823 lines
23 KiB
HTML
823 lines
23 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<title>pixi/renderers/WebGLRenderer.js - The Foo API</title>
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<em>API Docs for: 1.2.1</em>
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<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
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<li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li>
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<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
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<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
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<li><a href="../classes/MovieClip.html">MovieClip</a></li>
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<li><a href="../classes/Rectangle.html">Rectangle</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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<li><a href="../classes/Texture.html">Texture</a></li>
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<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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<div id="docs-main">
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<div class="content">
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<h1 class="file-heading">File: pixi/renderers/WebGLRenderer.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/
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*/
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PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
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/**
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* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. So no need for Sprite Batch's or Sprite Cloud's
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* Dont forget to add the view to your DOM or you will not see anything :)
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* @class WebGLRenderer
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* @param width {Number} the width of the canvas view
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* @default 0
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* @param height {Number} the height of the canvas view
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* @default 0
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*/
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PIXI.WebGLRenderer = function(width, height)
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{
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this.width = width ? width : 800;
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this.height = height ? height : 600;
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this.view = document.createElement( 'canvas' );
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this.view.width = this.width;
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this.view.height = this.height;
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this.view.background = "#FF0000";
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// deal with losing context..
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var scope = this;
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this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false)
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this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false)
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this.batchs = [];
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try
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{
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this.gl = this.view.getContext("experimental-webgl", {
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alpha: false
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});
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}
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catch (e)
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{
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throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
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}
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this.initShaders();
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var gl = this.gl;
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this.batch = new PIXI.WebGLBatch(gl);
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gl.disable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND);
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gl.colorMask(true, true, true, false);
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this.projectionMatrix = mat4.create();
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this.resize(this.width, this.height)
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this.contextLost = false;
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}
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// constructor
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PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer;
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/**
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* @private
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*/
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PIXI.WebGLRenderer.prototype.initShaders = function()
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{
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var gl = this.gl;
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var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc);
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var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc);
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this.shaderProgram = gl.createProgram();
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var shaderProgram = this.shaderProgram;
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(shaderProgram);
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shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
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shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
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gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
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shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
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gl.enableVertexAttribArray(shaderProgram.colorAttribute);
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shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
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shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
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PIXI.shaderProgram = this.shaderProgram;
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.prototype.checkVisibility = function(displayObject, globalVisible)
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{
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var children = displayObject.children;
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for (var i=0; i < children.length; i++)
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{
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var child = children[i];
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// TODO optimize... shouldt need to loop through everything all the time
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var actualVisibility = child.visible && globalVisible;
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// everything should have a batch!
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// time to see whats new!
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if(child.textureChange)
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{
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child.textureChange = false;
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if(actualVisibility)
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{
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this.removeDisplayObject(child)
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this.addDisplayObject(child)
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}
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// update texture!!
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}
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if(child.cacheVisible != actualVisibility)
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{
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child.cacheVisible = actualVisibility;
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if(child.cacheVisible)
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{
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this.addDisplayObject(child);
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}
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else
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{
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this.removeDisplayObject(child);
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}
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}
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if(child.children.length > 0)
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{
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this.checkVisibility(child, actualVisibility);
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}
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};
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}
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/**
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* Renders the stage to its webGL view
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* @method render
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* @param stage {Stage} the PIXI.Stage element to be rendered
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*/
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PIXI.WebGLRenderer.prototype.render = function(stage)
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{
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if(this.contextLost)return;
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// update children if need be
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// best to remove first!
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for (var i=0; i < stage.__childrenRemoved.length; i++)
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{
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this.removeDisplayObject(stage.__childrenRemoved[i]);
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// stage.__childrenRemoved[i].cacheVisible = false;
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}
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/*
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// no add all new sprites
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for (var i=0; i < stage.__childrenAdded.length; i++)
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{
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stage.__childrenAdded[i].cacheVisible = false;
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// this.addDisplayObject(stage.__childrenAdded[i]);
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}*/
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// update any textures
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for (var i=0; i < PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]);
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// empty out the arrays
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stage.__childrenRemoved = [];
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stage.__childrenAdded = [];
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PIXI.texturesToUpdate = [];
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// recursivly loop through all items!
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this.checkVisibility(stage, true);
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// update the scen graph
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stage.updateTransform();
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var gl = this.gl;
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gl.clear(gl.COLOR_BUFFER_BIT)
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gl.clearColor(0, 0, 0, 1.0);
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// set the correct blend mode!
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
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// render all the batchs!
