
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* @method resize
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* @param width {Number} the new width of the webGL view
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* @param height {Number} the new height of the webGL view
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*/
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PIXI.WebGLRenderer.prototype.resize = function(width, height)
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{
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this.width = width * this.resolution;
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this.height = height * this.resolution;
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize) {
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this.view.style.width = this.width / this.resolution + 'px';
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this.view.style.height = this.height / this.resolution + 'px';
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}
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this.gl.viewport(0, 0, this.width, this.height);
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this.projection.x = this.width / 2 / this.resolution;
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this.projection.y = -this.height / 2 / this.resolution;
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};
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/**
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* Updates and Creates a WebGL texture for the renderers context.
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*
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* @method updateTexture
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* @param texture {Texture} the texture to update
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*/
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PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
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{
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if(!texture.hasLoaded )return;
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var gl = this.gl;
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if(!texture._glTextures[gl.id])texture._glTextures[gl.id] = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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if(texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height))
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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}
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// reguler...
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if(!texture._powerOf2)
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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}
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texture._dirty[gl.id] = false;
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return texture._glTextures[gl.id];
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};
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/**
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* Handles a lost webgl context
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*
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* @method handleContextLost
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* @param event {Event}
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* @private
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*/
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PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
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{
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event.preventDefault();
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this.contextLost = true;
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};
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/**
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* Handles a restored webgl context
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*
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* @method handleContextRestored
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* @param event {Event}
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* @private
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*/
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PIXI.WebGLRenderer.prototype.handleContextRestored = function()
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{
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this.initContext();
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// empty all the ol gl textures as they are useless now
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for(var key in PIXI.TextureCache)
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{
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var texture = PIXI.TextureCache[key].baseTexture;
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texture._glTextures = [];
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}
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this.contextLost = false;
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};
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/**
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* Removes everything from the renderer (event listeners, spritebatch, etc...)
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*
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* @method destroy
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*/
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PIXI.WebGLRenderer.prototype.destroy = function()
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{
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// remove listeners
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this.view.removeEventListener('webglcontextlost', this.contextLostBound);
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this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
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PIXI.glContexts[this.glContextId] = null;
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this.projection = null;
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this.offset = null;
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// time to create the render managers! each one focuses on managine a state in webGL
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this.shaderManager.destroy();
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this.spriteBatch.destroy();
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this.maskManager.destroy();
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this.filterManager.destroy();
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this.shaderManager = null;
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this.spriteBatch = null;
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this.maskManager = null;
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this.filterManager = null;
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this.gl = null;
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this.renderSession = null;
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};
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/**
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* Maps Pixi blend modes to WebGL blend modes.
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*
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* @method mapBlendModes
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*/
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PIXI.WebGLRenderer.prototype.mapBlendModes = function()
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{
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var gl = this.gl;
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if(!PIXI.blendModesWebGL)
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{
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PIXI.blendModesWebGL = [];
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PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
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PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
}
|
|
};
|
|
|
|
PIXI.WebGLRenderer.glContextId = 0;
|