pixi.js/docs/files/src_pixi_renderers_webgl_WebGLRenderGroup.js.html
2013-07-02 10:48:05 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;WebGLRenderGroup.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* 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}
*&#x2F;
PIXI.WebGLRenderGroup = function(gl)
{
this.gl = gl;
this.root;
this.backgroundColor;
this.batchs = [];
this.toRemove = [];
}
&#x2F;&#x2F; constructor
PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup;
PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
{
&#x2F;&#x2F; has this changed??
if(this.root)this.removeDisplayObjectAndChildren(this.root);
displayObject.worldVisible = displayObject.visible;
&#x2F;&#x2F; soooooo &#x2F;&#x2F;
&#x2F;&#x2F; to check if any batchs exist already??
&#x2F;&#x2F; TODO what if its already has an object? should remove it
this.root = displayObject;
this.addDisplayObjectAndChildren(displayObject);
}
PIXI.WebGLRenderGroup.prototype.render = function(projection)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
&#x2F;&#x2F; TODO remove this by replacing visible with getter setters..
this.checkVisibility(this.root, this.root.visible);
&#x2F;&#x2F; will render all the elements in the group
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.TilingSprite)
{
if(renderable.visible)this.renderTilingSprite(renderable, projection);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable, projection);
}
else if(renderable instanceof PIXI.Graphics)
{
if(renderable.visible &amp;&amp; renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);&#x2F;&#x2F;, projectionMatrix);
}
else if(renderable instanceof PIXI.FilterBlock)
{
&#x2F;*
* for now only masks are supported..
*&#x2F;
if(renderable.open)
{
gl.enable(gl.STENCIL_TEST);
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS,1,0xff);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
gl.colorMask(true, true, true, false);
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
}
else
{
gl.disable(gl.STENCIL_TEST);
}
}
}
}
PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection)
{
}
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection)
{
PIXI.WebGLRenderer.updateTextures();
var gl = this.gl;
this.checkVisibility(displayObject, displayObject.visible);
&#x2F;&#x2F; gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
&#x2F;&#x2F; to do!
&#x2F;&#x2F; render part of the scene...
var startIndex;
var startBatchIndex;
var endIndex;
var endBatchIndex;
&#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
*&#x2F;
var nextRenderable = displayObject.last;
while(nextRenderable._iNext)
{
nextRenderable = nextRenderable._iNext;
if(nextRenderable.renderable &amp;&amp; nextRenderable.__renderGroup)break;
}
var startBatch = nextRenderable.batch;
if(nextRenderable instanceof PIXI.Sprite)
{
startBatch = nextRenderable.batch;
var head = startBatch.head;
var next = head;
&#x2F;&#x2F; 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;
}
&#x2F;&#x2F; Get the LAST renderable object
var lastRenderable = displayObject;
var endBatch;
var lastItem = displayObject;
while(lastItem.children.length &gt; 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;
}
&#x2F;&#x2F; TODO - need to fold this up a bit!
if(startBatch == endBatch)
{
if(startBatch instanceof PIXI.WebGLBatch)
{
startBatch.render(startIndex, endIndex+1);
}
else
{
this.renderSpecial(startBatch);
}
return;
}
&#x2F;&#x2F; now we have first and last!
startBatchIndex = this.batchs.indexOf(startBatch);
endBatchIndex = this.batchs.indexOf(endBatch);
&#x2F;&#x2F; DO the first batch
if(startBatch instanceof PIXI.WebGLBatch)
{
startBatch.render(startIndex);
}
else
{
this.renderSpecial(startBatch);
}
&#x2F;&#x2F; DO the middle batchs..
for (var i=startBatchIndex+1; i &lt; endBatchIndex; i++)
{
renderable = this.batchs[i];
if(renderable instanceof PIXI.WebGLBatch)
{
this.batchs[i].render();
}
else
{
this.renderSpecial(renderable);
}
}
&#x2F;&#x2F; DO the last batch..
if(endBatch instanceof PIXI.WebGLBatch)
{
endBatch.render(0, endIndex+1);
}
else
{
this.renderSpecial(endBatch);
}
}
PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable)
{
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 &amp;&amp; renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable);&#x2F;&#x2F;, projectionMatrix);
}
else if(renderable instanceof PIXI.FilterBlock)
{
&#x2F;*
* for now only masks are supported..
*&#x2F;
if(renderable.open)
{
gl.enable(gl.STENCIL_TEST);
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS,1,0xff);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
gl.colorMask(true, true, true, false);
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
}
else
{
gl.disable(gl.STENCIL_TEST);
}
}
}
PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
{
&#x2F;&#x2F; give the dp a reference to its renderGroup...
var children = displayObject.children;
&#x2F;&#x2F;displayObject.worldVisible = globalVisible;
for (var i=0; i &lt; children.length; i++)
{
var child = children[i];
&#x2F;&#x2F; TODO optimize... should&#x27;nt need to loop through everything all the time
child.worldVisible = 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(child.worldVisible)this.updateTexture(child);
&#x2F;&#x2F; update texture!!
