<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>pixi/renderers/WebGLRenderer.js - Pixi.js API</title> <link rel="stylesheet" href="http://yui.yahooapis.com/3.8.0pr2/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?3.8.0pr2/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 API"></h1> </div> <div class="yui3-u-1-4 version"> <em>API Docs for: 1.0</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/CanvasRenderer.html">CanvasRenderer</a></li> <li><a href="../classes/DisplayObject.html">DisplayObject</a></li> <li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li> <li><a href="../classes/InteractionData.html">InteractionData</a></li> <li><a href="../classes/InteractionManager.html">InteractionManager</a></li> <li><a href="../classes/MovieClip.html">MovieClip</a></li> <li><a href="../classes/Point.html">Point</a></li> <li><a href="../classes/Rectangle.html">Rectangle</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/Texture.html">Texture</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: pixi/renderers/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); /** * 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 */ PIXI.WebGLRenderer = function(width, height, view) { this.width = width ? width : 800; this.height = height ? height : 600; this.view = view ? view : document.createElement( 'canvas' ); this.view.width = this.width; this.view.height = this.height; this.view.background = "#FF0000"; // 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 { this.gl = this.view.getContext("experimental-webgl", { alpha: false }); } catch (e) { throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); } this.initShaders(); var gl = this.gl; this.batch = new PIXI.WebGLBatch(gl); gl.disable(gl.DEPTH_TEST); gl.enable(gl.BLEND); gl.colorMask(true, true, true, false); this.projectionMatrix = mat4.create(); this.resize(this.width, this.height) this.contextLost = false; } // constructor PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer; /** * @private */ PIXI.WebGLRenderer.prototype.initShaders = function() { var gl = this.gl; var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc); var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc); this.shaderProgram = gl.createProgram(); var shaderProgram = this.shaderProgram; gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert("Could not initialise shaders"); } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); gl.enableVertexAttribArray(shaderProgram.colorAttribute); shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); PIXI.shaderProgram = this.shaderProgram; } /** * @private */ PIXI.WebGLRenderer.prototype.checkVisibility = function(displayObject, globalVisible) { var children = displayObject.children; for (var i=0; i < children.length; i++) { var child = children[i]; // TODO optimize... shouldt need to loop through everything all the time var actualVisibility = child.visible && globalVisible; // everything should have a batch! // time to see whats new! if(child.textureChange) { child.textureChange = false; if(actualVisibility) { this.removeDisplayObject(child) this.addDisplayObject(child) } // update texture!! } if(child.cacheVisible != actualVisibility) { child.cacheVisible = actualVisibility; if(child.cacheVisible) { this.addDisplayObject(child); } else { this.removeDisplayObject(child); } } if(child.children.length > 0) { this.checkVisibility(child, actualVisibility); } }; } /** * 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; // update children if need be // best to remove first! for (var i=0; i < stage.__childrenRemoved.length; i++) { this.removeDisplayObject(stage.__childrenRemoved[i]); // stage.__childrenRemoved[i].cacheVisible = false; } /* // no add all new sprites for (var i=0; i < stage.__childrenAdded.length; i++) { stage.__childrenAdded[i].cacheVisible = false; // this.addDisplayObject(stage.__childrenAdded[i]); }*/ // update any textures for (var i=0; i < PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]); // empty out the arrays stage.__childrenRemoved = []; stage.__childrenAdded = []; PIXI.texturesToUpdate = []; // recursivly loop through all items! this.checkVisibility(stage, true); // update the scen graph stage.updateTransform(); var gl = this.gl; gl.clear(gl.COLOR_BUFFER_BIT) gl.clearColor(stage.backgroundColorSplit[0], stage.backgroundColorSplit[1], stage.backgroundColorSplit[2], 1.0); // set the correct blend mode! gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix); // render all the batchs! var renderable; for (var i=0; i < this.batchs.length; i++) { renderable = this.batchs[i]; if(renderable instanceof PIXI.WebGLBatch) { this.batchs[i].render(); } else if(renderable instanceof PIXI.Strip) { if(renderable.visible)this.renderStrip(renderable); } } // interaction // run interaction! if(stage.interactive) { //need to add some events! if(!stage._interactiveEventsAdded) { stage._interactiveEventsAdded = true; stage.interactionManager.setTarget(this); } } } /** * @private */ PIXI.WebGLRenderer.prototype.updateTexture = function(texture) { var gl = this.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); 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); // gl.generateMipmap(gl.TEXTURE_2D); gl.bindTexture(gl.TEXTURE_2D, null); } this.refreshBatchs = true; } /** * @private */ PIXI.WebGLRenderer.prototype.addDisplayObject = function(displayObject) { if(!displayObject.stage)return; // means it was removed if(displayObject.__inWebGL)return; //means it is already in webgL //displayObject.cacheVisible = displayObject.visible; // TODO if objects parent is not visible then dont add to stage!!!! //if(!displayObject.visible)return; displayObject.batch = null; //displayObject.cacheVisible = true; if(!displayObject.renderable)return; // while looping below THE OBJECT MAY NOT HAVE BEEN ADDED displayObject.__inWebGL = true; /* * LOOK FOR THE PREVIOUS SPRITE * This part looks for the closest previous sprite that can go into a batch * It keeps going back until it finds a sprite or the stage */ var previousSprite = displayObject; do { if(previousSprite.childIndex == 0) { previousSprite = previousSprite.parent; } else { previousSprite = previousSprite.parent.children[previousSprite.childIndex-1]; // what if the bloop has children??? while(previousSprite.children.length != 0) { // keep diggin till we get to the last child previousSprite = previousSprite.children[previousSprite.children.length-1]; } } if(previousSprite == displayObject.stage)break; } while(!previousSprite.renderable || !previousSprite.