diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/renderers/webgl/utils/AbstractFilter.js b/src/core/renderers/webgl/utils/AbstractFilter.js index e9340a0..bdf47f3 100644 --- a/src/core/renderers/webgl/utils/AbstractFilter.js +++ b/src/core/renderers/webgl/utils/AbstractFilter.js @@ -53,9 +53,9 @@ { for (var i = 0, j = this.shaders.length; i < j; ++i) { - this.shaders[i].syncUniform(uniform) - } -} + this.shaders[i].syncUniform(uniform); + } +}; /* AbstractFilter.prototype.apply = function (frameBuffer) diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/renderers/webgl/utils/AbstractFilter.js b/src/core/renderers/webgl/utils/AbstractFilter.js index e9340a0..bdf47f3 100644 --- a/src/core/renderers/webgl/utils/AbstractFilter.js +++ b/src/core/renderers/webgl/utils/AbstractFilter.js @@ -53,9 +53,9 @@ { for (var i = 0, j = this.shaders.length; i < j; ++i) { - this.shaders[i].syncUniform(uniform) - } -} + this.shaders[i].syncUniform(uniform); + } +}; /* AbstractFilter.prototype.apply = function (frameBuffer) diff --git a/src/core/sprites/webgl/SpriteBatchRenderer.js b/src/core/sprites/webgl/SpriteBatchRenderer.js index 2e69c97..239f860 100644 --- a/src/core/sprites/webgl/SpriteBatchRenderer.js +++ b/src/core/sprites/webgl/SpriteBatchRenderer.js @@ -1,5 +1,4 @@ var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), - Shader = require('../../renderers/webgl/shaders/Shader'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), SpriteBatchShader = require('./SpriteBatchShader'); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/renderers/webgl/utils/AbstractFilter.js b/src/core/renderers/webgl/utils/AbstractFilter.js index e9340a0..bdf47f3 100644 --- a/src/core/renderers/webgl/utils/AbstractFilter.js +++ b/src/core/renderers/webgl/utils/AbstractFilter.js @@ -53,9 +53,9 @@ { for (var i = 0, j = this.shaders.length; i < j; ++i) { - this.shaders[i].syncUniform(uniform) - } -} + this.shaders[i].syncUniform(uniform); + } +}; /* AbstractFilter.prototype.apply = function (frameBuffer) diff --git a/src/core/sprites/webgl/SpriteBatchRenderer.js b/src/core/sprites/webgl/SpriteBatchRenderer.js index 2e69c97..239f860 100644 --- a/src/core/sprites/webgl/SpriteBatchRenderer.js +++ b/src/core/sprites/webgl/SpriteBatchRenderer.js @@ -1,5 +1,4 @@ var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), - Shader = require('../../renderers/webgl/shaders/Shader'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), SpriteBatchShader = require('./SpriteBatchShader'); diff --git a/src/core/sprites/webgl/SpriteRenderer.js b/src/core/sprites/webgl/SpriteRenderer.js index ccfdf8f..b64a236 100644 --- a/src/core/sprites/webgl/SpriteRenderer.js +++ b/src/core/sprites/webgl/SpriteRenderer.js @@ -401,7 +401,6 @@ // both thease only need to be set if they are changing.. // set the projection - gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); } } diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/renderers/webgl/utils/AbstractFilter.js b/src/core/renderers/webgl/utils/AbstractFilter.js index e9340a0..bdf47f3 100644 --- a/src/core/renderers/webgl/utils/AbstractFilter.js +++ b/src/core/renderers/webgl/utils/AbstractFilter.js @@ -53,9 +53,9 @@ { for (var i = 0, j = this.shaders.length; i < j; ++i) { - this.shaders[i].syncUniform(uniform) - } -} + this.shaders[i].syncUniform(uniform); + } +}; /* AbstractFilter.prototype.apply = function (frameBuffer) diff --git a/src/core/sprites/webgl/SpriteBatchRenderer.js b/src/core/sprites/webgl/SpriteBatchRenderer.js index 2e69c97..239f860 100644 --- a/src/core/sprites/webgl/SpriteBatchRenderer.js +++ b/src/core/sprites/webgl/SpriteBatchRenderer.js @@ -1,5 +1,4 @@ var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), - Shader = require('../../renderers/webgl/shaders/Shader'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), SpriteBatchShader = require('./SpriteBatchShader'); diff --git a/src/core/sprites/webgl/SpriteRenderer.js b/src/core/sprites/webgl/SpriteRenderer.js index ccfdf8f..b64a236 100644 --- a/src/core/sprites/webgl/SpriteRenderer.js +++ b/src/core/sprites/webgl/SpriteRenderer.js @@ -401,7 +401,6 @@ // both thease only need to be set if they are changing.. // set the projection - gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); } } diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 9c262ad..bc280bb 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -53,7 +53,7 @@ throw new Error('Unable to create RenderTexture, you must pass a renderer into the constructor.'); } - width = width || 100; + width = width || 100; height = height || 100; resolution = resolution || 1; @@ -132,8 +132,6 @@ */ this.render = null; - - /** * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. * @@ -145,7 +143,7 @@ { var gl = this.renderer.gl; - this.textureBuffer = new RenderTarget(gl, this.width * this.resolution, this.height * this.resolution)//, this.baseTexture.scaleMode); + this.textureBuffer = new RenderTarget(gl, this.width * this.resolution, this.height * this.resolution);//, this.baseTexture.scaleMode); this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; this.render = this.renderWebGL; @@ -153,7 +151,7 @@ } else { - + this.render = this.renderCanvas; this.textureBuffer = new CanvasBuffer(this.width* this.resolution, this.height* this.resolution); this.baseTexture.source = this.textureBuffer.canvas; @@ -301,7 +299,7 @@ // this.renderer.spriteRenderer.dirty = true; - this.renderer.renderDisplayObject(displayObject, this.textureBuffer)//this.projection, this.textureBuffer.frameBuffer); +this.renderer.renderDisplayObject(displayObject, this.textureBuffer);//this.projection, this.textureBuffer.frameBuffer); // this.renderer.spriteRenderer.dirty = true; @@ -335,11 +333,11 @@ return; } - + var tempAlpha, tempTransform; - + var wt = displayObject.worldTransform; wt.identity(); diff --git a/src/core/graphics/webgl/GraphicsRenderer.js b/src/core/graphics/webgl/GraphicsRenderer.js index 977ba79..c189e59 100644 --- a/src/core/graphics/webgl/GraphicsRenderer.js +++ b/src/core/graphics/webgl/GraphicsRenderer.js @@ -31,8 +31,8 @@ GraphicsRenderer.prototype.onContextChange = function() { - -} + +}; /** * Destroys this renderer. @@ -91,7 +91,7 @@ shader = renderer.shaderManager.primitiveShader; - + renderer.shaderManager.setShader( shader );//activatePrimitiveShader(); gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index e53c3a2..5702fe3 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -174,7 +174,7 @@ // time to create the render managers! each one focuses on managing a state in webGL - + /** * Deals with managing the shader programs and their attribs @@ -205,7 +205,7 @@ this.blendModes = null; - + this._boundUpdateTexture = this.updateTexture.bind(this); this._boundDestroyTexture = this.destroyTexture.bind(this); @@ -355,7 +355,7 @@ this.drawCount = 0; // start the filter manager - this.filterManager.begin()//renderTarget.frameBuffer); + this.filterManager.begin(); // render the scene! displayObject.renderWebGL(this); diff --git a/src/core/renderers/webgl/managers/MaskManager.js b/src/core/renderers/webgl/managers/MaskManager.js index 66c54e9..9a8e79c 100644 --- a/src/core/renderers/webgl/managers/MaskManager.js +++ b/src/core/renderers/webgl/managers/MaskManager.js @@ -1,6 +1,5 @@ var WebGLManager = require('./WebGLManager'), - AlphaMaskFilter = require('../utils/SpriteMaskFilter'), - utils = require('../../../utils'); + AlphaMaskFilter = require('../utils/SpriteMaskFilter'); /** * @class @@ -22,21 +21,20 @@ MaskManager.prototype.constructor = MaskManager; module.exports = MaskManager; +MaskManager.prototype.destroy = function () +{ + +}; + /** * Applies the Mask and adds it to the current filter stack. * * @param graphics {Graphics} * @param webGLData {any[]} */ - -MaskManager.prototype.destroy = function () -{ - -}; - MaskManager.prototype.pushMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.pushSpriteMask(target, maskData); } @@ -45,37 +43,38 @@ this.pushStencilMask(target, maskData); } -} +}; MaskManager.prototype.popMask = function (target, maskData) { - if(maskData.texture) + if (maskData.texture) { this.popSpriteMask(target, maskData); } else { this.popStencilMask(target, maskData); - } -} + } +}; MaskManager.prototype.pushSpriteMask = function (target, maskData) { var alphaMaskFilter = this.alphaMaskPool.pop(); - if(!alphaMaskFilter)alphaMaskFilter = [ new AlphaMaskFilter( maskData ) ]; + if (!alphaMaskFilter) + { + alphaMaskFilter = [new AlphaMaskFilter(maskData)]; + } - this.renderer.filterManager.pushFilter(target, alphaMaskFilter) -} + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); +}; /** * Removes the last filter from the filter stack and doesn't return it. * - * @param maskData {any[]} */ -MaskManager.prototype.popSpriteMask = function (maskData) +MaskManager.prototype.popSpriteMask = function () { - var filters = this.renderer.filterManager.popFilter(); this.alphaMaskPool.push(filters); @@ -91,7 +90,7 @@ MaskManager.prototype.pushStencilMask = function (target, maskData) { this.renderer.stencilManager.pushMask(maskData); -} +}; /** * Removes the last filter from the filter stack and doesn't return it. diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index aecfcac..ba9b77e 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -124,9 +124,7 @@ var gl = this.renderer.gl; // bind the graphics object.. - var projection = this.renderer.projection, - offset = this.renderer.offset, - shader;// = this.renderer.shaderManager.plugins.primitiveShader; + var shader;// = this.renderer.shaderManager.plugins.primitiveShader; if (webGLData.mode === 1) { @@ -163,7 +161,7 @@ gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true)); gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); - + gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint)); gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha); diff --git a/src/core/renderers/webgl/managers/WebGLManager.js b/src/core/renderers/webgl/managers/WebGLManager.js index 198f28e..74cf130 100644 --- a/src/core/renderers/webgl/managers/WebGLManager.js +++ b/src/core/renderers/webgl/managers/WebGLManager.js @@ -26,7 +26,7 @@ WebGLManager.prototype.onContextChange = function () { // do some codes init! -} +}; WebGLManager.prototype.destroy = function () { diff --git a/src/core/renderers/webgl/managers/WebGLShaderManager.js b/src/core/renderers/webgl/managers/WebGLShaderManager.js index 08585b7..20f4246 100644 --- a/src/core/renderers/webgl/managers/WebGLShaderManager.js +++ b/src/core/renderers/webgl/managers/WebGLShaderManager.js @@ -51,10 +51,6 @@ this.currentShader = null; this.initPlugins(); - - // listen for context and update necessary shaders - var self = this; - } WebGLShaderManager.prototype = Object.create(WebGLManager.prototype); @@ -65,17 +61,13 @@ WebGLShaderManager.prototype.onContextChange = function () { - for (var o in this.plugins) - { - this.plugins[o] = new (this.plugins[o].constructor)(self); - } + this.initPlugins(); + // TODO - Why are these not plugins? We can't decouple primitives unless they are.... this.defaultShader = new DefaultShader(this); - // init webGL stuff! this.primitiveShader = new PrimitiveShader(this); this.complexPrimitiveShader = new ComplexPrimitiveShader(this); -} - +}; /** * Takes the attributes given in parameters. diff --git a/src/core/renderers/webgl/shaders/DefaultShader.js b/src/core/renderers/webgl/shaders/DefaultShader.js index 77fe02a..0c38d25 100644 --- a/src/core/renderers/webgl/shaders/DefaultShader.js +++ b/src/core/renderers/webgl/shaders/DefaultShader.js @@ -1,12 +1,12 @@ -var utils = require('../../../utils'), - Shader = require('./Shader'); +var Shader = require('./Shader'); + /** * @class * @namespace PIXI * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. + * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. * @param [fragmentSrc] {string} The source of the fragment shader. */ function DefaultShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes) @@ -16,18 +16,18 @@ uSampler: { type: 'sampler2D', value: 0 }, projectionMatrix: { type: 'mat3', value: new Float32Array(1, 0, 0, 0, 1, 0, - 0, 0, 1) }, + 0, 0, 1) } }; if(customUniforms) - { + { for (var u in customUniforms) { uniforms[u] = customUniforms[u]; } } - + var attributes = { aVertexPosition: 0, aTextureCoord: 0, diff --git a/src/core/renderers/webgl/shaders/Shader.js b/src/core/renderers/webgl/shaders/Shader.js index 35b98d6..c2c7493 100644 --- a/src/core/renderers/webgl/shaders/Shader.js +++ b/src/core/renderers/webgl/shaders/Shader.js @@ -6,8 +6,8 @@ * @param shaderManager {WebGLShaderManager} The webgl shader manager this shader works for. * @param [vertexSrc] {string} The source of the vertex shader. * @param [fragmentSrc] {string} The source of the fragment shader. - * @param customUniforms {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. + * @param [uniforms] {object} Uniforms for this shader. + * @param [attributes] {object} Attributes for this shader. */ function Shader(shaderManager, vertexSrc, fragmentSrc, uniforms, attributes) { @@ -30,7 +30,7 @@ */ this.program = null; - this.uniforms = uniforms || {} + this.uniforms = uniforms || {}; this.attributes = attributes || {}; @@ -172,7 +172,7 @@ var uniform = this.uniforms[key]; Object.defineProperty(this, key, { - + get: function () { return uniform.value @@ -423,17 +423,15 @@ default: window.console.warn('Pixi.js Shader Warning: Unknown uniform type: ' + uniform.type); } -} +}; Shader.prototype.syncUniforms = function () { - var gl = this.gl; - this.textureCount = 0; for (var key in this.uniforms) { - this.syncUniform(); + this.syncUniform(this.uniforms[key]); } }; diff --git a/src/core/renderers/webgl/utils/AbstractFilter.js b/src/core/renderers/webgl/utils/AbstractFilter.js index e9340a0..bdf47f3 100644 --- a/src/core/renderers/webgl/utils/AbstractFilter.js +++ b/src/core/renderers/webgl/utils/AbstractFilter.js @@ -53,9 +53,9 @@ { for (var i = 0, j = this.shaders.length; i < j; ++i) { - this.shaders[i].syncUniform(uniform) - } -} + this.shaders[i].syncUniform(uniform); + } +}; /* AbstractFilter.prototype.apply = function (frameBuffer) diff --git a/src/core/sprites/webgl/SpriteBatchRenderer.js b/src/core/sprites/webgl/SpriteBatchRenderer.js index 2e69c97..239f860 100644 --- a/src/core/sprites/webgl/SpriteBatchRenderer.js +++ b/src/core/sprites/webgl/SpriteBatchRenderer.js @@ -1,5 +1,4 @@ var ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'), - Shader = require('../../renderers/webgl/shaders/Shader'), WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'), SpriteBatchShader = require('./SpriteBatchShader'); diff --git a/src/core/sprites/webgl/SpriteRenderer.js b/src/core/sprites/webgl/SpriteRenderer.js index ccfdf8f..b64a236 100644 --- a/src/core/sprites/webgl/SpriteRenderer.js +++ b/src/core/sprites/webgl/SpriteRenderer.js @@ -401,7 +401,6 @@ // both thease only need to be set if they are changing.. // set the projection - gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true)); } } diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 9c262ad..bc280bb 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -53,7 +53,7 @@ throw new Error('Unable to create RenderTexture, you must pass a renderer into the constructor.'); } - width = width || 100; + width = width || 100; height = height || 100; resolution = resolution || 1; @@ -132,8 +132,6 @@ */ this.render = null; - - /** * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. * @@ -145,7 +143,7 @@ { var gl = this.renderer.gl; - this.textureBuffer = new RenderTarget(gl, this.width * this.resolution, this.height * this.resolution)//, this.baseTexture.scaleMode); + this.textureBuffer = new RenderTarget(gl, this.width * this.resolution, this.height * this.resolution);//, this.baseTexture.scaleMode); this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; this.render = this.renderWebGL; @@ -153,7 +151,7 @@ } else { - + this.render = this.renderCanvas; this.textureBuffer = new CanvasBuffer(this.width* this.resolution, this.height* this.resolution); this.baseTexture.source = this.textureBuffer.canvas; @@ -301,7 +299,7 @@ // this.renderer.spriteRenderer.dirty = true; - this.renderer.renderDisplayObject(displayObject, this.textureBuffer)//this.projection, this.textureBuffer.frameBuffer); +this.renderer.renderDisplayObject(displayObject, this.textureBuffer);//this.projection, this.textureBuffer.frameBuffer); // this.renderer.spriteRenderer.dirty = true; @@ -335,11 +333,11 @@ return; } - + var tempAlpha, tempTransform; - + var wt = displayObject.worldTransform; wt.identity(); diff --git a/src/core/utils/pluginTarget.js b/src/core/utils/pluginTarget.js index 011dbc3..7969d02 100644 --- a/src/core/utils/pluginTarget.js +++ b/src/core/utils/pluginTarget.js @@ -9,29 +9,28 @@ * * pluginTarget.mixin(MyObject); */ -function pluginTarget(obj) +function pluginTarget(obj) { obj.__plugins = {}; - obj.registerPlugin = function (pluginName, ctor) + obj.registerPlugin = function (pluginName, ctor) { obj.__plugins[pluginName] = ctor; }; - obj.prototype.initPlugins = function () + obj.prototype.initPlugins = function () { - this.plugins = {}; + this.plugins = this.plugins || {}; - for (var o in obj.__plugins) + for (var o in obj.__plugins) { this.plugins[o] = new (obj.__plugins[o])(this); } }; - obj.prototype.destroyPlugins = function () + obj.prototype.destroyPlugins = function () { - - for (var o in this.plugins) + for (var o in this.plugins) { this.plugins[o].destroy(); this.plugins[o] = null;