/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1); // an instance of the gl context.. // only one at the moment :/ PIXI.gl; /** * 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's or Sprite Cloud'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 * */ PIXI.WebGLRenderer = function(width, height, view, transparent) { // do a catch.. only 1 webGL renderer.. //console.log(transparent) this.transparent = !!transparent; this.width = width || 800; this.height = height || 600; this.view = view || document.createElement( 'canvas' ); this.view.width = this.width; this.view.height = this.height; // deal with losing context.. var scope = this; this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false) this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false) this.batchs = []; try { PIXI.gl = this.gl = this.view.getContext("experimental-webgl", { alpha: this.transparent, antialias:false, // SPEED UP?? premultipliedAlpha:true }); } catch (e) { throw new Error(" This browser does not support webGL. Try using the canvas renderer" + 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); } // constructor PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer; /** * @private */ PIXI.WebGLRenderer.getBatch = function() { if(PIXI._batchs.length == 0) { return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl); } else { return PIXI._batchs.pop(); } } /** * @private */ PIXI.WebGLRenderer.returnBatch = function(batch) { batch.clean(); PIXI._batchs.push(batch); } /** * @private */ 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("Could not initialise shaders"); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); gl.enableVertexAttribArray(shaderProgram.colorAttribute); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); PIXI.shaderProgram = this.shaderProgram; } /** * Renders the stage to its webGL view * @method render * @param stage {Stage} the PIXI.Stage element to be rendered */ PIXI.WebGLRenderer.prototype.render = function(stage) { if(this.contextLost)return; // if rendering a new stage clear the batchs.. if(this.__stage !== stage) { // TODO make this work if(this.__stage)this.checkVisibility(this.__stage, false) this.__stage = stage; this.stageRenderGroup.setRenderable(stage); } // update children if need be // best to remove first! for (var i=0; i < stage.__childrenRemoved.length; i++) { var group = stage.__childrenRemoved[i].__renderGroup if(group)group.removeDisplayObject(stage.__childrenRemoved[i]); } // update any textures for (var i=0; i < PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]); for (var i=0; i < PIXI.texturesToDestroy.length; i++) this.destroyTexture(PIXI.texturesToDestroy[i]); // empty out the arrays stage.__childrenRemoved = []; stage.__childrenAdded = []; PIXI.texturesToUpdate = []; PIXI.texturesToDestroy = []; // recursivly loop through all items! //this.checkVisibility(stage, true); // update the scene graph stage.updateTransform(); var gl = this.gl; // -- Does this need to be set every frame? -- // gl.colorMask(true, true, true, this.transparent); gl.viewport(0, 0, this.width, this.height); // 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); // render all the batchs! this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; this.stageRenderGroup.render(); // interaction // run interaction! if(stage.interactive) { //need to add some events! if(!stage._interactiveEventsAdded) { stage._interactiveEventsAdded = true; stage.interactionManager.setTarget(this); } } // after rendering lets confirm all frames that have been uodated.. if(PIXI.Texture.frameUpdates.length > 0) { for (var i=0; i < PIXI.Texture.frameUpdates.length; i++) { PIXI.Texture.frameUpdates[i].updateFrame = false; }; PIXI.Texture.frameUpdates = []; } } /** * @private */ 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); // reguler... //gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); //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); } // 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); } } /** * 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); var projectionMatrix = this.projectionMatrix; projectionMatrix[0] = 2/this.width; projectionMatrix[5] = -2/this.height; projectionMatrix[12] = -1; projectionMatrix[13] = 1; } /** * @private */ PIXI.WebGLRenderer.prototype.initTilingSprite = function(sprite) { var gl = this.gl; // 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])//, 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); // return ( (x > 0) && ((x & (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; } /* var context = this.context; if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat"); context.beginPath(); var tilePosition = sprite.tilePosition; var tileScale = sprite.tileScale; // 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 / tileScale.x, sprite.height / tileScale.y); context.translate(-tilePosition.x, -tilePosition.y); context.scale(1/tileScale.x, 1/tileScale.y); */ } /** * @private */ 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/sprite.texture.baseTexture.width; var offsetY = tilePosition.y/sprite.texture.baseTexture.height; var scaleX = (sprite.width / sprite.texture.baseTexture.width) / tileScale.x; var scaleY = (sprite.height / sprite.texture.baseTexture.height) / 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); } /** * @private */ PIXI.WebGLRenderer.prototype.initStrip = function(strip) { // 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); } /** * @private */ PIXI.WebGLRenderer.prototype.renderStrip = function(strip) { var gl = this.gl; var shaderProgram = this.shaderProgram; // 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); // 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); // 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); // 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); // dont need to upload! gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW); } //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); // console.log("!!!") } /** * @private */ PIXI.WebGLRenderer.prototype.handleContextLost = function(event) { event.preventDefault(); this.contextLost = true; } /** * @private */ PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) { this.gl = this.view.getContext("experimental-webgl", { alpha: true }); this.initShaders(); for (var i=0; i < PIXI.TextureCache.length; i++) { this.updateTexture(PIXI.TextureCache[i]); }; for (var i=0; i < this.batchs.length; i++) { this.batchs[i].restoreLostContext(this.gl)// this.batchs[i].dirty = true; }; PIXI._restoreBatchs(this.gl); this.contextLost = false; }