__inWebGL) //while(!(previousSprite instanceof PIXI.Sprite)) /* * LOOK FOR THE NEXT SPRITE * This part looks for the closest next sprite that can go into a batch * it keeps looking until it finds a sprite or gets to the end of the display * scene graph * * These look a lot scarier than the actually are... */ var nextSprite = displayObject; do { // moving forward! // if it has no children.. if(nextSprite.children.length == 0) { // go along to the parent.. while(nextSprite.childIndex == nextSprite.parent.children.length-1) { nextSprite = nextSprite.parent; if(nextSprite == displayObject.stage) { nextSprite = null break; } } if(nextSprite)nextSprite = nextSprite.parent.children[nextSprite.childIndex+1]; } else { nextSprite = nextSprite.children[0]; } if(!nextSprite)break; } while(!nextSprite.renderable || !nextSprite.__inWebGL) /* * so now we have the next renderable and the previous renderable * */ if(displayObject instanceof PIXI.Sprite) { var previousBatch var nextBatch if(previousSprite instanceof PIXI.Sprite) { previousBatch = previousSprite.batch; if(previousBatch) { if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode) { previousBatch.insertAfter(displayObject, previousSprite); return; } } } else { // TODO reword! previousBatch = previousSprite; } if(nextSprite) { if(nextSprite instanceof PIXI.Sprite) { nextBatch = nextSprite.batch; //batch may not exist if item was added to the display list but not to the webGL if(nextBatch) { if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode) { nextBatch.insertBefore(displayObject, nextSprite); return; } else { if(nextBatch == previousBatch) { // THERE IS A SPLIT IN THIS BATCH! // var splitBatch = previousBatch.split(nextSprite); // COOL! // add it back into the array /* * OOPS! * seems the new sprite is in the middle of a batch * lets split it.. */ var batch = PIXI._getBatch(this.gl); var index = this.batchs.indexOf( previousBatch ); batch.init(displayObject); this.batchs.splice(index+1, 0, batch, splitBatch); return; } } } } else { // TODO re-word! nextBatch = nextSprite; } } /* * looks like it does not belong to any batch! * but is also not intersecting one.. * time to create anew one! */ var batch = PIXI._getBatch(this.gl); batch.init(displayObject); if(previousBatch) // if this is invalid it means { var index = this.batchs.indexOf( previousBatch ); this.batchs.splice(index+1, 0, batch); } else { this.batchs.push(batch); } } else if(displayObject instanceof PIXI.Strip) { // add to a batch!! this.initStrip(displayObject); this.batchs.push(displayObject); } // if its somthing else... then custom codes! this.batchUpdate = true; } /** * @private */ PIXI.WebGLRenderer.prototype.removeDisplayObject = function(displayObject) { //if(displayObject.stage)return; displayObject.cacheVisible = false;//displayObject.visible; if(!displayObject.renderable)return; displayObject.__inWebGL = false; /* * removing is a lot quicker.. * */ var batchToRemove; if(displayObject instanceof PIXI.Sprite) { // should always have a batch! var batch = displayObject.batch; if(!batch)return; // this means the display list has been altered befre rendering batch.remove(displayObject); if(batch.size==0) { batchToRemove = batch } } else { batchToRemove = displayObject; } /* * Looks like there is somthing that needs removing! */ if(batchToRemove) { var index = this.batchs.indexOf( batchToRemove ); if(index == -1)return;// this means it was added then removed before rendered // ok so.. check to see if you adjacent batchs should be joined. // TODO may optimise? if(index == 0 || index == this.batchs.length-1) { // wha - eva! just get of the empty batch! this.batchs.splice(index, 1); if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove); return; } if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch) { if(this.batchs[index-1].texture == this.batchs[index+1].texture && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode) { //console.log("MERGE") this.batchs[index-1].merge(this.batchs[index+1]); if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove); PIXI._returnBatch(this.batchs[index+1]); this.batchs.splice(index, 2); return; } } this.batchs.splice(index, 1); if(batchToRemove instanceof PIXI.WebGLBatch)PIXI._returnBatch(batchToRemove); } } /** * 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); mat4.identity(this.projectionMatrix); mat4.scale(this.projectionMatrix, [2/this.width, -2/this.height, 1]); mat4.translate(this.projectionMatrix, [-this.width/2, -this.height/2, 0]); } /** * @private */ PIXI.WebGLRenderer.prototype.initStrip = function(strip) { // build the strip! var gl = this.gl; var shaderProgram = this.shaderProgram; strip._vertexBuffer = gl.createBuffer(); strip._indexBuffer = gl.createBuffer(); strip._uvBuffer = gl.createBuffer(); strip._colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW); } /** * @private */ PIXI.WebGLRenderer.prototype.renderStrip = function(strip) { var gl = this.gl; var shaderProgram = this.shaderProgram; // mat var mat4Real = mat3.toMat4(strip.worldTransform); mat4.transpose(mat4Real); mat4.multiply(this.projectionMatrix, mat4Real, mat4Real ) gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, mat4Real); if(strip.blendMode == PIXI.blendModes.NORMAL) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } else { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR); } if(!strip.dirty) { gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, strip.verticies) gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); // update the uvs gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer); gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture); gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer); gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0); // dont need to upload! gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); } else { strip.dirty = false; gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.STATIC_DRAW) gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); // update the uvs gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW) gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture); gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW) gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0); // dont need to upload! gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW); } gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0); gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix); // console.log("!!!") } /** * @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>