var SystemRenderer = require('../SystemRenderer'),
ShaderManager = require('./managers/ShaderManager'),
MaskManager = require('./managers/MaskManager'),
StencilManager = require('./managers/StencilManager'),
FilterManager = require('./managers/FilterManager'),
BlendModeManager = require('./managers/BlendModeManager'),
RenderTarget = require('./utils/RenderTarget'),
ObjectRenderer = require('./utils/ObjectRenderer'),
math = require('../../math'),
utils = require('../../utils'),
CONST = require('../../const');
/**
* The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
* So no need for Sprite Batches or Sprite Clouds.
* Don't forget to add the view to your DOM or you will not see anything :)
*
* @class
* @namespace PIXI
* @param [width=0] {number} the width of the canvas view
* @param [height=0] {number} the height of the canvas view
* @param [options] {object} The optional renderer parameters
* @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
* @param [options.transparent=false] {boolean} If the render view is transparent, default false
* @param [options.autoResize=false] {boolean} If the render view is automatically resized, default false
* @param [options.antialias=false] {boolean} sets antialias (only applicable in chrome at the moment)
* @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
* @param [options.clearBeforeRender=true] {boolean} This sets if the CanvasRenderer will clear the canvas or
* not before the new render pass.
* @param [options.preserveDrawingBuffer=false] {boolean} enables drawing buffer preservation, enable this if
* you need to call toDataUrl on the webgl context.
*/
function WebGLRenderer(width, height, options)
{
SystemRenderer.call(this, 'WebGL', width, height, options);
this.type = CONST.RENDERER_TYPE.WEBGL;
this._boundUpdateTexture = this.updateTexture.bind(this);
this._boundDestroyTexture = this.destroyTexture.bind(this);
this._boundContextLost = this.handleContextLost.bind(this);
this._boundContextRestored = this.handleContextRestored.bind(this);
this.view.addEventListener('webglcontextlost', this._boundContextLost, false);
this.view.addEventListener('webglcontextrestored', this._boundContextRestored, false);
/**
* The options passed in to create a new webgl context.
*
* @member {object}
* @private
*/
this._contextOptions = {
alpha: this.transparent,
antialias: options.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: options.preserveDrawingBuffer
};
/**
* Counter for the number of draws made each frame
*
* @member {number}
*/
this.drawCount = 0;
/**
* Deals with managing the shader programs and their attribs.
*
* @member {ShaderManager}
*/
this.shaderManager = new ShaderManager(this);
/**
* Manages the masks using the stencil buffer.
*
* @member {MaskManager}
*/
this.maskManager = new MaskManager(this);
/**
* Manages the stencil buffer.
*
* @member {StencilManager}
*/
this.stencilManager = new StencilManager(this);
/**
* Manages the filters.
*
* @member {FilterManager}
*/
this.filterManager = new FilterManager(this);
/**
* Manages the blendModes
* @member {BlendModeManager}
*/
this.blendModeManager = new BlendModeManager(this);
this.currentRenderTarget = this.renderTarget;
/**
* This temporary display object used as the parent of the currently being rendered item
* @member DisplayObject
* @private
*/
this._tempDisplayObjectParent = {worldTransform:new math.Matrix(), worldAlpha:1};
this.currentRenderer = new ObjectRenderer(this);
this.initPlugins();
// initialize the context so it is ready for the managers.
this._initContext();
// map some webGL blend modes..
this._mapBlendModes();
}
// constructor
WebGLRenderer.prototype = Object.create(SystemRenderer);
WebGLRenderer.prototype.constructor = WebGLRenderer;
module.exports = WebGLRenderer;
WebGLRenderer.glContextId = 0;
/**
*
* @private
*/
WebGLRenderer.prototype._initContext = function ()
{
var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions);
this.gl = gl;
if (!gl)
{
// fail, not able to get a context
throw new Error('This browser does not support webGL. Try using the canvas renderer');
}
this.glContextId = WebGLRenderer.glContextId++;
gl.id = this.glContextId;
gl.renderer = this;
// set up the default pixi settings..
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
this.renderTarget = new RenderTarget(this.gl, this.width, this.height, null, true);
this.emit('context', gl);
// setup the width/height properties and gl viewport
this.resize(this.width, this.height);
};
/**
* Renders the object to its webGL view
*
* @param object {DisplayObject} the object to be rendered
*/
WebGLRenderer.prototype.render = function (object)
{
// no point rendering if our context has been blown up!
if (this.gl.isContextLost())
{
return;
}
var cacheParent = object.parent;
object.parent = this._tempDisplayObjectParent;
// update the scene graph
object.updateTransform();
object.parent = cacheParent;
var gl = this.gl;
// make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.clearBeforeRender)
{
if (this.transparent)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(this._backgroundColorRgb[0], this._backgroundColorRgb[1], this._backgroundColorRgb[2], 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
this.renderDisplayObject(object, this.renderTarget);//this.projection);
};
/**
* Renders a Display Object.
