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pixi.js / docs / files / src_pixi_renderers_WebGLRenderer.js.html
@Mat Groves Mat Groves on 22 May 2013 21 KB RenderTexture update
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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;renderers&#x2F;WebGLRenderer.js</h1>

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    <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;&#x2F; an instance of the gl context..
&#x2F;&#x2F; only one at the moment :&#x2F;
PIXI.gl;

&#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 
 	{
        PIXI.gl = 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;
    PIXI.WebGLRenderer.gl = gl;
    
    this.batch = new PIXI.WebGLBatch(gl);
   	gl.disable(gl.DEPTH_TEST);
   	gl.disable(gl.CULL_FACE);
    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;
    
    this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl);
    
}

&#x2F;&#x2F; constructor
PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer;

&#x2F;**
 * @private 
 *&#x2F;
PIXI.WebGLRenderer.getBatch = function()
{
	if(PIXI._batchs.length == 0)
	{
		return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl);
	}
	else
	{
		return PIXI._batchs.pop();
	}
}

&#x2F;**
 * @private
 *&#x2F;
PIXI.WebGLRenderer.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;**
 * 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)
	{
		&#x2F;&#x2F; TODO make this work
		if(this.__stage)this.checkVisibility(this.__stage, false)
		this.__stage = stage;
		this.stageRenderGroup.setRenderable(stage);
	}
	
	
	&#x2F;&#x2F; update children if need be
	&#x2F;&#x2F; best to remove first!
	for (var i=0; i &lt; stage.__childrenRemoved.length; i++)
	{
		var group = stage.__childrenRemoved[i].__renderGroup
		if(group)group.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!
	&#x2F;&#x2F;this.checkVisibility(stage, true);
	
	&#x2F;&#x2F; update the scene graph	
	stage.updateTransform();
	
	var gl = this.gl;
	
	&#x2F;&#x2F; -- Does this need to be set every frame? -- &#x2F;&#x2F;
	gl.colorMask(true, true, true, this.transparent); 
	gl.viewport(0, 0, this.width, this.height);	
	
	&#x2F;&#x2F; set the correct matrix..	
    gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
   
   	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		
	gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], this.transparent);     
	gl.clear(gl.COLOR_BUFFER_BIT);


	&#x2F;&#x2F; render all the batchs!	
	this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
	this.stageRenderGroup.render();
	
	&#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;**
 * 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;
	var scaleY =  (sprite.height &#x2F; sprite.texture.baseTexture.height) &#x2F; tileScale.y;

	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>
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