
shaders optimised - removed need for 4x4 matrix draw elipse added any shape can now be filled
1090 lines
31 KiB
HTML
1090 lines
31 KiB
HTML
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>src/pixi/renderers/webgl/WebGLRenderGroup.js - Pixi.JS</title>
|
|
<link rel="stylesheet" href="http://yui.yahooapis.com/3.8.0/build/cssgrids/cssgrids-min.css">
|
|
<link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css">
|
|
<link rel="stylesheet" href="../assets/css/main.css" id="site_styles">
|
|
<link rel="shortcut icon" type="image/png" href="../assets/favicon.png">
|
|
<script src="http://yui.yahooapis.com/combo?3.8.0/build/yui/yui-min.js"></script>
|
|
</head>
|
|
<body class="yui3-skin-sam">
|
|
|
|
<div id="doc">
|
|
<div id="hd" class="yui3-g header">
|
|
<div class="yui3-u-3-4">
|
|
|
|
<h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="Pixi.JS"></h1>
|
|
|
|
</div>
|
|
<div class="yui3-u-1-4 version">
|
|
<em>API Docs for: 1.3.0</em>
|
|
</div>
|
|
</div>
|
|
<div id="bd" class="yui3-g">
|
|
|
|
<div class="yui3-u-1-4">
|
|
<div id="docs-sidebar" class="sidebar apidocs">
|
|
<div id="api-list">
|
|
<h2 class="off-left">APIs</h2>
|
|
<div id="api-tabview" class="tabview">
|
|
<ul class="tabs">
|
|
<li><a href="#api-classes">Classes</a></li>
|
|
<li><a href="#api-modules">Modules</a></li>
|
|
</ul>
|
|
|
|
<div id="api-tabview-filter">
|
|
<input type="search" id="api-filter" placeholder="Type to filter APIs">
|
|
</div>
|
|
|
|
<div id="api-tabview-panel">
|
|
<ul id="api-classes" class="apis classes">
|
|
|
|
<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
|
|
|
|
<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
|
|
|
|
<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
|
|
|
|
<li><a href="../classes/BitmapText.html">BitmapText</a></li>
|
|
|
|
<li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li>
|
|
|
|
<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
|
|
|
|
<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
|
|
|
|
<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
|
|
|
|
<li><a href="../classes/ImageLoader.html">ImageLoader</a></li>
|
|
|
|
<li><a href="../classes/InteractionData.html">InteractionData</a></li>
|
|
|
|
<li><a href="../classes/InteractionManager.html">InteractionManager</a></li>
|
|
|
|
<li><a href="../classes/JsonLoader.html">JsonLoader</a></li>
|
|
|
|
<li><a href="../classes/MovieClip.html">MovieClip</a></li>
|
|
|
|
<li><a href="../classes/Point.html">Point</a></li>
|
|
|
|
<li><a href="../classes/Polygon.html">Polygon</a></li>
|
|
|
|
<li><a href="../classes/Rectangle.html">Rectangle</a></li>
|
|
|
|
<li><a href="../classes/RenderTexture.html">RenderTexture</a></li>
|
|
|
|
<li><a href="../classes/Spine.html">Spine</a></li>
|
|
|
|
<li><a href="../classes/Sprite.html">Sprite</a></li>
|
|
|
|
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
|
|
|
|
<li><a href="../classes/Stage.html">Stage</a></li>
|
|
|
|
<li><a href="../classes/Text.html">Text</a></li>
|
|
|
|
<li><a href="../classes/Texture.html">Texture</a></li>
|
|
|
|
<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
|
|
|
|
<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
|
|
|
|
<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
|
|
|
|
</ul>
|
|
|
|
<ul id="api-modules" class="apis modules">
|
|
|
|
<li><a href="../modules/PIXI.html">PIXI</a></li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
<div class="yui3-u-3-4">
|
|
<div id="api-options">
|
|
Show:
|
|
<label for="api-show-inherited">
|
|
<input type="checkbox" id="api-show-inherited" checked>
|
|
Inherited
|
|
</label>
|
|
|
|
<label for="api-show-protected">
|
|
<input type="checkbox" id="api-show-protected">
|
|
Protected
|
|
</label>
|
|
|
|
<label for="api-show-private">
|
|
<input type="checkbox" id="api-show-private">
|
|
Private
|
|
</label>
|
|
<label for="api-show-deprecated">
|
|
<input type="checkbox" id="api-show-deprecated">
|
|
Deprecated
|
|
</label>
|
|
|
|
</div>
|
|
|
|
|
|
<div class="apidocs">
|
|
<div id="docs-main">
|
|
<div class="content">
|
|
<h1 class="file-heading">File: src/pixi/renderers/webgl/WebGLRenderGroup.js</h1>
|
|
|
|
<div class="file">
|
|
<pre class="code prettyprint linenums">
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
|
|
* if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
|
|
* @class WebGLBatch
|
|
* @param an instance of the webGL context
|
|
* @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
|
|
*/
|
|
PIXI.WebGLRenderGroup = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.root;
|
|
|
|
this.backgroundColor;
|
|
this.batchs = [];
|
|
this.toRemove = [];
|
|
}
|
|
|
|
|
|
// constructor
|
|
PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup;
|
|
|
|
PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
|
|
{
|
|
// has this changed??
