import SystemRenderer from '../SystemRenderer'; import MaskManager from './managers/MaskManager'; import StencilManager from './managers/StencilManager'; import FilterManager from './managers/FilterManager'; import RenderTarget from './utils/RenderTarget'; import ObjectRenderer from './utils/ObjectRenderer'; import TextureManager from './TextureManager'; import BaseTexture from '../../textures/BaseTexture'; import TextureGarbageCollector from './TextureGarbageCollector'; import WebGLState from './WebGLState'; import mapWebGLDrawModesToPixi from './utils/mapWebGLDrawModesToPixi'; import validateContext from './utils/validateContext'; import { pluginTarget } from '../../utils'; import glCore from 'pixi-gl-core'; import { RENDERER_TYPE } from '../../const'; let CONTEXT_UID = 0; /** * 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 PIXI.SystemRenderer */ export default class WebGLRenderer extends SystemRenderer { // eslint-disable-next-line valid-jsdoc /** * * @param {object} [options] - The optional renderer parameters * @param {number} [options.width=800] - the width of the screen * @param {number} [options.height=600] - the height of the screen * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional * @param {boolean} [options.transparent=false] - If the render view is transparent, default false * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA * antialiasing is used * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. * FXAA is faster, but may not always look as great * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. * The resolution of the renderer retina would be 2. * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear * the canvas or not before the new render pass. If you wish to set this to false, you *must* set * preserveDrawingBuffer to `true`. * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, * enable this if you need to call toDataUrl on the webgl context. * @param {boolean} [options.roundPixels=false] - If true Pixi will Math.floor() x/y values when * rendering, stopping pixel interpolation. * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true Pixi will aim to ensure compatibility * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. */ constructor(options, arg2, arg3) { super('WebGL', options, arg2, arg3); this.legacy = this.options.legacy; if (this.legacy) { glCore.VertexArrayObject.FORCE_NATIVE = true; } /** * The type of this renderer as a standardised const * * @member {number} * @see PIXI.RENDERER_TYPE */ this.type = RENDERER_TYPE.WEBGL; this.handleContextLost = this.handleContextLost.bind(this); this.handleContextRestored = this.handleContextRestored.bind(this); this.view.addEventListener('webglcontextlost', this.handleContextLost, false); this.view.addEventListener('webglcontextrestored', this.handleContextRestored, false); /** * The options passed in to create a new webgl context. * * @member {object} * @private */ this._contextOptions = { alpha: this.transparent, antialias: this.options.antialias, premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied', stencil: true, preserveDrawingBuffer: this.options.preserveDrawingBuffer, }; this._backgroundColorRgba[3] = this.transparent ? 0 : 1; /** * Manages the masks using the stencil buffer. * * @member {PIXI.MaskManager} */ this.maskManager = new MaskManager(this); /** * Manages the stencil buffer. * * @member {PIXI.StencilManager} */ this.stencilManager = new StencilManager(this); /** * An empty renderer. * * @member {PIXI.ObjectRenderer} */ this.emptyRenderer = new ObjectRenderer(this); /** * The currently active ObjectRenderer. * * @member {PIXI.ObjectRenderer} */ this.currentRenderer = this.emptyRenderer; this.initPlugins(); /** * The current WebGL rendering context, it is created here * * @member {WebGLRenderingContext} */ // initialize the context so it is ready for the managers. if (this.options.context) { // checks to see if a context is valid.. validateContext(this.options.context); } this.gl = this.options.context || glCore.createContext(this.view, this._contextOptions); this.CONTEXT_UID = CONTEXT_UID++; /** * The currently active ObjectRenderer. * * @member {PIXI.WebGLState} */ this.state = new WebGLState(this.gl); this.renderingToScreen = true; /** * Holds the current state of textures bound to the GPU. * @type {Array} */ this.boundTextures = null; /** * Holds the current shader * * @member {PIXI.Shader} */ this._activeShader = null; this._activeVao = null; /** * Holds the current render target * * @member {PIXI.RenderTarget} */ this._activeRenderTarget = null; this._initContext(); /** * Manages the filters. * * @member {PIXI.FilterManager} */ this.filterManager = new FilterManager(this); // map some webGL blend and drawmodes.. this.drawModes = mapWebGLDrawModesToPixi(this.gl); this._nextTextureLocation = 0; this.setBlendMode(0); /** * Fired after rendering finishes. * * @event PIXI.WebGLRenderer#postrender */ /** * Fired before rendering starts. * * @event PIXI.WebGLRenderer#prerender */ /** * Fired when the WebGL context is set. * * @event PIXI.WebGLRenderer#context * @param {WebGLRenderingContext} gl - WebGL context. */ } /** * Creates the WebGL context * * @private */ _initContext() { const gl = this.gl; // restore a context if it was previously lost if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { gl.getExtension('WEBGL_lose_context').restoreContext(); } const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this._activeShader = null; this._activeVao = null; this.boundTextures = new Array(maxTextures); this.emptyTextures = new Array(maxTextures); // create a texture manager... this.textureManager = new TextureManager(this); this.textureGC = new TextureGarbageCollector(this); this.state.resetToDefault(); this.rootRenderTarget = new RenderTarget(gl, this.width, this.height, null, this.resolution, true); this.rootRenderTarget.clearColor = this._backgroundColorRgba; this.bindRenderTarget(this.rootRenderTarget); // now lets fill up the textures with empty ones! const emptyGLTexture = new glCore.GLTexture.fromData(gl, null, 1, 1); const tempObj = { _glTextures: {} }; tempObj._glTextures[this.CONTEXT_UID] = {}; for (let i = 0; i < maxTextures; i++) { const empty = new BaseTexture(); empty._glTextures[this.CONTEXT_UID] = emptyGLTexture; this.boundTextures[i] = tempObj; this.emptyTextures[i] = empty; this.bindTexture(null, i); } this.emit('context', gl); // setup the width/height properties and gl viewport this.resize(this.screen.width, this.screen.height); } /** * Renders the object to its webGL view * * @param {PIXI.DisplayObject} displayObject - the object to be rendered * @param {PIXI.RenderTexture} renderTexture - The render texture to render to. * @param {boolean} [clear] - Should the canvas be cleared before the new render * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering. * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass? */ render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { // can be handy to know! this.renderingToScreen = !renderTexture; this.emit('prerender'); // no point rendering if our context has been blown up! if (!this.gl || this.gl.isContextLost()) { return; } this._nextTextureLocation = 0; if (!renderTexture) { this._lastObjectRendered = displayObject; } if (!skipUpdateTransform) { // update the scene graph const cacheParent = displayObject.parent; displayObject.parent = this._tempDisplayObjectParent; displayObject.updateTransform(); displayObject.parent = cacheParent; // displayObject.hitArea = //TODO add a temp hit area } this.bindRenderTexture(renderTexture, transform); this.currentRenderer.start(); if (clear !== undefined ? clear : this.clearBeforeRender) { this._activeRenderTarget.clear(); } displayObject.renderWebGL(this); // apply transform.. this.currentRenderer.flush(); // this.setObjectRenderer(this.emptyRenderer); this.textureGC.update(); this.emit('postrender'); } /** * Changes the current renderer to the one given in parameter * * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. */ setObjectRenderer(objectRenderer) { if (this.currentRenderer === objectRenderer) { return; } this.currentRenderer.stop(); this.currentRenderer = objectRenderer; this.currentRenderer.start(); } /** * This should be called if you wish to do some custom rendering * It will basically render anything that may be batched up such as sprites * */ flush() { this.setObjectRenderer(this.emptyRenderer); } /** * Resizes the webGL view to the specified width and height. * * @param {number} screenWidth - the new width of the screen * @param {number} screenHeight - the new height of the screen */ resize(screenWidth, screenHeight) { // if(width * this.resolution === this.width && height * this.resolution === this.height)return; SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight); this.rootRenderTarget.resize(screenWidth, screenHeight); if (this._activeRenderTarget === this.rootRenderTarget) { this.rootRenderTarget.activate(); if (this._activeShader) { this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true); } } } /** * Resizes the webGL view to the specified width and height. * * @param {number} blendMode - the desired blend mode */ setBlendMode(blendMode) { this.state.setBlendMode(blendMode); } /** * Erases the active render target and fills the drawing area with a colour * * @param {number} [clearColor] - The colour */ clear(clearColor) { this._activeRenderTarget.clear(clearColor); } /** * Sets the transform of the active render target to the given matrix * * @param {PIXI.Matrix} matrix - The transformation matrix */ setTransform(matrix) { this._activeRenderTarget.transform = matrix; } /** * Erases the render texture and fills the drawing area with a colour * * @param {PIXI.RenderTexture} renderTexture - The render texture to clear * @param {number} [clearColor] - The colour * @return {PIXI.WebGLRenderer} Returns itself. */ clearRenderTexture(renderTexture, clearColor) { const baseTexture = renderTexture.baseTexture; const renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; if (renderTarget) { renderTarget.clear(clearColor); } return this; } /** * Binds a render texture for rendering * * @param {PIXI.RenderTexture} renderTexture - The render texture to render * @param {PIXI.Transform} transform - The transform to be applied to the render texture * @return {PIXI.WebGLRenderer} Returns itself. */ bindRenderTexture(renderTexture, transform) { let renderTarget; if (renderTexture) { const baseTexture = renderTexture.baseTexture; if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) { // bind the current texture this.textureManager.updateTexture(baseTexture, 0); } this.unbindTexture(baseTexture); renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; renderTarget.setFrame(renderTexture.frame); } else { renderTarget = this.rootRenderTarget; } renderTarget.transform = transform; this.bindRenderTarget(renderTarget); return this; } /** * Changes the current render target to the one given in parameter * * @param {PIXI.RenderTarget} renderTarget - the new render target * @return {PIXI.WebGLRenderer} Returns itself. */ bindRenderTarget(renderTarget) { if (renderTarget !