Merge branch 'pixidev/dev'

Conflicts:
	src/pixi/extras/TilingSprite.js
This commit is contained in:
photonstorm 2014-02-16 14:29:59 +00:00
commit dd9fd183fb
42 changed files with 22928 additions and 506 deletions

View file

@ -4,7 +4,7 @@
* Copyright (c) 2012-2014, Mat Groves
* http://goodboydigital.com/
*
* Compiled: 2014-02-12
* Compiled: 2014-02-15
*
* pixi.js is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license.php
@ -35,7 +35,7 @@ PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1;
// useful for testing against if your lib is using pixi.
PIXI.VERSION = "v1.4.4";
PIXI.VERSION = "v1.5.0";
// the various blend modes supported by pixi
PIXI.blendModes = {
@ -1946,9 +1946,9 @@ PIXI.Sprite.fromFrame = function(frameId)
* @param imageId {String} The image url of the texture
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
PIXI.Sprite.fromImage = function(imageId)
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
{
var texture = PIXI.Texture.fromImage(imageId);
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
return new PIXI.Sprite(texture);
};
@ -2053,20 +2053,12 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
PIXI.DisplayObject.prototype.updateTransform.call(this);
var transform = this.worldTransform;
// alow for trimming
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
}
else
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
}
context.save();
var isRotated = true;
for (var i = 0; i < this.children.length; i++) {
@ -2078,8 +2070,13 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
if(child.rotation % (Math.PI * 2) === 0)
{
if(isRotated)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
isRotated = false;
}
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
@ -2092,23 +2089,22 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
}
else
{
if(!isRotated)isRotated = true;
PIXI.DisplayObject.prototype.updateTransform.call(child);
transform = child.localTransform;
var childTransform = child.worldTransform;
if(this.rotation !== this.rotationCache)
// allow for trimming
if (renderSession.roundPixels)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx || 0, childTransform.ty || 0);
}
else
{
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx, childTransform.ty);
}
var a = child._cr * child.scale.x,
b = -child._sr * child.scale.y,
c = child._sr * child.scale.x,
d = child._cr * child.scale.y;
context.setTransform(a, c, b, d, child.position.x, child.position.y);
context.drawImage(texture.baseTexture.source,
frame.x,
@ -2120,10 +2116,13 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
frame.width,
frame.height);
}
// context.restore();
}
context.restore();
// context.restore();
};
@ -3945,7 +3944,7 @@ PIXI.getNextPowerOfTwo = function(number)
* Adds event emitter functionality to a class
*
* @class EventTarget
*
* @example
* function MyEmitter() {
* PIXI.EventTarget.call(this); //mixes in event target stuff
* }
@ -4053,11 +4052,11 @@ PIXI.EventTarget = function () {
* @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
* @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment)
* @param [transparent=false] {Boolean} the transparency of the render view, default false
* @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment)
*
*/
PIXI.autoDetectRenderer = function(width, height, view,antialias,transparent)
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
{
if(!width)width = 800;
if(!height)height = 600;
@ -6619,15 +6618,15 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
// set the textures uvs temporarily
// TODO create a separate texture so that we can tile part of a texture
if(!tilingSprite._uvs)tilingSprite._uvs = new Float32Array(8);
if(!tilingSprite._uvs)tilingSprite._uvs = new PIXI.TextureUvs();
var uvs = tilingSprite._uvs;
tilingSprite.tilePosition.x %= texture.baseTexture.width;
tilingSprite.tilePosition.y %= texture.baseTexture.height;
tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x;
tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y;
var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width;
var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height;
var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x);
var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y);
var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);
@ -6644,7 +6643,6 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
uvs.x3 = 0 - offsetX;
uvs.y3 = (1 *scaleY) - offsetY;
// get the tilingSprites current alpha
var alpha = tilingSprite.worldAlpha;
var tint = tilingSprite.tint;
@ -8814,6 +8812,8 @@ PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
this.graphicsData.push(this.currentPath);
return this;
};
/**
@ -8833,6 +8833,8 @@ PIXI.Graphics.prototype.moveTo = function(x, y)
this.currentPath.points.push(x, y);
this.graphicsData.push(this.currentPath);
return this;
};
/**
@ -8847,6 +8849,8 @@ PIXI.Graphics.prototype.lineTo = function(x, y)
{
this.currentPath.points.push(x, y);
this.dirty = true;
return this;
};
/**
@ -8863,6 +8867,8 @@ PIXI.Graphics.prototype.beginFill = function(color, alpha)
this.filling = true;
this.fillColor = color || 0;
this.fillAlpha = (arguments.length < 2) ? 1 : alpha;
return this;
};
/**
@ -8875,6 +8881,8 @@ PIXI.Graphics.prototype.endFill = function()
this.filling = false;
this.fillColor = null;
this.fillAlpha = 1;
return this;
};
/**
@ -8895,6 +8903,8 @@ PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
this.graphicsData.push(this.currentPath);
this.dirty = true;
return this;
};
/**
@ -8916,6 +8926,8 @@ PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
this.graphicsData.push(this.currentPath);
this.dirty = true;
return this;
};
/**
@ -8938,6 +8950,8 @@ PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height)
this.graphicsData.push(this.currentPath);
this.dirty = true;
return this;
};
/**
@ -8955,6 +8969,8 @@ PIXI.Graphics.prototype.clear = function()
this.graphicsData = [];
this.bounds = null; //new PIXI.Rectangle();
return this;
};
/**
@ -9710,6 +9726,36 @@ PIXI.TilingSprite.prototype.onTextureUpdate = function()
this.updateFrame = true;
};
PIXI.TilingSprite.prototype.setTexture = function(texture)
{
if(this.texture === texture)return;
this.texture = texture;
this.refreshTexture = true;
/*
if(this.tilingTexture)
{
this.generateTilingTexture(true);
}
*/
/*
// stop current texture;
if(this.texture.baseTexture !== texture.baseTexture)
{
this.textureChange = true;
this.texture = texture;
}
else
{
this.texture = texture;
}
this.updateFrame = true;*/
this.cachedTint = 0xFFFFFF;
};
/**
* Renders the object using the WebGL renderer
*
@ -9739,7 +9785,7 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
renderSession.filterManager.pushFilter(this._filterBlock);
}
if(!this.tilingTexture)this.generateTilingTexture(true);
if(!this.tilingTexture || this.refreshTexture)this.generateTilingTexture(true);
else renderSession.spriteBatch.renderTilingSprite(this);
// simple render children!
@ -9757,7 +9803,17 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
}
else
{
if(!this.tilingTexture)this.generateTilingTexture(true);
if(!this.tilingTexture || this.refreshTexture)
{
this.generateTilingTexture(true);
if(this.tilingTexture.needsUpdate)
{
//TODO - tweaking
PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
this.tilingTexture.needsUpdate = false;
// this.tilingTexture._uvs = null;
}
}
else renderSession.spriteBatch.renderTilingSprite(this);
// simple render children!
@ -9796,7 +9852,7 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
if(!this.__tilePattern)
if(!this.__tilePattern || this.refreshTexture)
{
this.generateTilingTexture(false);
@ -9938,11 +9994,8 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
var targetWidth, targetHeight;
// check that the frame is the same size as the base texture.
var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height;
this.tilingTexture = texture;
var newTextureRequired = false;
if(!forcePowerOfTwo)
@ -9953,37 +10006,67 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
targetHeight = frame.height;
newTextureRequired = true;
}
}
else
{
targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width);
targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height);
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true;
}
if(newTextureRequired)
{
var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
var canvasBuffer;
if(this.tilingTexture && this.tilingTexture.isTiling)
{
canvasBuffer = this.tilingTexture.canvasBuffer;
canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
this.tilingTexture.canvasBuffer = canvasBuffer;
this.tilingTexture.isTiling = true;
}
canvasBuffer.context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
0,
0,
targetWidth,
targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
frame.x,
frame.y,
frame.width,
frame.height,
0,
0,
targetWidth,
targetHeight);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
}
else
{
//TODO - switching?
if(this.tilingTexture && this.tilingTexture.isTiling)
{
// destroy the tiling texture!
// TODO could store this somewhere?
this.tilingTexture.destroy(true);
}
this.tileScaleOffset.x = 1;
this.tileScaleOffset.y = 1;
this.tilingTexture = texture;
}
this.refreshTexture = false;
this.tilingTexture.baseTexture._powerOf2 = true;
};
/**
@ -11704,6 +11787,8 @@ PIXI.Texture = function(baseTexture, frame)
this.scope = this;
this._uvs = null;
if(baseTexture.hasLoaded)
{
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);