*
* @param displayObject {DisplayObject} The DisplayObject to render
* @param projection {Point} The projection
* @param buffer {Array} a standard WebGL buffer
*/
WebGLRenderer.prototype.renderDisplayObject = function (displayObject, renderTarget)//projection, buffer)
{
this.blendModeManager.setBlendMode(CONST.blendModes.NORMAL);
this.setRenderTarget(renderTarget);
// reset the render session data..
this.drawCount = 0;
// start the filter manager
this.filterManager.begin();
// render the scene!
displayObject.renderWebGL(this);
// finish the sprite batch
this.currentRenderer.flush();
};
WebGLRenderer.prototype.setObjectRenderer = function (objectRenderer)
{
if (this.currentRenderer === objectRenderer)
{
return;
}
this.currentRenderer.stop();
this.currentRenderer = objectRenderer;
this.currentRenderer.start();
};
WebGLRenderer.prototype.setRenderTarget = function (renderTarget)
{
this.currentRenderTarget = renderTarget;
this.currentRenderTarget.activate();
this.stencilManager.setMaskStack( renderTarget.stencilMaskStack );
};
/**
* Resizes the webGL view to the specified width and height.
*
* @param width {number} the new width of the webGL view
* @param height {number} the new height of the webGL view
*/
WebGLRenderer.prototype.resize = function (width, height)
{
SystemRenderer.prototype.resize.call(this, width, height);
this.gl.viewport(0, 0, this.width, this.height);
this.filterManager.resize(width, height);
this.renderTarget.resize(width, height);
};
/**
* Updates and/or Creates a WebGL texture for the renderer's context.
*
* @param texture {BaseTexture|Texture} the texture to update
*/
WebGLRenderer.prototype.updateTexture = function (texture)
{
texture = texture.baseTexture || texture;
if (!texture.hasLoaded)
{
return;
}
var gl = this.gl;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
texture.on('update', this._boundUpdateTexture);
texture.on('dispose', this._boundDestroyTexture);
}
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === CONST.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && utils.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
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);
}
return texture._glTextures[gl.id];
};
WebGLRenderer.prototype.destroyTexture = function (texture)
{
texture = texture.baseTexture || texture;
if (!texture.hasLoaded)
{
return;
}
if (texture._glTextures[this.gl.id])
{
this.gl.deleteTexture(texture._glTextures[this.gl.id]);
}
};
/**
* Handles a lost webgl context
*
* @param event {Event}
* @private
*/
WebGLRenderer.prototype.handleContextLost = function (event)
{
event.preventDefault();
};
/**
* Handles a restored webgl context
*
* @param event {Event}
* @private
*/
WebGLRenderer.prototype.handleContextRestored = function ()
{
this._initContext();
// empty all the old gl textures as they are useless now
for (var key in utils.BaseTextureCache)
{
utils.BaseTextureCache[key]._glTextures = {};
}
};
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @param [removeView=false] {boolean} Removes the Canvas element from the DOM.
*/
WebGLRenderer.prototype.destroy = function (removeView)
{
// remove listeners
this.view.removeEventListener('webglcontextlost', this._boundContextLost);
this.view.removeEventListener('webglcontextrestored', this._boundContextRestored);
// call base destroy
SystemRenderer.prototype.destroy.call(this, removeView);
this.uuid = 0;
// destroy the managers
this.shaderManager.destroy();
this.maskManager.destroy();
this.stencilManager.destroy();
this.filterManager.destroy();
this.shaderManager = null;
this.maskManager = null;
this.filterManager = null;
this.blendModeManager = null;
this._boundContextLost = null;
this._boundContextRestored = null;
this._contextOptions = null;
this.drawCount = 0;
this.gl = null;
};
/**
* Maps Pixi blend modes to WebGL blend modes.
*
* @private
*/
WebGLRenderer.prototype._mapBlendModes = function ()
{
var gl = this.gl;
if (!this.blendModes)
{
this.blendModes = {};
this.blendModes[CONST.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
this.blendModes[CONST.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
this.blendModes[CONST.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
}
};