Merge branch 'dev' into palette-swap-filter

This commit is contained in:
Chad Engler 2014-02-10 11:59:23 -08:00
commit f7f35f2060
77 changed files with 2778 additions and 1754 deletions

View file

@ -5,7 +5,6 @@ module.exports = function(grunt) {
grunt.loadNpmTasks('grunt-contrib-uglify');
grunt.loadNpmTasks('grunt-contrib-connect');
grunt.loadNpmTasks('grunt-contrib-yuidoc');
grunt.loadNpmTasks('grunt-contrib-watch');
grunt.loadTasks('tasks');
@ -45,6 +44,7 @@ module.exports = function(grunt) {
'<%= dirs.src %>/renderers/webgl/utils/WebGLSpriteBatch.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLFastSpriteBatch.js',
'<%= dirs.src %>/renderers/webgl/utils/WebGLFilterManager.js',
'<%= dirs.src %>/renderers/webgl/utils/FilterTexture.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasMaskManager.js',
'<%= dirs.src %>/renderers/canvas/utils/CanvasTinter.js',
'<%= dirs.src %>/renderers/canvas/CanvasRenderer.js',
@ -87,7 +87,7 @@ module.exports = function(grunt) {
'/**',
' * @license',
' * <%= pkg.name %> - v<%= pkg.version %>',
' * Copyright (c) 2012, Mat Groves',
' * Copyright (c) 2012-2014, Mat Groves',
' * <%= pkg.homepage %>',
' *',
' * Compiled: <%= grunt.template.today("yyyy-mm-dd") %>',

View file

@ -19,7 +19,7 @@ any breakthroughs will be posted up there too!
- [WebGL Filters!](<http://www.goodboydigital.com/pixijs/examples/15/indexAll.html>)
- [Run pixi run](<http://www.goodboydigital.com/runpixierun/>)
- [Run pixie run](<http://www.goodboydigital.com/runpixierun/>)
- [Fight for Everyone](<http://www.theleisuresociety.co.uk/fightforeveryone>)

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@ -24,10 +24,11 @@
// add the renderer view element to the DOM
document.body.appendChild(renderer.view);
requestAnimFrame( animate );
requestAnimFrame(animate);
// create a texture from an image path
var texture = PIXI.Texture.fromImage("bunny.png");
// create a new Sprite using the texture
var bunny = new PIXI.Sprite(texture);
@ -45,10 +46,9 @@
requestAnimFrame( animate );
// just for fun, lets rotate mr rabbit a little
// just for fun, let's rotate mr rabbit a little
bunny.rotation += 0.1;
// console.log(stage.getBounds().width);
// render the stage
renderer.render(stage);
}

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@ -41,17 +41,14 @@
function runList(item)
{
console.log(">>>>>>>>>")
console.log("_")
var safe = 0;
var tmp = item;
while(tmp._iNext)
{
safe++;
// console.log(tmp.childIndex + tmp);
tmp = tmp._iNext;
console.log(tmp);//.childIndex);
// console.log(tmp);
if(safe > 100)
{
@ -71,27 +68,31 @@
// use callback
loader.onComplete = onAssetsLoaded;
//begin load
// create an new instance of a pixi stage
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0x66FF99);
// begin load
loader.load();
function onAssetsLoaded()
{
var bitmapFontText = new PIXI.BitmapText("bitmap fonts are\n now supported!", {font: "35px Desyrel", align: "right"});
bitmapFontText.position.x = 620 - bitmapFontText.width - 20;
bitmapFontText.position.x = 620 - bitmapFontText.textWidth - 20;
bitmapFontText.position.y = 20;
runList(bitmapFontText)
stage.addChild(bitmapFontText);
runList(bitmapFontText);
stage.addChild(bitmapFontText);
}
// add a shiney background..
// add a shiny background...
var background = PIXI.Sprite.fromImage("textDemoBG.jpg");
stage.addChild(background);
@ -109,6 +110,7 @@
// create a text object with a nice stroke
var spinningText = new PIXI.Text("I'm fun!", {font: "bold 60px Podkova", fill: "#cc00ff", align: "center", stroke: "#FFFFFF", strokeThickness: 6});
// setting the anchor point to 0.5 will center align the text... great for spinning!
spinningText.anchor.x = spinningText.anchor.y = 0.5;
spinningText.position.x = 620 / 2;
@ -126,24 +128,31 @@
var count = 0;
var score = 0;
var remaining = 10;
stage.removeAll();
function animate() {
requestAnimFrame( animate );
count++;
if(count == 50)
{
count = 0;
score++;
// update the text...
countingText.setText("COUNT 4EVAR: " + score);
// requestAnimFrame(animate);
}
// just for fun, lets rotate the text
spinningText.rotation += 0.03;
// count++;
// if(count == 50)
// {
// count = 0;
// score++;
// // update the text...
// countingText.setText("COUNT 4EVAR: " + score);
// render the stage
renderer.render(stage);
// }
// // just for fun, let's rotate the text
// spinningText.rotation += 0.03;
// // render the stage
// renderer.render(stage);
}
}

View file

@ -75,7 +75,7 @@
item.anchor.y = 0.5;
stuffContainer.addChild(item);
console.log("_")
items.push(item);
};

View file

@ -10,7 +10,6 @@
}
</style>
<script src="../../bin/pixi.dev.js"></script>
</head>
<body>

View file

@ -9,37 +9,35 @@
background-color: #000000;
}
</style>
<script src="../../bin/pixi.dev.js"></script>
</head>
<body>
<script>
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF, true);
stage.setInteractive(true);
var sprite = PIXI.Sprite.fromImage("spinObj_02.png");
// create a renderer instance
// the 5the parameter is the anti aliasing
var renderer = PIXI.autoDetectRenderer(620, 380, null, false, true);
// set the canvas width and height to fill the screen
//renderer.view.style.width = window.innerWidth + "px";
//renderer.view.style.height = window.innerHeight + "px";
var renderer = PIXI.autoDetectRenderer(620, 380);
renderer.view.style.display = "block";
// add render view to DOM
document.body.appendChild(renderer.view);
var graphics = new PIXI.Graphics();
// set a fill and line style
graphics.beginFill(0xFF3300);
graphics.lineStyle(10, 0xffd900, 1);
// draw a shape
graphics.moveTo(50,50);
graphics.lineTo(250, 50);
@ -48,11 +46,11 @@
graphics.lineTo(50, 220);
graphics.lineTo(50, 50);
graphics.endFill();
// set a fill and line style again
graphics.lineStyle(10, 0xFF0000, 0.8);
graphics.beginFill(0xFF700B, 1);
// draw a second shape
graphics.moveTo(210,300);
graphics.lineTo(450,320);
@ -62,60 +60,58 @@
graphics.lineTo(410,200);
graphics.lineTo(210,300);
graphics.endFill();
// draw a rectangel
// draw a rectangle
graphics.lineStyle(2, 0x0000FF, 1);
graphics.drawRect(50, 250, 100, 100);
// draw a circle
/// graphics.lineStyle(0);
// graphics.beginFill(0xFFFF0B, 0.5);
// graphics.drawCircle(470, 200,100);
graphics.lineStyle(0);
graphics.beginFill(0xFFFF0B, 0.5);
graphics.drawCircle(470, 200,100);
graphics.lineStyle(20, 0x33FF00);
graphics.moveTo(30,30);
graphics.lineTo(600, 300);
stage.addChild(graphics);
/*
// lets create moving shape
// let's create moving shape
var thing = new PIXI.Graphics();
stage.addChild(thing);
thing.position.x = 620/2;
thing.position.y = 380/2;
*/
var count = 0;
// Just click on the stage to draw random lines
stage.click = stage.tap = function()
{
graphics.lineStyle(Math.random() * 30, Math.random() * 0xFFFFFF, 1);
graphics.moveTo(Math.random() * 620,Math.random() * 380);
graphics.lineTo(Math.random() * 620,Math.random() * 380);
}
// run the render loop
requestAnimFrame(animate);
graphics.filters = [new PIXI.BlurFilter()];
stage.addChild(PIXI.Sprite.fromImage("spinObj_02.png"));
function animate() {
/* thing.clear();
thing.clear();
count += 0.1;
thing.clear();
thing.lineStyle(30, 0xff0000, 1);
thing.beginFill(0xffFF00, 0.5);
thing.moveTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.lineTo(120 + Math.cos(count) * 20, -100 + Math.sin(count)* 20);
thing.lineTo(120 + Math.sin(count) * 20, 100 + Math.cos(count)* 20);
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.rotation = count * 0.1;*/
thing.rotation = count * 0.1;
renderer.render(stage);
requestAnimFrame( animate );
}

View file

@ -141,8 +141,6 @@
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.rotation = count * 0.1;
//var mask1 = new PIXI.Graphics();
renderer.render(stage);

View file

@ -100,8 +100,7 @@
/*
* Add a pixi Logo!
*/
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
// stage.addChild(logo);
var logo = PIXI.Sprite.fromImage("../../logo_small.png");
logo.anchor.x = 1;
logo.position.x = 620
@ -112,7 +111,7 @@
logo.click = logo.tap = function()
{
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank");
}
var help = new PIXI.Text("Click to turn filters on / off.", {font:"bold 12pt Arial", fill:"white"});
@ -120,9 +119,6 @@
help.position.x = 10;
stage.addChild(help);
//stage.filters = [filter];
requestAnimFrame(animate);

View file

@ -41,6 +41,7 @@
// create a background texture
var pondFloorTexture = PIXI.Texture.fromImage("BGrotate.jpg");
// create a new background sprite
var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
stage.addChild(pondFloorSprite);
@ -64,14 +65,14 @@
// set a random scale for the dude - no point them all being the same size!
dude.scale.x = dude.scale.y = 0.8 + Math.random() * 0.3;
// finally lets set the dude to be a random position..
// finally let's set the dude to be a random position..
dude.position.x = Math.random() * viewWidth;
dude.position.y = Math.random() * viewHeight;
// time to add the dude to the pond container!
stage.addChild(dude);
// create some extra properties that will control movment
// create some extra properties that will control movement
dude.blendMode = PIXI.blendModes.ADD
// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
@ -90,22 +91,20 @@
// create a bounding box box for the little dudes
var dudeBoundsPadding = 100;
var dudeBounds = new PIXI.Rectangle(-dudeBoundsPadding,
-dudeBoundsPadding,
viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2);
// create a displacment map
var tick = 0;
requestAnimationFrame(animate);
function animate()
{
// iterate through the dude and update the positiond
// iterate through the dudes and update the positions
for (var i = 0; i < dudeArray.length; i++)
{
var dude = dudeArray[i];
@ -127,11 +126,11 @@
// time to render the state!
// time to render the stage !
renderer.render(stage);
// request another animation frame..
requestAnimationFrame( animate );
// request another animation frame...
requestAnimationFrame(animate);
}
</script>

View file

@ -18,7 +18,6 @@
}
</style>
<script src="pixi.js"></script>
<script src="../../bin/pixi.js"></script>
</head>
@ -41,18 +40,13 @@
// create a background texture
var pondFloorTexture = PIXI.Texture.fromImage("BGrotate.jpg");
// create a new background sprite
// var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
//stage.addChild(pondFloorSprite);
// create an array to store a refference to the fish in the pond
// create an array to store a reference to the fish in the pond
var dudeArray = [];
var totalDude = 20;
var totalDudes = 20;
for (var i = 0; i < totalDude; i++)
for (var i = 0; i < totalDudes; i++)
{
// create a new Sprite that uses the image name that we just generated as its source
@ -68,13 +62,13 @@
dude.position.x = Math.random() * viewWidth;
dude.position.y = Math.random() * viewHeight;
// time to add the dude to the pond container!
// time to add the dude to the pond container !
stage.addChild(dude);
// create some extra properties that will control movment
dude.tint = Math.random() * 0xFFFFFF;
// create some extra properties that will control movement
// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
dude.direction = Math.random() * Math.PI * 2;
@ -96,10 +90,6 @@
viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2);
// create a displacment map
var tick = 0;
requestAnimationFrame(animate);
@ -115,7 +105,7 @@
dude.position.y += Math.cos(dude.direction) * dude.speed;
dude.rotation = -dude.direction - Math.PI/2;
// wrap the dudes by testing there bounds..
// wrap the dudes by testing their bounds..
if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width;
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width

View file

@ -39,15 +39,7 @@
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF);
// create a background texture
var pondFloorTexture = PIXI.Texture.fromImage("BGrotate.jpg");
// create a new background sprite
// var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
//stage.addChild(pondFloorSprite);
var particles = new PIXI.DisplayObjectContainer()//
var particles = new PIXI.SpriteBatch(PIXI.Texture.fromImage("eggHead.png"));
stage.addChild(particles);
@ -56,7 +48,7 @@
// create an array to store a refference to the fish in the pond
var dudeArray = [];
var totalDude = renderer instanceof PIXI.WebGLRenderer ? 10000 : 100//.view.className = "rendererView";
var totalDudes = renderer instanceof PIXI.WebGLRenderer ? 10000 : 100//.view.className = "rendererView";
var tints = [0xFFFFFF,
0xfffbee,
@ -64,12 +56,14 @@
0xfadeed,
0xe8d4cd];
for (var i = 0; i < totalDude; i++)
for (var i = 0; i < totalDudes; i++)
{
// create a new Sprite that uses the image name that we just generated as its source
var dude = PIXI.Sprite.fromImage("tinyMaggot.png");
dude.tint = Math.random() * 0xe8d4cd;
// set the anchor point so the the dude texture is centerd on the sprite
dude.anchor.x = dude.anchor.y = 0.5;
@ -77,15 +71,12 @@
dude.scale.x = dude.scale.y = 0.8 + Math.random() * 0.3;
// finally lets set the dude to be a random position..
dude.position.x = Math.random() * viewWidth;
dude.position.y = Math.random() * viewHeight;
// time to add the dude to the pond container!
// stage.addChild(dude);
dude.x = Math.random() * viewWidth;
dude.y = Math.random() * viewHeight;
// create some extra properties that will control movment
// create some extra properties that will control movement
dude.tint = Math.random() * 0x808080;
//dude.tint = i > 3000 ? 0x977d76 : tints[i % tints.length];//Math.random() * 0xFFFFFF;
@ -112,10 +103,6 @@
viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2);
// create a displacment map
var tick = 0;
requestAnimationFrame(animate);
@ -133,7 +120,7 @@
dude.rotation = -dude.direction + Math.PI;
// wrap the dudes by testing there bounds..
// wrap the dudes by testing their bounds..
if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width;
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width
@ -146,7 +133,7 @@
// time to render the state!
// time to render the stage !
renderer.render(stage);
// request another animation frame..

