pixi.js/docs/files/src_pixi_renderers_WebGLRenderer.js.html
Mat Groves b378c1ab85 Bitmap Fonts added
Docs updated
2013-05-06 21:59:37 +01:00

1052 lines
29 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>src&#x2F;pixi&#x2F;renderers&#x2F;WebGLRenderer.js - Pixi.JS</title>
<link rel="stylesheet" href="http:&#x2F;&#x2F;yui.yahooapis.com&#x2F;3.8.0&#x2F;build&#x2F;cssgrids&#x2F;cssgrids-min.css">
<link rel="stylesheet" href="..&#x2F;assets/vendor/prettify/prettify-min.css">
<link rel="stylesheet" href="..&#x2F;assets/css/main.css" id="site_styles">
<link rel="shortcut icon" type="image/png" href="..&#x2F;assets/favicon.png">
<script src="http:&#x2F;&#x2F;yui.yahooapis.com&#x2F;combo?3.8.0&#x2F;build&#x2F;yui&#x2F;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:&#x2F;&#x2F;www.goodboydigital.com&#x2F;pixijs&#x2F;logo_small.png" title="Pixi.JS"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.0.0</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="..&#x2F;classes/AssetLoader.html">AssetLoader</a></li>
<li><a href="..&#x2F;classes/BaseTexture.html">BaseTexture</a></li>
<li><a href="..&#x2F;classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
<li><a href="..&#x2F;classes/BitmapText.html">BitmapText</a></li>
<li><a href="..&#x2F;classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="..&#x2F;classes/DisplayObject.html">DisplayObject</a></li>
<li><a href="..&#x2F;classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="..&#x2F;classes/ImageLoader.html">ImageLoader</a></li>
<li><a href="..&#x2F;classes/InteractionData.html">InteractionData</a></li>
<li><a href="..&#x2F;classes/InteractionManager.html">InteractionManager</a></li>
<li><a href="..&#x2F;classes/MovieClip.html">MovieClip</a></li>
<li><a href="..&#x2F;classes/Point.html">Point</a></li>
<li><a href="..&#x2F;classes/Rectangle.html">Rectangle</a></li>
<li><a href="..&#x2F;classes/Sprite.html">Sprite</a></li>
<li><a href="..&#x2F;classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="..&#x2F;classes/Stage.html">Stage</a></li>
<li><a href="..&#x2F;classes/Text.html">Text</a></li>
<li><a href="..&#x2F;classes/Texture.html">Texture</a></li>
<li><a href="..&#x2F;classes/TilingSprite.html">TilingSprite</a></li>
<li><a href="..&#x2F;classes/WebGLBatch.html">WebGLBatch</a></li>
<li><a href="..&#x2F;classes/WebGLRenderer.html">WebGLRenderer</a></li>
</ul>
<ul id="api-modules" class="apis modules">
<li><a href="..&#x2F;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&#x2F;pixi&#x2F;renderers&#x2F;WebGLRenderer.js</h1>
<div class="file">
<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
&#x2F;**
* 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&#x27;s or Sprite Cloud&#x27;s
* Dont forget to add the view to your DOM or you will not see anything :)
* @class WebGLRenderer
* @constructor
* @param width {Number} the width of the canvas view
* @default 0
* @param height {Number} the height of the canvas view
* @default 0
* @param view {Canvas} the canvas to use as a view, optional
* @param transparent {Boolean} the transparency of the render view, default false
* @default false
*
*&#x2F;
PIXI.WebGLRenderer = function(width, height, view, transparent)
{
&#x2F;&#x2F; do a catch.. only 1 webGL renderer..
&#x2F;&#x2F;console.log(transparent)
this.transparent = !!transparent;
this.width = width || 800;
this.height = height || 600;
this.view = view || document.createElement( &#x27;canvas&#x27; );
this.view.width = this.width;
this.view.height = this.height;
&#x2F;&#x2F; deal with losing context..
var scope = this;
this.view.addEventListener(&#x27;webglcontextlost&#x27;, function(event) { scope.handleContextLost(event); }, false)
this.view.addEventListener(&#x27;webglcontextrestored&#x27;, function(event) { scope.handleContextRestored(event); }, false)
this.batchs = [];
try
{
this.gl = this.view.getContext(&quot;experimental-webgl&quot;, {
alpha: this.transparent,
antialias:false, &#x2F;&#x2F; SPEED UP??
