Merge branch 'dev-primitive' into dev

Conflicts:
	bin/pixi.js
This commit is contained in:
Mat Groves 2013-06-20 16:07:27 +01:00
commit 4b6d45c4a0
31 changed files with 7354 additions and 144 deletions

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -0,0 +1,109 @@
<!DOCTYPE HTML>
<html>
<head>
<title>pixi.js example 13 - Graphics</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
</style>
<script src="pixi.js"></script>
<script src="../../src/pixi/renderers/WebGLGraphics.js"></script>
<script src="../../src/pixi/renderers/WebGLShaders.js"></script>
<script src="../../src/pixi/renderers/CanvasGraphics.js"></script>
<script src="../../src/pixi/renderers/CanvasRenderer.js"></script>
<script src="../../src/pixi/renderers/WebGLRenderer.js"></script>
<script src="../../src/pixi/renderers/WebGLRenderGroup.js"></script>
<script src="../../src/pixi/primitives/Graphics.js"></script>
</head>
<body>
<script>
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0x000000);
// create a renderer instance
//var renderer = new PIXI.CanvasRenderer(800, 600);//PIXI.autoDetectRenderer(800, 600);
var renderer = PIXI.autoDetectRenderer(800, 600);
// set the canvas width and height to fill the screen
// renderer.view.style.width = window.innerWidth + "px";
//renderer.view.style.height = window.innerHeight + "px";
renderer.view.style.display = "block";
// add render view to DOM
document.body.appendChild(renderer.view);
// OOH! SHINY!
// create two render textures.. these dynamic textures will be used to draw the scene into itself
var graphics = new PIXI.Graphics();
graphics.lineStyle(10, 0x30FF00, 0.5);
graphics.moveTo(50,50);
graphics.lineTo(250, 50);
//graphics.lineTo(100, 100);
graphics.lineTo(250, 220);
graphics.lineTo(50, 220);
graphics.lineTo(150, 50);
graphics.lineStyle(2, 0x30FFFF, 1);
// graphics.beginFill(0xFF794B);
graphics.drawRect(250, 250, 300, 100);
graphics.drawCircle(350, 350,100);
graphics.endFill();
graphics.lineTo(250, 50);
graphics.lineStyle(10, 0xFF0000, 1);
graphics.moveTo(400,400);
graphics.lineTo(550, 50);
graphics.lineStyle(30, 0xFF0000, 1);
graphics.moveTo(400,100);
graphics.lineTo(550, 50);
// graphics.lineTo(92, 20);
//graphics.lineTo(450, 223);
/*
* point1 = new Point(350, 50);
point2 = new Point(100, 100);
point3 = new Point(250, 220);
points = new Vector.<Point>();
points.push(point1, point2, point3, new Point(350, 220), new Point(450, 223));
*/
graphics.lineTo(410,300);
graphics.lineTo(450,320);
graphics.lineTo(570,350);
graphics.lineTo(580,120);
graphics.lineTo(630,120);
var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
stage.addChild(sprite);
stage.addChild(graphics);
requestAnimFrame(animate);
function animate() {
renderer.render(stage);
requestAnimFrame( animate );
}
</script>
</body>
</html>

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@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -1499,7 +1499,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
@ -2484,6 +2484,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -2509,6 +2514,35 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -2567,9 +2601,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -2638,17 +2672,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -2705,6 +2738,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);
@ -3484,7 +3519,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -3514,6 +3548,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -3847,18 +3885,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -3955,6 +3990,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
@ -4546,6 +4589,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
displayObject.render(this);
}
// render!
if(displayObject.children)

View file

@ -133,7 +133,7 @@ PIXI.InteractionManager.prototype.update = function()
var len = this.interactiveItems.length;
for (var i=0; i < this.interactiveItems.length; i++) {
for (var i=0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}