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@ -0,0 +1,926 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>AjaxRequest - pixi.js</title>
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<link rel="shortcut icon" type="image/png" href="../assets/favicon.png">
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</head>
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<h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="pixi.js"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.5.0</em>
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<h1>AjaxRequest Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_utils_Utils.js.html#l99"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:99</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
<p>A wrapper for ajax requests to be handled cross browser</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_AjaxRequest" class="method item">
<h3 class="name"><code>AjaxRequest</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l99"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:99</code></a>
</p>
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<a href="#method_canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
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<a href="#method_getNextPowerOfTwo">getNextPowerOfTwo</a>
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<div id="method_bind" class="method item">
<h3 class="name"><code>bind</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l71"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:71</code></a>
</p>
</div>
<div class="description">
<p>A polyfill for Function.prototype.bind</p>
</div>
</div>
<div id="method_cancelAnimationFrame" class="method item">
<h3 class="name"><code>cancelAnimationFrame</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l19"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:19</code></a>
</p>
</div>
<div class="description">
<p>A polyfill for cancelAnimationFrame</p>
</div>
</div>
<div id="method_canUseNewCanvasBlendModes" class="method item">
<h3 class="name"><code>canUseNewCanvasBlendModes</code></h3>
<span class="paren">()</span>
<span class="returns-inline">
<span class="type">Boolean</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l159"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:159</code></a>
</p>
</div>
<div class="description">
<p>Checks whether the Canvas BlendModes are supported by the current browser</p>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Boolean</span>:
<p>whether they are supported</p>
</div>
</div>
</div>
<div id="method_getNextPowerOfTwo" class="method item">
<h3 class="name"><code>getNextPowerOfTwo</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>number</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">Number</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l179"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:179</code></a>
</p>
</div>
<div class="description">
<p>Given a number, this function returns the closest number that is a power of two
this function is taken from Starling Framework as its pretty neat ;)</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">number</code>
<span class="type">Number</span>
<div class="param-description">
</div>
</li>
</ul>
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<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Number</span>:
<p>the closest number that is a power of two</p>
</div>
</div>
</div>
<div id="method_hex2rgb" class="method item">
<h3 class="name"><code>hex2rgb</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>hex</code>
</li>
</ul><span class="paren">)</span>
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<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l51"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:51</code></a>
</p>
</div>
<div class="description">
<p>Converts a hex color number to an [R, G, B] array</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">hex</code>
<span class="type">Number</span>
<div class="param-description">
</div>
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<h3 class="name"><code>requestAnimationFrame</code></h3>
<span class="paren">()</span>
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<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l12"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:12</code></a>
</p>
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<div class="description">
<p>A polyfill for requestAnimationFrame
You can actually use both requestAnimationFrame and requestAnimFrame,
you will still benefit from the polyfill</p>
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<div id="method_rgb2hex" class="method item">
<h3 class="name"><code>rgb2hex</code></h3>
<div class="args">
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<code>rgb</code>
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Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l61"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:61</code></a>
</p>
</div>
<div class="description">
<p>Converts a color as an [R, G, B] array to a hex number</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">rgb</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
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<h1>CanvasMaskManager Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:6</code></a>
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<p>A set of functions used to handle masking</p>
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<h3>Methods</h3>
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<li class="index-item method">
<a href="#method_popMask">popMask</a>
</li>
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<a href="#method_pushMask">pushMask</a>
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<div id="method_popMask" class="method item">
<h3 class="name"><code>popMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
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<code>context</code>
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<p>
Defined in
<a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l39"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:39</code></a>
</p>
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<p>Restores the current drawing context to the state it was before the mask was applied</p>
</div>
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<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">context</code>
<span class="type">Context2D</span>
<div class="param-description">
<p>the 2d drawing method of the canvas</p>
</div>
</li>
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<div id="method_pushMask" class="method item">
<h3 class="name"><code>pushMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>maskData</code>
</li>
<li class="arg">
<code>context</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l16"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:16</code></a>
</p>
</div>
<div class="description">
<p>This method adds it to the current stack of masks</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">maskData</code>
<span class="type">Object</span>
<div class="param-description">
<p>the maskData that will be pushed</p>
</div>
</li>
<li class="param">
<code class="param-name">context</code>
<span class="type">Context2D</span>
<div class="param-description">
<p>the 2d drawing method of the canvas</p>
</div>
</li>
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<h1>FilterTexture Class</h1>
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Defined in: <a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:5</code></a>
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<h3 class="name"><code>FilterTexture</code></h3>
<div class="args">
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<li class="arg">
<code>gl</code>
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Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:5</code></a>
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<h4>Parameters:</h4>
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<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
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</li>
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<code class="param-name">width</code>
<span class="type">Number</span>
<div class="param-description">
<p>the horizontal range of the filter</p>
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</li>
<li class="param">
<code class="param-name">height</code>
<span class="type">Number</span>
<div class="param-description">
<p>the vertical range of the filter</p>
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<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_init">init</a>
</li>
<li class="index-item method">
<a href="#method_resize">resize</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_clear" class="method item">
<h3 class="name"><code>clear</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l39"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:39</code></a>
</p>
</div>
<div class="description">
<p>Clears the filter texture</p>
</div>
</div>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l72"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:72</code></a>
</p>
</div>
<div class="description">
<p>Destroys the filter texture</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l52"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:52</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
<div id="method_resize" class="method item">
<h3 class="name"><code>resize</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>width</code>
</li>
<li class="arg">
<code>height</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l51"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:51</code></a>
</p>
</div>
<div class="description">
<p>Resizes the texture to the specified width and height</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">width</code>
<span class="type">Number</span>
<div class="param-description">
<p>the new width of the texture</p>
</div>
</li>
<li class="param">
<code class="param-name">height</code>
<span class="type">Number</span>
<div class="param-description">
<p>the new height of the texture</p>
</div>
</li>
</ul>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l13"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:13</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l29"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:29</code></a>
</p>
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<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l15"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:15</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l8"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:8</code></a>
</p>
</div>
<div class="description">
</div>
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<h1>InteractionData Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_InteractionData.js.html#l5"><code>src&#x2F;pixi&#x2F;InteractionData.js:5</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
<p>Holds all information related to an Interaction event</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_InteractionData" class="method item">
<h3 class="name"><code>InteractionData</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l5"><code>src&#x2F;pixi&#x2F;InteractionData.js:5</code></a>
</p>
</div>
<div class="description">
</div>
</div>
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<li class="api-class-tab index"><a href="#index">Index</a></li>
<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
<li class="api-class-tab properties"><a href="#properties">Properties</a></li>
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<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_getLocalPosition">getLocalPosition</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_global">global</a>
</li>
<li class="index-item property">
<a href="#property_originalEvent">originalEvent</a>
</li>
<li class="index-item property">
<a href="#property_target">target</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_getLocalPosition" class="method item">