|
|
if(this.root)this.removeDisplayObjectAndChildren(this.root);
|
|
|
|
displayObject.worldVisible = displayObject.visible;
|
|
|
|
// soooooo //
|
|
// to check if any batchs exist already??
|
|
|
|
// TODO what if its already has an object? should remove it
|
|
this.root = displayObject;
|
|
//displayObject.__renderGroup = this;
|
|
this.addDisplayObjectAndChildren(displayObject);
|
|
//displayObject
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
|
|
{
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
var gl = this.gl;
|
|
|
|
// set the flipped matrix..
|
|
gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
|
|
|
|
// TODO remove this by replacing visible with getter setters..
|
|
this.checkVisibility(this.root, this.root.visible);
|
|
|
|
// will render all the elements in the group
|
|
var renderable;
|
|
|
|
|
|
for (var i=0; i < this.batchs.length; i++)
|
|
{
|
|
renderable = this.batchs[i];
|
|
if(renderable instanceof PIXI.WebGLBatch)
|
|
{
|
|
this.batchs[i].render();
|
|
}
|
|
else if(renderable instanceof PIXI.TilingSprite)
|
|
{
|
|
if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Strip)
|
|
{
|
|
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projectionMatrix)
|
|
{
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
var gl = this.gl;
|
|
this.checkVisibility(displayObject, displayObject.visible);
|
|
gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
|
|
|
|
|
|
//console.log("SPECIFIC");
|
|
// to do!
|
|
// render part of the scene...
|
|
|
|
var startIndex;
|
|
var startBatchIndex;
|
|
|
|
var endIndex;
|
|
var endBatchIndex;
|
|
|
|
// get NEXT Renderable!
|
|
var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(displayObject);
|
|
var startBatch = nextRenderable.batch;
|
|
|
|
if(nextRenderable instanceof PIXI.Sprite)
|
|
{
|
|
startBatch = nextRenderable.batch;
|
|
|
|
var head = startBatch.head;
|
|
var next = head;
|
|
|
|
// ok now we have the batch.. need to find the start index!
|
|
if(head == nextRenderable)
|
|
{
|
|
startIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
startIndex = 1;
|
|
|
|
while(head.__next != nextRenderable)
|
|
{
|
|
startIndex++;
|
|
head = head.__next;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
startBatch = nextRenderable;
|
|
}
|
|
|
|
// Get the LAST renderable object
|
|
var lastRenderable = displayObject;
|
|
var endBatch;
|
|
var lastItem = displayObject;
|
|
while(lastItem.children.length > 0)
|
|
{
|
|
lastItem = lastItem.children[lastItem.children.length-1];
|
|
if(lastItem.renderable)lastRenderable = lastItem;
|
|
}
|
|
|
|
if(lastRenderable instanceof PIXI.Sprite)
|
|
{
|
|
endBatch = lastRenderable.batch;
|
|
|
|
var head = endBatch.head;
|
|
|
|
if(head == lastRenderable)
|
|
{
|
|
endIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
endIndex = 1;
|
|
|
|
while(head.__next != lastRenderable)
|
|
{
|
|
endIndex++;
|
|
head = head.__next;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
endBatch = lastRenderable;
|
|
}
|
|
|
|
// TODO - need to fold this up a bit!
|
|
|
|
|
|
if(startBatch == endBatch)
|
|
{
|
|
if(startBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
startBatch.render(startIndex, endIndex+1);
|
|
}
|
|
else if(startBatch instanceof PIXI.TilingSprite)
|
|
{
|
|
if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
|
|
}
|
|
else if(startBatch instanceof PIXI.Strip)
|
|
{
|
|
if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
|
|
}
|
|
else if(startBatch instanceof PIXI.CustomRenderable)
|
|
{
|
|
if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// now we have first and last!