premultipliedAlpha:true
});
}
catch (e)
{
throw new Error(&quot; This browser does not support webGL. Try using the canvas renderer&quot; + this);
}
this.initShaders();
var gl = this.gl;
this.batch = new PIXI.WebGLBatch(gl);
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.colorMask(true, true, true, this.transparent);
this.projectionMatrix = PIXI.mat4.create();
this.resize(this.width, this.height)
this.contextLost = false;
}
&#x2F;&#x2F; constructor
PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer;
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.getBatch = function()
{
if(PIXI._batchs.length == 0)
{
return new PIXI.WebGLBatch(this.gl);
}
else
{
return PIXI._batchs.pop();
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.returnBatch = function(batch)
{
batch.clean();
PIXI._batchs.push(batch);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.initShaders = function()
{
var gl = this.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc);
this.shaderProgram = gl.createProgram();
var shaderProgram = this.shaderProgram;
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert(&quot;Could not initialise shaders&quot;);
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, &quot;aVertexPosition&quot;);
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, &quot;aTextureCoord&quot;);
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, &quot;aColor&quot;);
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, &quot;uMVMatrix&quot;);
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, &quot;uSampler&quot;);
PIXI.shaderProgram = this.shaderProgram;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.checkVisibility = function(displayObject, globalVisible)
{
var children = displayObject.children;
for (var i=0; i &lt; children.length; i++)
{
var child = children[i];
&#x2F;&#x2F; TODO optimize... shouldt need to loop through everything all the time
var actualVisibility = 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(actualVisibility)
{
this.removeDisplayObject(child)
this.addDisplayObject(child)
}
&#x2F;&#x2F; update texture!!
}
if(child.cacheVisible != actualVisibility)
{
child.cacheVisible = actualVisibility;
if(child.cacheVisible)
{
this.addDisplayObject(child);
}
else
{
this.removeDisplayObject(child);
}
}
if(child.children.length &gt; 0)
{
this.checkVisibility(child, actualVisibility);
}
};
}
&#x2F;**
* Renders the stage to its webGL view
* @method render
* @param stage {Stage} the PIXI.Stage element to be rendered
*&#x2F;
PIXI.WebGLRenderer.prototype.render = function(stage)
{
if(this.contextLost)return;
&#x2F;&#x2F; if rendering a new stage clear the batchs..
if(this.__stage !== stage)
{
if(this.__stage)this.checkVisibility(this.__stage, false)
this.__stage = stage;
}
&#x2F;&#x2F; update children if need be
&#x2F;&#x2F; best to remove first!
for (var i=0; i &lt; stage.__childrenRemoved.length; i++)
{
this.removeDisplayObject(stage.__childrenRemoved[i]);
}
&#x2F;&#x2F; update any textures
for (var i=0; i &lt; PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]);
for (var i=0; i &lt; PIXI.texturesToDestroy.length; i++) this.destroyTexture(PIXI.texturesToDestroy[i]);
&#x2F;&#x2F; empty out the arrays
stage.__childrenRemoved = [];
stage.__childrenAdded = [];
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
&#x2F;&#x2F; recursivly loop through all items!
this.checkVisibility(stage, true);
&#x2F;&#x2F; update the scene graph
stage.updateTransform();
var gl = this.gl;
gl.clear(gl.COLOR_BUFFER_BIT)
gl.clearColor(stage.backgroundColorSplit[0], stage.backgroundColorSplit[1], stage.backgroundColorSplit[2], 0);
&#x2F;&#x2F; set the correct blend mode!
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
&#x2F;&#x2F; render all the batchs!
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);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable);
}
}
&#x2F;&#x2F; interaction
&#x2F;&#x2F; run interaction!
if(stage.interactive)
{
&#x2F;&#x2F;need to add some events!
if(!stage._interactiveEventsAdded)
{
stage._interactiveEventsAdded = true;
stage.interactionManager.setTarget(this);
}
}
&#x2F;&#x2F; after rendering lets confirm all frames that have been uodated..
if(PIXI.Texture.frameUpdates.length &gt; 0)
{
for (var i=0; i &lt; PIXI.Texture.frameUpdates.length; i++)
{
PIXI.Texture.frameUpdates[i].updateFrame = false;
};
PIXI.Texture.frameUpdates = [];
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
{
var gl = this.gl;
if(!texture._glTexture)
{
texture._glTexture = gl.createTexture();
}
if(texture.hasLoaded)
{
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
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, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
&#x2F;&#x2F; reguler...
&#x2F;&#x2F;gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
&#x2F;&#x2F;gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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);
}
&#x2F;&#x2F; gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
this.refreshBatchs = true;
}
PIXI.WebGLRenderer.prototype.destroyTexture = function(texture)
{
var gl = this.gl;
if(texture._glTexture)
{
texture._glTexture = gl.createTexture();
gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.addDisplayObject = function(displayObject)
{
var objectDetaildisplayObject
if(!displayObject.stage)return; &#x2F;&#x2F; means it was removed
if(displayObject.__inWebGL)return; &#x2F;&#x2F;means it is already in webgL
&#x2F;&#x2F;displayObject.cacheVisible = displayObject.visible;
&#x2F;&#x2F; TODO if objects parent is not visible then dont add to stage!!!!
