This commit is contained in:
Mat Groves 2014-01-28 20:25:45 +00:00
commit b8a9a82680
26 changed files with 739 additions and 102 deletions

View file

@ -45,6 +45,7 @@ module.exports = function(grunt) {
'<%= dirs.src %>/renderers/webgl/utils/WebGLSpriteBatch.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLFastSpriteBatch.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLFilterManager.js',
'<%= dirs.src %>/renderers/webgl/utils/FilterTexture.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasMaskManager.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasTinter.js',
'<%= dirs.src %>/renderers/canvas/CanvasRenderer.js',
@ -86,7 +87,7 @@ module.exports = function(grunt) {
'/**',
' * @license',
' * <%= pkg.name %> - v<%= pkg.version %>',
' * Copyright (c) 2012, Mat Groves',
' * Copyright (c) 2012-2014, Mat Groves',
' * <%= pkg.homepage %>',
' *',
' * Compiled: <%= grunt.template.today("yyyy-mm-dd") %>',

Binary file not shown.

Before

Width:  |  Height:  |  Size: 740 B

After

Width:  |  Height:  |  Size: 624 B

Before After
Before After

View file

@ -515,3 +515,33 @@ PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @property x
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @property y
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});

View file

@ -216,12 +216,16 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
var childMaxX;
var childMaxY;
var childVisible = false;
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
if(!child.visible)continue;
childVisible = true;
childBounds = this.children[i].getBounds();
minX = minX < childBounds.x ? minX : childBounds.x;
@ -234,6 +238,9 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
maxY = maxY > childMaxY ? maxY : childMaxY;
}
if(!childVisible)
return PIXI.EmptyRectangle;
var bounds = this._bounds;
bounds.x = minX;

View file

@ -21,6 +21,13 @@ PIXI.SpriteBatch = function(texture)
PIXI.SpriteBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
/*
* Initialises the spriteBatch
*
* @method initWebGL
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
{

View file

@ -11,7 +11,7 @@
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
* like: 0xFFFFFF for white
*
* @example Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* var stage = new PIXI.Stage(0xFFFFFF);
* where the parameter given is the background colour of the stage, in hex
* you will use this stage instance to add your sprites to it and therefore to the renderer

View file

@ -0,0 +1,225 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The NormalMapFilter 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 NormalMapFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.NormalMapFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:15, y:15}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:1}},
dimensions: {type: '4f', value:[0,0,0,0]},
// LightDir: {type: 'f3', value:[0, 1, 0]},
LightPos: {type: '3f', value:[0, 1, 0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.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 float vColor;",
"uniform sampler2D displacementMap;",
"uniform sampler2D uSampler;",
"uniform vec4 dimensions;",
"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
"uniform vec3 LightPos;", //light position, normalized
"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);", //ambient RGBA -- alpha is intensity
"const vec3 Falloff = vec3(0.0, 1.0, 0.2);", //attenuation coefficients
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
"void main(void) {",
"vec2 mapCords = vTextureCoord.xy;",
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",
"mapCords.y *= -1.0;",
"mapCords.y += 1.0;",
//RGBA of our diffuse color
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
//RGB of our normal map
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
//The delta position of light
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
//Correct for aspect ratio
//"LightDir.x *= Resolution.x / Resolution.y;",
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
"float D = length(LightDir);",
//normalize our vectors
"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
"vec3 L = normalize(LightDir);",
//Pre-multiply light color with intensity
//Then perform "N dot L" to determine our diffuse term
"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
//pre-multiply ambient color with intensity
"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
//calculate attenuation
"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
//the calculation which brings it all together
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
/*
// normalise color
"vec3 normal = normalize(nColor * 2.0 - 1.0);",
"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
"float d = sqrt(dot(deltaPos, deltaPos));",
"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
"result *= color.rgb;",
"gl_FragColor = vec4(result, 1.0);",*/
"}"
];
}
/*
void main() {
//sample color & normals from our textures
vec4 color = texture2D(u_texture, v_texCoords.st);
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, strength);
//normals need to be converted to [-1.0, 1.0] range and normalized
vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
vec3 lightDir = normalize(deltaPos);
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let's get a nice little falloff
float d = sqrt(dot(deltaPos, deltaPos));
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
gl_FragColor = v_color * vec4(result, color.a);
}
*/
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.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.NormalMapFilter.prototype, 'map', {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});

