495 lines
15 KiB
HTML
495 lines
15 KiB
HTML
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<title>src/pixi/renderers/webgl/WebGLRenderer.js - Pixi.JS</title>
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<h1 class="file-heading">File: src/pixi/renderers/webgl/WebGLRenderer.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
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// an instance of the gl context..
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// only one at the moment :/
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PIXI.gl;
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/**
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* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. So no need for Sprite Batch's or Sprite Cloud's
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* Dont forget to add the view to your DOM or you will not see anything :)
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* @class WebGLRenderer
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* @constructor
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* @param width {Number} the width of the canvas view
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* @default 0
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* @param height {Number} the height of the canvas view
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* @default 0
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* @param view {Canvas} the canvas to use as a view, optional
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* @param transparent {Boolean} the transparency of the render view, default false
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* @default false
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*
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*/
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PIXI.WebGLRenderer = function(width, height, view, transparent)
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{
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// do a catch.. only 1 webGL renderer..
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//console.log(transparent)
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this.transparent = !!transparent;
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this.width = width || 800;
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this.height = height || 600;
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this.view = view || document.createElement( 'canvas' );
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this.view.width = this.width;
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this.view.height = this.height;
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// deal with losing context..
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var scope = this;
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this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false)
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this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false)
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this.batchs = [];
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try
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{
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PIXI.gl = this.gl = this.view.getContext("experimental-webgl", {
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alpha: this.transparent,
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antialias:true, // SPEED UP??
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premultipliedAlpha:false,
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stencil:true
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});
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}
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catch (e)
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{
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throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
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}
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PIXI.initPrimitiveShader();
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PIXI.initDefaultShader();
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PIXI.initDefaultStripShader();
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PIXI.activateDefaultShader();
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var gl = this.gl;
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PIXI.WebGLRenderer.gl = gl;
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this.batch = new PIXI.WebGLBatch(gl);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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//
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gl.enable(gl.BLEND);
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gl.colorMask(true, true, true, this.transparent);
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PIXI.projection = new PIXI.Point(400, 300);
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this.resize(this.width, this.height);
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this.contextLost = false;
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this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl);
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}
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// constructor
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PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer;
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/**
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* @private
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*/
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PIXI.WebGLRenderer.getBatch = function()
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{
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if(PIXI._batchs.length == 0)
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{
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return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl);
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}
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else
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{
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return PIXI._batchs.pop();
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}
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.returnBatch = function(batch)
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{
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batch.clean();
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PIXI._batchs.push(batch);
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}
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/**
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* @private
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*/
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/**
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* Renders the stage to its webGL view
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* @method render
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* @param stage {Stage} the PIXI.Stage element to be rendered
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*/
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PIXI.WebGLRenderer.prototype.render = function(stage)
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{
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if(this.contextLost)return;
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// if rendering a new stage clear the batchs..
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if(this.__stage !== stage)
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{
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// TODO make this work
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// dont think this is needed any more?
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//if(this.__stage)this.checkVisibility(this.__stage, false)
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this.__stage = stage;
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this.stageRenderGroup.setRenderable(stage);
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}
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// TODO not needed now...
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// update children if need be
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// best to remove first!
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/*for (var i=0; i < stage.__childrenRemoved.length; i++)
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{
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var group = stage.__childrenRemoved[i].__renderGroup
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if(group)group.removeDisplayObject(stage.__childrenRemoved[i]);
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}*/
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// update any textures
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PIXI.WebGLRenderer.updateTextures();
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// recursivly loop through all items!
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//this.checkVisibility(stage, true);
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// update the scene graph
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stage.updateTransform();
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var gl = this.gl;
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// -- Does this need to be set every frame? -- //
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gl.colorMask(true, true, true, this.transparent);
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gl.viewport(0, 0, this.width, this.height);
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// set the correct matrix..
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// gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// HACK TO TEST
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//PIXI.projectionMatrix = this.projectionMatrix;
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this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
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this.stageRenderGroup.render(PIXI.projection);
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// interaction
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// run interaction!
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if(stage.interactive)
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{
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//need to add some events!
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if(!stage._interactiveEventsAdded)
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{
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stage._interactiveEventsAdded = true;
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stage.interactionManager.setTarget(this);
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}
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}
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// after rendering lets confirm all frames that have been uodated..
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if(PIXI.Texture.frameUpdates.length > 0)
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{
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for (var i=0; i < PIXI.Texture.frameUpdates.length; i++)
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{
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PIXI.Texture.frameUpdates[i].updateFrame = false;
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};
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PIXI.Texture.frameUpdates = [];
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}
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.updateTextures = function()
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{
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for (var i=0; i < PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]);
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for (var i=0; i < PIXI.texturesToDestroy.length; i++) this.destroyTexture(PIXI.texturesToDestroy[i]);
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PIXI.texturesToUpdate = [];
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PIXI.texturesToDestroy = [];
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}
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PIXI.WebGLRenderer.updateTexture = function(texture)
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{
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var gl = PIXI.gl;
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if(!texture._glTexture)
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{
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texture._glTexture = gl.createTexture();
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}
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if(texture.hasLoaded)
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{
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gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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// reguler...
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if(!texture._powerOf2)
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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}
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PIXI.WebGLRenderer.prototype.destroyTexture = function(texture)
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{
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var gl = this.gl;
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if(texture._glTexture)
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{
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texture._glTexture = gl.createTexture();
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gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
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}
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}
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/**
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* resizes the webGL view to the specified width and height
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* @method resize
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* @param width {Number} the new width of the webGL view
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* @param height {Number} the new height of the webGL view
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*/
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PIXI.WebGLRenderer.prototype.resize = function(width, height)
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{
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this.width = width;
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this.height = height;
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this.view.width = width;
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this.view.height = height;
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this.gl.viewport(0, 0, this.width, this.height);
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//var projectionMatrix = this.projectionMatrix;
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PIXI.projection.x = this.width/2;
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PIXI.projection.y = this.height/2;
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// projectionMatrix[0] = 2/this.width;
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// projectionMatrix[5] = -2/this.height;
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// projectionMatrix[12] = -1;
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// projectionMatrix[13] = 1;
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
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{
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event.preventDefault();
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this.contextLost = true;
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}
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/**
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* @private
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*/
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PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
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{
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this.gl = this.view.getContext("experimental-webgl", {
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alpha: true
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});
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this.initShaders();
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for(var key in PIXI.TextureCache)
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{
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var texture = PIXI.TextureCache[key].baseTexture;
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texture._glTexture = null;
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PIXI.WebGLRenderer.updateTexture(texture);
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};
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for (var i=0; i < this.batchs.length; i++)
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{
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this.batchs[i].restoreLostContext(this.gl)//
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this.batchs[i].dirty = true;
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};
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PIXI._restoreBatchs(this.gl);
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this.contextLost = false;
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}
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</pre>
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</div>
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<script>prettyPrint();</script>
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