1197 lines
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HTML
1197 lines
32 KiB
HTML
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<h1 class="file-heading">File: src/pixi/renderers/webgl/WebGLRenderGroup.js</h1>
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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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/**
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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
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* grouped into a batch. All the sprites in a batch can then be drawn in one go by the
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* GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch
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* even if the batch only contains one sprite. Batching is handled automatically by the
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* webGL renderer. A good tip is: the smaller the number of batchs there are, the faster
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* the webGL renderer will run.
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*
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* @class WebGLBatch
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* @contructor
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* @param gl {WebGLContext} An instance of the webGL context
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*/
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PIXI.WebGLRenderGroup = function(gl)
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{
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this.gl = gl;
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this.root;
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this.backgroundColor;
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this.batchs = [];
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this.toRemove = [];
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this.filterManager = new PIXI.WebGLFilterManager();
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}
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// constructor
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PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup;
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/**
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* Add a display object to the webgl renderer
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*
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* @method setRenderable
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* @param displayObject {DisplayObject}
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* @private
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*/
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PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
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{
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// has this changed??
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if(this.root)this.removeDisplayObjectAndChildren(this.root);
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displayObject.worldVisible = displayObject.visible;
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// soooooo //
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// to check if any batchs exist already??
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// TODO what if its already has an object? should remove it
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this.root = displayObject;
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this.addDisplayObjectAndChildren(displayObject);
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}
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/**
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* Renders the stage to its webgl view
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*
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* @method render
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* @param projection {Object}
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*/
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PIXI.WebGLRenderGroup.prototype.render = function(projection, buffer)
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{
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PIXI.WebGLRenderer.updateTextures();
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var gl = this.gl;
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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this.filterManager.begin(projection, buffer);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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// will render all the elements in the group
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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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continue;
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}
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// render special
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this.renderSpecial(renderable, projection);
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}
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}
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/**
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* Renders a specific displayObject
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*
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* @method renderSpecific
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* @param displayObject {DisplayObject}
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* @param projection {Object}
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* @private
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*/
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PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection, buffer)
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{
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PIXI.WebGLRenderer.updateTextures();
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var gl = this.gl;
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gl.uniform2f(PIXI.defaultShader.projectionVector, projection.x, projection.y);
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this.filterManager.begin(projection, buffer);
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// to do!
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// render part of the scene...
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var startIndex;
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var startBatchIndex;
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var endIndex;
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var endBatchIndex;
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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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var nextRenderable = displayObject.first;
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while(nextRenderable._iNext)
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{
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if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
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nextRenderable = nextRenderable._iNext;
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}
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var startBatch = nextRenderable.batch;
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//console.log(nextRenderable);
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//console.log(renderable)
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if(nextRenderable instanceof PIXI.Sprite)
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{
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startBatch = nextRenderable.batch;
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var head = startBatch.head;
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var next = head;
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// ok now we have the batch.. need to find the start index!
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if(head == nextRenderable)
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{
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startIndex = 0;
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}
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else
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{
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startIndex = 1;
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while(head.__next != nextRenderable)
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{
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startIndex++;
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head = head.__next;
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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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startBatch = nextRenderable;
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}
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// Get the LAST renderable object
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var lastRenderable = displayObject.last;
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while(lastRenderable._iPrev)
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{
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if(lastRenderable.renderable && lastRenderable.__renderGroup)break;
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lastRenderable = lastRenderable._iNext;
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}
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if(lastRenderable instanceof PIXI.Sprite)
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{
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endBatch = lastRenderable.batch;
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var head = endBatch.head;
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if(head == lastRenderable)
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{
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endIndex = 0;
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}
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else
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{
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endIndex = 1;
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while(head.__next != lastRenderable)
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{
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endIndex++;
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head = head.__next;
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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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endBatch = lastRenderable;
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}
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//console.log(endBatch);
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// TODO - need to fold this up a bit!
