pixi.js/docs/files/pixi_renderers_WebGLRenderer.js.html
2013-02-20 19:05:51 +00:00

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<h1 class="file-heading">File: pixi&#x2F;renderers&#x2F;WebGLRenderer.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F;
*&#x2F;
PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
&#x2F;**
* 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&#x27;s or Sprite Cloud&#x27;s
* Dont forget to add the view to your DOM or you will not see anything :)
* @class WebGLRenderer
* @param width {Number} the width of the canvas view
* @default 0
* @param height {Number} the height of the canvas view
* @default 0
*&#x2F;
PIXI.WebGLRenderer = function(width, height)
{
this.width = width ? width : 800;
this.height = height ? height : 600;
this.view = document.createElement( &#x27;canvas&#x27; );
this.view.width = this.width;
this.view.height = this.height;
this.view.background = &quot;#FF0000&quot;;
&#x2F;&#x2F; deal with losing context..
var scope = this;
this.view.addEventListener(&#x27;webglcontextlost&#x27;, function(event) { scope.handleContextLost(event); }, false)
this.view.addEventListener(&#x27;webglcontextrestored&#x27;, function(event) { scope.handleContextRestored(event); }, false)
this.batchs = [];
try
{
this.gl = this.view.getContext(&quot;experimental-webgl&quot;, {
alpha: false
});
}
catch (e)
{
throw new Error(&quot; This browser does not support webGL. Try using the canvas renderer&quot; + this);
}
this.initShaders();
var gl = this.gl;
this.batch = new PIXI.WebGLBatch(gl);
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.colorMask(true, true, true, false);
this.projectionMatrix = mat4.create();
this.resize(this.width, this.height)
this.contextLost = false;
}
&#x2F;&#x2F; constructor
PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer;
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.initShaders = function()
{
var gl = this.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc);
this.shaderProgram = gl.createProgram();
var shaderProgram = this.shaderProgram;
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert(&quot;Could not initialise shaders&quot;);
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, &quot;aVertexPosition&quot;);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, &quot;aTextureCoord&quot;);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, &quot;aColor&quot;);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, &quot;uMVMatrix&quot;);
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, &quot;uSampler&quot;);
PIXI.shaderProgram = this.shaderProgram;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.checkVisibility = function(displayObject, globalVisible)
{
var children = displayObject.children;
for (var i=0; i &lt; children.length; i++)
{
var child = children[i];
&#x2F;&#x2F; TODO optimize... shouldt need to loop through everything all the time
var actualVisibility = child.visible &amp;&amp; globalVisible;
&#x2F;&#x2F; everything should have a batch!
&#x2F;&#x2F; time to see whats new!
if(child.textureChange)
{
child.textureChange = false;
if(actualVisibility)
{
this.removeDisplayObject(child)
this.addDisplayObject(child)
}
&#x2F;&#x2F; update texture!!
}
if(child.cacheVisible != actualVisibility)
{
child.cacheVisible = actualVisibility;
if(child.cacheVisible)
{
this.addDisplayObject(child);
}
else
{
this.removeDisplayObject(child);
}
}
if(child.children.length &gt; 0)
{
this.checkVisibility(child, actualVisibility);
}
};
}
&#x2F;**
* Renders the stage to its webGL view
* @method render
* @param stage {Stage} the PIXI.Stage element to be rendered
*&#x2F;
PIXI.WebGLRenderer.prototype.render = function(stage)
{
if(this.contextLost)return;
&#x2F;&#x2F; update children if need be
&#x2F;&#x2F; best to remove first!
for (var i=0; i &lt; stage.__childrenRemoved.length; i++)
{
this.removeDisplayObject(stage.__childrenRemoved[i]);
&#x2F;&#x2F; stage.__childrenRemoved[i].cacheVisible = false;
}
&#x2F;*
&#x2F;&#x2F; no add all new sprites
for (var i=0; i &lt; stage.__childrenAdded.length; i++)
{
stage.__childrenAdded[i].cacheVisible = false;
&#x2F;&#x2F; this.addDisplayObject(stage.__childrenAdded[i]);
}*&#x2F;
&#x2F;&#x2F; update any textures
for (var i=0; i &lt; PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]);
&#x2F;&#x2F; empty out the arrays
stage.__childrenRemoved = [];
stage.__childrenAdded = [];
PIXI.texturesToUpdate = [];
&#x2F;&#x2F; recursivly loop through all items!
this.checkVisibility(stage, true);
&#x2F;&#x2F; update the scen graph
stage.updateTransform();
var gl = this.gl;
gl.clear(gl.COLOR_BUFFER_BIT)
gl.clearColor(0, 0, 0, 1.0);
&#x2F;&#x2F; set the correct blend mode!