View file

@ -0,0 +1,103 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.Graphics = function()
{
PIXI.DisplayObjectContainer.call( this );
this.renderable = true;
// style - color
// style - thickness
// alpha -
this.fillAlpha = 1;
this.lineWidth = 2;
this.lineColor = "#FF0000";
this.graphicsData = [];
}
// SOME TYPES:
PIXI.Graphics.POLY = 0;
PIXI.Graphics.RECT = 1;
PIXI.Graphics.CIRC = 2;
// constructor
PIXI.Graphics.constructor = PIXI.Graphics;
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
{
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (alpha == undefined) ? 1 : alpha;
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, points:[], type:PIXI.Graphics.POLY};
this.graphicsData.push(this.currentPath);
// TODO store the last position of the line in the current
}
PIXI.Graphics.prototype.moveTo = function(x, y)
{
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, points:[], type:PIXI.Graphics.POLY};
this.currentPath.points.push(x, y);
this.graphicsData.push(this.currentPath);
}
PIXI.Graphics.prototype.lineTo = function(x, y)
{
this.currentPath.points.push(x, y);
}
PIXI.Graphics.prototype.beginFill = function(color, alpha)
{
this.filling = true;
this.fillColor = color || 0;
this.fillAlpha = alpha || 1;
}
PIXI.Graphics.prototype.endFill = function()
{
this.filling = false;
this.fillColor = null;
this.fillAlpha = 1;
}
PIXI.Graphics.prototype.updateTransform = function()
{
if(!this.visible)return;
PIXI.DisplayObject.prototype.updateTransform.call( this );
}
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
{
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
points:[x, y, width, height], type:PIXI.Graphics.RECT};
this.graphicsData.push(this.currentPath);
}
PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
{
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
points:[x, y, radius], type:PIXI.Graphics.CIRC};
this.graphicsData.push(this.currentPath);
}

View file

@ -0,0 +1,37 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.Line = function()
{
PIXI.DisplayObject.call( this );
// style - color
// style - thickness
// alpha -
}
// constructor
PIXI.Line.constructor = PIXI.Line;
PIXI.Line.prototype = Object.create( PIXI.DisplayObject.prototype );
/**
* @private
*/
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
{
if(!this.visible)return;
PIXI.DisplayObject.prototype.updateTransform.call( this );
}

View file

@ -0,0 +1,87 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.CanvasGraphics = function()
{
}
// constructor
PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
{
for (var i=0; i < graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
var points = data.points;
context.strokeStyle = "#" + data.lineColor.toString(16);
context.lineWidth = data.lineWidth;
context.globalAlpha = data.lineAlpha;
if(data.type == PIXI.Graphics.POLY)
{
if(data.lineWidth <= 0)continue;
context.beginPath();
context.moveTo(points[0], points[1]);
for (var j=1; j < points.length/2; j++)
{
context.lineTo(points[j * 2], points[j * 2 + 1]);
}
// if the first and last point are the same close the path - much neater :)
if(points[0] == points[points.length-2] && points[1] == points[points.length-1])
{
context.closePath();
}
context.stroke();
}
else if(data.type == PIXI.Graphics.RECT)
{
// TODO - need to be Undefined!
if(data.fillColor)
{
context.fillStyle = "#" + data.fillColor.toString(16);
context.fillRect(points[0], points[1], points[2], points[3]);
}
if(data.lineWidth)
{
context.strokeRect(points[0], points[1], points[2], points[3]);
}
}
else if(data.type == PIXI.Graphics.CIRC)
{
// TODO - need to be Undefined!
context.beginPath();
context.arc(points[0], points[1], points[2],0,2*Math.PI);
context.closePath();
if(data.fill)
{
context.fillStyle = "#" + data.fillColor.toString(16);
context.fill();
}
if(data.lineWidth)
{
context.stroke();
}
}
};
}

View file

@ -197,6 +197,10 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
}
// render!
if(displayObject.children)