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if(startBatch == endBatch)
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{
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if(startBatch instanceof PIXI.WebGLBatch)
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{
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startBatch.render(startIndex, endIndex+1);
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}
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else
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{
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this.renderSpecial(startBatch, projection);
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}
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return;
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}
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// now we have first and last!
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startBatchIndex = this.batchs.indexOf(startBatch);
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endBatchIndex = this.batchs.indexOf(endBatch);
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// DO the first batch
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if(startBatch instanceof PIXI.WebGLBatch)
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{
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startBatch.render(startIndex);
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}
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else
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{
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this.renderSpecial(startBatch, projection);
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}
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// DO the middle batchs..
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for (var i=startBatchIndex+1; i < endBatchIndex; 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
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{
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this.renderSpecial(renderable, projection);
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}
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}
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// DO the last batch..
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if(endBatch instanceof PIXI.WebGLBatch)
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{
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endBatch.render(0, endIndex+1);
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}
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else
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{
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this.renderSpecial(endBatch, projection);
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}
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}
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/**
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* Renders a specific renderable
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*
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* @method renderSpecial
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* @param renderable {DisplayObject}
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* @param projection {Object}
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* @private
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*/
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PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection)
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{
|
|
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var worldVisible = renderable.vcount === PIXI.visibleCount
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|
|
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if(renderable instanceof PIXI.TilingSprite)
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|
{
|
|
if(worldVisible)this.renderTilingSprite(renderable, projection);
|
|
}
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|
else if(renderable instanceof PIXI.Strip)
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|
{
|
|
if(worldVisible)this.renderStrip(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.CustomRenderable)
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|
{
|
|
if(worldVisible) renderable.renderWebGL(this, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
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|
{
|
|
if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.FilterBlock)
|
|
{
|
|
this.handleFilterBlock(renderable, projection);
|
|
}
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.handleFilterBlock = function(filterBlock, projection)
|
|
{
|
|
/*
|
|
* for now only masks are supported..
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|
*/
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|
var gl = PIXI.gl;
|
|
|
|
if(filterBlock.open)
|
|
{
|
|
if(filterBlock.data instanceof Array)
|
|
{
|
|
//var filter = filterBlock.data[0];
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|
//console.log(filter)
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|
this.filterManager.pushFilter(filterBlock);//filter);
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|
// ok so..
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|
|
|
}
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|
else
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{
|
|
|
|
gl.enable(gl.STENCIL_TEST);
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|
|
|
gl.colorMask(false, false, false, false);
|
|
gl.stencilFunc(gl.ALWAYS,1,0xff);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
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|
PIXI.WebGLGraphics.renderGraphics(filterBlock.data, projection);
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
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|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
|
}
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|
}
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|
else
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|
{
|
|
if(filterBlock.data instanceof Array)
|
|
{
|
|
this.filterManager.popFilter();
|
|
// PIXI.popShader();
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|
// gl.uniform2f(PIXI.currentShader.projectionVector, projection.x, projection.y);
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|
}
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|
else
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|
{
|
|
gl.disable(gl.STENCIL_TEST);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
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|
* Updates a webgl texture
|
|
*
|
|
* @method updateTexture
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|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
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|
{
|
|
|
|
// TODO definitely can optimse this function..