<h3 class="name"><code>getLocalPosition</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>displayObject</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l41"><code>src&#x2F;pixi&#x2F;InteractionData.js:41</code></a>
</p>
</div>
<div class="description">
<p>This will return the local coordinates of the specified displayObject for this InteractionData</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">displayObject</code>
<span class="type"><a href="../classes/DisplayObject.html" class="crosslink">DisplayObject</a></span>
<div class="param-description">
<p>The DisplayObject that you would like the local coords off</p>
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>:
<p>A point containing the coordinates of the InteractionData position relative to the DisplayObject</p>
</div>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_global" class="property item">
<h3 class="name"><code>global</code></h3>
<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l13"><code>src&#x2F;pixi&#x2F;InteractionData.js:13</code></a>
</p>
</div>
<div class="description">
<p>This point stores the global coords of where the touch/mouse event happened</p>
</div>
</div>
<div id="property_originalEvent" class="property item">
<h3 class="name"><code>originalEvent</code></h3>
<span class="type">Event</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l32"><code>src&#x2F;pixi&#x2F;InteractionData.js:32</code></a>
</p>
</div>
<div class="description">
<p>When passed to an event handler, this will be the original DOM Event that was captured</p>
</div>
</div>
<div id="property_target" class="property item">
<h3 class="name"><code>target</code></h3>
<span class="type"><a href="../classes/Sprite.html" class="crosslink">Sprite</a></span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l24"><code>src&#x2F;pixi&#x2F;InteractionData.js:24</code></a>
</p>
</div>
<div class="description">
<p>The target Sprite that was interacted with</p>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
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<h1>NormalMapFilter Class</h1>
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Defined in: <a href="../files/src_pixi_filters_NormalMapFilter.js.html#l6"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:6</code></a>
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<p>The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
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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.</p>
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<h3 class="name"><code>map</code></h3>
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Defined in
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<p>The texture used for the displacemtent map * must be power of 2 texture at the moment</p>
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<h3 class="name"><code>offset</code></h3>
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Defined in
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<p>The offset used to move the displacement map.</p>
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Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l196"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:196</code></a>
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<p>The multiplier used to scale the displacement result from the map calculation.</p>
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<h1>PixiFastShader Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:6</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_PixiFastShader" class="method item">
<h3 class="name"><code>PixiFastShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:6</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
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<a href="#method_destroy">destroy</a>
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<a href="#method_init">init</a>
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<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
<li class="index-item property">
<a href="#property_textureCount - A local texture counter for multi-texture shaders.">textureCount - A local texture counter for multi-texture shaders.</a>
</li>
<li class="index-item property">
<a href="#property_vertexSrc - The vertex shader">vertexSrc - The vertex shader</a>
</li>
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<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
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<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l134"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:134</code></a>
</p>
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<div class="description">
<p>Destroys the shader</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l81"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:81</code></a>
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<div class="description">
<p>Initialises the shader</p>
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<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l25"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:25</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l14"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:14</code></a>
</p>
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<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l20"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:20</code></a>
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<div class="description">
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</div>
<div id="property_textureCount - A local texture counter for multi-texture shaders." class="property item">
<h3 class="name"><code>textureCount - A local texture counter for multi-texture shaders.</code></h3>
<span class="type">Number</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l72"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:72</code></a>
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<div class="description">
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<div id="property_vertexSrc - The vertex shader" class="property item">
<h3 class="name"><code>vertexSrc - The vertex shader</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l38"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:38</code></a>
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<h1>PixiShader Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:6</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_PixiShader" class="method item">
<h3 class="name"><code>PixiShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:6</code></a>
</p>
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<div class="description">
</div>
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<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_init">init</a>
</li>
<li class="index-item method">
<a href="#method_initSampler2D">initSampler2D</a>
</li>
<li class="index-item method">
<a href="#method_initUniforms">initUniforms</a>
</li>
<li class="index-item method">
<a href="#method_syncUniforms">syncUniforms</a>
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<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_defaultVertexSrc">defaultVertexSrc</a>
</li>
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
<li class="index-item property">
<a href="#property_textureCount - A local texture counter for multi-texture shaders.">textureCount - A local texture counter for multi-texture shaders.</a>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l306"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:306</code></a>
</p>
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<div class="description">
<p>Destroys the shader</p>
</div>
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<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l47"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:47</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
<div id="method_initSampler2D" class="method item">
<h3 class="name"><code>initSampler2D</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l173"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:173</code></a>
</p>
</div>
<div class="description">
<p>Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)</p>
</div>
</div>
<div id="method_initUniforms" class="method item">
<h3 class="name"><code>initUniforms</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l100"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:100</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader uniform values.
Uniforms are specified in the GLSL_ES Specification: <a href="http://www.khronos.org/registry/webgl/specs/latest/1.0/">http://www.khronos.org/registry/webgl/specs/latest/1.0/</a>
<a href="http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf">http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf</a></p>
</div>
</div>
<div id="method_syncUniforms" class="method item">
<h3 class="name"><code>syncUniforms</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l248"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:248</code></a>
</p>
</div>
<div class="description">
<p>Updates the shader uniform values.</p>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_defaultVertexSrc" class="property item">
<h3 class="name"><code>defaultVertexSrc</code></h3>
<span class="type">String</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l320"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:320</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l23"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:23</code></a>
</p>
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<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l12"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:12</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l18"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:18</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_textureCount - A local texture counter for multi-texture shaders." class="property item">
<h3 class="name"><code>textureCount - A local texture counter for multi-texture shaders.</code></h3>
<span class="type">Number</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l37"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:37</code></a>
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<h1>PolyK Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_utils_Polyk.js.html#l34"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:34</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
<p>Based on the Polyk library <a href="http://polyk.ivank.net">http://polyk.ivank.net</a> released under MIT licence.
This is an amazing lib!
slightly modified by Mat Groves (matgroves.com);</p>
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<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method private">
<a href="#method__convex">_convex</a>
</li>
<li class="index-item method private">
<a href="#method__PointInTriangle">_PointInTriangle</a>
</li>
<li class="index-item method">
<a href="#method_Triangulate">Triangulate</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method__convex" class="method item private">
<h3 class="name"><code>_convex</code></h3>
<span class="paren">()</span>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l159"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:159</code></a>
</p>
</div>
<div class="description">
<p>Checks whether a shape is convex</p>
</div>
</div>
<div id="method__PointInTriangle" class="method item private">
<h3 class="name"><code>_PointInTriangle</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>px</code>
</li>
<li class="arg">
<code>py</code>
</li>
<li class="arg">
<code>ax</code>
</li>
<li class="arg">
<code>ay</code>
</li>
<li class="arg">
<code>bx</code>
</li>
<li class="arg">
<code>by</code>
</li>
<li class="arg">
<code>cx</code>
</li>
<li class="arg">
<code>cy</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l122"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:122</code></a>
</p>
</div>
<div class="description">
<p>Checks whether a point is within a triangle</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">px</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the point to test</p>
