693 lines
18 KiB
HTML
693 lines
18 KiB
HTML
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<title>pixi/renderers/WebGLBatch.js - Pixi.js API</title>
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<h1 class="file-heading">File: pixi/renderers/WebGLBatch.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI._batchs = [];
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/**
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* @private
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*/
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PIXI._getBatch = function(gl)
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{
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if(PIXI._batchs.length == 0)
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{
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return new PIXI.WebGLBatch(gl);
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}
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else
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{
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return PIXI._batchs.pop();
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}
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}
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/**
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* @private
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*/
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PIXI._returnBatch = function(batch)
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{
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batch.clean();
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PIXI._batchs.push(batch);
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}
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/**
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* @private
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*/
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PIXI._restoreBatchs = function(gl)
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{
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for (var i=0; i < PIXI._batchs.length; i++)
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{
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PIXI._batchs[i].restoreLostContext(gl);
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};
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}
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/**
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* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
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* if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
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* @class WebGLBatch
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* @param an instance of the webGL context
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* @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
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*/
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PIXI.WebGLBatch = function(gl)
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{
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this.gl = gl;
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this.size = 0;
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this.vertexBuffer = gl.createBuffer();
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this.indexBuffer = gl.createBuffer();
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this.uvBuffer = gl.createBuffer();
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this.colorBuffer = gl.createBuffer();
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this.blendMode = PIXI.blendModes.NORMAL;
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this.dynamicSize = 1;
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}
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// constructor
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PIXI.WebGLBatch.constructor = PIXI.WebGLBatch;
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/**
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* Cleans the batch so that is can be returned to an object pool and reused
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*/
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PIXI.WebGLBatch.prototype.clean = function()
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{
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this.verticies = [];
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this.uvs = [];
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this.indices = [];
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this.colors = [];
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//this.sprites = [];
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this.dynamicSize = 1;
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this.texture = null;
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this.last = null;
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this.size = 0;
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this.head;
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this.tail;
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}
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/*
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* recreates the buffers in the event of a context loss
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*/
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PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
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{
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this.gl = gl;
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this.vertexBuffer = gl.createBuffer();
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this.indexBuffer = gl.createBuffer();
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this.uvBuffer = gl.createBuffer();
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this.colorBuffer = gl.createBuffer();
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}
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/**
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* inits the batch's texture and blend mode based if the supplied sprite
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* @method init
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* @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with the same base texture and blend mode will be allowed to be added to this batch
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*/
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PIXI.WebGLBatch.prototype.init = function(sprite)
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{
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sprite.batch = this;
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this.dirty = true;
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this.blendMode = sprite.blendMode;
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this.texture = sprite.texture.baseTexture;
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// this.sprites.push(sprite);
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this.head = sprite;
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this.tail = sprite;
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this.size = 1;
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this.growBatch();
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}
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/**
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* inserts a sprite before the specified sprite
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* @method insertBefore
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* @param sprite {Sprite} the sprite to be added
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* @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
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*/
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PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
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{
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this.size++;
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sprite.batch = this;
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this.dirty = true;
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var tempPrev = nextSprite.__prev;
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nextSprite.__prev = sprite;
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sprite.__next = nextSprite;
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if(tempPrev)
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{
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sprite.__prev = tempPrev;
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tempPrev.__next = sprite;
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}
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else
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{
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this.head = sprite;
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//this.head.__prev = null
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}
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}
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/**
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* inserts a sprite after the specified sprite
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* @method insertAfter
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* @param sprite {Sprite} the sprite to be added
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* @param previousSprite {Sprite} the first sprite will be inserted after this sprite
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*/
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PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
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{
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this.size++;
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sprite.batch = this;
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this.dirty = true;
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var tempNext = previousSprite.__next;
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previousSprite.__next = sprite;
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sprite.__prev = previousSprite;
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if(tempNext)
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{
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sprite.__next = tempNext;
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tempNext.__prev = sprite;
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}
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else
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{
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this.tail = sprite
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}
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}
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/**
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* removes a sprite from the batch
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* @method remove
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* @param sprite {Sprite} the sprite to be removed
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*/
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PIXI.WebGLBatch.prototype.remove = function(sprite)
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{
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this.size--;
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if(this.size == 0)
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{
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sprite.batch = null;
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sprite.__prev = null;
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sprite.__next = null;
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return;
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}
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if(sprite.__prev)
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{
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sprite.__prev.__next = sprite.__next;
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}
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else
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{
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this.head = sprite.__next;
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this.head.__prev = null;
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}
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if(sprite.__next)
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{
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sprite.__next.__prev = sprite.__prev;
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}
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else
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{
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this.tail = sprite.__prev;
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this.tail.__next = null
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}
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sprite.batch = null;
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sprite.__next = null;
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sprite.__prev = null;
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this.dirty = true;
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}
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/**
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* Splits the batch into two with the specified sprite being the start of the new batch.