View file

@ -67,7 +67,7 @@ PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader;
*/
PIXI.BitmapFontLoader.prototype.load = function()
{
this.ajaxRequest = new XMLHttpRequest();
this.ajaxRequest = new PIXI.ajaxRequest();
var scope = this;
this.ajaxRequest.onreadystatechange = function()
{
@ -80,7 +80,7 @@ PIXI.BitmapFontLoader.prototype.load = function()
};
/**
* Invoked when XML file is loaded, parses the data
* Invoked when the XML file is loaded, parses the data
*
* @method onXMLLoaded
* @private

View file

@ -102,7 +102,7 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
this.view = view || document.createElement( "canvas" );
/**
* The canvas 2d context that everything is drawn to
* The canvas 2d context that everything is drawn with
* @property context
* @type HTMLCanvasElement 2d Context
*/

View file

@ -6,9 +6,15 @@
/**
* @class PIXI.PixiFastShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PixiFastShader = function(gl)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
@ -29,6 +35,9 @@ PIXI.PixiFastShader = function(gl)
'}'
];
/**
* @property {array} vertexSrc - The vertex shader
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aPositionCoord;',
@ -70,7 +79,9 @@ PIXI.PixiFastShader = function(gl)
};
/**
* @method PIXI.PixiFastShader#init
* Initialises the shader
* @method init
*
*/
PIXI.PixiFastShader.prototype.init = function()
{
@ -120,6 +131,11 @@ PIXI.PixiFastShader.prototype.init = function()
this.program = program;
};
/**
* Destroys the shader
* @method destroy
*
*/
PIXI.PixiFastShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );

View file

@ -9,6 +9,10 @@
*/
PIXI.PixiShader = function(gl)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
@ -41,7 +45,9 @@ PIXI.PixiShader = function(gl)
};
/**
* @method PIXI.PixiShader#init
* Initialises the shader
* @method init
*
*/
PIXI.PixiShader.prototype.init = function()
{
@ -96,7 +102,7 @@ PIXI.PixiShader.prototype.init = function()
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
*
* @method PIXI.PixiShader#initUniforms
* @method initUniforms
*/
PIXI.PixiShader.prototype.initUniforms = function()
{
@ -167,7 +173,7 @@ PIXI.PixiShader.prototype.initUniforms = function()
/**
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
*
* @method PIXI.PixiShader#initSampler2D
* @method initSampler2D
*/
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
{
@ -208,7 +214,7 @@ PIXI.PixiShader.prototype.initSampler2D = function(uniform)
wrapT = gl.REPEAT;
}
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);
if (data.width)
{
@ -242,7 +248,7 @@ PIXI.PixiShader.prototype.initSampler2D = function(uniform)
/**
* Updates the shader uniform values.
*
* @method PIXI.PixiShader#syncUniforms
* @method syncUniforms
*/
PIXI.PixiShader.prototype.syncUniforms = function()
{
@ -297,6 +303,11 @@ PIXI.PixiShader.prototype.syncUniforms = function()
};
/**
* Destroys the shader
* @method destroy
*
*/
PIXI.PixiShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
@ -306,6 +317,11 @@ PIXI.PixiShader.prototype.destroy = function()
this.attributes = null;
};
/**
*
* @property defaultVertexSrc
* @type String
*/
PIXI.PixiShader.defaultVertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',

