/**
* @author Mat Groves http://matgroves.com/
*/
/**
*
* @class Strip
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture to use
* @param width {Number} the width
* @param height {Number} the height
*
*/
PIXI.Strip = function(texture)
{
PIXI.DisplayObjectContainer.call( this );
this.texture = texture;
// set up the main bits..
this.uvs = new PIXI.Float32Array([0, 1,
1, 1,
1, 0,
0,1]);
this.verticies = new PIXI.Float32Array([0, 0,
100,0,
100,100,
0, 100]);
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
this.dirty = true;
};
// constructor
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Strip.prototype.constructor = PIXI.Strip;
PIXI.Strip.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha <= 0)return;
// render triangle strip..
renderSession.spriteBatch.stop();
// init! init!
if(!this._vertexBuffer)this._initWebGL(renderSession);
renderSession.shaderManager.activateStripShader();
this._renderStrip(renderSession);
renderSession.shaderManager.activateDefaultShader();
renderSession.spriteBatch.start();
//TODO check culling
};
PIXI.Strip.prototype._initWebGL = function(renderSession)
{
// build the strip!
var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
PIXI.Strip.prototype._renderStrip = function(renderSession)
{
var gl = renderSession.gl;
var projection = renderSession.projection,
offset = renderSession.offset,
shader = renderSession.shaderManager.stripShader;
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
// set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, 1);
if(!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.texture.baseTexture, gl));
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.texture.baseTexture, gl));
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
//console.log(gl.TRIANGLE_STRIP)
//
//
gl.drawElements(gl.TRIANGLE_STRIP, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
/*
* Sets the texture that the Strip will use
*
* @method setTexture
* @param texture {Texture} the texture that will be used
* @private
*/
/*
PIXI.Strip.prototype.setTexture = function(texture)
{
//TODO SET THE TEXTURES
//TODO VISIBILITY
// stop current texture
this.texture = texture;
this.width = texture.frame.width;
this.height = texture.frame.height;
this.updateFrame = true;
};
*/
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Strip.prototype.onTextureUpdate = function()
{
this.updateFrame = true;
};