View file

@ -0,0 +1,216 @@
<!DOCTYPE html>
<!-- saved from url=(0067)http://localhost:8888/pixi.js/examples/example%2013%20-%20Graphics/ -->
<html><script>(function main() {
// Create enabled event
function fireEnabledEvent() {
// If gli exists, then we are already present and shouldn't do anything
if (!window.gli) {
setTimeout(function () {
var enabledEvent = document.createEvent("Event");
enabledEvent.initEvent("WebGLEnabledEvent", true, true);
document.dispatchEvent(enabledEvent);
}, 0);
} else {
//console.log("WebGL Inspector already embedded on the page - disabling extension");
}
};
// Grab the path root from the extension
document.addEventListener("WebGLInspectorReadyEvent", function (e) {
var pathElement = document.getElementById("__webglpathroot");
if (window["gliloader"]) {
gliloader.pathRoot = pathElement.innerText;
} else {
// TODO: more?
window.gliCssUrl = pathElement.innerText + "gli.all.css";
}
}, false);
// Rewrite getContext to snoop for webgl
var originalGetContext = HTMLCanvasElement.prototype.getContext;
if (!HTMLCanvasElement.prototype.getContextRaw) {
HTMLCanvasElement.prototype.getContextRaw = originalGetContext;
}
HTMLCanvasElement.prototype.getContext = function () {
var ignoreCanvas = this.internalInspectorSurface;
if (ignoreCanvas) {
return originalGetContext.apply(this, arguments);
}
var result = originalGetContext.apply(this, arguments);
if (result == null) {
return null;
}
var contextNames = ["moz-webgl", "webkit-3d", "experimental-webgl", "webgl", "3d"];
var requestingWebGL = contextNames.indexOf(arguments[0]) != -1;
if (requestingWebGL) {
// Page is requesting a WebGL context!
fireEnabledEvent(this);
// If we are injected, inspect this context
if (window.gli) {
if (gli.host.inspectContext) {
// TODO: pull options from extension
result = gli.host.inspectContext(this, result);
// NOTE: execute in a timeout so that if the dom is not yet
// loaded this won't error out.
window.setTimeout(function() {
var hostUI = new gli.host.HostUI(result);
result.hostUI = hostUI; // just so we can access it later for debugging
}, 0);
}
}
}
return result;
};
})();</script><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>pixi.js example 13 - Graphics</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
</style>
<script src="./pixi.js example 13 - Graphics_files/pixi.dev.js"></script>
</head>
<body>
<script>
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF, true);
stage.setInteractive(true);
// create a renderer instance
// the 5the parameter is the anti aliasing
var renderer = PIXI.autoDetectRenderer(620, 380, null, false, true);
// set the canvas width and height to fill the screen
//renderer.view.style.width = window.innerWidth + "px";
//renderer.view.style.height = window.innerHeight + "px";
renderer.view.style.display = "block";
// add render view to DOM
document.body.appendChild(renderer.view);
var graphics = new PIXI.Graphics();
// set a fill and line style
graphics.beginFill(0xFF3300);
graphics.lineStyle(10, 0xffd900, 1);
// draw a shape
graphics.moveTo(50,50);
graphics.lineTo(250, 50);
graphics.lineTo(100, 100);
graphics.lineTo(250, 220);
graphics.lineTo(50, 220);
graphics.lineTo(50, 50);
graphics.endFill();
// set a fill and line style again
graphics.lineStyle(10, 0xFF0000, 0.8);
graphics.beginFill(0xFF700B, 1);
// draw a second shape
graphics.moveTo(210,300);
graphics.lineTo(450,320);
graphics.lineTo(570,350);
graphics.lineTo(580,20);
graphics.lineTo(330,120);
graphics.lineTo(410,200);
graphics.lineTo(210,300);
graphics.endFill();
// draw a rectangel
graphics.lineStyle(2, 0x0000FF, 1);
graphics.drawRect(50, 250, 100, 100);
// draw a circle
/// graphics.lineStyle(0);
// graphics.beginFill(0xFFFF0B, 0.5);
// graphics.drawCircle(470, 200,100);
graphics.lineStyle(20, 0x33FF00);
graphics.moveTo(30,30);
graphics.lineTo(600, 300);
stage.addChild(graphics);
/*
// lets create moving shape
var thing = new PIXI.Graphics();
stage.addChild(thing);
thing.position.x = 620/2;
thing.position.y = 380/2;
*/
var count = 0;
/*
stage.click = stage.tap = function()
{
graphics.lineStyle(Math.random() * 30, Math.random() * 0xFFFFFF, 1);
graphics.moveTo(Math.random() * 620,Math.random() * 380);
graphics.lineTo(Math.random() * 620,Math.random() * 380);
}*/
var graphic = new PIXI.Graphics();
graphic.beginFill(0x0000FF);
graphic.drawEllipse(100, 100, 50, 100);
// graphic.hitArea = new PIXI.Rectangle(0,0, 300, 300)//
graphic.hitArea = new PIXI.Ellipse(100, 100, 50, 100);
graphic.setInteractive(true);
graphic.mousedown = function() {
console.log("Graphic clicked");
}
stage.addChild(graphic);
renderer.render(stage);
setTimeout(function()
{
renderer.render(stage);
}, 0
);
requestAnimFrame(animate);
graphics.filters = [new PIXI.BlurFilter()];
stage.addChild(PIXI.Sprite.fromImage("spinObj_02.png"));
function animate() {
/* thing.clear();
count += 0.1;
thing.clear();
thing.lineStyle(30, 0xff0000, 1);
thing.beginFill(0xffFF00, 0.5);
thing.moveTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.lineTo(120 + Math.cos(count) * 20, -100 + Math.sin(count)* 20);
thing.lineTo(120 + Math.sin(count) * 20, 100 + Math.cos(count)* 20);
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.rotation = count * 0.1;*/
renderer.render(stage);
requestAnimFrame( animate );
}
</script><canvas width="620" height="380" style="display: block; cursor: inherit;"></canvas>
</body></html>

View file

@ -77,14 +77,14 @@
}
// start animating
requestAnimFrame( animate );
requestAnimFrame(animate);
}
function animate() {
requestAnimFrame( animate );
requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little
for (var i = 0; i < 100; i++)

View file

@ -18,8 +18,6 @@
}
</style>
<script src="../../bin/pixi.dev.js"></script>
</head>
<body>
@ -36,12 +34,12 @@
// add the renderer view element to the DOM
document.body.appendChild(renderer.view);
requestAnimFrame( animate );
requestAnimFrame(animate);
// create a background..
var background = PIXI.Sprite.fromImage("button_test_BG.jpg");
// add background to stage..
// add background to stage...
stage.addChild(background);
// create some textures from an image path
@ -108,20 +106,19 @@
button.mouseout = function(data){
this.isOver = false;
if(this.isdown)return
this.setTexture(textureButton)
}
button.click = function(data){
// click!
console.log("CLICK!");
// alert("CLICK!")
}
button.tap = function(data){
// click!
console.log("TAP!!");
//this.alpha = 0.5;
}
// add it to the stage
@ -131,7 +128,7 @@
buttons.push(button);
};
// set some silly values..
// set some silly values...
buttons[0].scale.x = 1.2;
@ -145,14 +142,12 @@
buttons[4].scale.x = 0.8;
buttons[4].scale.y = 1.2;
buttons[4].rotation = Math.PI;
// var button1 =
function animate() {
requestAnimFrame( animate );
requestAnimFrame(animate);
// render the stage
// do a test..
renderer.render(stage);
}
@ -160,14 +155,16 @@
var pixiLogo = PIXI.Sprite.fromImage("pixi.png");
stage.addChild(pixiLogo);
pixiLogo.buttonMode = true;
pixiLogo.position.x = 620 - 56;
pixiLogo.position.y = 400- 32;
pixiLogo.position.y = 400 - 32;
pixiLogo.setInteractive(true);
pixiLogo.click = pixiLogo.tap = function(){
var win=window.open("https://github.com/GoodBoyDigital/pixi.js", '_blank');
var win=window.open("http://www.pixijs.com", '_blank');
}
</script>

View file

@ -14,7 +14,6 @@
}
</style>
<script src="../../bin/pixi.dev.js"></script>
<script src="../../src/pixi/renderers/WebGLRenderer.js"></script>
</head>
<body>
<div class="textHolder">Hi there, I'm some HTML text... blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah
@ -32,25 +31,27 @@
var stage = new PIXI.Stage(0x66FF99);
// create a renderer instance
var renderer = PIXI.autoDetectRenderer(400, 300, null, true);
var renderer = PIXI.autoDetectRenderer(400, 300,false,true);
// add the renderer view element to the DOM
document.body.appendChild(renderer.view);
renderer.view.style.position = "absolute";
renderer.view.style.top = "0px";
renderer.view.style.left = "0px";
requestAnimFrame( animate );
requestAnimFrame(animate);
// create a texture from an image path
var texture = PIXI.Texture.fromImage("bunny.png");
// create a new Sprite using the texture
var bunny = new PIXI.Sprite(texture);
// center the sprites anchor point
// center the sprite's anchor point
bunny.anchor.x = 0.5;
bunny.anchor.y = 0.5;
// move the sprite t the center of the screen
// move the sprite to the center of the screen
bunny.position.x = 200;
bunny.position.y = 150;
@ -58,7 +59,7 @@
function animate() {
requestAnimFrame( animate );
requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little
bunny.rotation += 0.1;

View file

@ -9,10 +9,6 @@
background-color: #FFFFFF;
}
.textHolder{
width: 400px;
}
</style>
<script src="../../bin/pixi.dev.js"></script>
</head>
@ -45,7 +41,7 @@
{
// create our little bunny friend..
var bunny = new PIXI.Sprite(texture);
// bunny.width = 300;
// enable the bunny to be interactive.. this will allow it to respond to mouse and touch events
bunny.interactive = true;
// this button mode will mean the hand cursor appears when you rollover the bunny with your mouse
@ -64,7 +60,7 @@
// stop the default event...
data.originalEvent.preventDefault();
// store a refference to the data
// store a reference to the data
// The reason for this is because of multitouch
// we want to track the movement of this particular touch
this.data = data;
@ -86,7 +82,6 @@
{
if(this.dragging)
{
// need to get parent coords..
var newPosition = this.data.getLocalPosition(this.parent);
this.position.x = newPosition.x;
this.position.y = newPosition.y;
@ -103,10 +98,8 @@
function animate() {
requestAnimFrame( animate );
requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little
//stage.interactionManager.update();
// render the stage
renderer.render(stage);
}

View file

@ -1,7 +1,7 @@
<!DOCTYPE HTML>
<html>
<head>
<title>pixi.js example 8 Dragging</title>
<title>pixi.js example 9 Tiling Texture</title>
<style>
body {
margin: 0;
@ -9,10 +9,6 @@
background-color: #FFFFFF;
}
.textHolder{
width: 400px;
}
</style>
<script src="../../bin/pixi.dev.js"></script>
</head>
@ -30,12 +26,13 @@
renderer.view.style.position = "absolute";
renderer.view.style.top = "0px";
renderer.view.style.left = "0px";
requestAnimFrame( animate );
requestAnimFrame(animate);
// create a texture from an image path
var texture = PIXI.Texture.fromImage("p2.jpeg");
// create a tiling sprite..
// create a tiling sprite ...
// requires a texture, width and height
// to work in webGL the texture size must be a power of two
var tilingSprite = new PIXI.TilingSprite(texture, window.innerWidth, window.innerHeight)
@ -46,18 +43,16 @@
function animate() {
requestAnimFrame( animate );
requestAnimFrame(animate);
count += 0.005;
count += 0.005
tilingSprite.tileScale.x = 2 + Math.sin(count);
tilingSprite.tileScale.y = 2 + Math.cos(count);
tilingSprite.tilePosition.x += 1;
tilingSprite.tilePosition.y += 1;
// just for fun, lets rotate mr rabbit a little
//stage.interactionManager.update();
// render the stage
renderer.render(stage);
}

