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src/pixi/display/SpriteBatch.js</h1> <div class="file"> <pre class="code prettyprint linenums"> /** * @author Mat Groves http://matgroves.com/ */ /** * The SpriteBatch class is a really fast version of the DisplayObjectContainer * built solely for speed, so use when you need a lot of sprites or particles. * And it's extremely easy to use : var container = new PIXI.SpriteBatch(); stage.addChild(container); for(var i = 0; i < 100; i++) { var sprite = new PIXI.Sprite.fromImage("myImage.png"); container.addChild(sprite); } * And here you have a hundred sprites that will be renderer at the speed of light * * @class SpriteBatch * @constructor * @param texture {Texture} */ PIXI.SpriteBatch = function(texture) { PIXI.DisplayObjectContainer.call( this); this.textureThing = texture; this.ready = false; }; PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); PIXI.SpriteBatch.constructor = PIXI.SpriteBatch; /* * Initialises the spriteBatch * * @method initWebGL * @param gl {WebGLContext} the current WebGL drawing context */ PIXI.SpriteBatch.prototype.initWebGL = function(gl) { // TODO only one needed for the whole engine really? this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl); this.ready = true; }; /* * Updates the object transform for rendering * * @method updateTransform * @private */ PIXI.SpriteBatch.prototype.updateTransform = function() { // TODO dont need to! PIXI.DisplayObject.prototype.updateTransform.call( this ); // PIXI.DisplayObjectContainer.prototype.updateTransform.call( this ); }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession) { if(!this.visible || this.alpha <= 0 || !this.children.length)return; if(!this.ready)this.initWebGL( renderSession.gl ); renderSession.spriteBatch.stop(); renderSession.shaderManager.activateShader(renderSession.shaderManager.fastShader); this.fastSpriteBatch.begin(this, renderSession); this.fastSpriteBatch.render(this); renderSession.shaderManager.activateShader(renderSession.shaderManager.defaultShader); renderSession.spriteBatch.start(); }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @private */ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession) { var context = renderSession.context; context.globalAlpha = this.worldAlpha; var transform = this.worldTransform; // alow for trimming if (renderSession.roundPixels) { context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty)); } else { context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty); } context.save(); for (var i = 0; i < this.children.length; i++) { var child = this.children[i]; var texture = child.texture; var frame = texture.frame; context.globalAlpha = this.worldAlpha * child.alpha; if(child.rotation % (Math.PI * 2) === 0) { // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, ((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0, ((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0, frame.width * child.scale.x, frame.height * child.scale.y); } else { PIXI.DisplayObject.prototype.updateTransform.call(child); transform = child.localTransform; if(this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } var a = child._cr * child.scale.x, b = -child._sr * child.scale.y, c = child._sr * child.scale.x, d = child._cr * child.scale.y; context.setTransform(a, c, b, d, child.position.x, child.position.y); context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, ((child.anchor.x) * (-frame.width) + 0.5) | 0, ((child.anchor.y) * (-frame.height) + 0.5) | 0, frame.width, frame.height); } } context.restore(); }; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>