&#x2F;&#x2F;if(!displayObject.visible)return;
displayObject.batch = null;
&#x2F;&#x2F;displayObject.cacheVisible = true;
if(!displayObject.renderable)return;
&#x2F;&#x2F; while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
displayObject.__inWebGL = true;
&#x2F;*
* 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
*&#x2F;
var previousSprite = displayObject;
do
{
if(previousSprite.childIndex == 0)
{
previousSprite = previousSprite.parent;
}
else
{
previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
&#x2F;&#x2F; what if the bloop has children???
while(previousSprite.children.length != 0)
{
&#x2F;&#x2F; keep diggin till we get to the last child
previousSprite = previousSprite.children[previousSprite.children.length-1];
}
}
if(previousSprite == displayObject.stage)break;
}
while(!previousSprite.renderable || !previousSprite.__inWebGL)
&#x2F;&#x2F;while(!(previousSprite instanceof PIXI.Sprite))
&#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
*
* These look a lot scarier than the actually are...
*&#x2F;
var nextSprite = displayObject;
do
{
&#x2F;&#x2F; moving forward!
&#x2F;&#x2F; if it has no children..
if(nextSprite.children.length == 0)
{
&#x2F;&#x2F; go along to the parent..
while(nextSprite.childIndex == nextSprite.parent.children.length-1)
{
nextSprite = nextSprite.parent;
if(nextSprite == 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.__inWebGL)
&#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 = this.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 = this.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);
}
}
else if(displayObject instanceof PIXI.TilingSprite)
{
&#x2F;&#x2F; add to a batch!!
this.initTilingSprite(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Strip)
{
&#x2F;&#x2F; add to a batch!!
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
&#x2F;&#x2F; if its somthing else... then custom codes!
this.batchUpdate = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.removeDisplayObject = function(displayObject)
{
&#x2F;&#x2F;if(displayObject.stage)return;
displayObject.cacheVisible = false;&#x2F;&#x2F;displayObject.visible;
if(!displayObject.renderable)return;
displayObject.__inWebGL = false;
&#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)this.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)this.returnBatch(batchToRemove);
this.returnBatch(this.batchs[index+1]);
this.batchs.splice(index, 2);
return;
}
}
this.batchs.splice(index, 1);
if(batchToRemove instanceof PIXI.WebGLBatch)this.returnBatch(batchToRemove);
}
}
&#x2F;**
* 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
*&#x2F;
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);
var projectionMatrix = this.projectionMatrix;
projectionMatrix[0] = 2&#x2F;this.width;
projectionMatrix[5] = -2&#x2F;this.height;
projectionMatrix[12] = -1;
projectionMatrix[13] = 1;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.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;*
var context = this.context;
if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, &quot;repeat&quot;);
context.beginPath();
var tilePosition = sprite.tilePosition;
var tileScale = sprite.tileScale;
&#x2F;&#x2F; offset
context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x, tilePosition.y);
context.fillStyle = sprite.__tilePattern;
context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width &#x2F; tileScale.x, sprite.height &#x2F; tileScale.y);
context.translate(-tilePosition.x, -tilePosition.y);
context.scale(1&#x2F;tileScale.x, 1&#x2F;tileScale.y);
*&#x2F;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.renderTilingSprite = function(sprite)
{
var gl = this.gl;
var shaderProgram = this.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&#x2F;&#x2F;&#x2F;sprite.texture.baseTexture.width;
var scaleY = (sprite.height &#x2F; sprite.texture.baseTexture.height) &#x2F; tileScale.y&#x2F;&#x2F;&#x2F;sprite.texture.baseTexture.height;
&#x2F;&#x2F;
&#x2F;&#x2F;sprite.dirty = true;
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);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.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);
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.renderStrip = function(strip)
{
var gl = this.gl;
var shaderProgram = this.shaderProgram;
&#x2F;&#x2F; mat
var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
PIXI.mat4.transpose(mat4Real);
PIXI.mat4.multiply(this.projectionMatrix, mat4Real, mat4Real )
gl.uniformMatrix4fv(this.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);
&#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.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
&#x2F;&#x2F; console.log(&quot;!!!&quot;)
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
{
event.preventDefault();
this.contextLost = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
{
this.gl = this.view.getContext(&quot;experimental-webgl&quot;, {
alpha: true
});
this.initShaders();
for (var i=0; i &lt; PIXI.TextureCache.length; i++)
{
this.updateTexture(PIXI.TextureCache[i]);
};
for (var i=0; i &lt; this.batchs.length; i++)
{
this.batchs[i].restoreLostContext(this.gl)&#x2F;&#x2F;
this.batchs[i].dirty = true;
};
PIXI._restoreBatchs(this.gl);
this.contextLost = false;
}
</pre>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<script src="..&#x2F;assets/vendor/prettify/prettify-min.js"></script>
<script>prettyPrint();</script>
<script src="..&#x2F;assets/js/yui-prettify.js"></script>
<script src="..&#x2F;assets/../api.js"></script>
<script src="..&#x2F;assets/js/api-filter.js"></script>
<script src="..&#x2F;assets/js/api-list.js"></script>
<script src="..&#x2F;assets/js/api-search.js"></script>
<script src="..&#x2F;assets/js/apidocs.js"></script>
</body>
</html>