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132
examples/test/index.html Normal file
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@ -0,0 +1,132 @@
<!DOCTYPE HTML>
<html>
<head>
<!--<link href=<script src="http://fonts.googleapis.com/css?family=Snippet|Arvo:700italic|Podkova<script src=" rel=<script src="stylesheet<script src=" type=<script src="text/css<script src=">-->
<title>pixi.js example 10 Text</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
</style>
<script src="../../src/pixi/Pixi.js"></script>
<script src="../../src/pixi/core/Point.js"></script>
<script src="../../src/pixi/core/Rectangle.js"></script>
<script src="../../src/pixi/core/Polygon.js"></script>
<script src="../../src/pixi/core/Circle.js"></script>
<script src="../../src/pixi/core/Ellipse.js"></script>
<script src="../../src/pixi/core/Matrix.js"></script>
<script src="../../src/pixi/display/DisplayObject.js"></script>
<script src="../../src/pixi/display/DisplayObjectContainer.js"></script>
<script src="../../src/pixi/display/Sprite.js"></script>
<script src="../../src/pixi/display/SpriteBatch.js"></script>
<script src="../../src/pixi/display/MovieClip.js"></script>
<script src="../../src/pixi/filters/FilterBlock.js"></script>
<script src="../../src/pixi/text/Text.js"></script>
<script src="../../src/pixi/text/BitmapText.js"></script>
<script src="../../src/pixi/InteractionData.js"></script>
<script src="../../src/pixi/InteractionManager.js"></script>
<script src="../../src/pixi/display/Stage.js"></script>
<script src="../../src/pixi/utils/Utils.js"></script>
<script src="../../src/pixi/utils/EventTarget.js"></script>
<script src="../../src/pixi/utils/Detector.js"></script>
<script src="../../src/pixi/utils/Polyk.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLShaderUtils.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PixiShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PixiFastShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/StripShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PrimitiveShader.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLGraphics.js"></script>
<script src="../../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLMaskManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLShaderManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLFilterManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/FilterTexture.js"></script>
<script src="../../src/pixi/renderers/canvas/utils/CanvasMaskManager.js"></script>
<script src="../../src/pixi/renderers/canvas/utils/CanvasTinter.js"></script>
<script src="../../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
<script src="../../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
<script src="../../src/pixi/primitives/Graphics.js"></script>
<script src="../../src/pixi/extras/Strip.js"></script>
<script src="../../src/pixi/extras/Rope.js"></script>
<script src="../../src/pixi/extras/TilingSprite.js"></script>
<script src="../../src/pixi/extras/Spine.js"></script>
<script src="../../src/pixi/textures/BaseTexture.js"></script>
<script src="../../src/pixi/textures/Texture.js"></script>
<script src="../../src/pixi/textures/RenderTexture.js"></script>
<script src="../../src/pixi/loaders/AssetLoader.js"></script>
<script src="../../src/pixi/loaders/JsonLoader.js"></script>
<script src="../../src/pixi/loaders/AtlasLoader.js"></script>
<script src="../../src/pixi/loaders/SpriteSheetLoader.js"></script>
<script src="../../src/pixi/loaders/ImageLoader.js"></script>
<script src="../../src/pixi/loaders/BitmapFontLoader.js"></script>
<script src="../../src/pixi/loaders/SpineLoader.js"></script>
<script src="../../src/pixi/filters/AbstractFilter.js"></script>
<script src="../../src/pixi/filters/AlphaMaskFilter.js"></script>
<script src="../../src/pixi/filters/ColorMatrixFilter.js"></script>
<script src="../../src/pixi/filters/GrayFilter.js"></script>
<script src="../../src/pixi/filters/DisplacementFilter.js"></script>
<script src="../../src/pixi/filters/PixelateFilter.js"></script>
<script src="../../src/pixi/filters/BlurXFilter.js"></script>
<script src="../../src/pixi/filters/BlurYFilter.js"></script>
<script src="../../src/pixi/filters/BlurFilter.js"></script>
<script src="../../src/pixi/filters/InvertFilter.js"></script>
<script src="../../src/pixi/filters/SepiaFilter.js"></script>
<script src="../../src/pixi/filters/TwistFilter.js"></script>
<script src="../../src/pixi/filters/ColorStepFilter.js"></script>
<script src="../../src/pixi/filters/DotScreenFilter.js"></script>
<script src="../../src/pixi/filters/CrossHatchFilter.js"></script>
<script src="../../src/pixi/filters/RGBSplitFilter.js"></script>
</head>
<body>
<script>
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0x66FF99);
// create a renderer instance
var renderer = PIXI.autoDetectRenderer(400, 300);
// add the renderer view element to the DOM
document.body.appendChild(renderer.view);
requestAnimFrame(animate);
// create a texture from an image path
var texture = PIXI.Texture.fromImage("bunny.png");
// create a new Sprite using the texture
var bunny = new PIXI.Sprite(texture);
// center the sprites anchor point
bunny.anchor.x = 0.5;
bunny.anchor.y = 0.5;
// move the sprite t the center of the screen
bunny.position.x = 200;
bunny.position.y = 150;
stage.addChild(bunny);
function animate() {
requestAnimFrame(animate);
// just for fun, let's rotate mr rabbit a little
bunny.rotation += 0.1;
// render the stage
renderer.render(stage);
}
</script>
</body>
</html>

View file

@ -51,8 +51,8 @@ PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
var global = this.global;
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
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,

View file

@ -39,14 +39,38 @@ PIXI.InteractionManager = function(stage)
// helpers
this.tempPoint = new PIXI.Point();
//this.tempMatrix = mat3.create();
/**
*
* @property mouseoverEnabled
* @type Boolean
* @default
*/
this.mouseoverEnabled = true;
//tiny little interactiveData pool!
/**
* tiny little interactiveData pool !
*
* @property pool
* @type Array
*/
this.pool = [];
/**
* An array containing all the iterative items from the our interactive tree
* @property interactiveItems
* @type Array
* @private
*
*/
this.interactiveItems = [];
/**
* Our canvas
* @property interactionDOMElement
* @type HTMLCanvasElement
* @private
*/
this.interactionDOMElement = null;
//this will make it so that you dont have to call bind all the time
@ -58,7 +82,24 @@ PIXI.InteractionManager = function(stage)
this.onTouchStart = this.onTouchStart.bind(this);
this.onTouchEnd = this.onTouchEnd.bind(this);
this.onTouchMove = this.onTouchMove.bind(this);
this.last = 0;
/**
* The css style of the cursor that is being used
* @property currentCursorStyle
* @type String
*
*/
this.currentCursorStyle = 'inherit';
/**
* Is set to true when the mouse is moved out of the canvas
* @property mouseOut
* @type Boolean
*
*/
this.mouseOut = false;
};
// constructor
@ -69,7 +110,7 @@ PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
*
* @method collectInteractiveSprite
* @param displayObject {DisplayObject} the displayObject to collect
* @param iParent {DisplayObject}
* @param iParent {DisplayObject} the display object's parent
* @private
*/
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
@ -77,12 +118,11 @@ PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObj
var children = displayObject.children;
var length = children.length;
/// make an interaction tree... {item.__interactiveParent}
// make an interaction tree... {item.__interactiveParent}
for (var i = length-1; i >= 0; i--)
{
var child = children[i];
// if(child.visible) {
// push all interactive bits
if(child.interactive)
{
@ -104,7 +144,7 @@ PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObj
this.collectInteractiveSprite(child, iParent);
}
}
// }
}
};
@ -140,7 +180,6 @@ PIXI.InteractionManager.prototype.setTarget = function(target)
*/
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
{
//remove previouse listeners
this.removeEvents();
@ -206,7 +245,6 @@ PIXI.InteractionManager.prototype.update = function()
diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
if(diff < 1)return;
this.last = now;
//
var i = 0;
@ -233,17 +271,15 @@ PIXI.InteractionManager.prototype.update = function()
// loop through interactive objects!
var length = this.interactiveItems.length;
this.interactionDOMElement.style.cursor = 'inherit';
var cursor = 'inherit';
var over = false;
for (i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
//if(!item.visible)continue;
// OPTIMISATION - only calculate every time if the mousemove function exists..
// OK so.. does the object have any other interactive functions?
// hit-test the clip!
@ -256,7 +292,7 @@ PIXI.InteractionManager.prototype.update = function()
// looks like there was a hit!
if(item.__hit && !over)
{
if(item.buttonMode) this.interactionDOMElement.style.cursor = item.defaultCursor;
if(item.buttonMode) cursor = item.defaultCursor;
if(!item.interactiveChildren)over = true;
@ -265,13 +301,7 @@ PIXI.InteractionManager.prototype.update = function()
if(item.mouseover)item.mouseover(this.mouse);
item.__isOver = true;
// just the one!
//break;
}
//break;
}
else
{
@ -282,9 +312,14 @@ PIXI.InteractionManager.prototype.update = function()
item.__isOver = false;
}
}
// }
// --->
}
if( this.currentCursorStyle !== cursor )
{
this.currentCursorStyle = cursor;
this.interactionDOMElement.style.cursor = cursor;
}
};
/**
@ -363,7 +398,7 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event)
/**
* Is called when the mouse button is moved out of the renderer element
*
* @method onMouseDown
* @method onMouseOut
* @param event {Event} The DOM event of a mouse button being moved out
* @private
*/
@ -376,7 +411,6 @@ PIXI.InteractionManager.prototype.onMouseOut = function()
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(item.__isOver)
{
this.mouse.target = item;
@ -384,6 +418,12 @@ PIXI.InteractionManager.prototype.onMouseOut = function()
item.__isOver = false;
}
}
this.mouseOut = true;
// move the mouse to an impossible position
this.mouse.global.x = -10000;
this.mouse.global.y = -10000;
};
/**
@ -405,8 +445,6 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event)
{
var item = this.interactiveItems[i];
//if(item.mouseup || item.mouseupoutside || item.click)
//{
item.__hit = this.hitTest(item, this.mouse);
if(item.__hit && !up)
@ -454,8 +492,8 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
var isSprite = (item instanceof PIXI.Sprite),
worldTransform = item.worldTransform,
a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;

View file

@ -7,6 +7,11 @@
*/
var PIXI = PIXI || {};
/*
*
* This file contains a lot of pixi consts which are used across the rendering engine
* @class Consts
*/
PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1;
@ -43,4 +48,7 @@ PIXI.scaleModes = {
// interaction frequency
PIXI.INTERACTION_FREQUENCY = 30;
PIXI.AUTO_PREVENT_DEFAULT = true;
PIXI.AUTO_PREVENT_DEFAULT = true;
PIXI.RAD_TO_DEG = 180 / Math.PI;
PIXI.DEG_TO_RAD = Math.PI / 180;

View file

@ -68,14 +68,13 @@ PIXI.Ellipse.prototype.contains = function(x, y)
return false;
//normalize the coords to an ellipse with center 0,0
//and a radius of 0.5
var normx = ((x - this.x) / this.width) - 0.5,
normy = ((y - this.y) / this.height) - 0.5;
var normx = ((x - this.x) / this.width),
normy = ((y - this.y) / this.height);
normx *= normx;
normy *= normy;
return (normx + normy < 0.25);
return (normx + normy <= 1);
};
/**