View file

@ -2,14 +2,28 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class PrimitiveShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PrimitiveShader = function(gl)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
// the webGL program..
/**
* @property {any} program - The WebGL program.
*/
this.program = null;
/**
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision mediump float;',
'varying vec4 vColor;',
@ -19,6 +33,10 @@ PIXI.PrimitiveShader = function(gl)
'}'
];
/**
* @property vertexSrc
* @type Array
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec4 aColor;',
@ -40,6 +58,11 @@ PIXI.PrimitiveShader = function(gl)
this.init();
};
/**
* Initialises the shader
* @method init
*
*/
PIXI.PrimitiveShader.prototype.init = function()
{
@ -66,6 +89,11 @@ PIXI.PrimitiveShader.prototype.init = function()
this.program = program;
};
/**
* Destroys the shader
* @method destroy
*
*/
PIXI.PrimitiveShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );

View file

@ -5,9 +5,14 @@
PIXI.StripShader = function()
{
// the webGL program..
/**
* @property {any} program - The WebGL program.
*/
this.program = null;
/**
* @property {array} fragmentSrc - The fragment shader.
*/
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
@ -21,6 +26,9 @@ PIXI.StripShader = function()
'}'
];
/**
* @property {array} fragmentSrc - The fragment shader.
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
@ -41,6 +49,11 @@ PIXI.StripShader = function()
];
};
/**
* Initialises the shader
* @method init
*
*/
PIXI.StripShader.prototype.init = function()
{

View file

@ -0,0 +1,84 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class FilterTexture
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
* @private
*/
PIXI.FilterTexture = function(gl, width, height)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
// next time to create a frame buffer and texture
this.frameBuffer = gl.createFramebuffer();
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
this.resize(width, height);
};
/**
* Clears the filter texture
* @method clear
*/
PIXI.FilterTexture.prototype.clear = function()
{
var gl = this.gl;
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
/**
* Resizes the texture to the specified width and height
*
* @method resize
* @param width {Number} the new width of the texture
* @param height {Number} the new height of the texture
*/
PIXI.FilterTexture.prototype.resize = function(width, height)
{
if(this.width === width && this.height === height) return;
this.width = width;
this.height = height;
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
};
/**
* Destroys the filter texture
* @method destroy
*/
PIXI.FilterTexture.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};

View file

@ -2,7 +2,13 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLFilterManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @param transparent {Boolean} Whether or not the drawing context should be transparent
* @private
*/
PIXI.WebGLFilterManager = function(gl, transparent)
{
this.transparent = transparent;
@ -16,7 +22,11 @@ PIXI.WebGLFilterManager = function(gl, transparent)
};
// API
/**
* Initialises the context and the properties
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
{
this.gl = gl;
@ -25,6 +35,12 @@ PIXI.WebGLFilterManager.prototype.setContext = function(gl)
this.initShaderBuffers();
};
/**
*
* @method begin
* @param renderSession {RenderSession}
* @param buffer {ArrayBuffer}
*/
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
{
this.renderSession = renderSession;
@ -37,6 +53,11 @@ PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
this.buffer = buffer;
};
/**
* Applies the filter and adds it to the current filter stack
* @method pushFilter
* @param filterBlock {Object} TODO-Alvin
*/
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
{
var gl = this.gl;
@ -118,6 +139,10 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
};
/**
* Removes the last filter from the filter stack and doesn't return it
* @method popFilter
*/
PIXI.WebGLFilterManager.prototype.popFilter = function()
{
var gl = this.gl;
@ -291,6 +316,15 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
filterBlock._glFilterTexture = null;
};
/**
* Applies the filter to the specified area
* @method applyFilterPass
* @param filter {AbstractFilter} the filter that needs to be applied
* @param filterArea {texture} TODO - might need an update
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
*/
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
{
// use program
@ -343,6 +377,10 @@ PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea,
this.renderSession.drawCount++;
};
/**
* Initialises the shader buffers
* @method initShaderBuffers
*/
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
{
var gl = this.gl;
@ -399,6 +437,10 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
gl.STATIC_DRAW);
};
/**
* TODO-Alvin
* @method destroy
*/
PIXI.WebGLFilterManager.prototype.destroy = function()
{
var gl = this.gl;
@ -421,57 +463,3 @@ PIXI.WebGLFilterManager.prototype.destroy = function()
gl.deleteBuffer(this.colorBuffer);
gl.deleteBuffer(this.indexBuffer);
};
PIXI.FilterTexture = function(gl, width, height)
{
this.gl = gl;
// next time to create a frame buffer and texture
this.frameBuffer = gl.createFramebuffer();
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
this.resize(width, height);
};
PIXI.FilterTexture.prototype.clear = function()
{
var gl = this.gl;
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
PIXI.FilterTexture.prototype.resize = function(width, height)
{
if(this.width === width && this.height === height) return;
this.width = width;
this.height = height;
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
};
PIXI.FilterTexture.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};