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* @method split
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* @param sprite {Sprite} the sprite that indicates where the batch should be split
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* @return {WebGLBatch} the new batch
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*/
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PIXI.WebGLBatch.prototype.split = function(sprite)
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{
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//console.log("Splitting batch :" + this.size)
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// console.log(sprite)
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// console.log("-------")
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this.dirty = true;
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//var val = (this.tail == this.head)
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//console.log(val + " SAME?");
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var batch = new PIXI.WebGLBatch(this.gl)//PIXI._getBatch(this.gl);
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batch.init(sprite);
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batch.tail = this.tail;
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//console.log("id is " +batcheee.id)
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this.tail = sprite.__prev;
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this.tail.__next = null;
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sprite.__prev = null;
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// return a splite batch!
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//sprite.__prev.__next = null;
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//sprite.__prev = null;
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// TODO this size is wrong!
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// need to recalculate :/ problem with a linked list!
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// unless it gets calculated in the "clean"?
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// need to loop through items as there is no way to know the length on a linked list :/
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var tempSize = 0;
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while(sprite)
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{
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tempSize++;
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sprite.batch = batch;
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sprite = sprite.__next;
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}
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batch.size = tempSize;
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this.size -= tempSize;
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return batch;
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}
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/**
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* Merges two batchs together
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* @method merge
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* @param batch {WebGLBatch} the batch that will be merged
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*/
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PIXI.WebGLBatch.prototype.merge = function(batch)
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{
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this.dirty = true;
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this.tail.__next = batch.head;
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batch.head.__prev = this.tail;
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this.size += batch.size;
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this.tail = batch.tail;
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var sprite = batch.head;
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while(sprite)
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{
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sprite.batch = this;
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sprite = sprite.__next;
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}
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}
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/**
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* Grows the size of the batch. As the elements in the batch cannot have a dynamic size this function is used to increase the size of the batch. It also creates a little extra room so that the batch does not need to be resized every time a sprite is added
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* @methos growBatch
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*/
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PIXI.WebGLBatch.prototype.growBatch = function()
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{
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var gl = this.gl;
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if( this.size == 1)
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{
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this.dynamicSize = 1;
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}
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else
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{
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this.dynamicSize = this.size * 1.5
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}
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// grow verts
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this.verticies = new Float32Array(this.dynamicSize * 8);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
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this.uvs = new Float32Array( this.dynamicSize * 8 )
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gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
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this.dirtyUVS = true;
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this.colors = new Float32Array( this.dynamicSize * 4 )
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gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
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this.dirtyColors = true;
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this.indices = new Uint16Array(this.dynamicSize * 6);
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var length = this.indices.length/6;
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for (var i=0; i < length; i++)
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{
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var index2 = i * 6;
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var index3 = i * 4;
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this.indices[index2 + 0] = index3 + 0;
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this.indices[index2 + 1] = index3 + 1;
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this.indices[index2 + 2] = index3 + 2;
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this.indices[index2 + 3] = index3 + 0;
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this.indices[index2 + 4] = index3 + 2;
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this.indices[index2 + 5] = index3 + 3;
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};
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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}
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/**
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* Refresh's all the data in the batch and sync's it with the webGL buffers
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* @method refresh
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*/
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PIXI.WebGLBatch.prototype.refresh = function()
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{
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var gl = this.gl;
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if (this.dynamicSize < this.size)