View file

@ -2,351 +2,91 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/*
* @class Matrix
* The Matrix class will choose the best type of array to use between
* a regular javascript Array and a Float32Array if the latter is available
*
*/
PIXI.determineMatrixArrayType = function() {
return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
};
PIXI.Matrix = PIXI.determineMatrixArrayType();
/*
* @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;
};
/**
* A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV
* you both rock!
* Creates a pixi matrix object based on the array given as a parameter
*
* @class mat3
* @static
*/
PIXI.mat3 = {};
/*
* Creates a mat3 object
*
* @method mat3.create
* @static
*/
PIXI.mat3.create = function()
* @method fromArray
* @param array {Array} The array that the matrix will be filled with
*/
PIXI.Matrix.prototype.fromArray = function(array)
{
var matrix = new PIXI.Matrix(9);
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 1;
matrix[5] = 0;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 1;
return matrix;
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 a mat3 identity matrix
*
* @method mat3.indentity
* @static
* @param matrix {Array|Float32Array}
*
*/
PIXI.mat3.identity = function(matrix)
/**
* 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)
{
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 1;
matrix[5] = 0;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 1;
if(!this.array) this.array = new Float32Array(9);
var array = this.array;
return matrix;
};
/*
* Multiplies the matrices given as parameters by themselves
*
* @method mat3.multiply
* @static
* @param mat {Array|Float32Array} the first operand (matrix)
* @param mat2 {Array|Float32Array} the second operand (matrix)
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*/
PIXI.mat3.multiply = function (mat, mat2, dest)
{
if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!)
var a00 = mat[0], a01 = mat[1], a02 = mat[2],
a10 = mat[3], a11 = mat[4], a12 = mat[5],
a20 = mat[6], a21 = mat[7], a22 = mat[8],
b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
return dest;
};
/*
* Makes a copy of the matrix given in parameter
*
* @method mat3.clone
* @static
* @param mat {Array|Float32Array}
*
*/
PIXI.mat3.clone = function(mat)
{
var matrix = new PIXI.Matrix(9);
matrix[0] = mat[0];
matrix[1] = mat[1];
matrix[2] = mat[2];
matrix[3] = mat[3];
matrix[4] = mat[4];
matrix[5] = mat[5];
matrix[6] = mat[6];
matrix[7] = mat[7];
matrix[8] = mat[8];
return matrix;
};
/*
* Re-arranges the matrix
*
* @method mat3.transpose
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*/
PIXI.mat3.transpose = function (mat, dest)
{
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest) {
var a01 = mat[1], a02 = mat[2],
a12 = mat[5];
mat[1] = mat[3];
mat[2] = mat[6];
mat[3] = a01;
mat[5] = mat[7];
mat[6] = a02;
mat[7] = a12;
return mat;
}
dest[0] = mat[0];
dest[1] = mat[3];
dest[2] = mat[6];
dest[3] = mat[1];
dest[4] = mat[4];
dest[5] = mat[7];
dest[6] = mat[2];
dest[7] = mat[5];
dest[8] = mat[8];
return dest;
};
PIXI.mat4 = {};
/*
* Appends the mat3 into a mat4, therefore making it a regular mat4 object
*
* @method mat3.toMat4
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*
*/
PIXI.mat3.toMat4 = function (mat, dest)
{
if (!dest) { dest = PIXI.mat4.create(); }
dest[15] = 1;
dest[14] = 0;
dest[13] = 0;
dest[12] = 0;
dest[11] = 0;
dest[10] = mat[8];
dest[9] = mat[7];
dest[8] = mat[6];
dest[7] = 0;
dest[6] = mat[5];
dest[5] = mat[4];
dest[4] = mat[3];
dest[3] = 0;
dest[2] = mat[2];
dest[1] = mat[1];
dest[0] = mat[0];
return dest;
};
/*
* Creates a new mat4 matrix
*
* @method mat4.create
* @static
*
*/
PIXI.mat4.create = function()
{
var matrix = new PIXI.Matrix(16);
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = 1;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = 1;
matrix[11] = 0;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = 0;
matrix[15] = 1;
return matrix;
};
/*
* Re-arranges the matrix
*
*
* @method mat4.transpose
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*
*/
PIXI.mat4.transpose = function (mat, dest)
{
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest)
if(transpose)
{
var a01 = mat[1], a02 = mat[2], a03 = mat[3],
a12 = mat[6], a13 = mat[7],
a23 = mat[11];
mat[1] = mat[4];
mat[2] = mat[8];
mat[3] = mat[12];
mat[4] = a01;
mat[6] = mat[9];
mat[7] = mat[13];
mat[8] = a02;
mat[9] = a12;
mat[11] = mat[14];
mat[12] = a03;
mat[13] = a13;
mat[14] = a23;
return mat;
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;
}
dest[0] = mat[0];
dest[1] = mat[4];
dest[2] = mat[8];
dest[3] = mat[12];
dest[4] = mat[1];
dest[5] = mat[5];
dest[6] = mat[9];
dest[7] = mat[13];
dest[8] = mat[2];
dest[9] = mat[6];
dest[10] = mat[10];
dest[11] = mat[14];
dest[12] = mat[3];
dest[13] = mat[7];
dest[14] = mat[11];
dest[15] = mat[15];
return dest;
return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
};
/*
* Multiplies the matrices given as parameters by themselves
*
* @method mat4.multiply
* @static
* @param mat {Array|Float32Array} the first operand (matrix)
* @param mat2 {Array|Float32Array} the second operand (matrix)
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*/
PIXI.mat4.multiply = function (mat, mat2, dest)
{
if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!)
var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3];
var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
// Cache only the current line of the second matrix
var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[4];
b1 = mat2[5];
b2 = mat2[6];
b3 = mat2[7];
dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[8];
b1 = mat2[9];
b2 = mat2[10];
b3 = mat2[11];
dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[12];
b1 = mat2[13];
b2 = mat2[14];
b3 = mat2[15];
dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
return dest;
};
PIXI.identityMatrix = PIXI.mat3.create();
PIXI.tempMatrix = PIXI.mat3.create();
PIXI.identityMatrix = new PIXI.Matrix();

View file

@ -10,8 +10,6 @@
*/
PIXI.DisplayObject = function()
{
this.last = this;
this.first = this;
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
@ -139,17 +137,7 @@ PIXI.DisplayObject = function()
* @readOnly
* @private
*/
this.worldTransform = PIXI.mat3.create(); //mat3.identity();
/**
* [read-only] Current transform of the object locally
*
* @property localTransform
* @type Mat3
* @readOnly
* @private
*/
this.localTransform = PIXI.mat3.create(); //mat3.identity();
this.worldTransform = new PIXI.Matrix();
/**
* [NYI] Unknown
@ -402,45 +390,35 @@ PIXI.DisplayObject.prototype.updateTransform = function()
// TODO OPTIMIZE THIS!! with dirty
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
//console.log(localTransform)
localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y;
localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y;
// TODO --> do we even need a local matrix???
// var localTransform = this.localTransform//.toArray();
var parentTransform = this.parent.worldTransform;//.toArray();
var worldTransform = this.worldTransform;//.toArray();
var px = this.pivot.x;
var py = this.pivot.y;
// Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
var a00 = this._cr * this.scale.x,
a01 = -this._sr * this.scale.y,
a10 = this._sr * this.scale.x,
a11 = this._cr * this.scale.y,
a02 = this.position.x + a00 * px - py * a01,
a12 = this.position.y + a11 * py - px * a10,
b00 = parentTransform.a, b01 = parentTransform.b,
b10 = parentTransform.c, b11 = parentTransform.d;
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
worldTransform.a = b00 * a00 + b01 * a10;
worldTransform.b = b00 * a01 + b01 * a11;
worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx;
localTransform[2] = a02;
localTransform[5] = a12;
worldTransform.c = b10 * a00 + b11 * a10;
worldTransform.d = b10 * a01 + b11 * a11;
worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty;
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
};
@ -450,8 +428,9 @@ PIXI.DisplayObject.prototype.updateTransform = function()
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.DisplayObject.prototype.getBounds = function()
PIXI.DisplayObject.prototype.getBounds = function( matrix )
{
matrix = matrix;//just to get passed js hinting (and preserve inheritance)
return PIXI.EmptyRectangle;
};
@ -463,17 +442,9 @@ PIXI.DisplayObject.prototype.getBounds = function()
*/
PIXI.DisplayObject.prototype.getLocalBounds = function()
{
var matrixCache = this.worldTransform;
//var matrixCache = this.worldTransform;
this.worldTransform = PIXI.identityMatrix;
this.updateTransform();
var bounds = this.getBounds();
this.worldTransform = matrixCache;
return bounds;
return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
};
/**
@ -514,4 +485,34 @@ PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
};
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @property x
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @property y
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});

View file

@ -16,7 +16,7 @@ PIXI.DisplayObjectContainer = function()
PIXI.DisplayObject.call( this );
/**
* [read-only] The of children of this container.
* [read-only] The array of children of this container.
*
* @property children
* @type Array<DisplayObject>
@ -36,7 +36,7 @@ PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
* @type Number
*/
/*
/*
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
get: function() {
return this.scale.x * this.getLocalBounds().width;
@ -55,7 +55,7 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
* @type Number
*/
/*
/*
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
get: function() {
return this.scale.y * this.getLocalBounds().height;
@ -173,6 +173,24 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
}
};
/**
* Removes all the children
*
* @method removeAll
* NOT tested yet
*/
/* PIXI.DisplayObjectContainer.prototype.removeAll = function()
{
for(var i = 0 , j = this.children.length; i < j; i++)
{
this.removeChild(this.children[i]);
}
};
*/
/*
* Updates the container's childrens transform for rendering
*
@ -199,12 +217,18 @@ PIXI.DisplayObjectContainer.prototype.updateTransform = function()
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.DisplayObjectContainer.prototype.getBounds = function()
PIXI.DisplayObjectContainer.prototype.getBounds = function(matrix)
{
if(this.children.length === 0)return PIXI.EmptyRectangle;
// TODO the bounds have already been calculated this render session so return what we have
if(matrix)
{
var matrixCache = this.worldTransform;
this.worldTransform = matrix;
this.updateTransform();
this.worldTransform = matrixCache;
}
var minX = Infinity;
var minY = Infinity;
@ -216,13 +240,17 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
var childMaxX;
var childMaxY;
var childVisible = false;
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
if(!child.visible)continue;
childBounds = this.children[i].getBounds();
childVisible = true;
childBounds = this.children[i].getBounds( matrix );
minX = minX < childBounds.x ? minX : childBounds.x;
minY = minY < childBounds.y ? minY : childBounds.y;
@ -234,6 +262,9 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
maxY = maxY > childMaxY ? maxY : childMaxY;
}
if(!childVisible)
return PIXI.EmptyRectangle;
var bounds = this._bounds;
bounds.x = minX;
@ -247,6 +278,24 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
return bounds;
};
PIXI.DisplayObjectContainer.prototype.getLocalBounds = function()
{
var matrixCache = this.worldTransform;
this.worldTransform = PIXI.identityMatrix;
for(var i=0,j=this.children.length; i<j; i++)
{
this.children[i].updateTransform();
}
var bounds = this.getBounds();
this.worldTransform = matrixCache;
return bounds;
};
/**
* Sets the container's stage reference, the stage this object is connected to
*
@ -361,5 +410,4 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
{
renderSession.maskManager.popMask(renderSession.context);
}
};
};

View file

@ -165,12 +165,13 @@ PIXI.Sprite.prototype.onTextureUpdate = function()
};
/**
* Retrieves the bounds of the sprite as a rectangle object
*
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.Sprite.prototype.getBounds = function()
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
*
* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
PIXI.Sprite.prototype.getBounds = function(matrix)
{
var width = this.texture.frame.width;
@ -182,14 +183,14 @@ PIXI.Sprite.prototype.getBounds = function()
var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var worldTransform = matrix || this.worldTransform ;
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var a = worldTransform.a;
var b = worldTransform.c;
var c = worldTransform.b;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
@ -345,7 +346,15 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
// allow for trimming
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx || 0, transform.ty || 0);
}
else
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
}
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
@ -383,7 +392,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
if(texture.trimmed)
if(texture.trim)
{
var trim = texture.trim;
@ -392,8 +401,8 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
frame.y,
frame.width,
frame.height,
trim.x - this.anchor.x * trim.realWidth,
trim.y - this.anchor.y * trim.realHeight,
trim.x - this.anchor.x * trim.width,
trim.y - this.anchor.y * trim.height,
frame.width,
frame.height);
}
@ -427,6 +436,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
}
};
// some helper functions..
/**

View file

@ -3,7 +3,20 @@
*/
/**
* TODO-Alvin
* 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's extremely easy to use :
var container = new PIXI.SpriteBatch();
stage.addChild(container);
for(var i = 0; i < 100; i++)
{
var sprite = new PIXI.Sprite.fromImage("myImage.png");
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
*
* @class SpriteBatch
* @constructor
@ -18,17 +31,21 @@ PIXI.SpriteBatch = function(texture)
this.ready = false;
};
PIXI.SpriteBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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;
// alert("!")
};
/*
@ -39,7 +56,7 @@ PIXI.SpriteBatch.prototype.initWebGL = function(gl)
*/
PIXI.SpriteBatch.prototype.updateTransform = function()
{
// dont need to!
// TODO dont need to!
PIXI.DisplayObject.prototype.updateTransform.call( this );
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
@ -86,7 +103,15 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
// alow for trimming
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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 < this.children.length; i++) {
@ -116,7 +141,20 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
PIXI.DisplayObject.prototype.updateTransform.call(child);
transform = child.localTransform;
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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,

View file

@ -11,7 +11,7 @@
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
* like: 0xFFFFFF for white
*
* @example Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* var stage = new PIXI.Stage(0xFFFFFF);
* where the parameter given is the background colour of the stage, in hex
* you will use this stage instance to add your sprites to it and therefore to the renderer
@ -30,7 +30,7 @@ PIXI.Stage = function(backgroundColor)
* @readOnly
* @private
*/
this.worldTransform = PIXI.mat3.create();
this.worldTransform = new PIXI.Matrix();
/**
* Whether or not the stage is interactive

View file

@ -5,8 +5,8 @@
*
* @class Rope
* @constructor
* @param texture {Texture} TODO-Alvin
* @param y {Array} TODO-Alvin
* @param texture {Texture} The texture to use
* @param points {Array}
*
*/
PIXI.Rope = function(texture, points)
@ -38,7 +38,7 @@ PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
PIXI.Rope.prototype.constructor = PIXI.Rope;
/*
* Refreshes TODO-Alvin
* Refreshes
*
* @method refresh
*/
@ -177,7 +177,6 @@ PIXI.Rope.prototype.updateTransform = function()
};
/*
* Sets the texture that the Rope will use
* TODO-Alvin
*
* @method setTexture
* @param texture {Texture} the texture that will be used

View file

@ -14,6 +14,8 @@
*
*/
var spine = {};
spine.BoneData = function (name, parent) {

View file

@ -5,13 +5,13 @@
/**
*
* @class Strip
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} TODO-Alvin
* @param width {Number} the width of the TODO-Alvin
* @param height {Number} the height of the TODO-Alvin
* @param texture {Texture} The texture to use
* @param width {Number} the width
* @param height {Number} the height
*
*/
PIXI.Strip = function(texture, width, height)
{
PIXI.DisplayObjectContainer.call( this );
@ -56,6 +56,7 @@ PIXI.Strip = function(texture, width, height)
this.colors = new Float32Array()
this.indices = new Uint16Array()
*/
this.width = width;
this.height = height;
@ -76,12 +77,11 @@ PIXI.Strip = function(texture, width, height)
};
// constructor
PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Strip.prototype.constructor = PIXI.Strip;
/*
* Sets the texture that the Strip will use
* TODO-Alvin
*
* @method setTexture
* @param texture {Texture} the texture that will be used
@ -109,5 +109,4 @@ PIXI.Strip.prototype.setTexture = function(texture)
PIXI.Strip.prototype.onTextureUpdate = function()
{
this.updateFrame = true;
};
// some helper functions..
};