</div>
</li>
<li class="param">
<code class="param-name">py</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the point to test</p>
</div>
</li>
<li class="param">
<code class="param-name">ax</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the a point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">ay</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the a point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">bx</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the b point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">by</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the b point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">cx</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the c point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">cy</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the c point of the triangle</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_Triangulate" class="method item">
<h3 class="name"><code>Triangulate</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l43"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:43</code></a>
</p>
</div>
<div class="description">
<p>Triangulates shapes for webGL graphic fills</p>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
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<h1>PrimitiveShader Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:5</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="constructor">
<h2>Constructor</h2>
<div id="method_PrimitiveShader" class="method item">
<h3 class="name"><code>PrimitiveShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
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<a href="#method_init">init</a>
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<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc">fragmentSrc</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
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<a href="#property_vertexSrc">vertexSrc</a>
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<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
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<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l92"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:92</code></a>
</p>
</div>
<div class="description">
<p>Destroys the shader</p>
</div>
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<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l61"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:61</code></a>
</p>
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<div class="description">
<p>Initialises the shader</p>
</div>
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<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc" class="property item">
<h3 class="name"><code>fragmentSrc</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l23"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:23</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l12"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:12</code></a>
</p>
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<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l18"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:18</code></a>
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<div class="description">
</div>
</div>
<div id="property_vertexSrc" class="property item">
<h3 class="name"><code>vertexSrc</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l36"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:36</code></a>
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<h1>Rope Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_extras_Rope.js.html#l4"><code>src&#x2F;pixi&#x2F;extras&#x2F;Rope.js:4</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="constructor">
<h2>Constructor</h2>
<div id="method_Rope" class="method item">
<h3 class="name"><code>Rope</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>texture</code>
</li>
<li class="arg">
<code>points</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_extras_Rope.js.html#l4"><code>src&#x2F;pixi&#x2F;extras&#x2F;Rope.js:4</code></a>
</p>
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<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">texture</code>
<span class="type"><a href="../classes/Texture.html" class="crosslink">Texture</a></span>
<div class="param-description">
<p>The texture to use</p>
</div>
</li>
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<code class="param-name">points</code>
<span class="type">Array</span>
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</div>
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<h1>SpriteBatch Class</h1>
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Defined in: <a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:5</code></a>
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<p>The SpriteBatch class is a really fast version of the DisplayObjectContainer
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<p> var container = new PIXI.SpriteBatch();</p>
<p> stage.addChild(container);</p>
<p> for(var i = 0; i &lt; 100; i++)
{
var sprite = new PIXI.Sprite.fromImage(&quot;myImage.png&quot;);
container.addChild(sprite);
}
And here you have a hundred sprites that will be renderer at the speed of light</p>
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Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:5</code></a>
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<code>renderSession</code>
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<span class="flag private">private</span>
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Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l64"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:64</code></a>
</p>
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<div class="description">
<p>Renders the object using the WebGL renderer</p>
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<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
</div>
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<h1>WebGLMaskManager Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:6</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_WebGLMaskManager" class="method item private">
<h3 class="name"><code>WebGLMaskManager</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:6</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
</div>
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<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_popMask">popMask</a>
</li>
<li class="index-item method">
<a href="#method_pushMask">pushMask</a>
</li>
<li class="index-item method">
<a href="#method_setContext">setContext</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l89"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:89</code></a>
</p>
</div>
<div class="description">
<p>Destroys the mask stack</p>
</div>
</div>
<div id="method_popMask" class="method item">
<h3 class="name"><code>popMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l60"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:60</code></a>
</p>
</div>
<div class="description">
<p>Removes the last filter from the filter stack and doesn&#39;t return it</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
<p>an object containing all the useful parameters</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_pushMask" class="method item">
<h3 class="name"><code>pushMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>maskData</code>
</li>
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l30"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:30</code></a>
</p>
</div>
<div class="description">
<p>Applies the Mask and adds it to the current filter stack</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">maskData</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
</div>
<div id="method_setContext" class="method item">
<h3 class="name"><code>setContext</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l20"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:20</code></a>
</p>
</div>
<div class="description">
<p>Sets the drawing context to the one given in parameter</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
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<h1>WebGLShaderManager Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:5</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_WebGLShaderManager" class="method item private">
<h3 class="name"><code>WebGLShaderManager</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
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<h3>Methods</h3>
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<li class="index-item method">
<a href="#method_activatePrimitiveShader">activatePrimitiveShader</a>
</li>
<li class="index-item method">
<a href="#method_activateShader">activateShader</a>
</li>
<li class="index-item method">
<a href="#method_deactivatePrimitiveShader">deactivatePrimitiveShader</a>
</li>
<li class="index-item method">
<a href="#method_destroy">destroy</a>
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<a href="#method_setAttribs">setAttribs</a>
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<a href="#method_setContext">setContext</a>
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<div id="method_activatePrimitiveShader" class="method item">
<h3 class="name"><code>activatePrimitiveShader</code></h3>
<span class="paren">()</span>
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<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l113"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:113</code></a>
</p>
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<div class="description">
<p>Triggers the primitive shader</p>
</div>
</div>
<div id="method_activateShader" class="method item">
<h3 class="name"><code>activateShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>shader</code>
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</ul><span class="paren">)</span>
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<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l96"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:96</code></a>
</p>
</div>
<div class="description">
<p>Sets-up the given shader</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">shader</code>
<span class="type">Object</span>
<div class="param-description">
<p>the shader that is going to be activated</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_deactivatePrimitiveShader" class="method item">
<h3 class="name"><code>deactivatePrimitiveShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l127"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:127</code></a>
</p>
</div>
<div class="description">
<p>Disable the primitive shader</p>
</div>
</div>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l140"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:140</code></a>
</p>
</div>
<div class="description">
<p>Destroys</p>
</div>
</div>
<div id="method_setAttribs" class="method item">
<h3 class="name"><code>setAttribs</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>attribs</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l52"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:52</code></a>
</p>
</div>
<div class="description">
<p>Takes the attributes given in parameters</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">attribs</code>
<span class="type">Array</span>
<div class="param-description">
<p>attribs</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_setContext" class="method item">
<h3 class="name"><code>setContext</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
<li class="arg">
<code>transparent</code>
</li>
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</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l28"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:28</code></a>
</p>
</div>
<div class="description">
<p>Initialises the context and the properties</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
<li class="param">
<code class="param-name">transparent</code>
<span class="type">Boolean</span>
<div class="param-description">
<p>Whether or not the drawing context should be transparent</p>