View file

@ -0,0 +1,431 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.WebGLGraphics = function()
{
}
// constructor
PIXI.WebGLGraphics.constructor = PIXI.WebGLGraphics;
PIXI.WebGLGraphics.renderGraphics = function(graphics)
{
PIXI.activatePrimitiveShader();
var gl = PIXI.gl;
// graphicsObject
// a collection of "shapes" (mainly lines right now!)
///this.shape.draw();
if(!graphics._webGL)PIXI.WebGLGraphics.initGraphics(graphics);
gl.uniformMatrix4fv(PIXI.shaderProgram2.mvMatrixUniform, false, PIXI.projectionMatrix );
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.vertexAttribPointer(PIXI.shaderProgram2.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(PIXI.shaderProgram2.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
//shaderProgram.colorAttribute
// ulong idx, long size, ulong type, bool norm, long stride, ulong offset )
gl.drawArrays(gl.TRIANGLE_STRIP, 0, graphics._webGL.points.length/6);
PIXI.activateDefaultShader();
}
PIXI.WebGLGraphics.initGraphics = function(graphics)
{
graphics._webGL = {points:[], lastPosition:new PIXI.Point()};
for (var i=0; i < graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
if(data.type == PIXI.Graphics.POLY)
{
if(data.lineWidth > 0)
{
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
}
}
else if(data.type == PIXI.Graphics.RECT)
{
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
}
else if(data.type == PIXI.Graphics.CIRC)
{
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
}
};
// convert to points
graphics._webGL.points = new Float32Array(graphics._webGL.points);
var gl = PIXI.gl;
graphics._webGL.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.points, gl.STATIC_DRAW);
}
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
{
// --- //
// need to convert points to a nice regular data
//
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var width = rectData[2];
var height = rectData[3];
if(graphicsData.fill)
{
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var verts = webGLData.points;
// dead triangle
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(x, y, 1, 1, 1, 1);
// start
verts.push(x, y);
verts.push(r, g, b, alpha);
verts.push(x + width, y);
verts.push(r, g, b, alpha);
verts.push(x , y + height);
verts.push(r, g, b, alpha);
verts.push(x + width, y + height);
verts.push(r, g, b, alpha);
webGLData.lastPosition.x = x + width;
webGLData.lastPosition.y = y + height;
}
if(graphicsData.lineWidth)
{
graphicsData.points = [x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
}
}
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{
// --- //
// need to convert points to a nice regular data
//
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var radius = rectData[2];
var totalSegs = 40
var seg = (Math.PI * 2) / totalSegs ;
if(graphicsData.fill)
{
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var verts = webGLData.points;
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(x, y, 1, 1, 1, 1);
for (var i=0; i < totalSegs + 1 ; i++)
{
verts.push(x,y);
verts.push(r, g, b, alpha);
verts.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius);
verts.push(r, g, b, alpha);
};
verts.push(x,y);
verts.push(1, 0, 0, 1);
webGLData.lastPosition.x = x;
webGLData.lastPosition.y = y;
}
if(graphicsData.lineWidth)
{
graphicsData.points = [];
for (var i=0; i < totalSegs + 1; i++)
{
graphicsData.points.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius)
};
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
}
}
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
var wrap = true;
var points = graphicsData.points;
if(points.length == 0)return;
// get first and last point.. figure out the middle!
var firstPoint = new PIXI.Point( points[0], points[1] );
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
// if the first point is the last point - goona have issues :)
if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y)
{
points.pop();
points.pop();
lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
points.unshift(midPointX, midPointY);
points.push(midPointX, midPointY)
}
var verts = webGLData.points;
var length = points.length / 2;
// DRAW the Line
var width = graphicsData.lineWidth / 2;
var color = HEXtoRGB(graphicsData.lineColor);
var alpha = graphicsData.lineAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
// i = 0 //
var point1 = new PIXI.Point( points[0], points[1] );
var point2 = new PIXI.Point( points[2], points[3] );
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
perp.x /= dist;
perp.y /= dist;
perp.x *= width;
perp.y *= width;
// insert dead triangle!
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(points[0] - perp.x , points[1] - perp.y, 1, 1, 1, 1);
// start
verts.push(points[0] - perp.x , points[1] - perp.y);
verts.push(r, g, b, alpha);
verts.push(points[0] + perp.x , points[1] + perp.y);
verts.push(r, g, b, alpha);
for (var i = 1; i < length-1; i++)
{
var point1 = new PIXI.Point( points[(i-1)*2],points[(i-1)*2 + 1] );
var point2 = new PIXI.Point(points[(i)*2],points[(i)*2 + 1] );
var point3 = new PIXI.Point(points[(i+1)*2],points[(i+1)*2 + 1] );
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
perp.x /= dist;
perp.y /= dist;
perp.x *= width;
perp.y *= width;
var perp2 = getPerp(point2, point3);
var dist2 = Math.sqrt(perp2.x*perp2.x + perp2.y*perp2.y);
perp2.x /= dist2;
perp2.y /= dist2;
perp2.x *= width;
perp2.y *= width;
var p1 = new PIXI.Point(-perp.x+ point2.x , -perp.y+point2.y);
var p1_ = new PIXI.Point(-perp.x+ point1.x, -perp.y+point1.y);
var p2 = new PIXI.Point(-perp2.x+ point2.x , -perp2.y+point2.y );
var p2_ = new PIXI.Point(-perp2.x+ point3.x , -perp2.y+point3.y );
var p = lineIntersectLine(p1, p1_, p2, p2_);
var pdist = (p.x -point2.x) * (p.x -point2.x) + (p.y -point2.y) + (p.y -point2.y);
if(pdist > 140 * 140)
{
var perp3 = new PIXI.Point(perp.x - perp2.x, perp.y - perp2.y);
var dist3 = Math.sqrt(perp3.x*perp3.x + perp3.y*perp3.y);
perp3.x /= dist3;
perp3.y /= dist3;
perp3.x *= width;
perp3.y *= width;
verts.push(point2.x - perp3.x, point2.y -perp3.y);
verts.push(r, g, b, alpha);
verts.push(point2.x + perp3.x, point2.y +perp3.y);
verts.push(r, g, b, alpha);
verts.push(point2.x - perp3.x, point2.y -perp3.y);
verts.push(r, g, b, alpha);
}
else
{
verts.push(p.x , p.y);
verts.push(r, g, b, alpha);
verts.push(point2.x - (p.x-point2.x), point2.y - (p.y - point2.y));//, 4);
verts.push(r, g, b, alpha);
}
}
var point1 = new PIXI.Point( points[(length-2)*2], points[(length-2)*2 + 1] );
var point2 = new PIXI.Point( points[(length-1)*2], points[(length-1)*2 + 1] );
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
perp.x /= dist;
perp.y /= dist;
perp.x *= width;
perp.y *= width;
verts.push(point2.x - perp.x , point2.y - perp.y)
verts.push(r, g, b, alpha);
verts.push(point2.x + perp.x , point2.y + perp.y)
verts.push(r, g, b, alpha);
// set last triangle!
webGLData.lastPosition.x = point2.x + perp.x;
webGLData.lastPosition.y = point2.y + perp.y;
}
function HEXtoRGB(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
}
function normalise(point)
{
var dist = Math.sqrt(point.x * point.x + point.y * point.y);
return new PIXI.Point(point.x / dist, point.y / dist);
}
function getPerp(point, point2)
{
return new PIXI.Point(-(point.y - point2.y), point.x - point2.x);
}
function lineIntersectLine(A,B,E,F)
{
var ip;
var a1;
var a2;
var b1;
var b2;
var c1;
var c2;
a1= B.y-A.y;
b1= A.x-B.x;
c1= B.x*A.y - A.x*B.y;
a2= F.y-E.y;
b2= E.x-F.x;
c2= F.x*E.y - E.x*F.y;
var denom=a1*b2 - a2*b1;
if (denom == 0) {
// return null;
console.log("!")
denom+=1;
}
ip=new PIXI.Point();
ip.x=(b1*c2 - b2*c1)/denom;
ip.y=(a2*c1 - a1*c2)/denom;
return ip;
}
PIXI.primitiveShaderFragmentSrc = [
"precision mediump float;",
"varying vec4 vColor;",
"void main(void) {",
"gl_FragColor = vColor;",
"}"
];
PIXI.primitiveShaderVertexSrc = [
"attribute vec2 aVertexPosition;",
"attribute vec4 aColor;",
"uniform mat4 uMVMatrix;",
"varying vec4 vColor;",
"void main(void) {",
"gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
"vColor = aColor;",
"}"
];
PIXI.WebGLGraphics.initShaders = function()
{
var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.primitiveShaderFragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, PIXI.primitiveShaderVertexSrc);
PIXI.shaderProgram2 = gl.createProgram();
var shaderProgram = PIXI.shaderProgram2;
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}