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|
|
|
this.removeObject(displayObject);
|
|
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* 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
|
|
*/
|
|
var previousRenderable = displayObject.first;
|
|
while(previousRenderable != this.root)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
|
|
/*
|
|
* 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
|
|
*/
|
|
var nextRenderable = displayObject.last;
|
|
while(nextRenderable._iNext)
|
|
{
|
|
nextRenderable = nextRenderable._iNext;
|
|
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
|
}
|
|
|
|
this.insertObject(displayObject, previousRenderable, nextRenderable);
|
|
}
|
|
|
|
/**
|
|
* Adds filter blocks
|
|
*
|
|
* @method addFilterBlocks
|
|
* @param start {FilterBlock}
|
|
* @param end {FilterBlock}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end)
|
|
{
|
|
start.__renderGroup = this;
|
|
end.__renderGroup = this;
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* 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
|
|
*/
|
|
var previousRenderable = start;
|
|
while(previousRenderable != this.root.first)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
this.insertAfter(start, previousRenderable);
|
|
|
|
/*
|
|
* 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
|
|
*/
|
|
var previousRenderable2 = end;
|
|
while(previousRenderable2 != this.root.first)
|
|
{
|
|
previousRenderable2 = previousRenderable2._iPrev;
|
|
if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break;
|
|
}
|
|
this.insertAfter(end, previousRenderable2);
|
|
}
|
|
|
|
/**
|
|
* Remove filter blocks
|
|
*
|
|
* @method removeFilterBlocks
|
|
* @param start {FilterBlock}
|
|
* @param end {FilterBlock}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end)
|
|
{
|
|
this.removeObject(start);
|
|
this.removeObject(end);
|
|
}
|
|
|
|
/**
|
|
* Adds a display object and children to the webgl context
|
|
*
|
|
* @method addDisplayObjectAndChildren
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject);
|
|
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* 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
|
|
*/
|
|
|
|
var previousRenderable = displayObject.first;
|
|
while(previousRenderable != this.root.first)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
|
|
/*
|
|
* 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
|
|
*/
|
|
var nextRenderable = displayObject.last;
|
|
while(nextRenderable._iNext)
|
|
{
|
|
nextRenderable = nextRenderable._iNext;
|
|
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
|
}
|
|
|
|
// one the display object hits this. we can break the loop
|
|
|
|
var tempObject = displayObject.first;
|
|
var testObject = displayObject.last._iNext;
|
|
do
|
|
{
|
|
tempObject.__renderGroup = this;
|
|
|
|
if(tempObject.renderable)
|
|
{
|
|
|
|
this.insertObject(tempObject, previousRenderable, nextRenderable);
|
|
previousRenderable = tempObject;
|
|
}
|
|
|
|
tempObject = tempObject._iNext;
|
|
}
|
|
while(tempObject != testObject)
|
|
}
|
|
|
|
/**
|
|
* Removes a display object and children to the webgl context
|
|
*
|
|
* @method removeDisplayObjectAndChildren
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
if(displayObject.__renderGroup != this)return;
|
|
|
|
// var displayObject = displayObject.first;
|
|
var lastObject = displayObject.last;
|
|
do
|
|
{
|
|
displayObject.__renderGroup = null;
|
|
if(displayObject.renderable)this.removeObject(displayObject);
|
|
displayObject = displayObject._iNext;
|
|
}
|
|
while(displayObject)
|
|
}
|
|
|
|
/**
|
|
* Inserts a displayObject into the linked list
|
|
*
|
|
* @method insertObject
|
|
* @param displayObject {DisplayObject}
|
|
* @param previousObject {DisplayObject}
|
|
* @param nextObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject)
|
|
{
|
|
// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
|
|
var previousSprite = previousObject;
|
|
var nextSprite = nextObject;
|
|
|
|
/*
|
|
* so now we have the next renderable and the previous renderable
|
|
*
|
|
*/
|
|
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 && previousBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
previousBatch.insertAfter(displayObject, previousSprite);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO reword!
|
|
previousBatch = previousSprite;
|
|
}
|
|
|
|
if(nextSprite)
|
|
{
|
|
if(nextSprite instanceof PIXI.Sprite)
|
|
{
|
|
nextBatch = nextSprite.batch;
|
|
|
|
//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 && nextBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
nextBatch.insertBefore(displayObject, nextSprite);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if(nextBatch == previousBatch)
|
|
{
|
|
// THERE IS A SPLIT IN THIS BATCH! //
|
|
var splitBatch = previousBatch.split(nextSprite);
|
|
// COOL!
|
|
// add it back into the array
|
|
/*
|
|
* OOPS!