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
&#x2F;&#x2F; render all the batchs!
var renderable;
for (var i=0; i &lt; this.batchs.length; i++)
{
renderable = this.batchs[i];
if(renderable instanceof PIXI.WebGLBatch)
{
this.batchs[i].render();
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable);
}
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
{
var gl = this.gl;
if(!texture._glTexture)
{
texture._glTexture = gl.createTexture();
}
if(texture.hasLoaded)
{
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
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);
&#x2F;&#x2F; gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
this.refreshBatchs = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.addDisplayObject = function(displayObject)
{
if(!displayObject.stage)return; &#x2F;&#x2F; means it was removed
if(displayObject.__inWebGL)return; &#x2F;&#x2F;means it is already in webgL
&#x2F;&#x2F;displayObject.cacheVisible = displayObject.visible;
&#x2F;&#x2F; TODO if objects parent is not visible then dont add to stage!!!!
&#x2F;&#x2F;if(!displayObject.visible)return;
displayObject.batch = null;
&#x2F;&#x2F;displayObject.cacheVisible = true;
if(!displayObject.renderable)return;
&#x2F;&#x2F; while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
displayObject.__inWebGL = true;
&#x2F;*
* LOOK FOR THE PREVIOUS SPRITE
* This part looks for the closest previous sprite that can go into a batch
* It keeps going back until it finds a sprite or the stage
*&#x2F;
var previousSprite = displayObject;
do
{
if(previousSprite.childIndex == 0)
{
previousSprite = previousSprite.parent;
}
else
{
previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
&#x2F;&#x2F; what if the bloop has children???
while(previousSprite.children.length != 0)
{
&#x2F;&#x2F; keep diggin till we get to the last child
previousSprite = previousSprite.children[previousSprite.children.length-1];
}
}
if(previousSprite == displayObject.stage)break;
}
while(!previousSprite.renderable || !previousSprite.__inWebGL)
&#x2F;&#x2F;while(!(previousSprite instanceof PIXI.Sprite))
&#x2F;*
* LOOK FOR THE NEXT SPRITE
* This part looks for the closest next sprite that can go into a batch
* it keeps looking until it finds a sprite or gets to the end of the display
* scene graph
*
* These look a lot scarier than the actually are...
*&#x2F;
var nextSprite = displayObject;
do
{
&#x2F;&#x2F; moving forward!
&#x2F;&#x2F; if it has no children..
if(nextSprite.children.length == 0)
{
&#x2F;&#x2F; go along to the parent..
while(nextSprite.childIndex == nextSprite.parent.children.length-1)
{
nextSprite = nextSprite.parent;
if(nextSprite == displayObject.stage)
{
nextSprite = null
break;
}
}
if(nextSprite)nextSprite = nextSprite.parent.children[nextSprite.childIndex+1];
}
else
{
nextSprite = nextSprite.children[0];
}
if(!nextSprite)break;
}
while(!nextSprite.renderable || !nextSprite.__inWebGL)
&#x2F;*
* so now we have the next renderable and the previous renderable
*
*&#x2F;
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
if(previousBatch)
{
if(previousBatch.texture == displayObject.texture.baseTexture &amp;&amp; previousBatch.blendMode == displayObject.blendMode)
{
previousBatch.insertAfter(displayObject, previousSprite);
return;
}
}
}
else
{
&#x2F;&#x2F; TODO reword!
previousBatch = previousSprite;
}
if(nextSprite)
{
if(nextSprite instanceof PIXI.Sprite)
{
nextBatch = nextSprite.batch;
&#x2F;&#x2F;batch may not exist if item was added to the display list but not to the webGL
if(nextBatch)
{
if(nextBatch.texture == displayObject.texture.baseTexture &amp;&amp; nextBatch.blendMode == displayObject.blendMode)
{
nextBatch.insertBefore(displayObject, nextSprite);
return;
}
else
{
if(nextBatch == previousBatch)
{
&#x2F;&#x2F; THERE IS A SPLIT IN THIS BATCH! &#x2F;&#x2F;
var splitBatch = previousBatch.split(nextSprite);
&#x2F;&#x2F; COOL!
&#x2F;&#x2F; add it back into the array
&#x2F;*
* OOPS!
* seems the new sprite is in the middle of a batch
* lets split it..
*&#x2F;
var batch = PIXI._getBatch(this.gl);
var index = this.batchs.indexOf( previousBatch );
batch.init(displayObject);
this.batchs.splice(index+1, 0, batch, splitBatch);
return;
}
}
}
}
else
{
&#x2F;&#x2F; TODO re-word!
nextBatch = nextSprite;
}
}
&#x2F;*
* looks like it does not belong to any batch!
* but is also not intersecting one..
* time to create anew one!
*&#x2F;
var batch = PIXI._getBatch(this.gl);
batch.init(displayObject);
if(previousBatch) &#x2F;&#x2F; if this is invalid it means
{
var index = this.batchs.indexOf( previousBatch );
this.batchs.splice(index+1, 0, batch);
}
else
{
this.batchs.push(batch);
}
}
else if(displayObject instanceof PIXI.Strip)
{
&#x2F;&#x2F; add to a batch!!
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
&#x2F;&#x2F; if its somthing else... then custom codes!
this.batchUpdate = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.removeDisplayObject = function(displayObject)
{
&#x2F;&#x2F;if(displayObject.stage)return;
displayObject.cacheVisible = false;&#x2F;&#x2F;displayObject.visible;
if(!displayObject.renderable)return;
displayObject.__inWebGL = false;
&#x2F;*
* removing is a lot quicker..
*
*&#x2F;
var batchToRemove;
if(displayObject instanceof PIXI.Sprite)
{
&#x2F;&#x2F; should always have a batch!
var batch = displayObject.batch;
if(!batch)return; &#x2F;&#x2F; this means the display list has been altered befre rendering
batch.remove(displayObject);
if(batch.size==0)
{
batchToRemove = batch
}
}
else
{
batchToRemove = displayObject;
}
&#x2F;*
* Looks like there is somthing that needs removing!
*&#x2F;
if(batchToRemove)
{
var index = this.batchs.indexOf( batchToRemove );
if(index == -1)return;&#x2F;&#x2F; this means it was added then removed before rendered
&#x2F;&#x2F; ok so.. check to see if you adjacent batchs should be joined.
&#x2F;&#x2F; TODO may optimise?
if(index == 0 || index == this.batchs.length-1)
{
&#x2F;&#x2F; 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 &amp;&amp; this.batchs[index+1] instanceof PIXI.WebGLBatch)
{
if(this.batchs[index-1].texture == this.batchs[index+1].texture)
{
&#x2F;&#x2F;console.log(&quot;MERGE&quot;)
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);
}
}
&#x2F;**
* 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
*&#x2F;
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&#x2F;this.width, -2&#x2F;this.height, 1]);
mat4.translate(this.projectionMatrix, [-this.width&#x2F;2, -this.height&#x2F;2, 0]);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.initStrip = function(strip)
{
&#x2F;&#x2F; 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);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.renderStrip = function(strip)
{
var gl = this.gl;
var shaderProgram = this.shaderProgram;
&#x2F;&#x2F; 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);
&#x2F;&#x2F; 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);
&#x2F;&#x2F; 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);
&#x2F;&#x2F; 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);
&#x2F;&#x2F; 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);
&#x2F;&#x2F; console.log(&quot;!!!&quot;)
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
{
event.preventDefault();
this.contextLost = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
{
this.gl = this.view.getContext(&quot;experimental-webgl&quot;, {
alpha: true
});
this.initShaders();
for (var i=0; i &lt; PIXI.TextureCache.length; i++)
{
this.updateTexture(PIXI.TextureCache[i]);
};
for (var i=0; i &lt; this.batchs.length; i++)
{
this.batchs[i].restoreLostContext(this.gl)&#x2F;&#x2F;
this.batchs[i].dirty = true;
};
PIXI._restoreBatchs(this.gl);
this.contextLost = false;
}
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