Republished main pixie files

This commit is contained in:
Mat Groves 2014-01-09 20:25:30 +00:00
parent d69e780f9b
commit 768ff10547
2 changed files with 269 additions and 161 deletions

View file

@ -4,7 +4,7 @@
* Copyright (c) 2012, Mat Groves
* http://goodboydigital.com/
*
* Compiled: 2014-01-07
* Compiled: 2014-01-09
*
* pixi.js is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license.php
@ -1145,6 +1145,11 @@ PIXI.DisplayObject.prototype.getLocalBounds = function()
return bounds;
};
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
this.stage = stage;
if(this._interactive)this.stage.dirty = true;
};
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
@ -3343,9 +3348,6 @@ PIXI.Stage = function(backgroundColor)
*/
this.dirty = true;
this.__childrenAdded = [];
this.__childrenRemoved = [];
//the stage is it's own stage
this.stage = this;
@ -3353,7 +3355,6 @@ PIXI.Stage = function(backgroundColor)
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
this.setBackgroundColor(backgroundColor);
this.worldVisible = true;
};
// constructor
@ -3706,13 +3707,15 @@ PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
}
} )();
if(webgl)
// used to detect ie 11 - no longer required
/* if(webgl)
{
var ie = (navigator.userAgent.toLowerCase().indexOf('trident') !== -1);
webgl = !ie;
}
*/
//console.log(webgl);
if( webgl )
{
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
@ -4582,13 +4585,18 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
@ -4649,6 +4657,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [];
for (i = 0; i < totalSegs + 1; i++)
@ -4658,6 +4668,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
}
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
@ -4924,13 +4936,7 @@ PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
// an instance of the gl context..
// only one at the moment :/
PIXI.gl = null;
PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
/**
* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer
@ -4968,8 +4974,6 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false);
this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false);
this.batchs = [];
this.options = {
alpha: this.transparent,
antialias:!!antialias, // SPEED UP??
@ -4993,6 +4997,8 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
var gl = this.gl;
this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
PIXI.glContexts[this.glContextId] = gl;
if(!PIXI.blendModesWebGL)
{
PIXI.blendModesWebGL = [];
@ -5033,8 +5039,6 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
gl.useProgram(this.shaderManager.defaultShader.program);
PIXI.WebGLRenderer.gl = gl;
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
@ -5164,58 +5168,11 @@ PIXI.WebGLRenderer.updateTextures = function()
for (i = 0; i < PIXI.texturesToDestroy.length; i++)
PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
PIXI.Texture.frameUpdates = [];
PIXI.texturesToUpdate.length = 0;
PIXI.texturesToDestroy.length = 0;
PIXI.Texture.frameUpdates.length = 0;
};
/**
* Updates a loaded webgl texture
*
* @static
* @method updateTexture
* @param texture {Texture} The texture to update
* @private
*/
/*
PIXI.WebGLRenderer.updateTexture = function(texture)
{
//TODO break this out into a texture manager...
var gl = this.gl;
if(!texture._glTexture)
{
texture._glTexture = gl.createTexture();
}
if(texture.hasLoaded)
{
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
// reguler...
if(!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
gl.bindTexture(gl.TEXTURE_2D, null);
}
};
*/
/**
* Destroys a loaded webgl texture
*
@ -5226,13 +5183,19 @@ PIXI.WebGLRenderer.updateTexture = function(texture)
PIXI.WebGLRenderer.destroyTexture = function(texture)
{
//TODO break this out into a texture manager...
var gl = PIXI.gl;
if(texture._glTexture)
for (var i = texture._glTextures.length - 1; i >= 0; i--)
{
texture._glTexture = gl.createTexture();
gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
var glTexture = texture._glTextures[i];
var gl = PIXI.glContexts[i];
if(gl && glTexture)
{
gl.deleteTexture(glTexture);
}
}
texture._glTextures.length = 0;
};
PIXI.WebGLRenderer.updateTextureFrame = function(texture)
@ -5295,6 +5258,8 @@ PIXI.createWebGLTexture = function(texture, gl)
gl.bindTexture(gl.TEXTURE_2D, null);
}
return texture._glTextures[gl.id];
};
PIXI.updateWebGLTexture = function(texture, gl)
@ -5427,7 +5392,7 @@ PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
this.maskStack.push(maskData);
gl.colorMask(false, false, false, false);
gl.colorMask(false, false, false, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
PIXI.WebGLGraphics.renderGraphics(maskData, renderSession);
@ -6688,8 +6653,8 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
//stage.__childrenRemoved = [];
// update textures if need be
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
PIXI.texturesToUpdate.length = 0;
PIXI.texturesToDestroy.length = 0;
PIXI.visibleCount++;
stage.updateTransform();
@ -6717,7 +6682,7 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
// remove frame updates..
if(PIXI.Texture.frameUpdates.length > 0)
{
PIXI.Texture.frameUpdates = [];
PIXI.Texture.frameUpdates.length = 0;
}
};
@ -7176,21 +7141,44 @@ PIXI.Graphics = function()
this._webGL = [];
this.isMask = false;
this.bounds = null;
this.boundsPadding = 10;
};
// constructor
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
/*
* Not yet implemented
*/
/**
* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
* This is useful if your graphics element does not change often as it will speed up the rendering of the object
* It is also usful as the graphics object will always be aliased because it will be rendered using canvas
* Not recommended if you are conastanly redrawing the graphics element.
*
* @property cacheAsBitmap
* @default false
* @type Boolean
* @private
*/
Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
get: function() {
return this._cacheAsBitmap;
},
set: function(value) {
this._cacheAsBitmap = value;
if(this._cacheAsBitmap)
{
this._generateCachedSprite();
}
else
{
this.destroyCachedSprite();
this.dirty = true;
}
}
});
@ -7358,34 +7346,72 @@ PIXI.Graphics.prototype.clear = function()
this.bounds = null; //new PIXI.Rectangle();
};
/**
* Useful function that returns a texture of the graphics object that can then be used to create sprites