View file

@ -5,7 +5,9 @@
/**
* A set of functions used by the webGL renderer to draw the primitive graphics data
*
* @class CanvasGraphics
* @class WebGLGraphics
* @private
* @static
*/
PIXI.WebGLGraphics = function()
{
@ -19,7 +21,7 @@ PIXI.WebGLGraphics = function()
* @private
* @method renderGraphics
* @param graphics {Graphics}
* @param projection {Object}
* @param renderSession {Object}
*/
PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)
{
@ -91,7 +93,8 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
* @static
* @private
* @method updateGraphics
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to update
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
{
@ -145,7 +148,7 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
* @static
* @private
* @method buildRectangle
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
@ -214,7 +217,7 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
* @static
* @private
* @method buildCircle
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to draw
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
@ -287,7 +290,7 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
* @static
* @private
* @method buildLine
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
@ -497,7 +500,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
* @static
* @private
* @method buildPoly
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)

View file

@ -2,6 +2,13 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLMaskManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @private
*/
PIXI.WebGLMaskManager = function(gl)
{
this.maskStack = [];
@ -10,11 +17,22 @@ PIXI.WebGLMaskManager = function(gl)
this.setContext(gl);
};
/**
* Sets the drawing context to the one given in parameter
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLMaskManager.prototype.setContext = function(gl)
{
this.gl = gl;
};
/**
* Applies the Mask and adds it to the current filter stack
* @method pushMask
* @param maskData {Array}
* @param renderSession {RenderSession}
*/
PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
{
var gl = this.gl;
@ -39,6 +57,12 @@ PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
};
/**
* Removes the last filter from the filter stack and doesn't return it
* @method popMask
*
* @param renderSession {RenderSession} TODO-Alvin
*/
PIXI.WebGLMaskManager.prototype.popMask = function(renderSession)
{
var gl = this.gl;
@ -62,6 +86,10 @@ PIXI.WebGLMaskManager.prototype.popMask = function(renderSession)
if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST);
};
/**
* TODO-Alvin
* @method destroy
*/
PIXI.WebGLMaskManager.prototype.destroy = function()
{
this.maskStack = null;

View file

@ -2,6 +2,12 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLShaderManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @private
*/
PIXI.WebGLShaderManager = function(gl)
{
@ -18,6 +24,13 @@ PIXI.WebGLShaderManager = function(gl)
//this.stripShader = new PIXI.StripShader(gl);
};
/**
* Initialises the context and the properties
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
* @param transparent {Boolean} Whether or not the drawing context should be transparent
*/
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
{
this.gl = gl;
@ -36,6 +49,11 @@ PIXI.WebGLShaderManager.prototype.setContext = function(gl)
};
/**
* Initialises the context and the properties
* @method setAttribs
* @param attribs {Array} TODO-Alvin
*/
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
{
// reset temp state
@ -77,6 +95,11 @@ PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
// console.log(this.tempAttribState)
};
/**
* TODO-Alvin
* @method activateShader
* @param shader {Object} the shader that is going to be activated
*/
PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
{
//if(this.currentShader == shader)return;
@ -90,6 +113,10 @@ PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
};
/**
* Triggers the primitive shader
* @method activatePrimitiveShader
*/
PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
{
var gl = this.gl;
@ -100,6 +127,10 @@ PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
};
/**
* Disable the primitive shader
* @method deactivatePrimitiveShader
*/
PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
{
var gl = this.gl;
@ -109,6 +140,10 @@ PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
this.setAttribs(this.defaultShader.attributes);
};
/**
* Destroys
* @method destroy
*/
PIXI.WebGLShaderManager.prototype.destroy = function()
{
this.attribState = null;