|
|
startBatchIndex = this.batchs.indexOf(startBatch);
|
|
endBatchIndex = this.batchs.indexOf(endBatch);
|
|
|
|
// DO the first batch
|
|
if(startBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
startBatch.render(startIndex);
|
|
}
|
|
else if(startBatch instanceof PIXI.TilingSprite)
|
|
{
|
|
if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
|
|
}
|
|
else if(startBatch instanceof PIXI.Strip)
|
|
{
|
|
if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
|
|
}
|
|
else if(startBatch instanceof PIXI.CustomRenderable)
|
|
{
|
|
if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
|
|
}
|
|
// DO the middle batchs..
|
|
for (var i=startBatchIndex+1; i < endBatchIndex; i++)
|
|
{
|
|
renderable = this.batchs[i];
|
|
|
|
if(renderable instanceof PIXI.WebGLBatch)
|
|
{
|
|
this.batchs[i].render();
|
|
}
|
|
else if(renderable instanceof PIXI.TilingSprite)
|
|
{
|
|
if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Strip)
|
|
{
|
|
if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.CustomRenderable)
|
|
{
|
|
if(renderable.visible) renderable.renderWebGL(this, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
|
|
}
|
|
}
|
|
|
|
// DO the last batch..
|
|
if(endBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
endBatch.render(0, endIndex+1);
|
|
}
|
|
else if(endBatch instanceof PIXI.TilingSprite)
|
|
{
|
|
if(endBatch.visible)this.renderTilingSprite(endBatch);
|
|
}
|
|
else if(endBatch instanceof PIXI.Strip)
|
|
{
|
|
if(endBatch.visible)this.renderStrip(endBatch);
|
|
}
|
|
else if(endBatch instanceof PIXI.CustomRenderable)
|
|
{
|
|
if(endBatch.visible) endBatch.renderWebGL(this, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(renderable.visible) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
|
|
}
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
|
|
{
|
|
// give the dp a refference to its renderGroup...
|
|
var children = displayObject.children;
|
|
//displayObject.worldVisible = globalVisible;
|
|
for (var i=0; i < children.length; i++)
|
|
{
|
|
var child = children[i];
|
|
|
|
// TODO optimize... shouldt need to loop through everything all the time
|
|
child.worldVisible = child.visible && globalVisible;
|
|
|
|
// everything should have a batch!
|
|
// time to see whats new!
|
|
if(child.textureChange)
|
|
{
|
|
child.textureChange = false;
|
|
if(child.worldVisible)
|
|
{
|
|
this.removeDisplayObject(child);
|
|
this.addDisplayObject(child);
|
|
//this.updateTexture(child);
|
|
}
|
|
// update texture!!
|
|
}
|
|
|
|
if(child.children.length > 0)
|
|
{
|
|
this.checkVisibility(child, child.worldVisible);
|
|
}
|
|
};
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
|
|
{
|
|
// we know this exists..
|
|
// is it in a batch..
|
|
// check batch length
|
|
if(displayObject.batch.length == 1)
|
|
{
|
|
// just one! this guy! so simply swap the texture
|
|
displayObject.batch.texture = displayObject.texture.baseTexture;
|
|
return;
|
|
}
|
|
|
|
// early out!
|
|
if(displayObject.batch.texture == displayObject.texture.baseTexture)return;
|
|
|
|
|
|
if(displayObject.batch.head == displayObject)
|
|
{
|
|
//console.log("HEAD")
|
|
var currentBatch = displayObject.batch;
|
|
|
|
var index = this.batchs.indexOf( currentBatch );
|
|
var previousBatch = this.batchs[index-1];
|
|
currentBatch.remove(displayObject);
|
|
|
|
if(previousBatch)
|
|
{
|
|
if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
previousBatch.insertAfter(displayObject, previousBatch.tail);
|
|
}
|
|
else
|
|
{
|
|
// add it before..
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
this.batchs.splice(index-1, 0, batch);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// we are 0!
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
this.batchs.splice(0, 0, batch);
|
|
}
|
|
|
|
}
|
|
else if(displayObject.batch.tail == displayObject)
|
|
{
|
|
var currentBatch = displayObject.batch;
|
|
|
|
var index = this.batchs.indexOf( currentBatch );
|
|
var nextBatch = this.batchs[index+1];
|
|
currentBatch.remove(displayObject);
|
|
|
|
if(nextBatch)
|
|
{
|
|
if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
nextBatch.insertBefore(displayObject, nextBatch.head);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// add it before..
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
this.batchs.splice(index+1, 0, batch);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// we are 0!
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
this.batchs.push(batch);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// console.log("MIDDLE")
|
|
var currentBatch = displayObject.batch;
|
|
|
|
// split the batch into 2
|
|
// AH! dont split on the current display object as the texture is wrong!
|
|
var splitBatch = currentBatch.split(displayObject);
|
|
|
|
// now remove the display object
|
|
splitBatch.remove(displayObject);
|
|
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
var index = this.batchs.indexOf( currentBatch );
|
|
batch.init(displayObject);
|
|
this.batchs.splice(index+1, 0, batch, splitBatch);
|
|
}
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
|
|
{
|
|
// add a child to the render group..
|
|
if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject);
|
|
|
|
// DONT htink this is needed?
|
|
// displayObject.batch = null;
|
|
|
|
displayObject.__renderGroup = this;
|
|
|
|
//displayObject.cacheVisible = true;
|
|
if(!displayObject.renderable)return;
|
|
|
|
// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
|
|
//displayObject.__inWebGL = true;
|
|
|
|
var previousSprite = this.getPreviousRenderable(displayObject);
|
|
var nextSprite = this.getNextRenderable(displayObject);
|
|
|
|
/*
|
|
* 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);
|
|
}
|
|
|
|
}
|
|
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);
|
|
}
|
|
|
|
// if its somthing else... then custom codes!
|
|
this.batchUpdate = true;
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
// TODO - this can be faster - but not as important right now
|
|
|
|
this.addDisplayObject(displayObject);
|
|
var children = displayObject.children;
|
|
|
|
for (var i=0; i < children.length; i++)
|
|
{
|
|
this.addDisplayObjectAndChildren(children[i]);
|
|
};
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.removeDisplayObject = 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;
|
|
displayObject.__renderGroup = null;
|
|
|
|
if(!displayObject.renderable)return;
|
|
|
|
/*
|
|
* 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);
|
|
}
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
// TODO - this can be faster - but not as important right now
|
|
if(displayObject.__renderGroup != this)return;
|
|
|
|
this.removeDisplayObject(displayObject);
|
|
var children = displayObject.children;
|
|
|
|
for (var i=0; i < children.length; i++)
|
|
{
|
|
this.removeDisplayObjectAndChildren(children[i]);
|
|
};
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
|
|
PIXI.WebGLRenderGroup.prototype.getNextRenderable = function(displayObject)
|
|
{
|
|
/*
|
|
* 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...
|
|
*/
|
|
|
|
var nextSprite = displayObject;
|
|
do
|
|
{
|
|
// moving forward!
|
|
// if it has no children..
|
|
if(nextSprite.children.length == 0)
|
|
{
|
|
//maynot have a parent
|
|
if(!nextSprite.parent)return null;
|
|
|
|
// go along to the parent..
|
|
while(nextSprite.childIndex == nextSprite.parent.children.length-1)
|
|
{
|
|
nextSprite = nextSprite.parent;
|
|
//console.log(">" + nextSprite);
|
|
// console.log(">-" + this.root);
|
|
if(nextSprite == this.root || !nextSprite.parent)//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.__renderGroup)
|
|
|
|
return nextSprite;
|
|
}
|
|
|
|
PIXI.WebGLRenderGroup.prototype.getPreviousRenderable = function(displayObject)
|
|
{
|
|
/*
|
|
* 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
|
|
*/
|
|
var previousSprite = displayObject;
|
|
do
|
|
{
|
|
if(previousSprite.childIndex == 0)
|
|
{
|
|
previousSprite = previousSprite.parent;
|
|
if(!previousSprite)return null;
|
|
}
|
|
else
|
|
{
|
|
|
|
previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
|
|
// what if the bloop has children???
|
|
while(previousSprite.children.length != 0)
|
|
{
|
|
// keep diggin till we get to the last child
|
|
previousSprite = previousSprite.children[previousSprite.children.length-1];
|
|
}
|
|
}
|
|
|
|
if(previousSprite == this.root)break;
|
|
}
|
|
while(!previousSprite.renderable || !previousSprite.__renderGroup);
|
|
|
|
return previousSprite;
|
|
}
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
// mat
|
|
var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
|
|
PIXI.mat4.transpose(mat4Real);
|
|
PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
|
|
|
|
gl.uniformMatrix4fv(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);
|
|
|
|
}
|
|
//console.log(gl.TRIANGLE_STRIP)
|
|
gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, projectionMatrix);
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* @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);
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* @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);
|
|
}
|
|
|
|
|
|
</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>
|
|
</body>
|
|
</html>
|