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{
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this.growBatch();
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}
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var indexRun = 0;
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var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index
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var a, b, c, d, tx, ty
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var displayObject = this.head
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while(displayObject)
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{
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index = indexRun * 8;
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var texture = displayObject.texture;
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var frame = texture.frame;
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var tw = texture.baseTexture.width;
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var th = texture.baseTexture.height;
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this.uvs[index + 0] = frame.x / tw;
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this.uvs[index +1] = frame.y / th;
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this.uvs[index +2] = (frame.x + frame.width) / tw;
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this.uvs[index +3] = frame.y / th;
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this.uvs[index +4] = (frame.x + frame.width) / tw;
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this.uvs[index +5] = (frame.y + frame.height) / th;
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this.uvs[index +6] = frame.x / tw;
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this.uvs[index +7] = (frame.y + frame.height) / th;
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displayObject.updateFrame = false;
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colorIndex = indexRun * 4;
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this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
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displayObject = displayObject.__next;
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indexRun ++;
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}
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this.dirtyUVS = true;
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this.dirtyColors = true;
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}
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/**
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* Updates all the relevant geometry and uploads the data to the GPU
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* @method update
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*/
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PIXI.WebGLBatch.prototype.update = function()
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{
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var gl = this.gl;
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var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
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var a, b, c, d, tx, ty;
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var indexRun = 0;
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var displayObject = this.head;
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while(displayObject)
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{
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width = displayObject.width;
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height = displayObject.height;
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aX = displayObject.anchor.x - displayObject.texture.trim.x
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aY = displayObject.anchor.y - displayObject.texture.trim.y
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w0 = width * (1-aX);
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w1 = width * -aX;
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h0 = height * (1-aY);
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h1 = height * -aY;
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index = indexRun * 8;
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worldTransform = displayObject.worldTransform;
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a = worldTransform[0];
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b = worldTransform[3];
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c = worldTransform[1];
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d = worldTransform[4];
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tx = worldTransform[2];
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ty = worldTransform[5];
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this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
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this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
|
|
|
|
this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
|
|
this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
|
|
|
|
this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
|
|
this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
|
|
|
|
this.verticies[index + 6] = a * w1 + c * h0 + tx;
|
|
this.verticies[index + 7] = d * h0 + b * w1 + ty;
|
|
|
|
if(displayObject.updateFrame)
|
|
{
|
|
this.dirtyUVS = true;
|
|
|
|
var texture = displayObject.texture;
|
|
|
|
var frame = texture.frame;
|
|
var tw = texture.baseTexture.width;
|
|
var th = texture.baseTexture.height;
|
|
|
|
this.uvs[index + 0] = frame.x / tw;
|
|
this.uvs[index +1] = frame.y / th;
|
|
|
|
this.uvs[index +2] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +3] = frame.y / th;
|
|
|
|
this.uvs[index +4] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +5] = (frame.y + frame.height) / th;
|
|
|
|
this.uvs[index +6] = frame.x / tw;
|
|
this.uvs[index +7] = (frame.y + frame.height) / th;
|
|
|
|
displayObject.updateFrame = false;
|
|
}
|
|
|
|
// TODO this probably could do with some optimisation....
|
|
if(displayObject.cacheAlpha != displayObject.worldAlpha)
|
|
{
|
|
displayObject.cacheAlpha = displayObject.worldAlpha;
|
|
|
|
var colorIndex = indexRun * 4;
|
|
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
|
|
this.dirtyColors = true;
|
|
}
|
|
|
|
indexRun++;
|
|
displayObject = displayObject.__next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws the batch to the frame buffer
|
|
* @method render
|
|
*/
|
|
PIXI.WebGLBatch.prototype.render = function()
|
|
{
|
|
if(this.dirty)
|
|
{
|
|
this.refresh();
|
|
this.dirty = false;
|
|
}
|
|
|
|
if (this.size == 0)return;
|
|
|
|
this.update();
|
|
var gl = this.gl;
|
|
|
|
//TODO optimize this!
|
|
if(this.blendMode == PIXI.blendModes.NORMAL)
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
|
|
}
|
|
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
|
|
// update the verts..
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
// ok..
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
|
|
if(this.dirtyUVS)
|
|
{
|
|
this.dirtyUVS = false;
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs);
|
|
}
|
|
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
|
|
|
|
// update color!
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
|
|
if(this.dirtyColors)
|
|
{
|
|
this.dirtyColors = false;
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
|
|
}
|
|
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// DRAW THAT this!
|
|
gl.drawElements(gl.TRIANGLES, this.size * 6, gl.UNSIGNED_SHORT, 0);
|
|
}
|
|
|
|
|
|
</pre>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
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</div>
|
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</div>
|
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</div>
|
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|
|
<script>prettyPrint();</script>
|
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|
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|
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|
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