/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
// an instance of the gl context..
// only one at the moment :/
PIXI.gl;
/**
* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer
* should be used for browsers support webGL. This Render works by automatically managing webGLBatchs.
* So no need for Sprite Batch's or Sprite Cloud's
* Dont forget to add the view to your DOM or you will not see anything :)
*
* @class WebGLRenderer
* @constructor
* @param width=0 {Number} the width of the canvas view
* @param height=0 {Number} the height of the canvas view
* @param view {Canvas} the canvas to use as a view, optional
* @param transparent=false {Boolean} the transparency of the render view, default false
* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
*
*/
PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
{
// do a catch.. only 1 webGL renderer..
this.transparent = !!transparent;
this.width = width || 800;
this.height = height || 600;
this.view = view || document.createElement( 'canvas' );
this.view.width = this.width;
this.view.height = this.height;
// deal with losing context..
var scope = this;
this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false)
this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false)
this.batchs = [];
var options = {
alpha: this.transparent,
antialias:!!antialias, // SPEED UP??
premultipliedAlpha:false,
stencil:true
}
//try 'experimental-webgl'
try {
PIXI.gl = this.gl = this.view.getContext("experimental-webgl", options);
} catch (e) {
//try 'webgl'
try {
PIXI.gl = this.gl = this.view.getContext("webgl", options);
} catch (e) {
// fail, not able to get a context
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
}
}
PIXI.initDefaultShaders();
// PIXI.activateDefaultShader();
var gl = this.gl;
gl.useProgram(PIXI.defaultShader.program);
PIXI.WebGLRenderer.gl = gl;
this.batch = new PIXI.WebGLBatch(gl);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
gl.colorMask(true, true, true, this.transparent);
PIXI.projection = new PIXI.Point(400, 300);
PIXI.offset = new PIXI.Point(0, 0);
// TODO remove thease globals..
this.resize(this.width, this.height);
this.contextLost = false;
//PIXI.pushShader(PIXI.defaultShader);
this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl);
}
// constructor
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
/**
* Gets a new WebGLBatch from the pool
*
* @static
* @method getBatch
* @return {WebGLBatch}
* @private
*/
PIXI.WebGLRenderer.getBatch = function()
{
if(PIXI._batchs.length == 0)
{
return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl);
}
else
{
return PIXI._batchs.pop();
}
}
/**
* Puts a batch back into the pool
*
* @static
* @method returnBatch
* @param batch {WebGLBatch} The batch to return
* @private
*/
PIXI.WebGLRenderer.returnBatch = function(batch)
{
batch.clean();
PIXI._batchs.push(batch);
}
/**
* Renders the stage to its webGL view
*
* @method render
* @param stage {Stage} the Stage element to be rendered
*/
PIXI.WebGLRenderer.prototype.render = function(stage)
{
if(this.contextLost)return;
// if rendering a new stage clear the batchs..
if(this.__stage !== stage)
{
// TODO make this work
// dont think this is needed any more?
this.__stage = stage;
this.stageRenderGroup.setRenderable(stage);
}
// update any textures
PIXI.WebGLRenderer.updateTextures();
// update the scene graph
PIXI.visibleCount++;
stage.updateTransform();
var gl = this.gl;
// -- Does this need to be set every frame? -- //
gl.colorMask(true, true, true, this.transparent);
gl.viewport(0, 0, this.width, this.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
gl.clear(gl.COLOR_BUFFER_BIT);
// HACK TO TEST
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
PIXI.projection.x = this.width/2;
PIXI.projection.y = -this.height/2;
this.stageRenderGroup.render(PIXI.projection);
// interaction
// run interaction!
if(stage.interactive)
{
//need to add some events!
if(!stage._interactiveEventsAdded)
{
stage._interactiveEventsAdded = true;
stage.interactionManager.setTarget(this);
}
}
// after rendering lets confirm all frames that have been uodated..
if(PIXI.Texture.frameUpdates.length > 0)
{
for (var i=0; i < PIXI.Texture.frameUpdates.length; i++)
{
PIXI.Texture.frameUpdates[i].updateFrame = false;
};
PIXI.Texture.frameUpdates = [];
}
}
/**
* Updates the textures loaded into this webgl renderer
*
* @static
* @method updateTextures
* @private
*/
PIXI.WebGLRenderer.updateTextures = function()
{
//TODO break this out into a texture manager...
for (var i=0; i < PIXI.texturesToUpdate.length; i++) PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]);
for (var i=0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
}
/**
* Updates a loaded webgl texture
*
* @static
* @method updateTexture
* @param texture {Texture} The texture to update
* @private
*/
PIXI.WebGLRenderer.updateTexture = function(texture)
{
//TODO break this out into a texture manager...
var gl = PIXI.gl;
if(!texture._glTexture)
{
texture._glTexture = gl.createTexture();
}
if(texture.hasLoaded)
{
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// reguler...
if(!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
gl.bindTexture(gl.TEXTURE_2D, null);
}
}
/**
* Destroys a loaded webgl texture
*
* @method destroyTexture
* @param texture {Texture} The texture to update
* @private
*/
PIXI.WebGLRenderer.destroyTexture = function(texture)
{
//TODO break this out into a texture manager...
var gl = PIXI.gl;
if(texture._glTexture)
{
texture._glTexture = gl.createTexture();
gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
}
}
/**
* resizes the webGL view to the specified width and height
*
* @method resize
* @param width {Number} the new width of the webGL view
* @param height {Number} the new height of the webGL view
*/
PIXI.WebGLRenderer.prototype.resize = function(width, height)
{
this.width = width;
this.height = height;
this.view.width = width;
this.view.height = height;
this.gl.viewport(0, 0, this.width, this.height);
//var projectionMatrix = this.projectionMatrix;
PIXI.projection.x = this.width/2;
PIXI.projection.y = -this.height/2;
//PIXI.size.x = this.width/2;
//PIXI.size.y = -this.height/2;
// projectionMatrix[0] = 2/this.width;
// projectionMatrix[5] = -2/this.height;
// projectionMatrix[12] = -1;
// projectionMatrix[13] = 1;
}
/**
* Handles a lost webgl context
*
* @method handleContextLost
* @param event {Event}
* @private
*/
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
{
event.preventDefault();
this.contextLost = true;
}
/**
* Handles a restored webgl context
*
* @method handleContextRestored
* @param event {Event}
* @private
*/
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
{
this.gl = this.view.getContext("experimental-webgl", {
alpha: true
});
this.initShaders();
for(var key in PIXI.TextureCache)
{
var texture = PIXI.TextureCache[key].baseTexture;
texture._glTexture = null;
PIXI.WebGLRenderer.updateTexture(texture);
};
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;
}