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pixi.js / src / core / renderers / webgl / WebGLRenderer.js
@mathew groves mathew groves on 26 Feb 2015 15 KB added forceFXAA to options
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'),
    FXAAFilter = require('./filters/FXAAFilter'),
    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
 * @memberof PIXI
 * @extends SystemRenderer
 * @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. If not available natively then FXAA antialiasing is used
 * @param [options.forceFXAA=false] {boolean} forces FXAA antialiasing to be used over native. FXAA is faster, but may not always lok as great
 * @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)
{
    options = options || {};

    SystemRenderer.call(this, 'WebGL', width, height, options);

    /**
     * The type of this renderer as a standardised const
     *
     * @member {number}
     *
     */
    this.type = CONST.RENDERER_TYPE.WEBGL;

    this.handleContextLost = this.handleContextLost.bind(this);
    this.handleContextRestored = this.handleContextRestored.bind(this);

    this._updateTextureBound = function(e){
        this.updateTexture(e.target);
    }.bind(this);

    this._destroyTextureBound = function(e){
        this.destroyTexture(e.target);
    }.bind(this);

    this.view.addEventListener('webglcontextlost', this.handleContextLost, false);
    this.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);

    //TODO possibility to force FXAA as it may offer better performance?
    /**
     * Does it use FXAA ?
     *
     * @member {boolean}
     * @private
     */
    this._useFXAA = !!options.forceFXAA && options.antialias;

    /**
     * The fxaa filter
     *
     * @member {FXAAFilter}
     * @private
     */
    this._FXAAFilter = null;

    /**
     * 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);

    /**
     * Holds the current render target
     * @member {Object}
     */
    this.currentRenderTarget = this.renderTarget;

    /**
     * object renderer @alvin
     * @member {ObjectRenderer}
     */
    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();

    /**
     * An array of render targets
     * @member {Array}
     * @private
     */
    this._renderTargetStack = [];
}

// constructor
WebGLRenderer.prototype = Object.create(SystemRenderer.prototype);
WebGLRenderer.prototype.constructor = WebGLRenderer;
module.exports = WebGLRenderer;
utils.pluginTarget.mixin(WebGLRenderer);

WebGLRenderer.glContextId = 0;

/**
 * Creates the WebGL context
 * @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, this.resolution, true);

    this.emit('context', gl);

    // setup the width/height properties and gl viewport
    this.resize(this.width, this.height);

    if(!this._useFXAA)
    {
        this._useFXAA = ( this._contextOptions.antialias && ! gl.getContextAttributes().antialias );
    }


    if(this._useFXAA)
    {
        window.console.warn("FXAA antialiasing being used instead of native antialiasing")
        this._FXAAFilter = [new FXAAFilter()];
    }
};

/**
 * 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;
    }

    this._lastObjectRendered = object;

    if(this._useFXAA)
    {
        this._FXAAFilter[0].uniforms.resolution.value.x = this.width;
        this._FXAAFilter[0].uniforms.resolution.value.y = this.height;
        object.filterArea = this.renderTarget.size;
        object.filters = this._FXAAFilter;
    }

    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

    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 renderTarget {RenderTarget} The render target to use to render this display object
 *
 */
WebGLRenderer.prototype.renderDisplayObject = function (displayObject, renderTarget)//projection, buffer)
{
    // TODO is this needed...
    //this.blendModeManager.setBlendMode(CONST.BLEND_MODES.NORMAL);
    this.setRenderTarget(renderTarget);

    // start the filter manager
    this.filterManager.setFilterStack( renderTarget.filterStack );

    // render the scene!
    displayObject.renderWebGL(this);

    // finish the current renderer..
    this.currentRenderer.flush();
};

/**
 * Changes the current renderer to the one given in parameter
 *
 * @param objectRenderer {Object} TODO @alvin
 *
 */
WebGLRenderer.prototype.setObjectRenderer = function (objectRenderer)
{
    if (this.currentRenderer === objectRenderer)
    {
        return;
    }

    this.currentRenderer.stop();
    this.currentRenderer = objectRenderer;
    this.currentRenderer.start();
};

/**
 * Changes the current render target to the one given in parameter
 *
 * @param renderTarget {RenderTarget} the new render target
 *
 */
WebGLRenderer.prototype.setRenderTarget = function (renderTarget)
{
    if( this.currentRenderTarget === renderTarget)
    {
        return;
    }
    // TODO - maybe down the line this should be a push pos thing? Leaving for now though.
    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);

   // console.log(width)
    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._updateTextureBound);
        texture.on('dispose', this._destroyTextureBound);
    }


    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.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);


    if (texture.mipmap && texture.isPowerOfTwo)
    {
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.SCALE_MODES.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.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
    }

    if (!texture.isPowerOfTwo)
    {
        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];
};

/**
 * Deletes the texture from WebGL
 *
 * @param texture {BaseTexture|Texture} the texture to destroy
 */
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.length = 0;
    }
};

/**
 * 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)
{
    this.destroyPlugins();

    // remove listeners
    this.view.removeEventListener('webglcontextlost', this.handleContextLost);
    this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);

    // 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.handleContextLost = null;
    this.handleContextRestored = 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.BLEND_MODES.NORMAL]        = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.ADD]           = [gl.SRC_ALPHA, gl.DST_ALPHA];
        this.blendModes[CONST.BLEND_MODES.MULTIPLY]      = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.SCREEN]        = [gl.SRC_ALPHA, gl.ONE];
        this.blendModes[CONST.BLEND_MODES.OVERLAY]       = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.DARKEN]        = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.LIGHTEN]       = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.COLOR_DODGE]   = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.COLOR_BURN]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.HARD_LIGHT]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.SOFT_LIGHT]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.DIFFERENCE]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.EXCLUSION]     = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.HUE]           = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.SATURATION]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.COLOR]         = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
        this.blendModes[CONST.BLEND_MODES.LUMINOSITY]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];
    }
};