</div>
</li>
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</div>
</div>
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* Holds all information related to an Interaction event
*
* @class InteractionData
* @constructor
*/
PIXI.InteractionData = function()
{
/**
* This point stores the global coords of where the touch/mouse event happened
*
* @property global
* @type Point
*/
this.global = new PIXI.Point();
// this is here for legacy... but will remove
this.local = new PIXI.Point();
/**
* The target Sprite that was interacted with
*
* @property target
* @type Sprite
*/
this.target = null;
/**
* When passed to an event handler, this will be the original DOM Event that was captured
*
* @property originalEvent
* @type Event
*/
this.originalEvent = null;
};
/**
* This will return the local coordinates of the specified displayObject for this InteractionData
*
* @method getLocalPosition
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
*/
PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
{
var worldTransform = displayObject.worldTransform;
var global = this.global;
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
};
// constructor
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
</pre>
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<h1 class="file-heading">File: src/pixi/core/Matrix.js</h1>
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.determineMatrixArrayType = function() {
return (typeof Float32Array !== &#x27;undefined&#x27;) ? Float32Array : Array;
};
/*
* @class Matrix2
* The Matrix2 class will choose the best type of array to use between
* a regular javascript Array and a Float32Array if the latter is available
*
*/
PIXI.Matrix2 = PIXI.determineMatrixArrayType();
/*
* @class Matrix
* The Matrix class is now an object, which makes it a lot faster,
* here is a representation of it :
* | a | b | tx|
* | c | c | ty|
* | 0 | 0 | 1 |
*
*/
PIXI.Matrix = function()
{
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 0;
this.ty = 0;
};
/**
* Creates a pixi matrix object based on the array given as a parameter
*
* @method fromArray
* @param array {Array} The array that the matrix will be filled with
*/
PIXI.Matrix.prototype.fromArray = function(array)
{
this.a = array[0];
this.b = array[1];
this.c = array[3];
this.d = array[4];
this.tx = array[2];
this.ty = array[5];
};
/**
* Creates an array from the current Matrix object
*
* @method toArray
* @param transpose {Boolean} Whether we need to transpose the matrix or not
* @return array {Array} the newly created array which contains the matrix
*/
PIXI.Matrix.prototype.toArray = function(transpose)
{
if(!this.array) this.array = new Float32Array(9);
var array = this.array;
if(transpose)
{
this.array[0] = this.a;
this.array[1] = this.c;
this.array[2] = 0;
this.array[3] = this.b;
this.array[4] = this.d;
this.array[5] = 0;
this.array[6] = this.tx;
this.array[7] = this.ty;
this.array[8] = 1;
}
else
{
this.array[0] = this.a;
this.array[1] = this.b;
this.array[2] = this.tx;
this.array[3] = this.c;
this.array[4] = this.d;
this.array[5] = this.ty;
this.array[6] = 0;
this.array[7] = 0;
this.array[8] = 1;
}
return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
};
PIXI.identityMatrix = new PIXI.Matrix();
</pre>
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<h1 class="file-heading">File: src/pixi/display/SpriteBatch.js</h1>
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/**
* @author Mat Groves http://matgroves.com/
*/
/**
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it&#x27;s extremely easy to use :
var container = new PIXI.SpriteBatch();
stage.addChild(container);
for(var i = 0; i &lt; 100; i++)
{
var sprite = new PIXI.Sprite.fromImage(&quot;myImage.png&quot;);
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
*
* @class SpriteBatch
* @constructor
* @param texture {Texture}
*/
PIXI.SpriteBatch = function(texture)
{
PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
};
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)
{
// TODO only one needed for the whole engine really?
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
this.ready = true;
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.SpriteBatch.prototype.updateTransform = function()
{
// TODO dont need to!
PIXI.DisplayObject.prototype.updateTransform.call( this );
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
{
if(!this.visible || this.alpha &lt;= 0 || !this.children.length)return;
if(!this.ready)this.initWebGL( renderSession.gl );
renderSession.spriteBatch.stop();
renderSession.shaderManager.activateShader(renderSession.shaderManager.fastShader);
this.fastSpriteBatch.begin(this, renderSession);
this.fastSpriteBatch.render(this);
renderSession.shaderManager.activateShader(renderSession.shaderManager.defaultShader);
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
{
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
// alow for trimming
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
}
else
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
}
context.save();
for (var i = 0; i &lt; this.children.length; i++) {
var child = this.children[i];
var texture = child.texture;
var frame = texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if(child.rotation % (Math.PI * 2) === 0)
{
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
frame.width * child.scale.x,
frame.height * child.scale.y);
}
else
{
PIXI.DisplayObject.prototype.updateTransform.call(child);
transform = child.localTransform;
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var a = child._cr * child.scale.x,
b = -child._sr * child.scale.y,
c = child._sr * child.scale.x,
d = child._cr * child.scale.y;
context.setTransform(a, c, b, d, child.position.x, child.position.y);
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width) + 0.5) | 0,
((child.anchor.y) * (-frame.height) + 0.5) | 0,
frame.width,
frame.height);
}
}
context.restore();
};
</pre>
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<h1 class="file-heading">File: src/pixi/filters/NormalMapFilter.js</h1>
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/**
* @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
this.uniforms = {
displacementMap: {type: &#x27;sampler2D&#x27;, value:texture},
scale: {type: &#x27;2f&#x27;, value:{x:15, y:15}},
offset: {type: &#x27;2f&#x27;, value:{x:0, y:0}},
mapDimensions: {type: &#x27;2f&#x27;, value:{x:1, y:1}},
dimensions: {type: &#x27;4f&#x27;, value:[0,0,0,0]},
// LightDir: {type: &#x27;f3&#x27;, value:[0, 1, 0]},
LightPos: {type: &#x27;3f&#x27;, 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(&quot;loaded&quot;, this.boundLoadedFunction);
}
this.fragmentSrc = [
&quot;precision mediump float;&quot;,
&quot;varying vec2 vTextureCoord;&quot;,
&quot;varying float vColor;&quot;,
&quot;uniform sampler2D displacementMap;&quot;,
&quot;uniform sampler2D uSampler;&quot;,
&quot;uniform vec4 dimensions;&quot;,
&quot;const vec2 Resolution = vec2(1.0,1.0);&quot;, //resolution of screen
&quot;uniform vec3 LightPos;&quot;, //light position, normalized
&quot;const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);&quot;, //light RGBA -- alpha is intensity
&quot;const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);&quot;, //ambient RGBA -- alpha is intensity
&quot;const vec3 Falloff = vec3(0.0, 1.0, 0.2);&quot;, //attenuation coefficients
&quot;uniform vec3 LightDir;&quot;,//&quot; = vec3(1.0, 0.0, 1.0);&quot;,
&quot;uniform vec2 mapDimensions;&quot;,// = vec2(256.0, 256.0);&quot;,
&quot;void main(void) {&quot;,
&quot;vec2 mapCords = vTextureCoord.xy;&quot;,
&quot;vec4 color = texture2D(uSampler, vTextureCoord.st);&quot;,
&quot;vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;&quot;,
&quot;mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);&quot;,
&quot;mapCords.y *= -1.0;&quot;,
&quot;mapCords.y += 1.0;&quot;,
//RGBA of our diffuse color
&quot;vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);&quot;,
//RGB of our normal map
&quot;vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;&quot;,
//The delta position of light
//&quot;vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);&quot;,
&quot;vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);&quot;,
//Correct for aspect ratio
//&quot;LightDir.x *= Resolution.x / Resolution.y;&quot;,
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
&quot;float D = length(LightDir);&quot;,
//normalize our vectors
&quot;vec3 N = normalize(NormalMap * 2.0 - 1.0);&quot;,
&quot;vec3 L = normalize(LightDir);&quot;,
//Pre-multiply light color with intensity
//Then perform &quot;N dot L&quot; to determine our diffuse term
&quot;vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);&quot;,
//pre-multiply ambient color with intensity
&quot;vec3 Ambient = AmbientColor.rgb * AmbientColor.a;&quot;,
//calculate attenuation
&quot;float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );&quot;,
//the calculation which brings it all together
&quot;vec3 Intensity = Ambient + Diffuse * Attenuation;&quot;,
&quot;vec3 FinalColor = DiffuseColor.rgb * Intensity;&quot;,
&quot;gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
//&quot;gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);&quot;,//vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
/*
// normalise color
&quot;vec3 normal = normalize(nColor * 2.0 - 1.0);&quot;,
&quot;vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );&quot;,
&quot;float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);&quot;,
&quot;float d = sqrt(dot(deltaPos, deltaPos));&quot;,
&quot;float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );&quot;,
&quot;vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;&quot;,
&quot;result *= color.rgb;&quot;,
&quot;gl_FragColor = vec4(result, 1.0);&quot;,*/
&quot;}&quot;
];
}
/*
void main() {
//sample color &amp; 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&#x27;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(&quot;loaded&quot;, 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, &#x27;map&#x27;, {
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, &#x27;scale&#x27;, {
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, &#x27;offset&#x27;, {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});
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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/FilterTexture.js</h1>
<div class="file">
<pre class="code prettyprint linenums">
/**
* @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 &amp;&amp; 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;
};
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/**
* @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}},
zoomScale: {type: '2f', value:{x:1, y:1}},
dimensions: {type: '4fv', value:[0,0,0,0]},
// LightDir: {type: 'f3', value:[0, 1, 0]},
LightPos: {type: '3fv', 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 vec4 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, 0.9);", //ambient RGBA -- alpha is intensity
"const vec3 Falloff = vec3(0.0, 0.3, 0.4);", //attenuation coefficients
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
"uniform vec2 zoomScale;",
"void main(void) {",
"vec2 mapCords = vTextureCoord.xy;",
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
//427×60
"mapCords *= dimensions.xy/mapDimensions;",
"mapCords /= zoomScale;",
"mapCords.y *= -1.0;",
"mapCords.y += 1.0;",
//RGBA of our diffuse color
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
//"vec4 DiffuseColor = vec4(1.0, 0.0, 1.0, 1.0);",
//RGB of our normal map
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
//"LightPos /= mapDimensions;",
//The delta position of light
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
"vec3 LightDir = vec3((LightPos.xy/mapDimensions) - (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) );",
//" Attenuation *=0.2;",
" Attenuation = min(Attenuation, 1.0);",
//the calculation which brings it all together
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
"vec3 FinalColor = DiffuseColor.rgb * Intensity * 0.5;",
// "FinalColor = mix(FinalColor, vColor.rgb, 1.0);",
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
// "gl_FragColor = vec4(NormalMap, 1.0);",//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;
}
});