View file

@ -8,11 +8,30 @@
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*
*/
PIXI.WebGLSpriteBatch = function(gl)
{
/**
* TODO-Alvin
*
* @property vertSize
* @type Number
*/
this.vertSize = 6;
/**
* TODO-Alvin
* @property size
* @type Number
*/
this.size = 10000;//Math.pow(2, 16) / this.vertSize;
// console.log(this.size);
@ -22,8 +41,22 @@ PIXI.WebGLSpriteBatch = function(gl)
var numIndices = this.size * 6;
//vertex data
/**
* Holds the vertices
*
* @property vertices
* @type Float32Array
*/
this.vertices = new Float32Array(numVerts);
//index data
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new Uint16Array(numIndices);
this.lastIndexCount = 0;
@ -46,6 +79,12 @@ PIXI.WebGLSpriteBatch = function(gl)
this.setContext(gl);
};
/**
*
* @method setContext
*
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
@ -67,6 +106,12 @@ PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
this.currentBlendMode = 99999;
};
/**
*
* @method begin
*
* @param renderSession {RenderSession} the RenderSession
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
@ -75,12 +120,22 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
this.start();
};
/**
*
* @method end
*
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
*
* @method render
*
* @param sprite {Sprite} the sprite to render TODO-Alvin
*/
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
{
// check texture..
@ -194,6 +249,12 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
};
/**
*
* @method renderTilingSprite
*
* @param sprite {TilingSprite} the sprite to render TODO-Alvin
*/
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
{
var texture = tilingSprite.tilingTexture;
@ -309,6 +370,13 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
this.currentBatchSize++;
};
/**
*
*
* @method flush TODO-Alvin
*
*/
PIXI.WebGLSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
@ -345,12 +413,21 @@ PIXI.WebGLSpriteBatch.prototype.flush = function()
this.renderSession.drawCount++;
};
/**
*
* @method stop
*
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
};
/**
*
* @method start
*
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
var gl = this.gl;
@ -379,6 +456,13 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
}
};
/**
*
* @method setBlendMode
*
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
* TODO-Alvin
*/
PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
{
this.flush();
@ -389,6 +473,10 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
};
/**
* Destroys the SpriteBatch
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{

View file

@ -44,11 +44,11 @@ PIXI.BitmapText.prototype.setText = function(text)
/**
* Set the style of the text
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
*
* @method setStyle
* @param style {Object} The style parameters
* @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param style {Object} The style parameters, contained as properties of an object
*/
PIXI.BitmapText.prototype.setStyle = function(style)
{

View file

@ -20,8 +20,21 @@
*/
PIXI.Text = function(text, style)
{
/**
* The canvas element that everything is drawn to
*
* @property canvas
* @type HTMLCanvasElement
*/
this.canvas = document.createElement('canvas');
/**
* The canvas 2d context that everything is drawn with
* @property context
* @type HTMLCanvasElement 2d Context
*/
this.context = this.canvas.getContext('2d');
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
this.setText(text);
@ -167,6 +180,13 @@ PIXI.Text.prototype.updateTexture = function()
this.requiresUpdate = true;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.Text.prototype._renderWebGL = function(renderSession)
{
if(this.requiresUpdate)
@ -198,6 +218,7 @@ PIXI.Text.prototype.updateTransform = function()
/*
* http://stackoverflow.com/users/34441/ellisbben
* great solution to the problem!
* returns the height of the given font
*
* @method determineFontHeight
* @param fontStyle {Object}

View file

@ -15,6 +15,7 @@ PIXI.BaseTextureCacheIdGenerator = 0;
* @uses EventTarget
* @constructor
* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
*/
PIXI.BaseTexture = function(source, scaleMode)
{