|
|
* seems the new sprite is in the middle of a batch
|
|
* lets split it..
|
|
*/
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
batch.init(displayObject);
|
|
this.batchs.splice(index+1, 0, batch, splitBatch);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO re-word!
|
|
|
|
nextBatch = nextSprite;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* looks like it does not belong to any batch!
|
|
* but is also not intersecting one..
|
|
* time to create anew one!
|
|
*/
|
|
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
|
|
if(previousBatch) // if this is invalid it means
|
|
{
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, batch);
|
|
}
|
|
else
|
|
{
|
|
this.batchs.push(batch);
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if(displayObject instanceof PIXI.TilingSprite)
|
|
{
|
|
|
|
// add to a batch!!
|
|
this.initTilingSprite(displayObject);
|
|
// this.batchs.push(displayObject);
|
|
|
|
}
|
|
else if(displayObject instanceof PIXI.Strip)
|
|
{
|
|
// add to a batch!!
|
|
this.initStrip(displayObject);
|
|
// this.batchs.push(displayObject);
|
|
}
|
|
else if(displayObject)// instanceof PIXI.Graphics)
|
|
{
|
|
//displayObject.initWebGL(this);
|
|
|
|
// add to a batch!!
|
|
//this.initStrip(displayObject);
|
|
//this.batchs.push(displayObject);
|
|
}
|
|
|
|
this.insertAfter(displayObject, previousSprite);
|
|
|
|
// insert and SPLIT!
|
|
|
|
}
|
|
|
|
/**
|
|
* Inserts a displayObject into the linked list
|
|
*
|
|
* @method insertAfter
|
|
* @param item {DisplayObject}
|
|
* @param displayObject {DisplayObject} The object to insert
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, displayObject)
|
|
{
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
var previousBatch = displayObject.batch;
|
|
|
|
if(previousBatch)
|
|
{
|
|
// so this object is in a batch!
|
|
|
|
// is it not? need to split the batch
|
|
if(previousBatch.tail == displayObject)
|
|
{
|
|
// is it tail? insert in to batchs
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, item);
|
|
}
|
|
else
|
|
{
|
|
// TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) //
|
|
|
|
// THERE IS A SPLIT IN THIS BATCH! //
|
|
var splitBatch = previousBatch.split(displayObject.__next);
|
|
|
|
// COOL!
|
|
// add it back into the array
|
|
/*
|
|
* OOPS!
|
|
* seems the new sprite is in the middle of a batch
|
|
* lets split it..
|
|
*/
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, item, splitBatch);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.batchs.push(item);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var index = this.batchs.indexOf( displayObject );
|
|
this.batchs.splice(index+1, 0, item);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes a displayObject from the linked list
|
|
*
|
|
* @method removeObject
|
|
* @param displayObject {DisplayObject} The object to remove
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
|
|
{
|
|
// loop through children..
|
|
// display object //
|
|
|
|
// add a child from the render group..
|
|
// remove it and all its children!
|
|
//displayObject.cacheVisible = false;//displayObject.visible;
|
|
|
|
/*
|
|
* 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.WebGLRenderer.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 && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
|
|
{
|
|
//console.log("MERGE")
|
|
this.batchs[index-1].merge(this.batchs[index+1]);
|
|
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
|
|
PIXI.WebGLRenderer.returnBatch(this.batchs[index+1]);
|
|
this.batchs.splice(index, 2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
this.batchs.splice(index, 1);
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Initializes a tiling sprite
|
|
*
|
|
* @method initTilingSprite
|
|
* @param sprite {TilingSprite} The tiling sprite to initialize
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// make the texture tilable..
|
|
|
|
sprite.verticies = new Float32Array([0, 0,
|
|
sprite.width, 0,
|
|
sprite.width, sprite.height,
|
|
0, sprite.height]);
|
|
|
|
sprite.uvs = new Float32Array([0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
0, 1]);
|
|
|
|
sprite.colors = new Float32Array([1,1,1,1]);
|
|
|
|
sprite.indices = new Uint16Array([0, 1, 3,2])//, 2]);
|
|
|
|
sprite._vertexBuffer = gl.createBuffer();
|
|
sprite._indexBuffer = gl.createBuffer();
|
|
sprite._uvBuffer = gl.createBuffer();
|
|
sprite._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.verticies, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.uvs, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.colors, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sprite._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sprite.indices, gl.STATIC_DRAW);
|
|
|
|
// return ( (x > 0) && ((x & (x - 1)) == 0) );
|
|
|
|
if(sprite.texture.baseTexture._glTexture)
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, sprite.texture.baseTexture._glTexture);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
sprite.texture.baseTexture._powerOf2 = true;
|
|
}
|
|
else
|
|
{
|
|
sprite.texture.baseTexture._powerOf2 = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Renders a Strip
|
|
*
|
|
* @method renderStrip
|
|
* @param strip {Strip} The strip to render
|
|
* @param projection {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
PIXI.activateStripShader();
|
|
|
|
var shader = PIXI.stripShader;
|
|
|
|
var program = shader.program;
|
|
|
|
var m = PIXI.mat3.clone(strip.worldTransform);
|
|
|
|
PIXI.mat3.transpose(m);
|
|
|
|
// console.log(projection)
|
|
// set the matrix transform for the
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, m);
|
|
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
|
|
gl.uniform2f(shader.offsetVector, -PIXI.offset.x, -PIXI.offset.y);
|
|
|
|
gl.uniform1f(shader.alpha, strip.worldAlpha);
|
|
|
|
/*
|
|
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);
|
|
}
|
|
*/
|
|
|
|
//console.log("!!")
|
|
if(!strip.dirty)
|
|
{
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, strip.verticies)
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 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(shader.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(shader.aVertexPosition, 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(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
|
|
// console.log(strip.texture.baseTexture._glTexture)
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shader.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);
|
|
|
|
PIXI.deactivateStripShader();
|
|
//gl.useProgram(PIXI.currentProgram);
|
|
}
|
|
|
|
/**
|
|
* Renders a TilingSprite
|
|
*
|
|
* @method renderTilingSprite
|
|
* @param sprite {TilingSprite} The tiling sprite to render
|
|
* @param projectionMatrix {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projectionMatrix)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
|
|
var tilePosition = sprite.tilePosition;
|
|
var tileScale = sprite.tileScale;
|
|
|
|
var offsetX = tilePosition.x/sprite.texture.baseTexture.width;
|
|
var offsetY = tilePosition.y/sprite.texture.baseTexture.height;
|
|
|
|
var scaleX = (sprite.width / sprite.texture.baseTexture.width) / tileScale.x;
|
|
var scaleY = (sprite.height / sprite.texture.baseTexture.height) / tileScale.y;
|
|
|
|
sprite.uvs[0] = 0 - offsetX;
|
|
sprite.uvs[1] = 0 - offsetY;
|
|
|
|
sprite.uvs[2] = (1 * scaleX) -offsetX;
|
|
sprite.uvs[3] = 0 - offsetY;
|
|
|
|
sprite.uvs[4] = (1 *scaleX) - offsetX;
|
|
sprite.uvs[5] = (1 *scaleY) - offsetY;
|
|
|
|
sprite.uvs[6] = 0 - offsetX;
|
|
sprite.uvs[7] = (1 *scaleY) - offsetY;
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, sprite.uvs)
|
|
|
|
this.renderStrip(sprite, projectionMatrix);
|
|
}
|
|
|
|
/**
|
|
* Initializes a strip to be rendered
|
|
*
|
|
* @method initStrip
|
|
* @param strip {Strip} The strip to initialize
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.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);
|
|
}
|
|
|
|
|
|
</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>
|
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<script src="../assets/js/api-search.js"></script>
|
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<script src="../assets/js/apidocs.js"></script>
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