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pixi.js / docs / files / src_pixi_renderers_WebGLRenderGroup.js.html
@Mat Groves Mat Groves on 22 May 2013 19 KB RenderTexture update
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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;renderers&#x2F;WebGLRenderGroup.js</h1>

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&#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);
	
	&#x2F;&#x2F;console.log(&quot;!!!&quot;);
	&#x2F;&#x2F; TODO what if its already has an object? should remove it
	this.root = displayObject;
	&#x2F;&#x2F;displayObject.__renderGroup = this;
	this.addDisplayObjectAndChildren(displayObject);
	&#x2F;&#x2F;displayObject
}

PIXI.WebGLRenderGroup.prototype.render = function(renderTexture)
{
	
	var gl = this.gl;
	
	for (var i=0; i &lt; this.toRemove.length; i++) 
	{
		this.removeDisplayObjectAndChildren(this.toRemove[i]);
	};
	
	this.toRemove = [];
	
	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);
		}
		else if(renderable instanceof PIXI.Strip)
		{
			if(renderable.visible)this.renderStrip(renderable);
		}
	}
	
}

PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, renderTexture)
{
	var gl = this.gl;
	this.checkVisibility(displayObject, displayObject.visible);
	
	
	&#x2F;&#x2F;console.log(&quot;SPECIFIC&quot;);
	&#x2F;&#x2F; to do!
	&#x2F;&#x2F; render part of the scene...
	
	var startIndex;
	var startBatchIndex;
	
	var endIndex;
	var endBatchIndex;
	
	&#x2F;&#x2F; get NEXT Renderable!
	var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(displayObject);
	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; 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 if(startBatch instanceof PIXI.TilingSprite)
	{
		if(startBatch.visible)this.renderTilingSprite(startBatch);
	}
	else if(startBatch instanceof PIXI.Strip)
	{
		if(startBatch.visible)this.renderStrip(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 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; DO the last batch..
	if(endBatch instanceof PIXI.WebGLBatch)
	{
		endBatch.render(0, endIndex+1);
	}
	else if(endBatch instanceof PIXI.TilingSprite)
	{
		if(endBatch.visible)this.renderTilingSprite(endBatch);
	}
	else if(endBatch instanceof PIXI.Strip)
	{
		if(endBatch.visible)this.renderStrip(endBatch);
	}
}

PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
{
	&#x2F;&#x2F; give the dp a refference 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... shouldt 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.removeDisplayObject(child)
				this.addDisplayObject(child)
			}
			&#x2F;&#x2F; update texture!!
		}
		
		if(child.children.length &gt; 0)
		{
			this.checkVisibility(child, child.worldVisible);
		}
	};
}

PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
{
	&#x2F;&#x2F; add a child to the render group..
	displayObject.batch = null;
	displayObject.__renderGroup = this;

	&#x2F;&#x2F;displayObject.cacheVisible = true;
	if(!displayObject.renderable)return;

	&#x2F;&#x2F; while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
	&#x2F;&#x2F;displayObject.__inWebGL = true;
	
	var previousSprite = this.getPreviousRenderable(displayObject);
	var nextSprite = this.getNextRenderable(displayObject);
	

	&#x2F;*
	 * so now we have the next renderable and the previous renderable
	 * 
	 *&#x2F;
	
	if(displayObject instanceof PIXI.Sprite)
	{
		var previousBatch
		var nextBatch
		
		&#x2F;&#x2F;console.log( previousSprite)
		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);
		}
	
	}
	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;
}

PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
{
	&#x2F;&#x2F; TODO - this can be faster - but not as important right now
	
	this.addDisplayObject(displayObject);
	var children = displayObject.children;
	
	for (var i=0; i &lt; children.length; i++) 
	{
	  	this.addDisplayObjectAndChildren(children[i]);
	};
}

PIXI.WebGLRenderGroup.prototype.removeDisplayObject = 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;
	displayObject.__renderGroup = null;
	
	if(!displayObject.renderable)return;
	
	&#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);
	}
}

PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
{
	&#x2F;&#x2F; TODO - this can be faster - but not as important right now
	if(displayObject.__renderGroup != this)return;
	
	this.removeDisplayObject(displayObject);
	var children = displayObject.children;
	
	for (var i=0; i &lt; children.length; i++) 
	{
	  	this.removeDisplayObjectAndChildren(children[i]);
	};
}

&#x2F;**
 * @private
 *&#x2F;

PIXI.WebGLRenderGroup.prototype.getNextRenderable = function(displayObject)
{
	&#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 ==  this.root)&#x2F;&#x2F;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.__renderGroup)
	
	return nextSprite;
}

PIXI.WebGLRenderGroup.prototype.getPreviousRenderable = function(displayObject)
{
	&#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 == this.root)break;
	}
	while(!previousSprite.renderable || !previousSprite.__renderGroup);
	
	return previousSprite;
}


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