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
*
* @method generateTexture
* @return {Texture} a texture of the graphics object
*/
PIXI.Graphics.prototype.generateTexture = function()
{
var bounds = this.getBounds();
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
canvasBuffer.context.translate(-bounds.x,-bounds.y);
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
return texture;
};
PIXI.Graphics.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
renderSession.spriteBatch.stop();
if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
// check blend mode
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
if(this._cacheAsBitmap)
{
this.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(renderSession);
renderSession.drawCount++;
if(this.dirty)
{
this._generateCachedSprite();
// we will also need to update the texture on the gpu too!
PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl);
this.dirty = false;
}
renderSession.spriteBatch.start();
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
}
else
{
renderSession.spriteBatch.stop();
if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
// check blend mode
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
{
this.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(renderSession);
renderSession.drawCount++;
renderSession.spriteBatch.start();
}
};
PIXI.Graphics.prototype._renderCanvas = function(renderSession)
@ -7534,9 +7560,50 @@ PIXI.Graphics.prototype.updateBounds = function()
}
}
this.bounds = new PIXI.Rectangle(minX, minY, maxX - minX, maxY - minY);
var padding = this.boundsPadding;
this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2);
};
PIXI.Graphics.prototype._generateCachedSprite = function()
{
var bounds = this.getBounds();
if(!this._cachedSprite)
{
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
this._cachedSprite = new PIXI.Sprite(texture);
this._cachedSprite.buffer = canvasBuffer;
this._cachedSprite.worldTransform = this.worldTransform;
}
else
{
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
}
// leverage the anchor to account for the offest of the element
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
// this._cachedSprite.buffer.context.save();
this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
// this._cachedSprite.buffer.context.restore();
};
PIXI.Graphics.prototype.destroyCachedSprite = function()
{
this._cachedSprite.texture.destroy(true);
// let the gc collect the unused sprite
// TODO could be object pooled!
this._cachedSprite = null;
};
// SOME TYPES:
PIXI.Graphics.POLY = 0;
PIXI.Graphics.RECT = 1;
@ -10794,47 +10861,9 @@ PIXI.SpriteSheetLoader.prototype.load = function () {
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
jsonLoader.addEventListener('loaded', function (event) {
scope.json = event.content.json;
scope.onJSONLoaded();
});
jsonLoader.load();
};
/**
* Invoke when JSON file is loaded
*
* @method onJSONLoaded
* @private
*/
PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
var scope = this;
var textureUrl = this.baseUrl + this.json.meta.image;
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
var frameData = this.json.frames;
this.texture = image.texture.baseTexture;
image.addEventListener('loaded', function () {
scope.onLoaded();
});
for (var i in frameData) {
var rect = frameData[i].frame;
if (rect) {
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
x: rect.x,
y: rect.y,
width: rect.w,
height: rect.h
});
if (frameData[i].trimmed) {
//var realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
// calculate the offset!
}
}
}
image.load();
jsonLoader.load();
};
/**
@ -11194,26 +11223,11 @@ PIXI.SpineLoader.prototype.load = function () {
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
jsonLoader.addEventListener("loaded", function (event) {
scope.json = event.content.json;
scope.onJSONLoaded();
scope.onLoaded();
});
jsonLoader.load();
};
/**
* Invoke when JSON file is loaded
*
* @method onJSONLoaded
* @private
*/
PIXI.SpineLoader.prototype.onJSONLoaded = function () {
var spineJsonParser = new spine.SkeletonJson();
var skeletonData = spineJsonParser.readSkeletonData(this.json);
PIXI.AnimCache[this.url] = skeletonData;
this.onLoaded();
};
/**
* Invoke when JSON file is loaded
*
@ -11263,6 +11277,100 @@ PIXI.AbstractFilter = function(fragmentSrc, uniforms)
this.fragmentSrc = fragmentSrc || [];
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The AlphaMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class AlphaMaskFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.AlphaMaskFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
mask: {type: 'sampler2D', value:texture},
mapDimensions: {type: '2f', value:{x:1, y:5112}},
dimensions: {type: '4fv', value:[0,0,0,0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mask.value.x = texture.width;
this.uniforms.mask.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on('loaded', this.boundLoadedFunction);
}
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D mask;',
'uniform sampler2D uSampler;',
'uniform vec2 offset;',
'uniform vec4 dimensions;',
'uniform vec2 mapDimensions;',
'void main(void) {',
' vec2 mapCords = vTextureCoord.xy;',
' mapCords += (dimensions.zw + offset)/ dimensions.xy ;',
' mapCords.y *= -1.0;',
' mapCords.y += 1.0;',
' mapCords *= dimensions.xy / mapDimensions;',
' vec4 original = texture2D(uSampler, vTextureCoord);',
' float maskAlpha = texture2D(mask, mapCords).r;',
' original *= maskAlpha;',
//' original.rgb *= maskAlpha;',
' gl_FragColor = original;',
//' gl_FragColor = gl_FragColor;',
'}'
];
};
PIXI.AlphaMaskFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.AlphaMaskFilter.prototype.constructor = PIXI.AlphaMaskFilter;
PIXI.AlphaMaskFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.mask.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.mask.value.height;
this.uniforms.mask.value.baseTexture.off('loaded', this.boundLoadedFunction);
};
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.AlphaMaskFilter.prototype, 'map', {
get: function() {
return this.uniforms.mask.value;
},
set: function(value) {
this.uniforms.mask.value = value;
}
});
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/

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