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var renderable;
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for (var i=0; i < this.batchs.length; i++)
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{
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renderable = this.batchs[i];
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if(renderable instanceof PIXI.WebGLBatch)
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{
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this.batchs[i].render();
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}
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else if(renderable instanceof PIXI.Strip)
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{
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if(renderable.visible)this.renderStrip(renderable);
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}
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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.WebGLRenderer.prototype.updateTexture = function(texture)
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{
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var gl = this.gl;
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if(!texture._glTexture)
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{
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texture._glTexture = gl.createTexture();
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}
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if(texture.hasLoaded)
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{
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gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// gl.generateMipmap(gl.TEXTURE_2D);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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this.refreshBatchs = true;
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.prototype.addDisplayObject = function(displayObject)
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{
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if(!displayObject.stage)return; // means it was removed
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if(displayObject.__inWebGL)return; //means it is already in webgL
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//displayObject.cacheVisible = displayObject.visible;
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// TODO if objects parent is not visible then dont add to stage!!!!
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//if(!displayObject.visible)return;
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displayObject.batch = null;
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//displayObject.cacheVisible = true;
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if(!displayObject.renderable)return;
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// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
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displayObject.__inWebGL = true;
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/*
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* LOOK FOR THE PREVIOUS SPRITE
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* This part looks for the closest previous sprite that can go into a batch
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* It keeps going back until it finds a sprite or the stage
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*/
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var previousSprite = displayObject;
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do
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{
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if(previousSprite.childIndex == 0)
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{
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previousSprite = previousSprite.parent;
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}
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else
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{
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previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
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// what if the bloop has children???
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while(previousSprite.children.length != 0)
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{
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// keep diggin till we get to the last child
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previousSprite = previousSprite.children[previousSprite.children.length-1];
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}
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}
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if(previousSprite == displayObject.stage)break;
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}
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while(!previousSprite.renderable || !previousSprite.__inWebGL)
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//while(!(previousSprite instanceof PIXI.Sprite))
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/*
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* LOOK FOR THE NEXT SPRITE
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* This part looks for the closest next sprite that can go into a batch
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* it keeps looking until it finds a sprite or gets to the end of the display
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* scene graph
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*
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* These look a lot scarier than the actually are...
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*/
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var nextSprite = displayObject;
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do
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{
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// moving forward!
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// if it has no children..
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if(nextSprite.children.length == 0)
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{
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// go along to the parent..
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while(nextSprite.childIndex == nextSprite.parent.children.length-1)
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{
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nextSprite = nextSprite.parent;
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if(nextSprite == displayObject.stage)
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{
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nextSprite = null
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break;
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}
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}
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if(nextSprite)nextSprite = nextSprite.parent.children[nextSprite.childIndex+1];
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}
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else
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{
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nextSprite = nextSprite.children[0];
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}
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if(!nextSprite)break;
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}
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while(!nextSprite.renderable || !nextSprite.__inWebGL)
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/*
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* so now we have the next renderable and the previous renderable
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*
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*/
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if(displayObject instanceof PIXI.Sprite)
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{
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var previousBatch
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var nextBatch
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if(previousSprite instanceof PIXI.Sprite)
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{
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previousBatch = previousSprite.batch;
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if(previousBatch)
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{
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if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
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{
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previousBatch.insertAfter(displayObject, previousSprite);
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return;
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}
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}
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}
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else
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{
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// TODO reword!
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previousBatch = previousSprite;
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}
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if(nextSprite)
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{
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if(nextSprite instanceof PIXI.Sprite)
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{
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nextBatch = nextSprite.batch;
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//batch may not exist if item was added to the display list but not to the webGL
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if(nextBatch)
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{
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if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
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{
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nextBatch.insertBefore(displayObject, nextSprite);
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return;
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}
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else
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{
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if(nextBatch == previousBatch)
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{
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// THERE IS A SPLIT IN THIS BATCH! //
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var splitBatch = previousBatch.split(nextSprite);
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// COOL!
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// add it back into the array
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/*
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* OOPS!
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* seems the new sprite is in the middle of a batch
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* lets split it..
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*/
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var batch = PIXI._getBatch(this.gl);
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var index = this.batchs.indexOf( previousBatch );
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batch.init(displayObject);
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this.batchs.splice(index+1, 0, batch, splitBatch);
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return;
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}
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}
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}
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}
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else
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{
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// TODO re-word!
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nextBatch = nextSprite;
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}
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}
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/*
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* looks like it does not belong to any batch!
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* but is also not intersecting one..
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* time to create anew one!
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*/
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var batch = PIXI._getBatch(this.gl);
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batch.init(displayObject);
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if(previousBatch) // if this is invalid it means
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{
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var index = this.batchs.indexOf( previousBatch );
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this.batchs.splice(index+1, 0, batch);
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}
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else
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{
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this.batchs.push(batch);
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}
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}
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else if(displayObject instanceof PIXI.Strip)
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{
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// add to a batch!!
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this.initStrip(displayObject);
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this.batchs.push(displayObject);
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}
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// if its somthing else... then custom codes!