}
if(child.children.length &gt; 0)
{
this.checkVisibility(child, child.worldVisible);
}
};
}
PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
{
&#x2F;&#x2F; TODO definitely can optimse this function..
this.removeObject(displayObject);
&#x2F;*
* 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
*&#x2F;
var previousRenderable = displayObject.first;
while(previousRenderable != this.root)
{
previousRenderable = previousRenderable._iPrev;
if(previousRenderable.renderable &amp;&amp; previousRenderable.__renderGroup)break;
}
&#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
*&#x2F;
var nextRenderable = displayObject.last;
while(nextRenderable._iNext)
{
nextRenderable = nextRenderable._iNext;
if(nextRenderable.renderable &amp;&amp; nextRenderable.__renderGroup)break;
}
this.insertObject(displayObject, previousRenderable, nextRenderable);
}
PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end)
{
start.__renderGroup = this;
end.__renderGroup = this;
&#x2F;*
* 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
*&#x2F;
var previousRenderable = start;
while(previousRenderable != this.root)
{
previousRenderable = previousRenderable._iPrev;
if(previousRenderable.renderable &amp;&amp; previousRenderable.__renderGroup)break;
}
this.insertAfter(start, previousRenderable);
&#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
*&#x2F;
var previousRenderable2 = end;
while(previousRenderable2 != this.root)
{
previousRenderable2 = previousRenderable2._iPrev;
if(previousRenderable2.renderable &amp;&amp; previousRenderable2.__renderGroup)break;
}
this.insertAfter(end, previousRenderable2);
}
PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end)
{
this.removeObject(start);
this.removeObject(end);
}
PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
{
if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject);
&#x2F;*
* 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
*&#x2F;
var previousRenderable = displayObject.first;
while(previousRenderable != this.root)
{
previousRenderable = previousRenderable._iPrev;
if(previousRenderable.renderable &amp;&amp; previousRenderable.__renderGroup)break;
}
&#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
*&#x2F;
var nextRenderable = displayObject.last;
while(nextRenderable._iNext)
{
nextRenderable = nextRenderable._iNext;
if(nextRenderable.renderable &amp;&amp; nextRenderable.__renderGroup)break;
}
&#x2F;&#x2F; 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)
}
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
{
if(displayObject.__renderGroup != this)return;
&#x2F;&#x2F; var displayObject = displayObject.first;
var lastObject = displayObject.last;
do
{
displayObject.__renderGroup = null;
if(displayObject.renderable)this.removeObject(displayObject);
displayObject = displayObject._iNext;
}
while(displayObject)
}
PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject)
{
&#x2F;&#x2F; while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
var previousSprite = previousObject;
var nextSprite = nextObject;
&#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.WebGLRenderer.getBatch();
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.WebGLRenderer.getBatch();
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);
}
return;
}
else if(displayObject instanceof PIXI.TilingSprite)
{
&#x2F;&#x2F; add to a batch!!
this.initTilingSprite(displayObject);
&#x2F;&#x2F; this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Strip)
{
&#x2F;&#x2F; add to a batch!!
this.initStrip(displayObject);
&#x2F;&#x2F; this.batchs.push(displayObject);
}
else if(displayObject)&#x2F;&#x2F; instanceof PIXI.Graphics)
{
&#x2F;&#x2F;displayObject.initWebGL(this);
&#x2F;&#x2F; add to a batch!!
&#x2F;&#x2F;this.initStrip(displayObject);
&#x2F;&#x2F;this.batchs.push(displayObject);
}
this.insertAfter(displayObject, previousSprite);
&#x2F;&#x2F; insert and SPLIT!
}
PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, displayObject)
{
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch = displayObject.batch;
if(previousBatch)
{
&#x2F;&#x2F; so this object is in a batch!
&#x2F;&#x2F; is it not? need to split the batch
if(previousBatch.tail == displayObject)
{
&#x2F;&#x2F; is it tail? insert in to batchs
var index = this.batchs.indexOf( previousBatch );
this.batchs.splice(index+1, 0, item);
}
else
{
&#x2F;&#x2F; TODO MODIFY ADD &#x2F; REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) &#x2F;&#x2F;
&#x2F;&#x2F; THERE IS A SPLIT IN THIS BATCH! &#x2F;&#x2F;
var splitBatch = previousBatch.split(displayObject.__next);
&#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 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);
}
}
PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
{
&#x2F;&#x2F; loop through children..
&#x2F;&#x2F; display object &#x2F;&#x2F;
&#x2F;&#x2F; add a child from the render group..
&#x2F;&#x2F; remove it and all its children!
&#x2F;&#x2F;displayObject.cacheVisible = false;&#x2F;&#x2F;displayObject.visible;
&#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.WebGLRenderer.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 &amp;&amp; this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
{
&#x2F;&#x2F;console.log(&quot;MERGE&quot;)
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);
}
}
&#x2F;**
* @private
*&#x2F;
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
{
var gl = this.gl;
&#x2F;&#x2F; 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])&#x2F;&#x2F;, 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);
&#x2F;&#x2F; return ( (x &gt; 0) &amp;&amp; ((x &amp; (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;
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
{
var gl = this.gl;
var shaderProgram = PIXI.shaderProgram;
&#x2F;&#x2F; mat
&#x2F;&#x2F;var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
&#x2F;&#x2F;PIXI.mat4.transpose(mat4Real);
&#x2F;&#x2F;PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
gl.useProgram(PIXI.stripShaderProgram);
var m = PIXI.mat3.clone(strip.worldTransform);
PIXI.mat3.transpose(m);
&#x2F;&#x2F; set the matrix transform for the
gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m);
gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y);
gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha);
&#x2F;*
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);
}
*&#x2F;
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);
}
&#x2F;&#x2F;console.log(gl.TRIANGLE_STRIP);
gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
gl.useProgram(PIXI.shaderProgram);
}
&#x2F;**
* @private
*&#x2F;
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&#x2F;sprite.texture.baseTexture.width;
var offsetY = tilePosition.y&#x2F;sprite.texture.baseTexture.height;
var scaleX = (sprite.width &#x2F; sprite.texture.baseTexture.width) &#x2F; tileScale.x;
var scaleY = (sprite.height &#x2F; sprite.texture.baseTexture.height) &#x2F; 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);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderGroup.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);
}
</pre>
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