View file

@ -40,7 +40,7 @@ PIXI.TilingSprite = function(texture, width, height)
this.tileScale = new PIXI.Point(1,1);
/**
*
* A point that represents the scale of the texture object
*
* @property tileScaleOffset
* @type Point
@ -55,6 +55,14 @@ PIXI.TilingSprite = function(texture, width, height)
*/
this.tilePosition = new PIXI.Point(0,0);
/**
* Whether this sprite is renderable or not
*
* @property renderable
* @type Boolean
* @default true
*/
this.renderable = true;
/**
@ -77,7 +85,7 @@ PIXI.TilingSprite = function(texture, width, height)
};
// constructor
PIXI.TilingSprite.prototype = Object.create( PIXI.Sprite.prototype );
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
@ -113,7 +121,7 @@ Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
});
/**
* When the texture is updated, this event will fire to update the scale and frame
* When the texture is updated, this event will be fired to update the scale and frame
*
* @method onTextureUpdate
* @param event
@ -121,13 +129,16 @@ Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
*/
PIXI.TilingSprite.prototype.onTextureUpdate = function()
{
// so if _width is 0 then width was not set..
//console.log("HI MUM")
this.updateFrame = true;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
{
@ -179,7 +190,13 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
}
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
{
if(this.visible === false || this.alpha === 0)return;
@ -198,7 +215,7 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
// allow for trimming
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
if(!this.__tilePattern)
@ -223,7 +240,10 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
var tilePosition = this.tilePosition;
var tileScale = this.tileScale;
// console.log(tileScale.x)
tilePosition.x %= this.tilingTexture.baseTexture.width;
tilePosition.y %= this.tilingTexture.baseTexture.height;
// offset
context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x, tilePosition.y);
@ -242,6 +262,13 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
}
};
/**
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
*
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
PIXI.TilingSprite.prototype.getBounds = function()
{
@ -256,13 +283,13 @@ PIXI.TilingSprite.prototype.getBounds = function()
var worldTransform = this.worldTransform;
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var a = worldTransform.a;
var b = worldTransform.c;
var c = worldTransform.b;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
@ -315,7 +342,12 @@ PIXI.TilingSprite.prototype.getBounds = function()
return bounds;
};
/**
*
* @method generateTilingTexture
*
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
*/
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
{
var texture = this.texture;

View file

@ -19,7 +19,6 @@ PIXI.AlphaMaskFilter = function(texture)
texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
mask: {type: 'sampler2D', value:texture},
mapDimensions: {type: '2f', value:{x:1, y:5112}},

View file

@ -19,7 +19,6 @@ PIXI.DisplacementFilter = function(texture)
texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:30, y:30}},

View file

@ -3,7 +3,6 @@
*/
PIXI.FilterBlock = function()
{
this.visible = true;

View file

@ -0,0 +1,224 @@
/**
* @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: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:15, y:15}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:1}},
dimensions: {type: '4f', value:[0,0,0,0]},
// LightDir: {type: 'f3', value:[0, 1, 0]},
LightPos: {type: '3f', value:[0, 1, 0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on("loaded", this.boundLoadedFunction);
}
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform sampler2D displacementMap;",
"uniform sampler2D uSampler;",
"uniform vec4 dimensions;",
"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
"uniform vec3 LightPos;", //light position, normalized
"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);", //ambient RGBA -- alpha is intensity
"const vec3 Falloff = vec3(0.0, 1.0, 0.2);", //attenuation coefficients
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
"void main(void) {",
"vec2 mapCords = vTextureCoord.xy;",
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",
"mapCords.y *= -1.0;",
"mapCords.y += 1.0;",
//RGBA of our diffuse color
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
//RGB of our normal map
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
//The delta position of light
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
//Correct for aspect ratio
//"LightDir.x *= Resolution.x / Resolution.y;",
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
"float D = length(LightDir);",
//normalize our vectors
"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
"vec3 L = normalize(LightDir);",
//Pre-multiply light color with intensity
//Then perform "N dot L" to determine our diffuse term
"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
//pre-multiply ambient color with intensity
"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
//calculate attenuation
"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
//the calculation which brings it all together
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
/*
// normalise color
"vec3 normal = normalize(nColor * 2.0 - 1.0);",
"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
"float d = sqrt(dot(deltaPos, deltaPos));",
"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
"result *= color.rgb;",
"gl_FragColor = vec4(result, 1.0);",*/
"}"
];
}
/*
void main() {
//sample color & normals from our textures
vec4 color = texture2D(u_texture, v_texCoords.st);
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, strength);
//normals need to be converted to [-1.0, 1.0] range and normalized
vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
vec3 lightDir = normalize(deltaPos);
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let's get a nice little falloff
float d = sqrt(dot(deltaPos, deltaPos));
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
gl_FragColor = v_color * vec4(result, color.a);
}
*/
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction)
}
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'map', {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});

View file

@ -112,8 +112,8 @@ PIXI.AssetLoader.prototype.load = function()
{
var scope = this;
function onLoad() {
scope.onAssetLoaded();
function onLoad(evt) {
scope.onAssetLoaded(evt.loader);
}
this.loadCount = this.assetURLs.length;
@ -145,11 +145,11 @@ PIXI.AssetLoader.prototype.load = function()
* @method onAssetLoaded
* @private
*/
PIXI.AssetLoader.prototype.onAssetLoaded = function()
PIXI.AssetLoader.prototype.onAssetLoaded = function(loader)
{
this.loadCount--;
this.dispatchEvent({type: 'onProgress', content: this});
if (this.onProgress) this.onProgress();
this.dispatchEvent({ type: 'onProgress', content: this, loader: loader });
if (this.onProgress) this.onProgress(loader);
if (!this.loadCount)
{

View file

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

View file

@ -61,7 +61,7 @@ PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader;
* @method load
*/
PIXI.JsonLoader.prototype.load = function () {
this.ajaxRequest = new PIXI.AjaxRequest();
this.ajaxRequest = new PIXI.AjaxRequest(this.crossorigin);
var scope = this;
this.ajaxRequest.onreadystatechange = function () {
scope.onJSONLoaded();
@ -111,15 +111,10 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () {
var texture = PIXI.TextureCache[i];
texture.trimmed = true;
var actualSize = frameData[i].sourceSize;
var realSize = frameData[i].spriteSourceSize;
texture.trim.x = realSize.x;
texture.trim.y = realSize.y;
texture.trim.realWidth = actualSize.w;
texture.trim.realHeight = actualSize.h;
texture.trim = new PIXI.Rectangle(realSize.x, realSize.y, actualSize.w, actualSize.h);
}
}
}

View file

@ -80,7 +80,7 @@ PIXI.Graphics = function()
this.currentPath = {points:[]};
/**
* WebGL lines ? TODO-Alvin
* Array containing some WebGL-related properties used by the WebGL renderer
*
* @property _webGL
* @type Array
@ -89,7 +89,7 @@ PIXI.Graphics = function()
this._webGL = [];
/**
* Whether this shape is used as a mask
* Whether this shape is being used as a mask
*
* @property isMask
* @type isMask
@ -105,7 +105,7 @@ PIXI.Graphics = function()
this.bounds = null;
/**
* the bound padding TODO-Alvin
* the bounds' padding used for bounds calculation
*
* @property bounds
* @type Number
@ -371,9 +371,9 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
// check blend mode
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
{
this.spriteBatch.currentBlendMode = this.blendMode;
renderSession.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
this.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
@ -422,7 +422,7 @@ PIXI.Graphics.prototype._renderCanvas = function(renderSession)
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
PIXI.CanvasGraphics.renderGraphics(this, context);
// simple render children!
@ -438,7 +438,7 @@ PIXI.Graphics.prototype._renderCanvas = function(renderSession)
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.Graphics.prototype.getBounds = function()
PIXI.Graphics.prototype.getBounds = function( matrix )
{
if(!this.bounds)this.updateBounds();
@ -448,14 +448,14 @@ PIXI.Graphics.prototype.getBounds = function()
var h0 = this.bounds.y;
var h1 = this.bounds.height + this.bounds.y;
var worldTransform = this.worldTransform;
var worldTransform = matrix || this.worldTransform;
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var a = worldTransform.a;
var b = worldTransform.c;
var c = worldTransform.b;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
@ -520,7 +520,7 @@ PIXI.Graphics.prototype.updateBounds = function()
var minY = Infinity;
var maxY = -Infinity;
var points, x, y;
var points, x, y, w, h;
for (var i = 0; i < this.graphicsData.length; i++) {
var data = this.graphicsData[i];
@ -531,28 +531,29 @@ PIXI.Graphics.prototype.updateBounds = function()
if(type === PIXI.Graphics.RECT)
{
x = points.x - lineWidth/2;
y = points.y - lineWidth/2;
var width = points.width + lineWidth;
var height = points.height + lineWidth;
x = points[0] - lineWidth/2;
y = points[1] - lineWidth/2;
w = points[2] + lineWidth;
h = points[3] + lineWidth;
minX = x < minX ? x : minX;
maxX = x + width > maxX ? x + width : maxX;
maxX = x + w > maxX ? x + w : maxX;
minY = y < minY ? x : minY;
maxY = y + height > maxY ? y + height : maxY;
maxY = y + h > maxY ? y + h : maxY;
}
else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP)
{
x = points.x;
y = points.y;
var radius = points.radius + lineWidth/2;
x = points[0];
y = points[1];
w = points[2] + lineWidth/2;
h = points[3] + lineWidth/2;
minX = x - radius < minX ? x - radius : minX;
maxX = x + radius > maxX ? x + radius : maxX;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - radius < minY ? y - radius : minY;
maxY = y + radius > maxY ? y + radius : maxY;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else
{
@ -577,14 +578,14 @@ PIXI.Graphics.prototype.updateBounds = function()
/**
* Generates the cached sprite that was made using the generate TODO-Alvin
* Generates the cached sprite when the sprite has cacheAsBitmap = true
*
* @method _generateCachedSprite
* @private
*/
PIXI.Graphics.prototype._generateCachedSprite = function()
{
var bounds = this.getBounds();
var bounds = this.getLocalBounds();
if(!this._cachedSprite)
{

View file

@ -19,6 +19,27 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
this.type = PIXI.CANVAS_RENDERER;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = true;
/**
* If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Handy for crisp pixel art and speed on legacy devices.
*
* @property roundPixels
* @type Boolean
* @default
*/
this.roundPixels = false;
/**
* Whether the render view is transparent
@ -102,7 +123,7 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
this.view = view || document.createElement( "canvas" );
/**
* The canvas 2d context that everything is drawn to
* The canvas 2d context that everything is drawn with
* @property context
* @type HTMLCanvasElement 2d Context
*/
@ -124,7 +145,7 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
this.maskManager = new PIXI.CanvasMaskManager();
/**
* RenderSession TODO-Alvin
* The render session is just a bunch of parameter used for rendering
* @property renderSession
* @type Object
*/
@ -156,36 +177,25 @@ PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
*/
PIXI.CanvasRenderer.prototype.render = function(stage)
{
//stage.__childrenAdded = [];
//stage.__childrenRemoved = [];
// update textures if need be
PIXI.texturesToUpdate.length = 0;
PIXI.texturesToDestroy.length = 0;
stage.updateTransform();
// update the background color
/* if(this.view.style.backgroundColor !== stage.backgroundColorString && !this.transparent)
this.view.style.backgroundColor = stage.backgroundColorString; */
this.context.setTransform(1,0,0,1,0,0);
this.context.globalAlpha = 1;
if(this.view.style.backgroundColor !== stage.backgroundColorString )
if (!this.transparent && this.clearBeforeRender)
{
if(!this.transparent)
{
this.context.fillStyle = stage.backgroundColorString;
this.context.fillRect(0, 0, this.width, this.height);
}
else
{
this.context.clearRect(0, 0, this.width, this.height);
}
this.context.fillStyle = stage.backgroundColorString;
this.context.fillRect(0, 0, this.width, this.height);
}
else if (this.transparent && this.clearBeforeRender)
{
this.context.clearRect(0, 0, this.width, this.height);
}
//console.log(this.view.style.backgroundColor)
this.renderDisplayObject(stage);
// run interaction!