== this._activeRenderTarget) { this._activeRenderTarget = renderTarget; renderTarget.activate(); if (this._activeShader) { this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true); } this.stencilManager.setMaskStack(renderTarget.stencilMaskStack); } return this; } /** * Changes the current shader to the one given in parameter * * @param {PIXI.Shader} shader - the new shader * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix * @return {PIXI.WebGLRenderer} Returns itself. */ bindShader(shader, autoProject) { // TODO cache if (this._activeShader !== shader) { this._activeShader = shader; shader.bind(); // `autoProject` normally would be a default parameter set to true // but because of how Babel transpiles default parameters // it hinders the performance of this method. if (autoProject !== false) { // automatically set the projection matrix shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true); } } return this; } /** * Binds the texture. This will return the location of the bound texture. * It may not be the same as the one you pass in. This is due to optimisation that prevents * needless binding of textures. For example if the texture is already bound it will return the * current location of the texture instead of the one provided. To bypass this use force location * * @param {PIXI.Texture} texture - the new texture * @param {number} location - the suggested texture location * @param {boolean} forceLocation - force the location * @return {number} bound texture location */ bindTexture(texture, location, forceLocation) { texture = texture || this.emptyTextures[location]; texture = texture.baseTexture || texture; texture.touched = this.textureGC.count; if (!forceLocation) { // TODO - maybe look into adding boundIds.. save us the loop? for (let i = 0; i < this.boundTextures.length; i++) { if (this.boundTextures[i] === texture) { return i; } } if (location === undefined) { this._nextTextureLocation++; this._nextTextureLocation %= this.boundTextures.length; location = this.boundTextures.length - this._nextTextureLocation - 1; } } else { location = location || 0; } const gl = this.gl; const glTexture = texture._glTextures[this.CONTEXT_UID]; if (!glTexture) { // this will also bind the texture.. this.textureManager.updateTexture(texture, location); } else { // bind the current texture this.boundTextures[location] = texture; gl.activeTexture(gl.TEXTURE0 + location); gl.bindTexture(gl.TEXTURE_2D, glTexture.texture); } return location; } /** * unbinds the texture ... * * @param {PIXI.Texture} texture - the texture to unbind * @return {PIXI.WebGLRenderer} Returns itself. */ unbindTexture(texture) { const gl = this.gl; texture = texture.baseTexture || texture; for (let i = 0; i < this.boundTextures.length; i++) { if (this.boundTextures[i] === texture) { this.boundTextures[i] = this.emptyTextures[i]; gl.activeTexture(gl.TEXTURE0 + i); gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture); } } return this; } /** * Creates a new VAO from this renderer's context and state. * * @return {VertexArrayObject} The new VAO. */ createVao() { return new glCore.VertexArrayObject(this.gl, this.state.attribState); } /** * Changes the current Vao to the one given in parameter * * @param {PIXI.VertexArrayObject} vao - the new Vao * @return {PIXI.WebGLRenderer} Returns itself. */ bindVao(vao) { if (this._activeVao === vao) { return this; } if (vao) { vao.bind(); } else if (this._activeVao) { // TODO this should always be true i think? this._activeVao.unbind(); } this._activeVao = vao; return this; } /** * Resets the WebGL state so you can render things however you fancy! * * @return {PIXI.WebGLRenderer} Returns itself. */ reset() { this.setObjectRenderer(this.emptyRenderer); this._activeShader = null; this._activeRenderTarget = this.rootRenderTarget; // bind the main frame buffer (the screen); this.rootRenderTarget.activate(); this.state.resetToDefault(); return this; } /** * Handles a lost webgl context * * @private * @param {WebGLContextEvent} event - The context lost event. */ handleContextLost(event) { event.preventDefault(); } /** * Handles a restored webgl context * * @private */ handleContextRestored() { this.textureManager.removeAll(); this._initContext(); } /** * Removes everything from the renderer (event listeners, spritebatch, etc...) * * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. * See: https://github.com/pixijs/pixi.js/issues/2233 */ destroy(removeView) { this.destroyPlugins(); // remove listeners this.view.removeEventListener('webglcontextlost', this.handleContextLost); this.view.removeEventListener('webglcontextrestored', this.handleContextRestored); this.textureManager.destroy(); // call base destroy super.destroy(removeView); this.uid = 0; // destroy the managers this.maskManager.destroy(); this.stencilManager.destroy(); this.filterManager.destroy(); this.maskManager = null; this.filterManager = null; this.textureManager = null; this.currentRenderer = null; this.handleContextLost = null; this.handleContextRestored = null; this._contextOptions = null; this.gl.useProgram(null); if (this.gl.getExtension('WEBGL_lose_context')) { this.gl.getExtension('WEBGL_lose_context').loseContext(); } this.gl = null; // this = null; } } /** * Collection of installed plugins. These are included by default in PIXI, but can be excluded * by creating a custom build. Consult the README for more information about creating custom * builds and excluding plugins. * @name PIXI.WebGLRenderer#plugins * @type {object} * @readonly * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer. * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects. */ /** * Adds a plugin to the renderer. * * @method PIXI.WebGLRenderer#registerPlugin * @param {string} pluginName - The name of the plugin. * @param {Function} ctor - The constructor function or class for the plugin. */ pluginTarget.mixin(WebGLRenderer);