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this.batchUpdate = true;
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}
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|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.removeDisplayObject = function(displayObject)
|
|
{
|
|
//if(displayObject.stage)return;
|
|
displayObject.cacheVisible = false;//displayObject.visible;
|
|
|
|
if(!displayObject.renderable)return;
|
|
|
|
displayObject.__inWebGL = false;
|
|
|
|
/*
|
|
* removing is a lot quicker..
|
|
*
|
|
*/
|
|
var batchToRemove;
|
|
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
// should always have a batch!
|
|
var batch = displayObject.batch;
|
|
if(!batch)return; // this means the display list has been altered befre rendering
|
|
|
|
batch.remove(displayObject);
|
|
|
|
|
|
if(batch.size==0)
|
|
{
|
|
batchToRemove = batch
|
|
}
|
|
}
|
|
else
|
|
{
|
|
batchToRemove = displayObject;
|
|
}
|
|
|
|
/*
|
|
* Looks like there is somthing that needs removing!
|
|
*/
|
|
if(batchToRemove)
|
|
{
|
|
var index = this.batchs.indexOf( batchToRemove );
|
|
if(index == -1)return;// this means it was added then removed before rendered
|
|
|
|
// ok so.. check to see if you adjacent batchs should be joined.
|
|
// TODO may optimise?
|
|
if(index == 0 || index == this.batchs.length-1)
|
|
{
|
|
// wha - eva! just get of the empty batch!
|
|
this.batchs.splice(index, 1);
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove);
|
|
|
|
return;
|
|
}
|
|
|
|
if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch)
|
|
{
|
|
if(this.batchs[index-1].texture == this.batchs[index+1].texture)
|
|
{
|
|
//console.log("MERGE")
|
|
this.batchs[index-1].merge(this.batchs[index+1]);
|
|
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove);
|
|
PIXI._returnBatch(this.batchs[index+1]);
|
|
this.batchs.splice(index, 2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
this.batchs.splice(index, 1);
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
/**
|
|
* resizes the webGL view to the specified width and height
|
|
* @method resize
|
|
* @param width {Number} the new width of the webGL view
|
|
* @param height {Number} the new height of the webGL view
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
mat4.identity(this.projectionMatrix);
|
|
mat4.scale(this.projectionMatrix, [2/this.width, -2/this.height, 1]);
|
|
mat4.translate(this.projectionMatrix, [-this.width/2, -this.height/2, 0]);
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.initStrip = function(strip)
|
|
{
|
|
// build the strip!
|
|
var gl = this.gl;
|
|
var shaderProgram = this.shaderProgram;
|
|
|
|
strip._vertexBuffer = gl.createBuffer();
|
|
strip._indexBuffer = gl.createBuffer();
|
|
strip._uvBuffer = gl.createBuffer();
|
|
strip._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW);
|
|
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.renderStrip = function(strip)
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = this.shaderProgram;
|
|
// mat
|
|
var mat4Real = mat3.toMat4(strip.worldTransform);
|
|
mat4.transpose(mat4Real);
|
|
|
|
mat4.multiply(this.projectionMatrix, mat4Real, mat4Real )
|
|
|
|
gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, mat4Real);
|
|
|
|
if(strip.blendMode == PIXI.blendModes.NORMAL)
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
|
|
}
|
|
|
|
if(!strip.dirty)
|
|
{
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, strip.verticies)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
strip.dirty = false;
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
|
|
|
|
}
|
|
|
|
gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
|
|
|
|
// console.log("!!!")
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
|
{
|
|
event.preventDefault();
|
|
this.contextLost = true;
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
|
|
{
|
|
this.gl = this.view.getContext("experimental-webgl", {
|
|
alpha: true
|
|
});
|
|
|
|
this.initShaders();
|
|
|
|
for (var i=0; i < PIXI.TextureCache.length; i++)
|
|
{
|
|
this.updateTexture(PIXI.TextureCache[i]);
|
|
};
|
|
|
|
for (var i=0; i < this.batchs.length; i++)
|
|
{
|
|
this.batchs[i].restoreLostContext(this.gl)//
|
|
this.batchs[i].dirty = true;
|
|
};
|
|
|
|
PIXI._restoreBatchs(this.gl);
|
|
|
|
this.contextLost = false;
|
|
}
|
|
|
|
|
|
</pre>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
<script src="../assets/vendor/prettify/prettify-min.js"></script>
|
|
<script>prettyPrint();</script>
|
|
<script src="../assets/js/yui-prettify.js"></script>
|
|
<script src="../assets/../api.js"></script>
|
|
<script src="../assets/js/api-filter.js"></script>
|
|
<script src="../assets/js/api-list.js"></script>
|
|
<script src="../assets/js/api-search.js"></script>
|
|
<script src="../assets/js/apidocs.js"></script>
|
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</body>
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</html>
|