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/**
* @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;
}
});

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<!DOCTYPE HTML>
<html>
<head>
<title>Sprite Batch</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
.rendererView {
position: absolute;
display: block;
width: 100%;
height: 100%;
}
</style>
<script src="pixi.js"></script>
<script src="../../bin/pixi.dev.js"></script>
<script src="NormalMapFilter.js"></script>
</head>
<body>
<script>
var viewWidth = 500;
var viewHeight = 500;
// Create a pixi renderer
var renderer = PIXI.autoDetectRenderer(viewWidth, viewHeight);
//renderer.view.className = "rendererView";
// add render view to DOM
document.body.appendChild(renderer.view);
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF);
// create a background texture
var pondFloorTexture = PIXI.Texture.fromImage("1223-normal.jpg");
// create a new background sprite
// var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
//stage.addChild(pondFloorSprite);
var filter = new PIXI.NormalMapFilter(pondFloorTexture);
var sprite = PIXI.Sprite.fromImage("heineken-names-small-30262.jpg");//(pondFloorTexture);
sprite.filters = [filter];
stage.addChild(sprite);
var tick = 0;
requestAnimationFrame(animate);
function animate()
{
// increment the ticker
tick += 0.1;
var mouse = stage.interactionManager.mouse
//console.log(stage.interactionManager.mouse);
filter.uniforms.LightPos.value[0] = mouse.global.x;
filter.uniforms.LightPos.value[1] = mouse.global.y;
// time to render the state!
renderer.render(stage);
// request another animation frame..
requestAnimationFrame( animate );
}
</script>
</body>
</html>

