Merge dev

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Mat Groves 2014-02-14 12:52:50 +00:00
commit dfd621a24d
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<!DOCTYPE html>
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<head>
<meta charset="utf-8">
<title>AjaxRequest - pixi.js</title>
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<em>API Docs for: 1.5.0</em>
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<div class="content">
<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>
</div>
<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>
</div>
<div class="description">
</div>
</div>
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<h2 class="off-left">Item Index</h2>
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<h3>Methods</h3>
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<li class="index-item method">
<a href="#method_bind">bind</a>
</li>
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<a href="#method_cancelAnimationFrame">cancelAnimationFrame</a>
</li>
<li class="index-item method">
<a href="#method_canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li class="index-item method">
<a href="#method_getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
<li class="index-item method">
<a href="#method_hex2rgb">hex2rgb</a>
</li>
<li class="index-item method">
<a href="#method_requestAnimationFrame">requestAnimationFrame</a>
</li>
<li class="index-item method">
<a href="#method_rgb2hex">rgb2hex</a>
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</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<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>
</div>
<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>
</div>
<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>
</li>
</ul>
</div>
</div>
<div id="method_requestAnimationFrame" class="method item">
<h3 class="name"><code>requestAnimationFrame</code></h3>
<span class="paren">()</span>
<div class="meta">
<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>
</div>
<div class="description">
<p>A polyfill for requestAnimationFrame
You can actually use both requestAnimationFrame and requestAnimFrame,
you will still benefit from the polyfill</p>
</div>
</div>
<div id="method_rgb2hex" class="method item">
<h3 class="name"><code>rgb2hex</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>rgb</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
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>
</ul>
</div>
</div>
</div>
</div>
</div>
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View file

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>CanvasMaskManager - pixi.js</title>
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<div class="yui3-u-1-4 version">
<em>API Docs for: 1.5.0</em>
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<li><a href="../classes/CanvasMaskManager.html">CanvasMaskManager</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></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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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
<p>A set of functions used to handle masking</p>
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<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
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<div>
<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_popMask">popMask</a>
</li>
<li class="index-item method">
<a href="#method_pushMask">pushMask</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<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>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#l39"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:39</code></a>
</p>
</div>
<div class="description">
<p>Restores the current drawing context to the state it was before the mask was applied</p>
</div>
<div class="params">
<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>
</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>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>
<div class="box meta">
<div class="foundat">
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>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_FilterTexture" class="method item private">
<h3 class="name"><code>FilterTexture</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>width</code>
</li>
<li class="arg">
<code>height</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_FilterTexture.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.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>
<li class="param">
<code class="param-name">width</code>
<span class="type">Number</span>
<div class="param-description">
<p>the horizontal range of the filter</p>
</div>
</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>
</div>
</li>
</ul>
</div>
</div>
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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_clear">clear</a>
</li>
<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_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>
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<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>
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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>
</div>
</div>
</div>
</div>
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<h1>InteractionData Class</h1>
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Defined in: <a href="../files/src_pixi_InteractionData.js.html#l5"><code>src&#x2F;pixi&#x2F;InteractionData.js:5</code></a>
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<p>Holds all information related to an Interaction event</p>
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<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>
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<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>
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<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l41"><code>src&#x2F;pixi&#x2F;InteractionData.js:41</code></a>
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<div class="description">
<p>This will return the local coordinates of the specified displayObject for this InteractionData</p>
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<div class="params">
<h4>Parameters:</h4>
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<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>
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<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>
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<h3 class="name"><code>global</code></h3>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l13"><code>src&#x2F;pixi&#x2F;InteractionData.js:13</code></a>
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<p>This point stores the global coords of where the touch/mouse event happened</p>
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<h3 class="name"><code>originalEvent</code></h3>
<span class="type">Event</span>
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<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l32"><code>src&#x2F;pixi&#x2F;InteractionData.js:32</code></a>
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<p>When passed to an event handler, this will be the original DOM Event that was captured</p>
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<h3 class="name"><code>target</code></h3>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l24"><code>src&#x2F;pixi&#x2F;InteractionData.js:24</code></a>
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<p>The target Sprite that was interacted with</p>
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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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<div class="box intro">
<p>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.</p>
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<h3 class="name"><code>map</code></h3>
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Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l181"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:181</code></a>
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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
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l211"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:211</code></a>
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<p>The offset used to move the displacement map.</p>
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<p>
Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l196"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:196</code></a>
</p>
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<div class="description">
<p>The multiplier used to scale the displacement result from the map calculation.</p>
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<h1>PixiFastShader Class</h1>
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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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<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>
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<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>
</div>
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<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>