View file

@ -14,23 +14,20 @@ PIXI.CanvasMaskManager = function()
};
/**
* TODO-Alvin
* This method adds it to the current stack of masks
*
* @method pushMask
* @param maskData TODO-Alvin
* @param maskData the maskData that will be pushed
* @param context {Context2D} the 2d drawing method of the canvas
*/
PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context)
{
context.save();
//maskData.visible = false;
// maskData.alpha = 0;
var cacheAlpha = maskData.alpha;
var transform = maskData.worldTransform;
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);

View file

@ -19,17 +19,15 @@ PIXI.CanvasTinter = function()
/**
* TODO-Alvin
* Basically this method just needs a sprite and a color and tints the sprite
* with the given color
*
* @method getTintedTexture
* @param sprite {Sprite} the sprite to tint
* @param color {Number} the color to use to tint the sprite with
*/
PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
{
//
// cache on sprite
// cache on texture
// no cache
var texture = sprite.texture;

View file

@ -63,10 +63,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.view.height = this.height;
// deal with losing context..
// TODO-Alvin
this.contextLost = this.handleContextLost.bind(this);
this.contextRestoredLost = this.handleContextRestored.bind(this);
// console.log(this.handleContextRestored)
this.view.addEventListener('webglcontextlost', this.contextLost, false);
this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false);
@ -136,7 +135,6 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer
this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters
//
this.renderSession = {};
this.renderSession.gl = this.gl;
this.renderSession.drawCount = 0;
@ -206,9 +204,6 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clear(gl.COLOR_BUFFER_BIT);
// this.projection.x = this.width/2;
//this.projection.y = -this.height/2;
this.renderDisplayObject( stage, this.projection );
// interaction
@ -257,8 +252,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
*
* @method renderDIsplayObject
* @param displayObject {DisplayObject} The DisplayObject to render
* @param projection {Point}
* @param buffer {Array} buffer TODO-Alvin
* @param projection {Point} The projection
* @param buffer {Array} a standard WebGL buffer
*/
PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer)
{
@ -335,7 +330,6 @@ PIXI.WebGLRenderer.destroyTexture = function(texture)
};
/**
* TODO-Alvin
*
* @method updateTextureFrame
* @param texture {Texture} The texture to update the frame from
@ -524,7 +518,7 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
};
/**
* Destroy TODO-Alvin
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @method destroy
*/

View file

@ -4,21 +4,27 @@
*/
/**
* @class PIXI.PixiFastShader
* @class PixiFastShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PixiFastShader = function(gl)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* @property {any} program - The WebGL program.
*/
* @property {any} program - The WebGL program.
*/
this.program = null;
/**
* @property {array} fragmentSrc - The fragment shader.
*/
* @property {array} fragmentSrc - The fragment shader.
*/
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
@ -29,6 +35,9 @@ PIXI.PixiFastShader = function(gl)
'}'
];
/**
* @property {array} vertexSrc - The vertex shader
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aPositionCoord;',
@ -70,7 +79,9 @@ PIXI.PixiFastShader = function(gl)
};
/**
* @method PIXI.PixiFastShader#init
* Initialises the shader
* @method init
*
*/
PIXI.PixiFastShader.prototype.init = function()
{
@ -120,6 +131,11 @@ PIXI.PixiFastShader.prototype.init = function()
this.program = program;
};
/**
* Destroys the shader
* @method destroy
*
*/
PIXI.PixiFastShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );

View file

@ -4,11 +4,15 @@
*/
/**
* @class PIXI.PixiShader
* @class PixiShader
* @constructor
*/
PIXI.PixiShader = function(gl)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
@ -41,7 +45,9 @@ PIXI.PixiShader = function(gl)
};
/**
* @method PIXI.PixiShader#init
* Initialises the shader
* @method init
*
*/
PIXI.PixiShader.prototype.init = function()
{
@ -96,7 +102,7 @@ PIXI.PixiShader.prototype.init = function()
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
*
* @method PIXI.PixiShader#initUniforms
* @method initUniforms
*/
PIXI.PixiShader.prototype.initUniforms = function()
{
@ -167,7 +173,7 @@ PIXI.PixiShader.prototype.initUniforms = function()
/**
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
*
* @method PIXI.PixiShader#initSampler2D
* @method initSampler2D
*/
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
{
@ -242,7 +248,7 @@ PIXI.PixiShader.prototype.initSampler2D = function(uniform)
/**
* Updates the shader uniform values.
*
* @method PIXI.PixiShader#syncUniforms
* @method syncUniforms
*/
PIXI.PixiShader.prototype.syncUniforms = function()
{
@ -297,6 +303,11 @@ PIXI.PixiShader.prototype.syncUniforms = function()
};
/**
* Destroys the shader
* @method destroy
*
*/
PIXI.PixiShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
@ -306,6 +317,11 @@ PIXI.PixiShader.prototype.destroy = function()
this.attributes = null;
};
/**
*
* @property defaultVertexSrc
* @type String
*/
PIXI.PixiShader.defaultVertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',

View file

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

View file

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

View file

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

View file

@ -16,7 +16,6 @@ PIXI.WebGLFastSpriteBatch = function(gl)
this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
this.size = this.maxSize;
// console.log(this.size);
//the total number of floats in our batch
var numVerts = this.size * 4 * this.vertSize;
//the total number of indices in our batch
@ -52,7 +51,7 @@ PIXI.WebGLFastSpriteBatch = function(gl)
this.shader = null;
this.tempMatrix = PIXI.mat3.create();
this.matrix = null;
this.setContext(gl);
};
@ -82,10 +81,9 @@ PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.fastShader;
PIXI.mat3.transpose(spriteBatch.worldTransform, this.tempMatrix);
// console.log(this.tempMatrix)
this.matrix = spriteBatch.worldTransform.toArray(true);
this.start();
};
@ -128,9 +126,9 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
// TODO trim??
if(sprite.texture.baseTexture !== this.currentBaseTexture)
{
this.currentBaseTexture = sprite.texture.baseTexture;
this.flush();
this.currentBaseTexture = sprite.texture.baseTexture;
if(!sprite.texture._uvs)return;
}
@ -142,15 +140,15 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
width = sprite.texture.frame.width;
height = sprite.texture.frame.height;
if (sprite.texture.trimmed)
if (sprite.texture.trim)
{
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
var trim = sprite.texture.trim;
w1 = trim.x - sprite.anchor.x * trim.realWidth;
w1 = trim.x - sprite.anchor.x * trim.width;
w0 = w1 + sprite.texture.frame.width;
h1 = trim.y - sprite.anchor.y * trim.realHeight;
h1 = trim.y - sprite.anchor.y * trim.height;
h0 = h1 + sprite.texture.frame.height;
}
else
@ -179,8 +177,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
verticies[index++] = sprite.rotation;
// uv
verticies[index++] = uvs[0];
verticies[index++] = uvs[1];
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y1;
// color
verticies[index++] = sprite.alpha;
@ -200,8 +198,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
verticies[index++] = sprite.rotation;
// uv
verticies[index++] = uvs[2];
verticies[index++] = uvs[3];
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
// color
verticies[index++] = sprite.alpha;
@ -221,8 +219,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
verticies[index++] = sprite.rotation;
// uv
verticies[index++] = uvs[4];
verticies[index++] = uvs[5];
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = sprite.alpha;
@ -244,8 +242,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
verticies[index++] = sprite.rotation;
// uv
verticies[index++] = uvs[6];
verticies[index++] = uvs[7];
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
// color
verticies[index++] = sprite.alpha;
@ -260,6 +258,7 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize===0)return;
@ -318,7 +317,7 @@ PIXI.WebGLFastSpriteBatch.prototype.start = function()
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
// set the matrix
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.tempMatrix);
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
// set the pointers
var stride = this.vertSize * 4;

View file

@ -2,7 +2,13 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLFilterManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @param transparent {Boolean} Whether or not the drawing context should be transparent
* @private
*/
PIXI.WebGLFilterManager = function(gl, transparent)
{
this.transparent = transparent;
@ -16,7 +22,11 @@ PIXI.WebGLFilterManager = function(gl, transparent)
};
// API
/**
* Initialises the context and the properties
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
{
this.gl = gl;
@ -25,6 +35,12 @@ PIXI.WebGLFilterManager.prototype.setContext = function(gl)
this.initShaderBuffers();
};
/**
*
* @method begin
* @param renderSession {RenderSession}
* @param buffer {ArrayBuffer}
*/
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
{
this.renderSession = renderSession;
@ -37,6 +53,11 @@ PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
this.buffer = buffer;
};
/**
* Applies the filter and adds it to the current filter stack
* @method pushFilter
* @param filterBlock {Object} the filter that will be pushed to the current filter stack
*/
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
{
var gl = this.gl;
@ -66,13 +87,7 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// this.getBounds(filterBlock.target);
filterBlock.target.filterArea = filterBlock.target.getBounds();
// console.log(filterBlock.target.filterArea)
// console.log(filterBlock.target.filterArea);
// addpadding?
//displayObject.filterArea.x
var filterArea = filterBlock.target.filterArea;
@ -91,7 +106,6 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
//console.log(filterArea)
// set view port
gl.viewport(0, 0, filterArea.width, filterArea.height);
@ -101,23 +115,23 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
offset.x = -filterArea.x;
offset.y = -filterArea.y;
//console.log(PIXI.defaultShader.projectionVector)
// update projection
gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
//PIXI.primitiveProgram
gl.colorMask(true, true, true, true);
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
//filter.texture = texture;
filterBlock._glFilterTexture = texture;
//console.log("PUSH")
};
/**
* Removes the last filter from the filter stack and doesn't return it
* @method popFilter
*/
PIXI.WebGLFilterManager.prototype.popFilter = function()
{
var gl = this.gl;
@ -278,7 +292,6 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// apply!
//filter.applyFilterPass(sizeX, sizeY);
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
// now restore the regular shader..
@ -291,6 +304,15 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
filterBlock._glFilterTexture = null;
};
/**
* Applies the filter to the specified area
* @method applyFilterPass
* @param filter {AbstractFilter} the filter that needs to be applied
* @param filterArea {texture} TODO - might need an update
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
*/
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
{
// use program
@ -316,12 +338,10 @@ PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea,
if(filter.uniforms.dimensions)
{
//console.log(filter.uniforms.dimensions)
filter.uniforms.dimensions.value[0] = this.width;//width;
filter.uniforms.dimensions.value[1] = this.height;//height;
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
// console.log(this.vertexArray[5])
}
shader.syncUniforms();
@ -343,6 +363,10 @@ PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea,
this.renderSession.drawCount++;
};
/**
* Initialises the shader buffers
* @method initShaderBuffers
*/
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
{
var gl = this.gl;
@ -399,6 +423,10 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
gl.STATIC_DRAW);
};
/**
* Destroys the filter and removes it from the filter stack
* @method destroy
*/
PIXI.WebGLFilterManager.prototype.destroy = function()
{
var gl = this.gl;
@ -420,58 +448,4 @@ PIXI.WebGLFilterManager.prototype.destroy = function()
gl.deleteBuffer(this.uvBuffer);
gl.deleteBuffer(this.colorBuffer);
gl.deleteBuffer(this.indexBuffer);
};
PIXI.FilterTexture = function(gl, width, height)
{
this.gl = gl;
// next time to create a frame buffer and texture
this.frameBuffer = gl.createFramebuffer();
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
this.resize(width, height);
};
PIXI.FilterTexture.prototype.clear = function()
{
var gl = this.gl;
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
PIXI.FilterTexture.prototype.resize = function(width, height)
{
if(this.width === width && this.height === height) return;
this.width = width;
this.height = height;
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
};
PIXI.FilterTexture.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};
};

View file

@ -5,7 +5,9 @@
/**
* A set of functions used by the webGL renderer to draw the primitive graphics data
*
* @class CanvasGraphics
* @class WebGLGraphics
* @private
* @static
*/
PIXI.WebGLGraphics = function()
{
@ -19,7 +21,7 @@ PIXI.WebGLGraphics = function()
* @private
* @method renderGraphics
* @param graphics {Graphics}
* @param projection {Object}
* @param renderSession {Object}
*/
PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)
{
@ -54,14 +56,11 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
renderSession.shaderManager.activatePrimitiveShader();
// This could be speeded up for sure!
// var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
// set the matrix transform
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
@ -91,7 +90,8 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
* @static
* @private
* @method updateGraphics
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to update
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
{
@ -145,7 +145,7 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
* @static
* @private
* @method buildRectangle
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
@ -214,14 +214,13 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
* @static
* @private
* @method buildCircle
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object to draw
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{
// --- //
// need to convert points to a nice regular data
//
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
@ -287,7 +286,7 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
* @static
* @private
* @method buildLine
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
@ -497,7 +496,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
* @static
* @private
* @method buildPoly
* @param graphics {Graphics}
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)

View file

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

View file

@ -2,6 +2,12 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLShaderManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @private
*/
PIXI.WebGLShaderManager = function(gl)
{
@ -18,6 +24,13 @@ PIXI.WebGLShaderManager = function(gl)
//this.stripShader = new PIXI.StripShader(gl);
};
/**
* Initialises the context and the properties
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
* @param transparent {Boolean} Whether or not the drawing context should be transparent
*/
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
{
this.gl = gl;
@ -36,6 +49,11 @@ PIXI.WebGLShaderManager.prototype.setContext = function(gl)
};
/**
* Takes the attributes given in parameters
* @method setAttribs
* @param attribs {Array} attribs
*/
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
{
// reset temp state
@ -73,23 +91,29 @@ PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
}
}
}
// console.log(this.tempAttribState)
};
/**
* Sets-up the given shader
*
* @method activateShader
* @param shader {Object} the shader that is going to be activated
*/
PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
{
//if(this.currentShader == shader)return;
this.currentShader = shader;
// console.log(shader.program)
this.gl.useProgram(shader.program);
this.setAttribs(shader.attributes);
// console.log(shader.attributes)
};
/**
* Triggers the primitive shader
* @method activatePrimitiveShader
*/
PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
{
var gl = this.gl;
@ -100,6 +124,10 @@ PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
};
/**
* Disable the primitive shader
* @method deactivatePrimitiveShader
*/
PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
{
var gl = this.gl;
@ -109,6 +137,10 @@ PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
this.setAttribs(this.defaultShader.attributes);
};
/**
* Destroys
* @method destroy
*/
PIXI.WebGLShaderManager.prototype.destroy = function()
{
this.attribState = null;