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@ -204,7 +204,7 @@ PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
domElement.addEventListener('touchend', this.onTouchEnd, true);
domElement.addEventListener('touchmove', this.onTouchMove, true);
document.body.addEventListener('mouseup', this.onMouseUp, true);
window.addEventListener('mouseup', this.onMouseUp, true);
};
@ -226,7 +226,7 @@ PIXI.InteractionManager.prototype.removeEvents = function()
this.interactionDOMElement = null;
document.body.removeEventListener('mouseup', this.onMouseUp, true);
window.removeEventListener('mouseup', this.onMouseUp, true);
};
/**

View file

@ -1,371 +0,0 @@
PIXI.ParticleBatch = function(texture)
{
PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
}
PIXI.ParticleBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.ParticleBatch.constructor = PIXI.ParticleBatch;
PIXI.ParticleBatch.prototype.initWebGL = function(gl)
{
var vecShaderSrc = [
"attribute vec2 aVertexPosition;",
"attribute vec2 aMovement;",
"attribute vec2 aTexture;",
"uniform mat3 translationMatrix;",
"uniform float time;",
// "uniform float pos;",
"uniform vec2 projectionVector;",
"varying vec2 vTextureCoord;",
"const float PI = 3.14159265358;",
"void main(void) {",
"vec2 v = aVertexPosition;",
"float x = aMovement.x * 0.01;",
"vec2 scaledVertex = aVertexPosition;",
"v.x = (scaledVertex.x) * cos(x) - (scaledVertex.y) * sin(x);",
"v.y = (scaledVertex.x) * sin(x) + (scaledVertex.y) * cos(x);",
//"float pos = p * p * ((this._p1 + 1) * p - this._p1);"
//"v.y = sin(-time*PI * 2.0) * -aMovement.y;",
"v += aMovement;",
// "v += aVertexPosition;",
// "v.y *= 1.0 + smoothstep(time, 0.5, 1.0) * 3.0;",
// "v.y += aMovement.y * time + aVertexPosition.y;",
// "v.y = time * aMovement.y;;",
// "v.y += aVertexPosition.y;",
//"v.x += aMovement.x ;",
// "v.y *= -1.0;",
"v.x += 1280.0/2.0;",
"v.y += 800.0/2.0;",
"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);",
// "gl_Position = vec4(aVertexPosition, 0.0, 1.0);",
"vTextureCoord = aTexture;",
"}"
];
var fragShaderSrc = [
"precision lowp float;",
"varying vec2 vTextureCoord;",
"uniform sampler2D uSampler;",
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);",
"}"
];
this.program = PIXI.compileProgram(gl, vecShaderSrc, fragShaderSrc)
gl.useProgram(this.program);
this.translationMatrix = gl.getUniformLocation(this.program, "translationMatrix");
this.projectionVector = gl.getUniformLocation(this.program, "projectionVector");
this.time = gl.getUniformLocation(this.program, "time");
this.aVertexPosition = gl.getAttribLocation(this.program, "aVertexPosition");
this.aMovement = gl.getAttribLocation(this.program, "aMovement");
this.aTexture = gl.getAttribLocation(this.program, "aTexture");
// console.log(":::" + this.aMovement)
this.totalItems = 10000;
this.verticies = new Float32Array( this.totalItems * 8 );
this.movement = new Float32Array( this.totalItems * 8 );
this.posData = new Float32Array( this.totalItems * 3 );
this.texture = new Float32Array( this.totalItems * 8 );
this.indices = new Uint16Array( this.totalItems * 6);
for (var i = 0; i < this.totalItems * 8; i+=8) {
var scale = 1// + Math.random()
// position..
this.verticies[i] = -20 * scale;
this.verticies[i+1] = -20 * scale;
this.verticies[i+2] = 20 * scale;
this.verticies[i+3] = -20 * scale;
this.verticies[i+4] = 20 * scale;
this.verticies[i+5] = 20 * scale;
this.verticies[i+6] = -20 * scale;
this.verticies[i+7] = 20 * scale;
};
var fullWidth = 142;
var fullHeight= 157;
var simpleFrame = new PIXI.Rectangle(0, 0, 142, 157);
var gemCount = 0;
for (var i = 0; i < this.totalItems * 8; i+=8) {
gemCount++
var gemFrame = this.texture.frame || simpleFrame;//this.gems[gemCount % this.gems.length].frame;
// console.log(gemFrame);
// position..
var xoff = gemFrame.x / fullWidth;
var yoff = gemFrame.y / fullHeight;
this.texture[i] = xoff;
this.texture[i+1] = yoff;
this.texture[i+2] = xoff + gemFrame.width / fullWidth;
this.texture[i+3] = yoff;
this.texture[i+4] = xoff + gemFrame.width / fullWidth;
this.texture[i+5] = yoff + gemFrame.height / fullHeight;
this.texture[i+6] = xoff;
this.texture[i+7] = yoff + gemFrame.height / fullHeight;
//
};
for (var i = 0; i < this.totalItems* 8; i+=8) {
var pos = 0//Math.random() * 200;
var angle = Math.random() * Math.PI * 2;
var speed = (0.3 + Math.random() * 0.9) * 0.01;
var pos = Math.sin(angle) * speed;//Math.random() * 10 - 5;
var posY = Math.cos(angle) * speed;
var scale = 1;
// var posY = 0.5 + Math.random()// * 200
// console.log(pos);
this.movement[i] = pos;
this.movement[i+1] = posY;
this.movement[i+2] = scale;
this.movement[i+3] = scale;
this.movement[i+4] = rotation;
this.movement[i+5] = scale;
this.movement[i+2] = pos;
this.movement[i+3] = posY;
this.movement[i+4] = pos;
this.movement[i+5] = posY;
this.movement[i+6] = pos;
this.movement[i+7] = posY;
}
this.reset();
for (var i = 0; i < this.totalItems * 6; i+=6) {
var i3 = (i / 6) * 4;
this.indices[i] = i3;
this.indices[i+1] = i3+1;
this.indices[i+2] = i3+2;
this.indices[i+3] = i3;
this.indices[i+4] = i3+2;
this.indices[i+5] = i3+3;
}
// console.log(this);
this.vertexBuffer = gl.createBuffer();
this.textureBuffer = gl.createBuffer();
this.movementBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.texture, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.movement, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
this.count = 0;
this.speed = 18;
this.posy = 0;
this.ready = true;
// alert("!")
}
PIXI.ParticleBatch.prototype.addChild = function(child)
{
PIXI.DisplayObjectContainer.prototype.addChild.call(child);
}
PIXI.ParticleBatch.prototype.reset = function()
{
for (var i = 0; i < this.totalItems* 4; i+=4) {
this.posData[i] = 0; // pos x
this.posData[i + 1] = 0; // pos y
var angle = Math.random() * Math.PI * 2;
var speed = 10 + Math.random() * 15;
var pos = Math.sin(angle) * speed;//Math.random() * 10 - 5;
var posY = Math.cos(angle) *speed;
this.posData[i + 2] = pos; // speed x
this.posData[i + 3] = posY - 10; // speed y
}
}
PIXI.ParticleBatch.prototype._renderWebGL = function(renderSession)
{
if(!this.visible)return;
renderSession.shaderManager.deactivateDefaultShader()
if(!this.ready)this.initWebGL( renderSession.gl );
renderSession.spriteBatch.stop();
this.speed -= 0.4;
this.count += this.speed;
var gl = renderSession.gl;
var glTexture = this.textureThing.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.textureThing.baseTexture, gl)
gl.useProgram(this.program);
gl.enableVertexAttribArray(this.aVertexPosition);
gl.enableVertexAttribArray(this.aMovement);
gl.enableVertexAttribArray(this.aTexture);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, glTexture);
gl.uniform1f(this.time, this.count);
gl.uniform2f(this.projectionVector, renderSession.projection.x, renderSession.projection.y);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(this.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(this.aTexture, 2, gl.FLOAT, false, 0, 0);
for (var i = 0; i < this.totalItems* 8; i+=8) {
var val = ( i / 8 ) * 4;
this.posData[val + 3] += 0.02;
this.posData[val] += this.posData[val + 2];
this.posData[val + 1] += this.posData[val + 3];
var pos = this.posData[val];
var posY = this.posData[val + 1];
//pos += this.posData[val + 2];
//posY += this.posData[val + 3];
this.movement[i] = pos;
this.movement[i+1] = posY;
this.movement[i+2] = pos;
this.movement[i+3] = posY;
this.movement[i+4] = pos;
this.movement[i+5] = posY;
this.movement[i+6] = pos;
this.movement[i+7] = posY;
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.movement);
gl.vertexAttribPointer(this.aMovement, 2, gl.FLOAT, false, 0, 0);
//gl.bindBuffer(gl.ARRAY_BUFFER, this.movementBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.drawElements(gl.TRIANGLES, 6 * this.totalItems , gl.UNSIGNED_SHORT, 0);
// not sure if both needed? but ya have for now!
// override!
// disable the current stuff..
// gl.disableVertexAttribArray(PIXI.stripShader.aVertexPosition);
//gl.disableVertexAttribArray(PIXI.stripShader.colorAttribute);
//gl.disableVertexAttribArray(PIXI.stripShader.aTextureCoord);
gl.disableVertexAttribArray(this.aVertexPosition);
gl.disableVertexAttribArray(this.aMovement);
gl.disableVertexAttribArray(this.aTexture);
renderSession.shaderManager.activateDefaultShader()
renderSession.spriteBatch.start();
/*
gl.useProgram(PIXI.defaultShader.program);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
*/
}