View file

@ -6,7 +6,8 @@
* This helper function will automatically detect which renderer you should be using.
* WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by
* the browser then this function will return a canvas renderer
*
* @class autoDetectRenderer
* @static
* @param width=800 {Number} the width of the renderers view
* @param height=600 {Number} the height of the renderers view
* @param [view] {Canvas} the canvas to use as a view, optional

View file

@ -11,7 +11,7 @@
* Adds event emitter functionality to a class
*
* @class EventTarget
* @example
*
* function MyEmitter() {
* PIXI.EventTarget.call(this); //mixes in event target stuff
* }
@ -21,8 +21,21 @@
*/
PIXI.EventTarget = function () {
/**
* Holds all the listeners
*
* @property listeneners
* @type Object
*/
var listeners = {};
/**
* Adds a listener for a specific event
*
* @method addEventListener
* @param type {string} A string representing the event type to listen for.
* @param listener {function} The callback function that will be fired when the event occurs
*/
this.addEventListener = this.on = function ( type, listener ) {
@ -39,6 +52,12 @@ PIXI.EventTarget = function () {
};
/**
* Fires the event, ie pretends that the event has happened
*
* @method dispatchEvent
* @param event {Event} the event object
*/
this.dispatchEvent = this.emit = function ( event ) {
if ( !listeners[ event.type ] || !listeners[ event.type ].length ) {
@ -55,6 +74,13 @@ PIXI.EventTarget = function () {
};
/**
* Removes the specified listener that was assigned to the specified event type
*
* @method removeEventListener
* @param type {string} A string representing the event type which will have its listener removed
* @param listener {function} The callback function that was be fired when the event occured
*/
this.removeEventListener = this.off = function ( type, listener ) {
var index = listeners[ type ].indexOf( listener );
@ -67,6 +93,12 @@ PIXI.EventTarget = function () {
};
/**
* Removes all the listeners that were active for the specified event type
*
* @method removeAllEventListeners
* @param type {string} A string representing the event type which will have all its listeners removed
*/
this.removeAllEventListeners = function( type ) {
var a = listeners[type];
if (a)

View file

@ -28,17 +28,23 @@
This is an amazing lib!
slightly modified by mat groves (matgroves.com);
slightly modified by Mat Groves (matgroves.com);
*/
/**
* Based on the Polyk library http://polyk.ivank.net released under MIT licence.
* This is an amazing lib!
* slightly modified by Mat Groves (matgroves.com);
* @class PolyK
*
*/
PIXI.PolyK = {};
/**
* Triangulates shapes for webGL graphic fills
*
* @method Triangulate
* @namespace PolyK
* @constructor
*
*/
PIXI.PolyK.Triangulate = function(p)
{
@ -114,10 +120,17 @@ PIXI.PolyK.Triangulate = function(p)
};
/**
* Checks if a point is within a triangle
* Checks whether a point is within a triangle
*
* @class _PointInTriangle
* @namespace PolyK
* @method _PointInTriangle
* @param px {Number} x coordinate of the point to test
* @param py {Number} y coordinate of the point to test
* @param ax {Number} x coordinate of the a point of the triangle
* @param ay {Number} y coordinate of the a point of the triangle
* @param bx {Number} x coordinate of the b point of the triangle
* @param by {Number} y coordinate of the b point of the triangle
* @param cx {Number} x coordinate of the c point of the triangle
* @param cy {Number} y coordinate of the c point of the triangle
* @private
*/
PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
@ -144,10 +157,10 @@ PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
};
/**
* Checks if a shape is convex
* Checks whether a shape is convex
*
* @method _convex
*
* @class _convex
* @namespace PolyK
* @private
*/
PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)

View file

@ -102,7 +102,7 @@ if (typeof Function.prototype.bind !== 'function') {
* @class AjaxRequest
* @constructor
*/
PIXI.AjaxRequest = function AjaxRequest()
PIXI.AjaxRequest = function()
{
var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE