Docs updated

example updated
misplaced files removed
This commit is contained in:
Mat Groves 2013-06-22 11:46:57 +01:00
parent 72e38cccb0
commit e91be9b53a
100 changed files with 6387 additions and 12207 deletions

View file

@ -49,6 +49,8 @@
<li><a href="..&#x2F;classes/BitmapText.html">BitmapText</a></li>
<li><a href="..&#x2F;classes/CanvasGraphics.html">CanvasGraphics</a></li>
<li><a href="..&#x2F;classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="..&#x2F;classes/CustomRenderable.html">CustomRenderable</a></li>
@ -57,6 +59,8 @@
<li><a href="..&#x2F;classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="..&#x2F;classes/Graphics.html">Graphics</a></li>
<li><a href="..&#x2F;classes/ImageLoader.html">ImageLoader</a></li>
<li><a href="..&#x2F;classes/InteractionData.html">InteractionData</a></li>
@ -183,15 +187,17 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
&#x2F;&#x2F;displayObject
}
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
PIXI.WebGLRenderGroup.prototype.render = function(projection)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
&#x2F;&#x2F; set the flipped matrix..
gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
&#x2F;&#x2F; gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, PIXI.projectionMatrix);
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
&#x2F;&#x2F; TODO remove this by replacing visible with getter setters..
this.checkVisibility(this.root, this.root.visible);
@ -208,28 +214,30 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
}
else if(renderable instanceof PIXI.TilingSprite)
{
if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
if(renderable.visible)this.renderTilingSprite(renderable, projection);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
if(renderable.visible)this.renderStrip(renderable, projection);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);&#x2F;&#x2F;, projectionMatrix);
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable, projection);&#x2F;&#x2F;, projectionMatrix);
}
}
}
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projectionMatrix)
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
this.checkVisibility(displayObject, displayObject.visible);
gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
&#x2F;&#x2F; gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
&#x2F;&#x2F;console.log(&quot;SPECIFIC&quot;);
&#x2F;&#x2F; to do!
@ -311,28 +319,15 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
&#x2F;&#x2F; TODO - need to fold this up a bit!
if(startBatch == endBatch)
{
if(startBatch instanceof PIXI.WebGLBatch)
{
startBatch.render(startIndex, endIndex+1);
}
else if(startBatch instanceof PIXI.TilingSprite)
else
{
if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
}
else if(startBatch instanceof PIXI.Strip)
{
if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
}
else if(startBatch instanceof PIXI.CustomRenderable)
{
if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);&#x2F;&#x2F;, projectionMatrix);
this.renderSpecial(startBatch);
}
return;
}
@ -346,22 +341,11 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
{
startBatch.render(startIndex);
}
else if(startBatch instanceof PIXI.TilingSprite)
else
{
if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
this.renderSpecial(startBatch);
}
else if(startBatch instanceof PIXI.Strip)
{
if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
}
else if(startBatch instanceof PIXI.CustomRenderable)
{
if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);&#x2F;&#x2F;, projectionMatrix);
}
&#x2F;&#x2F; DO the middle batchs..
for (var i=startBatchIndex+1; i &lt; endBatchIndex; i++)
{
@ -371,21 +355,9 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
{
this.batchs[i].render();
}
else if(renderable instanceof PIXI.TilingSprite)
else
{
if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.CustomRenderable)
{
if(renderable.visible) renderable.renderWebGL(this, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);&#x2F;&#x2F;, projectionMatrix);
this.renderSpecial(renderable);
}
}
@ -394,17 +366,25 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
{
endBatch.render(0, endIndex+1);
}
else if(endBatch instanceof PIXI.TilingSprite)
else
{
if(endBatch.visible)this.renderTilingSprite(endBatch);
this.renderSpecial(endBatch);
}
else if(endBatch instanceof PIXI.Strip)
}
PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable)
{
if(renderable instanceof PIXI.TilingSprite)
{
if(endBatch.visible)this.renderStrip(endBatch);
if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
}
else if(endBatch instanceof PIXI.CustomRenderable)
else if(renderable instanceof PIXI.Strip)
{
if(endBatch.visible) endBatch.renderWebGL(this, projectionMatrix);
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
}
else if(renderable instanceof PIXI.CustomRenderable)
{
if(renderable.visible) renderable.renderWebGL(this, projectionMatrix);
}
else if(renderable instanceof PIXI.Graphics)
{
@ -658,6 +638,7 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
}
else if(displayObject instanceof PIXI.TilingSprite)
{
&#x2F;&#x2F; add to a batch!!
this.initTilingSprite(displayObject);
this.batchs.push(displayObject);
@ -893,7 +874,6 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
sprite.indices = new Uint16Array([0, 1, 3,2])&#x2F;&#x2F;, 2]);
sprite._vertexBuffer = gl.createBuffer();
sprite._indexBuffer = gl.createBuffer();
sprite._uvBuffer = gl.createBuffer();
@ -929,17 +909,26 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
{
var gl = this.gl;
var shaderProgram = PIXI.shaderProgram;
&#x2F;&#x2F; mat
var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
PIXI.mat4.transpose(mat4Real);
PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
&#x2F;&#x2F;var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
&#x2F;&#x2F;PIXI.mat4.transpose(mat4Real);
&#x2F;&#x2F;PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
gl.useProgram(PIXI.stripShaderProgram);
var m = PIXI.mat3.clone(strip.worldTransform);
PIXI.mat3.transpose(m);
&#x2F;&#x2F; set the matrix transform for the
gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m);
gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
if(strip.blendMode == PIXI.blendModes.NORMAL)
{
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
@ -968,8 +957,6 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
&#x2F;&#x2F; dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
}
else
{
@ -995,11 +982,11 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
}
&#x2F;&#x2F;console.log(gl.TRIANGLE_STRIP)
&#x2F;&#x2F;console.log(gl.TRIANGLE_STRIP);
gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, projectionMatrix);
gl.useProgram(PIXI.shaderProgram);
}