</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_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>
</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_shaders_PixiFastShader.js.html#l134"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:134</code></a>
</p>
</div>
<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>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</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_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>
</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_PixiFastShader.js.html#l20"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:20</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_PixiFastShader.js.html#l72"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:72</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<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>
</p>
</div>
<div class="description">
</div>
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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>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<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>
</div>
<div class="description">
</div>
</div>
</div>
<div id="classdocs" class="tabview">
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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>
</ul>
<div>
<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_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>
</li>
</ul>
</div>
<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>
</li>
</ul>
</div>
</div>
<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>
</div>
<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_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>
</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_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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</div>
<div class="description">
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<a href="#method__convex">_convex</a>
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<a href="#method__PointInTriangle">_PointInTriangle</a>
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<a href="#method_Triangulate">Triangulate</a>
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<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>
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<p>Checks whether a shape is convex</p>
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<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>
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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="box intro">
</div>
<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>
</div>
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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">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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<li class="index-item property">
<a href="#property_vertexSrc">vertexSrc</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>
<div class="meta">
<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>
</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_PrimitiveShader.js.html#l61"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:61</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<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>
</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_PrimitiveShader.js.html#l18"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:18</code></a>
</p>
</div>
<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>
</div>
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_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>
</div>
<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>
<li class="param">
<code class="param-name">points</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
</ul>
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<h1>SpriteBatch Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:5</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
<p>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&#39;s extremely easy to use : </p>
<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>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_SpriteBatch" class="method item">
<h3 class="name"><code>SpriteBatch</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>texture</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.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">texture</code>
<span class="type"><a href="../classes/Texture.html" class="crosslink">Texture</a></span>
<div class="param-description">
</div>
</li>
</ul>
</div>
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<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method private">
<a href="#method__renderCanvas">_renderCanvas</a>
</li>
<li class="index-item method private">
<a href="#method__renderWebGL">_renderWebGL</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method__renderCanvas" class="method item private">
<h3 class="name"><code>_renderCanvas</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>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l90"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:90</code></a>
</p>
</div>
<div class="description">
<p>Renders the object using the Canvas renderer</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">
</div>
</li>
</ul>
</div>
</div>
<div id="method__renderWebGL" class="method item private">
<h3 class="name"><code>_renderWebGL</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>
<span class="flag private">private</span>
<div class="meta">
<p>
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>
</div>
<div class="description">
<p>Renders the object using the WebGL renderer</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">
</div>
</li>
</ul>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
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<!DOCTYPE html>
<html lang="en">
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<meta charset="utf-8">
<title>WebGLMaskManager - pixi.js</title>
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<h1>WebGLMaskManager Class</h1>
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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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<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>
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<span class="flag private">private</span>
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<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>
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<div class="description">
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<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>
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<a href="#method_destroy">destroy</a>
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<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>
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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>
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<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>
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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>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>
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<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>
</div>
</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>
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<h3>Methods</h3>
<ul class="index-list methods">
<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>
</li>
<li class="index-item method">
<a href="#method_setAttribs">setAttribs</a>
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<a href="#method_setContext">setContext</a>
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<h2 class="off-left">Methods</h2>
<div id="method_activatePrimitiveShader" class="method item">
<h3 class="name"><code>activatePrimitiveShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<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>
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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>
</li>
</ul><span class="paren">)</span>
</div>
<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>
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<h1 class="file-heading">File: src/pixi/InteractionData.js</h1>
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<pre class="code prettyprint linenums">
/**
* @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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/**
* @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();
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<h1 class="file-heading">File: src/pixi/display/SpriteBatch.js</h1>
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<pre class="code prettyprint linenums">
/**
* @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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<pre class="code prettyprint linenums">
/**
* @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>
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/**
* @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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