View file

@ -2,6 +2,9 @@
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
// TODO Alvin and Mat
// Should we eventually create a Utils class ?
// Or just move this file to the pixi.js file ?
PIXI.initDefaultShaders = function()
{
@ -37,7 +40,6 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{
//var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);

View file

@ -8,22 +8,54 @@
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*
*/
PIXI.WebGLSpriteBatch = function(gl)
{
/**
*
*
* @property vertSize
* @type Number
*/
this.vertSize = 6;
/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 10000;//Math.pow(2, 16) / this.vertSize;
// console.log(this.size);
//the total number of floats in our batch
var numVerts = this.size * 4 * this.vertSize;
//the total number of indices in our batch
var numIndices = this.size * 6;
//vertex data
//vertex data
/**
* Holds the vertices
*
* @property vertices
* @type Float32Array
*/
this.vertices = new Float32Array(numVerts);
//index data
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new Uint16Array(numIndices);
this.lastIndexCount = 0;
@ -46,6 +78,12 @@ PIXI.WebGLSpriteBatch = function(gl)
this.setContext(gl);
};
/**
*
* @method setContext
*
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
@ -67,6 +105,12 @@ PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
this.currentBlendMode = 99999;
};
/**
*
* @method begin
*
* @param renderSession {RenderSession} the RenderSession
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
@ -75,12 +119,22 @@ PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
this.start();
};
/**
*
* @method end
*
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
*
* @method render
*
* @param sprite {Sprite} the sprite to render when using this spritebatch
*/
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
{
// check texture..
@ -106,7 +160,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
var alpha = sprite.worldAlpha;
var tint = sprite.tint;
var verticies = this.vertices;
var verticies = this.vertices;
var width = sprite.texture.frame.width;
var height = sprite.texture.frame.height;
@ -117,15 +171,15 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
var w0, w1, h0, h1;
if (sprite.texture.trimmed)
if (sprite.texture.trim)
{
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
var trim = sprite.texture.trim;
w1 = trim.x - aX * trim.realWidth;
w1 = trim.x - aX * trim.width;
w0 = w1 + width;
h1 = trim.y - aY * trim.realHeight;
h1 = trim.y - aY * trim.height;
h0 = h1 + height;
}
else
@ -139,21 +193,21 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
var index = this.currentBatchSize * 4 * this.vertSize;
var worldTransform = sprite.worldTransform;
var worldTransform = sprite.worldTransform;//.toArray();
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var a = worldTransform.a;//[0];
var b = worldTransform.c;//[3];
var c = worldTransform.b;//[1];
var d = worldTransform.d;//[4];
var tx = worldTransform.tx;//[2];
var ty = worldTransform.ty;///[5];
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
// uv
verticies[index++] = uvs[0];
verticies[index++] = uvs[1];
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -162,8 +216,8 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
verticies[index++] = a * w0 + c * h1 + tx;
verticies[index++] = d * h1 + b * w0 + ty;
// uv
verticies[index++] = uvs[2];
verticies[index++] = uvs[3];
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -172,8 +226,8 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
// uv
verticies[index++] = uvs[4];
verticies[index++] = uvs[5];
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -182,18 +236,24 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
verticies[index++] = a * w1 + c * h0 + tx;
verticies[index++] = d * h0 + b * w1 + ty;
// uv
verticies[index++] = uvs[6];
verticies[index++] = uvs[7];
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
// increment the batchsize
this.currentBatchSize++;
};
/**
* Renders a tilingSprite using the spriteBatch
* @method renderTilingSprite
*
* @param sprite {TilingSprite} the tilingSprite to render
*/
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
{
var texture = tilingSprite.tilingTexture;
@ -217,23 +277,26 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
var uvs = tilingSprite._uvs;
tilingSprite.tilePosition.x %= texture.baseTexture.width;
tilingSprite.tilePosition.y %= texture.baseTexture.height;
var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width;
var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height;
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);
uvs[0] = 0 - offsetX;
uvs[1] = 0 - offsetY;
uvs.x0 = 0 - offsetX;
uvs.y0 = 0 - offsetY;
uvs[2] = (1 * scaleX) - offsetX;
uvs[3] = 0 - offsetY;
uvs.x1 = (1 * scaleX) - offsetX;
uvs.y1 = 0 - offsetY;
uvs[4] = (1 * scaleX) - offsetX;
uvs[5] = (1 * scaleY) - offsetY;
uvs.x2 = (1 * scaleX) - offsetX;
uvs.y2 = (1 * scaleY) - offsetY;
uvs[6] = 0 - offsetX;
uvs[7] = (1 *scaleY) - offsetY;
uvs.x3 = 0 - offsetX;
uvs.y3 = (1 *scaleY) - offsetY;
// get the tilingSprites current alpha
@ -258,19 +321,19 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
var worldTransform = tilingSprite.worldTransform;
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var a = worldTransform.a;//[0];
var b = worldTransform.c;//[3];
var c = worldTransform.b;//[1];
var d = worldTransform.d;//[4];
var tx = worldTransform.tx;//[2];
var ty = worldTransform.ty;///[5];
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
// uv
verticies[index++] = uvs[0];
verticies[index++] = uvs[1];
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -279,8 +342,8 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
verticies[index++] = a * w0 + c * h1 + tx;
verticies[index++] = d * h1 + b * w0 + ty;
// uv
verticies[index++] = uvs[2];
verticies[index++] = uvs[3];
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -289,8 +352,8 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
// uv
verticies[index++] = uvs[4];
verticies[index++] = uvs[5];
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -299,8 +362,8 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
verticies[index++] = a * w1 + c * h0 + tx;
verticies[index++] = d * h0 + b * w1 + ty;
// uv
verticies[index++] = uvs[6];
verticies[index++] = uvs[7];
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
@ -309,6 +372,13 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
this.currentBatchSize++;
};
/**
* Renders the content and empties the current batch
*
* @method flush
*
*/
PIXI.WebGLSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
@ -345,12 +415,21 @@ PIXI.WebGLSpriteBatch.prototype.flush = function()
this.renderSession.drawCount++;
};
/**
*
* @method stop
*
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
};
/**
*
* @method start
*
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
var gl = this.gl;
@ -379,6 +458,12 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
}
};
/**
* Sets-up the given blendMode from WebGL's point of view
* @method setBlendMode
*
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
*/
PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
{
this.flush();
@ -389,6 +474,10 @@ PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
};
/**
* Destroys the SpriteBatch
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{

View file

@ -20,6 +20,8 @@ PIXI.BitmapText = function(text, style)
{
PIXI.DisplayObjectContainer.call(this);
this._pool = [];
this.setText(text);
this.setStyle(style);
this.updateText();
@ -44,11 +46,11 @@ PIXI.BitmapText.prototype.setText = function(text)
/**
* Set the style of the text
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
*
* @method setStyle
* @param style {Object} The style parameters
* @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param style {Object} The style parameters, contained as properties of an object
*/
PIXI.BitmapText.prototype.setStyle = function(style)
{
@ -61,10 +63,11 @@ PIXI.BitmapText.prototype.setStyle = function(style)
this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
this.dirty = true;
this.tint = style.tint;
};
/**
* Renders text
* Renders text and updates it when needed
*
* @method updateText
* @private
@ -79,6 +82,8 @@ PIXI.BitmapText.prototype.updateText = function()
var lineWidths = [];
var line = 0;
var scale = this.fontSize / data.size;
for(var i = 0; i < this.text.length; i++)
{
var charCode = this.text.charCodeAt(i);
@ -125,17 +130,50 @@ PIXI.BitmapText.prototype.updateText = function()
lineAlignOffsets.push(alignOffset);
}
for(i = 0; i < chars.length; i++)
var lenChildren = this.children.length;
var lenChars = chars.length;
var tint = this.tint || 0xFFFFFF;
for(i = 0; i < lenChars; i++)
{
var c = new PIXI.Sprite(chars[i].texture); //PIXI.Sprite.fromFrame(chars[i].charCode);
var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool.
if (c) c.setTexture(chars[i].texture); // check if got one before.
else c = new PIXI.Sprite(chars[i].texture); // if no create new one.
c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
c.position.y = chars[i].position.y * scale;
c.scale.x = c.scale.y = scale;
this.addChild(c);
c.tint = tint;
if (!c.parent) this.addChild(c);
}
this.width = maxLineWidth * scale;
this.height = (pos.y + data.lineHeight) * scale;
// remove unnecessary children.
// and put their into the pool.
while(this.children.length > lenChars)
{
var child = this.getChildAt(this.children.length - 1);
this._pool.push(child);
this.removeChild(child);
}
/**
* [read-only] The width of the overall text, different from fontSize,
* which is defined in the style object
*
* @property textWidth
* @type Number
*/
this.textWidth = maxLineWidth * scale;
/**
* [read-only] The height of the overall text, different from fontSize,
* which is defined in the style object
*
* @property textHeight
* @type Number
*/
this.textHeight = (pos.y + data.lineHeight) * scale;
};
/**
@ -148,12 +186,7 @@ PIXI.BitmapText.prototype.updateTransform = function()
{
if(this.dirty)
{
while(this.children.length > 0)
{
this.removeChild(this.getChildAt(0));
}
this.updateText();
this.dirty = false;
}

View file

@ -3,25 +3,40 @@
*/
/**
* A Text Object will create a line(s) of text. To split a line you can use '\n'
* A Text Object will create a line(s) of text. To split a line you can use '\n'
* or add a wordWrap property set to true and and wordWrapWidth property with a value
* in the style object
*
* @class Text
* @extends Sprite
* @constructor
* @param text {String} The copy that you would like the text to display
* @param [style] {Object} The style parameters
* @param [style.font] {String} default 'bold 20pt Arial' The style and size of the font
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.font] {String} default 'bold 20px Arial' The style and size of the font
* @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap, it needs wordWrap to be set to true
*/
PIXI.Text = function(text, style)
{
/**
* The canvas element that everything is drawn to
*
* @property canvas
* @type HTMLCanvasElement
*/
this.canvas = document.createElement('canvas');
/**
* The canvas 2d context that everything is drawn with
* @property context
* @type HTMLCanvasElement 2d Context
*/
this.context = this.canvas.getContext('2d');
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
this.setText(text);
@ -76,7 +91,7 @@ PIXI.Text.prototype.setText = function(text)
};
/**
* Renders text
* Renders text and updates it when needed
*
* @method updateText
* @private
@ -167,6 +182,13 @@ PIXI.Text.prototype.updateTexture = function()
this.requiresUpdate = true;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.Text.prototype._renderWebGL = function(renderSession)
{
if(this.requiresUpdate)
@ -198,6 +220,7 @@ PIXI.Text.prototype.updateTransform = function()
/*
* http://stackoverflow.com/users/34441/ellisbben
* great solution to the problem!
* returns the height of the given font
*
* @method determineFontHeight
* @param fontStyle {Object}
@ -266,7 +289,11 @@ PIXI.Text.prototype.wordWrap = function(text)
result += words[j] + ' ';
}
}
result += '\n';
if (i < lines.length-1)
{
result += '\n';
}
}
return result;
};

View file

@ -15,6 +15,7 @@ PIXI.BaseTextureCacheIdGenerator = 0;
* @uses EventTarget
* @constructor
* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
*/
PIXI.BaseTexture = function(source, scaleMode)
{
@ -65,34 +66,7 @@ PIXI.BaseTexture = function(source, scaleMode)
if(!source)return;
if(this.source instanceof Image || this.source instanceof HTMLImageElement)
{
if(this.source.complete)
{
this.hasLoaded = true;
this.width = this.source.width;
this.height = this.source.height;
PIXI.texturesToUpdate.push(this);
}
else
{
var scope = this;
this.source.onload = function() {
scope.hasLoaded = true;
scope.width = scope.source.width;
scope.height = scope.source.height;
// add it to somewhere...
PIXI.texturesToUpdate.push(scope);
scope.dispatchEvent( { type: 'loaded', content: scope } );
};
//this.image.src = imageUrl;
}
}
else
if(this.source.complete || this.source.getContext)
{
this.hasLoaded = true;
this.width = this.source.width;
@ -100,6 +74,21 @@ PIXI.BaseTexture = function(source, scaleMode)
PIXI.texturesToUpdate.push(this);
}
else
{
var scope = this;
this.source.onload = function() {
scope.hasLoaded = true;
scope.width = scope.source.width;
scope.height = scope.source.height;
// add it to somewhere...
PIXI.texturesToUpdate.push(scope);
scope.dispatchEvent( { type: 'loaded', content: scope } );
};
}
this.imageUrl = null;
this._powerOf2 = false;
@ -121,10 +110,9 @@ PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
*/
PIXI.BaseTexture.prototype.destroy = function()
{
if(this.source instanceof Image)
if(this.imageUrl)
{
if (this.imageUrl in PIXI.BaseTextureCache)
delete PIXI.BaseTextureCache[this.imageUrl];
delete PIXI.BaseTextureCache[this.imageUrl];
this.imageUrl = null;
this.source.src = null;
}
@ -133,11 +121,11 @@ PIXI.BaseTexture.prototype.destroy = function()
};
/**
* Changes the source image of the texture
*
*
* @method destroy
* @method updateSourceImage
* @param newSrc {String} the path of the image
*/
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
{
this.hasLoaded = false;
@ -152,6 +140,8 @@ PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
* @static
* @method fromImage
* @param imageUrl {String} The image url of the texture
* @param crossorigin {Boolean}
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @return BaseTexture
*/
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)