View file

@ -45,7 +45,6 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
@ -75,6 +74,10 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
}
}
}
@ -408,18 +411,15 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
@ -516,6 +516,14 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Graphics)
{
//displayObject.initWebGL(this);
// add to a batch!!
//this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;

View file

@ -56,9 +56,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
PIXI.WebGLGraphics.initShaders();
this.initShaders();
var gl = this.gl;
PIXI.WebGLRenderer.gl = gl;
@ -127,17 +127,16 @@ PIXI.WebGLRenderer.prototype.initShaders = function()
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
PIXI.activateDefaultShader();
}
@ -194,6 +193,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
PIXI.projectionMatrix = this.projectionMatrix;
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
this.stageRenderGroup.render(this.projectionMatrix);

View file

@ -28,6 +28,11 @@ PIXI.shaderVertexSrc = [
"}"
];
/*
* primitive shader..
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
@ -52,3 +57,32 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
return shader;
}
PIXI.activateDefaultShader = function()
{
var gl = PIXI.gl;
var shaderProgram = PIXI.shaderProgram;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
}
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
var shaderProgram2 = PIXI.shaderProgram2;
gl.useProgram(shaderProgram2);
gl.enableVertexAttribArray(shaderProgram2.vertexPositionAttribute);
gl.enableVertexAttribArray(PIXI.shaderProgram2.colorAttribute);
}