642 lines
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HTML
642 lines
20 KiB
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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 = null;
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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
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* should be used for browsers support webGL. This Render works by automatically managing webGLBatchs.
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* 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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*
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* @class WebGLRenderer
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* @constructor
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* @param width=0 {Number} the width of the canvas view
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* @param height=0 {Number} the height of the canvas view
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* @param view {Canvas} the canvas to use as a view, optional
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* @param transparent=false {Boolean} the transparency of the render view, default false
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* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
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*
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*/
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PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
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{
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if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this;
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this.type = PIXI.WEBGL_RENDERER;
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// do a catch.. only 1 webGL renderer..
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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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this.options = {
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alpha: this.transparent,
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antialias:!!antialias, // SPEED UP??
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premultipliedAlpha:false,
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stencil:true
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};
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//try 'experimental-webgl'
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try {
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this.gl = this.view.getContext('experimental-webgl', this.options);
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} catch (e) {
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//try 'webgl'
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try {
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this.gl = this.view.getContext('webgl', this.options);
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} catch (e2) {
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// fail, not able to get a context
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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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}
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var gl = this.gl;
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this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
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if(!PIXI.blendModesWebGL)
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{
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PIXI.blendModesWebGL = [];
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PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
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PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
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}
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this.projection = new PIXI.Point();
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this.projection.x = this.width/2;
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this.projection.y = -this.height/2;
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this.offset = new PIXI.Point(0, 0);
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this.resize(this.width, this.height);
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this.contextLost = false;
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// time to create the render managers! each one focuses on managine a state in webGL
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this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs
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this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites
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this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer
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this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters
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//
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this.renderSession = {};
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this.renderSession.gl = this.gl;
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this.renderSession.drawCount = 0;
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this.renderSession.shaderManager = this.shaderManager;
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this.renderSession.maskManager = this.maskManager;
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this.renderSession.filterManager = this.filterManager;
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this.renderSession.spriteBatch = this.spriteBatch;
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gl.useProgram(this.shaderManager.defaultShader.program);
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PIXI.WebGLRenderer.gl = gl;
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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gl.colorMask(true, true, true, this.transparent);
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};
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// constructor
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PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
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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 stage {Stage} the 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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this.__stage = stage;
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}
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// update any textures this includes uvs and uploading them to the gpu
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PIXI.WebGLRenderer.updateTextures();
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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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// make sure we are bound to the main frame buffer
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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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// this.projection.x = this.width/2;
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//this.projection.y = -this.height/2;
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this.renderDisplayObject( stage, this.projection );
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// 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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/*
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//can simulate context loss in Chrome like so:
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this.view.onmousedown = function(ev) {
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console.dir(this.gl.getSupportedExtensions());
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var ext = (
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gl.getExtension("WEBGL_scompressed_texture_s3tc")
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// gl.getExtension("WEBGL_compressed_texture_s3tc") ||
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// gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") ||
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// gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc")
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);
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console.dir(ext);
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var loseCtx = this.gl.getExtension("WEBGL_lose_context");
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console.log("killing context");
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loseCtx.loseContext();
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setTimeout(function() {
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console.log("restoring context...");
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loseCtx.restoreContext();
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}.bind(this), 1000);
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}.bind(this);
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*/
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};
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PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection)
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{
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// reset the render session data..
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this.renderSession.drawCount = 0;
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this.renderSession.currentBlendMode = 9999;
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this.renderSession.projection = projection;
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this.renderSession.offset = this.offset;
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// start the sprite batch
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this.spriteBatch.begin(this.renderSession);
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// start the filter manager
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this.filterManager.begin(this.renderSession, null);
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// render the scene!
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displayObject._renderWebGL(this.renderSession);
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// finish the sprite batch
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this.spriteBatch.end();
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};
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/**
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* Updates the textures loaded into this webgl renderer
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*
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* @static
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* @method updateTextures
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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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var i = 0;
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//TODO break this out into a texture manager...
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//for (i = 0; i < PIXI.texturesToUpdate.length; i++)
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// PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]);
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for (i=0; i < PIXI.Texture.frameUpdates.length; i++)
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PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]);
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for (i = 0; i < PIXI.texturesToDestroy.length; i++)
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PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
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PIXI.texturesToUpdate = [];
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PIXI.texturesToDestroy = [];
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PIXI.Texture.frameUpdates = [];
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};
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/**
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* Updates a loaded webgl texture
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*
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* @static
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* @method updateTexture
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* @param texture {Texture} The texture to update
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* @private
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*/
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/*
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PIXI.WebGLRenderer.updateTexture = function(texture)
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{
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//TODO break this out into a texture manager...
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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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}
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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, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
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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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*/
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/**
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* Destroys a loaded webgl texture
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*
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* @method destroyTexture
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* @param texture {Texture} The texture to update
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* @private
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*/
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PIXI.WebGLRenderer.destroyTexture = function(texture)
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{
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//TODO break this out into a texture manager...
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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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gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
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}
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};
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PIXI.WebGLRenderer.updateTextureFrame = function(texture)
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{
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texture.updateFrame = false;
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// now set the uvs. Figured that the uv data sits with a texture rather than a sprite.
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// so uv data is stored on the texture itself
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texture._updateWebGLuvs();
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};
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/**
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* resizes the webGL view to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the webGL view
|
|
* @param height {Number} the new height of the webGL view
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
this.projection.x = this.width/2;
|
|
this.projection.y = -this.height/2;
|
|
};
|
|
|
|
PIXI.createWebGLTexture = function(texture, gl)
|
|
{
|
|
|
|
|
|
if(texture.hasLoaded)
|
|
{
|
|
texture._glTextures[gl.id] = gl.createTexture();
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
// reguler...
|
|
|
|
if(!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Handles a lost webgl context
|
|
*
|
|
* @method handleContextLost
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
|
{
|
|
event.preventDefault();
|
|
this.contextLost = true;
|
|
};
|
|
|
|
/**
|
|
* Handles a restored webgl context
|
|
*
|
|
* @method handleContextRestored
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|
{
|
|
|
|
//try 'experimental-webgl'
|
|
try {
|
|
this.gl = this.view.getContext('experimental-webgl', this.options);
|
|
} catch (e) {
|
|
//try 'webgl'
|
|
try {
|
|
this.gl = this.view.getContext('webgl', this.options);
|
|
} catch (e2) {
|
|
// fail, not able to get a context
|
|
throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this);
|
|
}
|
|
}
|
|
|
|
var gl = this.gl;
|
|
gl.id = PIXI.WebGLRenderer.glContextId ++;
|
|
|
|
|
|
|
|
// need to set the context...
|
|
this.shaderManager.setContext(gl);
|
|
this.spriteBatch.setContext(gl);
|
|
this.maskManager.setContext(gl);
|
|
this.filterManager.setContext(gl);
|
|
|
|
|
|
this.renderSession.gl = this.gl;
|
|
|
|
gl.disable(gl.DEPTH_TEST);
|
|
gl.disable(gl.CULL_FACE);
|
|
|
|
gl.enable(gl.BLEND);
|
|
gl.colorMask(true, true, true, this.transparent);
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
for(var key in PIXI.TextureCache)
|
|
{
|
|
var texture = PIXI.TextureCache[key].baseTexture;
|
|
texture._glTextures = [];
|
|
}
|
|
|
|
this.contextLost = false;
|
|
|
|
};
|
|
|
|
PIXI.WebGLRenderer.glContextId = 0;
|
|
|
|
</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>
|