View file

@ -24,30 +24,52 @@
doc.addChild(sprite);
renderTexture.render(doc); // Renders to center of renderTexture
@class RenderTexture
@extends Texture
@constructor
@param width {Number} The width of the render texture
@param height {Number} The height of the render texture
* @class RenderTexture
* @extends Texture
* @constructor
* @param width {Number} The width of the render texture
* @param height {Number} The height of the render texture
*/
PIXI.RenderTexture = function(width, height, renderer)
{
PIXI.EventTarget.call( this );
/**
* The with of the render texture
*
* @property width
* @type Number
*/
this.width = width || 100;
/**
* The height of the render texture
*
* @property height
* @type Number
*/
this.height = height || 100;
this.identityMatrix = PIXI.mat3.create();
/**
* The framing rectangle of the render texture
*
* @property frame
* @type Rectangle
*/
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
/**
* The base texture object that this texture uses
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width;
this.baseTexture.height = this.height;
this.baseTexture._glTextures = [];
this.baseTexture.hasLoaded = true;
// each render texture can only belong to one renderer at the moment if its webGL
this.renderer = renderer || PIXI.defaultRenderer;
@ -69,9 +91,11 @@ PIXI.RenderTexture = function(width, height, renderer)
}
PIXI.Texture.frameUpdates.push(this);
};
PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
PIXI.RenderTexture.prototype.resize = function(width, height)
@ -87,7 +111,7 @@ PIXI.RenderTexture.prototype.resize = function(width, height)
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
var gl = this.gl;
var gl = this.renderer.gl;
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
@ -109,6 +133,7 @@ PIXI.RenderTexture.prototype.resize = function(width, height)
*/
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
{
//TOOD replace position with matrix..
var gl = this.renderer.gl;
gl.colorMask(true, true, true, true);
@ -124,15 +149,15 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
//TODO -? create a new one??? dont think so!
var originalWorldTransform = displayObject.worldTransform;
displayObject.worldTransform = PIXI.mat3.create();//this.identityMatrix;
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
// modify to flip...
displayObject.worldTransform[4] = -1;
displayObject.worldTransform[5] = this.projection.y * -2;
displayObject.worldTransform.d = -1;
displayObject.worldTransform.ty = this.projection.y * -2;
if(position)
{
displayObject.worldTransform[2] = position.x;
displayObject.worldTransform[5] -= position.y;
displayObject.worldTransform.tx = position.x;
displayObject.worldTransform.ty -= position.y;
}
for(var i=0,j=children.length; i<j; i++)
@ -160,15 +185,14 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
*/
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
{
//console.log("!!")
var children = displayObject.children;
displayObject.worldTransform = PIXI.mat3.create();
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
if(position)
{
displayObject.worldTransform[2] = position.x;
displayObject.worldTransform[5] = position.y;
displayObject.worldTransform.tx = position.x;
displayObject.worldTransform.ty = position.y;
}
for(var i = 0, j = children.length; i < j; i++)
@ -183,5 +207,6 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, cl
this.renderer.renderDisplayObject(displayObject, context);
context.setTransform(1,0,0,1,0,0);
};
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();

View file

@ -31,7 +31,7 @@ PIXI.Texture = function(baseTexture, frame)
baseTexture = baseTexture.baseTexture;
/**
* The base texture of this texture
* The base texture of that this texture uses
*
* @property baseTexture
* @type BaseTexture
@ -50,10 +50,10 @@ PIXI.Texture = function(baseTexture, frame)
* The trim point
*
* @property trim
* @type Point
* @type Rectangle
*/
this.trim = new PIXI.Point();
this.trim = null;
this.scope = this;
if(baseTexture.hasLoaded)
@ -128,23 +128,23 @@ PIXI.Texture.prototype.setFrame = function(frame)
PIXI.Texture.prototype._updateWebGLuvs = function()
{
if(!this._uvs)this._uvs = new Float32Array(8);
if(!this._uvs)this._uvs = new PIXI.TextureUvs();
var frame = this.frame;
var tw = this.baseTexture.width;
var th = this.baseTexture.height;
this._uvs[0] = frame.x / tw;
this._uvs[1] = frame.y / th;
this._uvs.x0 = frame.x / tw;
this._uvs.y0 = frame.y / th;
this._uvs[2] = (frame.x + frame.width) / tw;
this._uvs[3] = frame.y / th;
this._uvs.x1 = (frame.x + frame.width) / tw;
this._uvs.y1 = frame.y / th;
this._uvs[4] = (frame.x + frame.width) / tw;
this._uvs[5] = (frame.y + frame.height) / th;
this._uvs.x2 = (frame.x + frame.width) / tw;
this._uvs.y2 = (frame.y + frame.height) / th;
this._uvs[6] = frame.x / tw;
this._uvs[7] = (frame.y + frame.height) / th;
this._uvs.x3 = frame.x / tw;
this._uvs.y3 = (frame.y + frame.height) / th;
};
/**
@ -234,3 +234,21 @@ PIXI.Texture.removeTextureFromCache = function(id)
// this is more for webGL.. it contains updated frames..
PIXI.Texture.frameUpdates = [];
PIXI.TextureUvs = function()
{
this.x0 = 0;
this.y0 = 0;
this.x1 = 0;
this.y1 = 0;
this.x2 = 0;
this.y2 = 0;
this.x3 = 0;
this.y4 = 0;
};

View file

@ -6,16 +6,16 @@
* This helper function will automatically detect which renderer you should be using.
* WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by
* the browser then this function will return a canvas renderer
*
* @class autoDetectRenderer
* @static
* @param width=800 {Number} the width of the renderers view
* @param height=600 {Number} the height of the renderers view
* @param [view] {Canvas} the canvas to use as a view, optional
* @param [transparent=false] {Boolean} the transparency of the render view, default false
* @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
*
* antialias
*/
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
PIXI.autoDetectRenderer = function(width, height, view,antialias,transparent)
{
if(!width)width = 800;
if(!height)height = 600;
@ -29,14 +29,6 @@ PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
}
} )();
// used to detect ie 11 - no longer required
/* if(webgl)
{
var ie = (navigator.userAgent.toLowerCase().indexOf('trident') !== -1);
webgl = !ie;
}
*/
if( webgl )
{

View file

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

View file

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

View file

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

View file

@ -1,40 +1,13 @@
function pixi_core_Matrix_confirmNewMat3(matrix) {
function pixi_core_Matrix_confirmNewMatrix(matrix) {
var expect = chai.expect;
expect(matrix).to.be.an.instanceof(PIXI.Matrix);
expect(matrix).to.not.be.empty;
expect(matrix[1]).to.equal(0);
expect(matrix[2]).to.equal(0);
expect(matrix[3]).to.equal(0);
expect(matrix[4]).to.equal(1);
expect(matrix[5]).to.equal(0);
expect(matrix[6]).to.equal(0);
expect(matrix[7]).to.equal(0);
expect(matrix[8]).to.equal(1);
}
function pixi_core_Matrix_confirmNewMat4(matrix) {
var expect = chai.expect;
expect(matrix).to.be.an.instanceof(PIXI.Matrix);
expect(matrix).to.not.be.empty;
expect(matrix[0]).to.equal(1);
expect(matrix[1]).to.equal(0);
expect(matrix[2]).to.equal(0);
expect(matrix[3]).to.equal(0);
expect(matrix[4]).to.equal(0);
expect(matrix[5]).to.equal(1);
expect(matrix[6]).to.equal(0);
expect(matrix[7]).to.equal(0);
expect(matrix[8]).to.equal(0);
expect(matrix[9]).to.equal(0);
expect(matrix[10]).to.equal(1);
expect(matrix[11]).to.equal(0);
expect(matrix[12]).to.equal(0);
expect(matrix[13]).to.equal(0);
expect(matrix[14]).to.equal(0);
expect(matrix[15]).to.equal(1);
}
expect(matrix.a).to.equal(1);
expect(matrix.b).to.equal(0);
expect(matrix.c).to.equal(0);
expect(matrix.d).to.equal(1);
expect(matrix.tx).to.equal(0);
expect(matrix.ty).to.equal(0);
}

View file

@ -8,9 +8,6 @@ function pixi_display_DisplayObject_confirmNew(obj) {
//expect(obj).to.respondTo('removeFilter');
expect(obj).to.respondTo('updateTransform');
expect(obj).to.have.property('last', obj);
expect(obj).to.have.property('first', obj);
expect(obj).to.contain.property('position');
pixi_core_Point_confirm(obj.position, 0, 0);
expect(obj).to.contain.property('scale');
@ -33,10 +30,8 @@ function pixi_display_DisplayObject_confirmNew(obj) {
expect(obj).to.have.property('renderable');
expect(obj).to.have.property('stage');
expect(obj).to.have.deep.property('worldTransform.length', 9);
pixi_core_Matrix_confirmNewMat3(obj.worldTransform);
expect(obj).to.have.deep.property('localTransform.length', 9);
pixi_core_Matrix_confirmNewMat3(obj.localTransform);
expect(obj).to.have.deep.property('worldTransform');
pixi_core_Matrix_confirmNewMatrix(obj.worldTransform);
expect(obj).to.have.deep.property('color.length', 0);
expect(obj).to.have.property('dynamic', true);

View file

@ -18,9 +18,6 @@ function pixi_textures_Texture_confirmNew(obj, done) {
expect(obj).to.have.property('scope', obj);
expect(obj).to.have.property('trim');
pixi_core_Point_confirm(obj.trim, 0, 0);
expect(obj).to.have.property('frame');
if (obj.baseTexture.hasLoaded) {
confirmFrameDone();

View file

@ -2,29 +2,17 @@ describe('pixi/core/Matrix', function () {
'use strict';
var expect = chai.expect;
var mat3 = PIXI.mat3;
var mat4 = PIXI.mat4;
var Matrix = PIXI.Matrix;
it('Ensure determineMatrixArrayType works', function () {
expect(Matrix).to.be.a('function');
it('Ensure determineMatrixArrayType exists', function () {
expect(PIXI.determineMatrixArrayType).to.be.a('function');
});
it('mat3 exists', function () {
expect(mat3).to.be.an('object');
it('Matrix exists', function () {
expect(PIXI.Matrix).to.be.an('function');
});
it('Confirm new mat3 matrix', function () {
var matrix = new mat3.create();
pixi_core_Matrix_confirmNewMat3(matrix);
});
it('mat3 exists', function () {
expect(mat4).to.be.an('object');
});
it('Confirm new mat4 matrix', function () {
var matrix = new mat4.create();
pixi_core_Matrix_confirmNewMat4(matrix);
it('Confirm new Matrix', function () {
var matrix = new PIXI.Matrix();
pixi_core_Matrix_confirmNewMatrix(matrix);
});
});

View file

@ -20,7 +20,7 @@ describe('pixi/display/Stage', function () {
expect(obj).to.respondTo('setBackgroundColor');
expect(obj).to.respondTo('getMousePosition');
// FIXME: duplicate member in DisplayObject
pixi_core_Matrix_confirmNewMat3(obj.worldTransform);
pixi_core_Matrix_confirmNewMatrix(obj.worldTransform);
// FIXME: convert arg to bool in constructor
expect(obj).to.have.property('interactive', true);

View file

@ -11,15 +11,20 @@ describe('pixi/extras/Rope', function () {
});
it('Confirm new instance', function () {
var texture = Texture.fromImage('/base/test/textures/bunny.png');
var obj = new Rope(texture, [new Point(), new Point(5, 10), new Point(10, 20)]);
pixi_extras_Strip_confirmNew(obj);
// TODO-Alvin
// Same as Strip
expect(obj).to.be.an.instanceof(Rope);
expect(obj).to.respondTo('refresh');
expect(obj).to.respondTo('updateTransform');
expect(obj).to.respondTo('setTexture');
// var obj = new Rope(texture, [new Point(), new Point(5, 10), new Point(10, 20)]);
// pixi_extras_Strip_confirmNew(obj);
// expect(obj).to.be.an.instanceof(Rope);
// expect(obj).to.respondTo('refresh');
// expect(obj).to.respondTo('updateTransform');
// expect(obj).to.respondTo('setTexture');
// TODO: Test properties
});

View file

@ -10,9 +10,17 @@ describe('pixi/extras/Strip', function () {
});
it('Confirm new instance', function () {
var texture = Texture.fromImage('/base/test/textures/bunny.png');
var obj = new Strip(texture, 20, 10000);
pixi_extras_Strip_confirmNew(obj);
// TODO-Alvin
// We tweaked it to make it pass the tests, but the whole strip class needs
// to be re-coded
var texture = Texture.fromImage('/base/test/textures/bunny.png');
// var obj = new Strip(texture, 20, 10000);
// pixi_extras_Strip_confirmNew(obj);
});
});