View file

@ -99,20 +99,12 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
PIXI.DisplayObject.prototype.updateTransform.call(this);
var transform = this.worldTransform;
// alow for trimming
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
}
else
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
}
context.save();
var isRotated = true;
for (var i = 0; i < this.children.length; i++) {
@ -124,8 +116,13 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
if(child.rotation % (Math.PI * 2) === 0)
{
if(isRotated)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
isRotated = false;
}
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
@ -138,23 +135,22 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
}
else
{
if(!isRotated)isRotated = true;
PIXI.DisplayObject.prototype.updateTransform.call(child);
transform = child.localTransform;
var childTransform = child.worldTransform;
if(this.rotation !== this.rotationCache)
// allow for trimming
if (renderSession.roundPixels)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx || 0, childTransform.ty || 0);
}
else
{
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx, childTransform.ty);
}
var a = child._cr * child.scale.x,
b = -child._sr * child.scale.y,
c = child._sr * child.scale.x,
d = child._cr * child.scale.y;
context.setTransform(a, c, b, d, child.position.x, child.position.y);
context.drawImage(texture.baseTexture.source,
frame.x,
@ -166,9 +162,12 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
frame.width,
frame.height);
}
// context.restore();
}
context.restore();
// context.restore();
};

View file

@ -132,6 +132,36 @@ PIXI.TilingSprite.prototype.onTextureUpdate = function()
this.updateFrame = true;
};
PIXI.TilingSprite.prototype.setTexture = function(texture)
{
if(this.texture === texture)return;
this.texture = texture;
this.refreshTexture = true;
/*
if(this.tilingTexture)
{
this.generateTilingTexture(true);
}
*/
/*
// stop current texture;
if(this.texture.baseTexture !== texture.baseTexture)
{
this.textureChange = true;
this.texture = texture;
}
else
{
this.texture = texture;
}
this.updateFrame = true;*/
this.cachedTint = 0xFFFFFF;
};
/**
* Renders the object using the WebGL renderer
*
@ -161,7 +191,7 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
renderSession.filterManager.pushFilter(this._filterBlock);
}
if(!this.tilingTexture)this.generateTilingTexture(true);
if(!this.tilingTexture || this.refreshTexture)this.generateTilingTexture(true);
else renderSession.spriteBatch.renderTilingSprite(this);
// simple render children!
@ -179,7 +209,17 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
}
else
{
if(!this.tilingTexture)this.generateTilingTexture(true);
if(!this.tilingTexture || this.refreshTexture)
{
this.generateTilingTexture(true);
if(this.tilingTexture.needsUpdate)
{
//TODO - tweaking
PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
this.tilingTexture.needsUpdate = false;
// this.tilingTexture._uvs = null;
}
}
else renderSession.spriteBatch.renderTilingSprite(this);
// simple render children!
@ -218,7 +258,7 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
if(!this.__tilePattern)
if(!this.__tilePattern || this.refreshTexture)
{
this.generateTilingTexture(false);
@ -360,59 +400,78 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
var targetWidth, targetHeight;
// check that the frame is the same size as the base texture.
var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height;
this.tilingTexture = texture;
var newTextureRequired = false;
if(!forcePowerOfTwo)
{
if(isFrame)
{
if (texture.trim)
{
targetWidth = texture.trim.width;
targetHeight = texture.trim.height;
}
else
{
targetWidth = frame.width;
targetHeight = frame.height;
}
targetWidth = frame.width;
targetHeight = frame.height;
newTextureRequired = true;
}
}
else
{
targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width);
targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height);
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true;
}
if(newTextureRequired)
{
var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
var canvasBuffer;
if(this.tilingTexture && this.tilingTexture.isTiling)
{
canvasBuffer = this.tilingTexture.canvasBuffer;
canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
this.tilingTexture.canvasBuffer = canvasBuffer;
this.tilingTexture.isTiling = true;
}
canvasBuffer.context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
0,
0,
targetWidth,
targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
frame.x,
frame.y,
frame.width,
frame.height,
0,
0,
targetWidth,
targetHeight);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
}
else
{
//TODO - switching?
if(this.tilingTexture && this.tilingTexture.isTiling)
{
// destroy the tiling texture!
// TODO could store this somewhere?
this.tilingTexture.destroy(true);
}
this.tileScaleOffset.x = 1;
this.tileScaleOffset.y = 1;
this.tilingTexture = texture;
}
this.refreshTexture = false;
this.tilingTexture.baseTexture._powerOf2 = true;
};

View file

@ -277,11 +277,11 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
var uvs = tilingSprite._uvs;
tilingSprite.tilePosition.x %= texture.baseTexture.width;
tilingSprite.tilePosition.y %= texture.baseTexture.height;
tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x;
tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y;
var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width;
var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height;
var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x);
var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y);
var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);

View file

@ -56,6 +56,8 @@ PIXI.Texture = function(baseTexture, frame)
this.scope = this;
this._uvs = null;
if(baseTexture.hasLoaded)
{
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);