<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>src/pixi/renderers/webgl/WebGLRenderer.js - Pixi.JS</title> <link rel="stylesheet" href="http://yui.yahooapis.com/3.8.0/build/cssgrids/cssgrids-min.css"> <link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css"> <link rel="stylesheet" href="../assets/css/main.css" id="site_styles"> <link rel="shortcut icon" type="image/png" href="../assets/favicon.png"> <script src="http://yui.yahooapis.com/combo?3.8.0/build/yui/yui-min.js"></script> </head> <body class="yui3-skin-sam"> <div id="doc"> <div id="hd" class="yui3-g header"> <div class="yui3-u-3-4"> <h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="Pixi.JS"></h1> </div> <div class="yui3-u-1-4 version"> <em>API Docs for: 1.3.0</em> </div> </div> <div id="bd" class="yui3-g"> <div class="yui3-u-1-4"> <div id="docs-sidebar" class="sidebar apidocs"> <div id="api-list"> <h2 class="off-left">APIs</h2> <div id="api-tabview" class="tabview"> <ul class="tabs"> <li><a href="#api-classes">Classes</a></li> <li><a href="#api-modules">Modules</a></li> </ul> <div id="api-tabview-filter"> <input type="search" id="api-filter" placeholder="Type to filter APIs"> </div> <div id="api-tabview-panel"> <ul id="api-classes" class="apis classes"> <li><a href="../classes/AssetLoader.html">AssetLoader</a></li> <li><a href="../classes/BaseTexture.html">BaseTexture</a></li> <li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li> <li><a href="../classes/BitmapText.html">BitmapText</a></li> <li><a href="../classes/CanvasGraphics.html">CanvasGraphics</a></li> <li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li> <li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li> <li><a href="../classes/DisplayObject.html">DisplayObject</a></li> <li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li> <li><a href="../classes/Graphics.html">Graphics</a></li> <li><a href="../classes/ImageLoader.html">ImageLoader</a></li> <li><a href="../classes/InteractionData.html">InteractionData</a></li> <li><a href="../classes/InteractionManager.html">InteractionManager</a></li> <li><a href="../classes/JsonLoader.html">JsonLoader</a></li> <li><a href="../classes/MovieClip.html">MovieClip</a></li> <li><a href="../classes/Point.html">Point</a></li> <li><a href="../classes/Polygon.html">Polygon</a></li> <li><a href="../classes/Rectangle.html">Rectangle</a></li> <li><a href="../classes/RenderTexture.html">RenderTexture</a></li> <li><a href="../classes/Spine.html">Spine</a></li> <li><a href="../classes/Sprite.html">Sprite</a></li> <li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li> <li><a href="../classes/Stage.html">Stage</a></li> <li><a href="../classes/Text.html">Text</a></li> <li><a href="../classes/Texture.html">Texture</a></li> <li><a href="../classes/TilingSprite.html">TilingSprite</a></li> <li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li> <li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li> </ul> <ul id="api-modules" class="apis modules"> <li><a href="../modules/PIXI.html">PIXI</a></li> </ul> </div> </div> </div> </div> </div> <div class="yui3-u-3-4"> <div id="api-options"> Show: <label for="api-show-inherited"> <input type="checkbox" id="api-show-inherited" checked> Inherited </label> <label for="api-show-protected"> <input type="checkbox" id="api-show-protected"> Protected </label> <label for="api-show-private"> <input type="checkbox" id="api-show-private"> Private </label> <label for="api-show-deprecated"> <input type="checkbox" id="api-show-deprecated"> Deprecated </label> </div> <div class="apidocs"> <div id="docs-main"> <div class="content"> <h1 class="file-heading">File: src/pixi/renderers/webgl/WebGLRenderer.js</h1> <div class="file"> <pre class="code prettyprint linenums"> /** * @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:false }); } catch (e) { throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); } PIXI.initPrimitiveShader(); PIXI.initDefaultShader(); PIXI.initDefaultStripShader(); PIXI.activateDefaultShader(); 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); PIXI.projection = new PIXI.Point(400, 300); 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 */ /** * 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 // dont think this is needed any more? //if(this.__stage)this.checkVisibility(this.__stage, false) this.__stage = stage; this.stageRenderGroup.setRenderable(stage); } // TODO not needed now... // 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 PIXI.WebGLRenderer.updateTextures(); // 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); // HACK TO TEST //PIXI.projectionMatrix = this.projectionMatrix; this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; this.stageRenderGroup.render(PIXI.projection); // 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.updateTextures = function() { 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]); PIXI.texturesToUpdate = []; PIXI.texturesToDestroy = []; } PIXI.WebGLRenderer.updateTexture = function(texture) { var gl = PIXI.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... 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.bindTexture(gl.TEXTURE_2D, null); } } 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; PIXI.projection.x = this.width/2; PIXI.projection.y = this.height/2; // projectionMatrix[0] = 2/this.width; // projectionMatrix[5] = -2/this.height; // projectionMatrix[12] = -1; // projectionMatrix[13] = 1; } /** * @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; } </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>