File: src/pixi/renderers/WebGLRenderGroup.js
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
* if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
* @class WebGLBatch
* @param an instance of the webGL context
* @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
*/
PIXI.WebGLRenderGroup = function(gl)
{
this.gl = gl;
this.root;
this.backgroundColor;
this.batchs = [];
this.toRemove = [];
}
// constructor
PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup;
PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
{
// has this changed??
if(this.root)this.removeDisplayObjectAndChildren(this.root);
//console.log("!!!");
// TODO what if its already has an object? should remove it
this.root = displayObject;
//displayObject.__renderGroup = this;
this.addDisplayObjectAndChildren(displayObject);
//displayObject
}
PIXI.WebGLRenderGroup.prototype.render = function(renderTexture)
{
var gl = this.gl;
for (var i=0; i < this.toRemove.length; i++)
{
this.removeDisplayObjectAndChildren(this.toRemove[i]);
};
this.toRemove = [];
this.checkVisibility(this.root, this.root.visible);
// will render all the elements in the group
var renderable;
for (var i=0; i < this.batchs.length; i++)
{
renderable = this.batchs[i];
if(renderable instanceof PIXI.WebGLBatch)
{
this.batchs[i].render();
}
else if(renderable instanceof PIXI.TilingSprite)
{
if(renderable.visible)this.renderTilingSprite(renderable);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable);
}
}
}
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, renderTexture)
{
var gl = this.gl;
this.checkVisibility(displayObject, displayObject.visible);
//console.log("SPECIFIC");
// to do!
// render part of the scene...
var startIndex;
var startBatchIndex;
var endIndex;
var endBatchIndex;
// get NEXT Renderable!
var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(displayObject);
var startBatch = nextRenderable.batch;
if(nextRenderable instanceof PIXI.Sprite)
{
startBatch = nextRenderable.batch;
var head = startBatch.head;
var next = head;
// ok now we have the batch.. need to find the start index!
if(head == nextRenderable)
{
startIndex = 0;
}
else
{
startIndex = 1;
while(head.__next != nextRenderable)
{
startIndex++;
head = head.__next;
}
}
}
else
{
startBatch = nextRenderable;
}
// Get the LAST renderable object
var lastRenderable = displayObject;
var endBatch;
var lastItem = displayObject;
while(lastItem.children.length > 0)
{
lastItem = lastItem.children[lastItem.children.length-1];
if(lastItem.renderable)lastRenderable = lastItem;
}
if(lastRenderable instanceof PIXI.Sprite)
{
endBatch = lastRenderable.batch;
var head = endBatch.head;
if(head == lastRenderable)
{
endIndex = 0;
}
else
{
endIndex = 1;
while(head.__next != lastRenderable)
{
endIndex++;
head = head.__next;
}
}
}
else
{
endBatch = lastRenderable;
}
// now we have first and last!
startBatchIndex = this.batchs.indexOf(startBatch);
endBatchIndex = this.batchs.indexOf(endBatch);
// DO the first batch
if(startBatch instanceof PIXI.WebGLBatch)
{
startBatch.render(startIndex);
}
else if(startBatch instanceof PIXI.TilingSprite)
{
if(startBatch.visible)this.renderTilingSprite(startBatch);
}
else if(startBatch instanceof PIXI.Strip)
{
if(startBatch.visible)this.renderStrip(startBatch);
}
// DO the middle batchs..
for (var i=startBatchIndex+1; i < endBatchIndex; i++)
{
renderable = this.batchs[i];
if(renderable instanceof PIXI.WebGLBatch)
{
this.batchs[i].render();
}
else if(renderable instanceof PIXI.TilingSprite)
{
if(renderable.visible)this.renderTilingSprite(renderable);
}
else if(renderable instanceof PIXI.Strip)
{
if(renderable.visible)this.renderStrip(renderable);
}
}
// DO the last batch..
if(endBatch instanceof PIXI.WebGLBatch)
{
endBatch.render(0, endIndex+1);
}
else if(endBatch instanceof PIXI.TilingSprite)
{
if(endBatch.visible)this.renderTilingSprite(endBatch);
}
else if(endBatch instanceof PIXI.Strip)
{
if(endBatch.visible)this.renderStrip(endBatch);
}
}
PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
{
// give the dp a refference to its renderGroup...
var children = displayObject.children;
//displayObject.worldVisible = globalVisible;
for (var i=0; i < children.length; i++)
{
var child = children[i];
// TODO optimize... shouldt need to loop through everything all the time
child.worldVisible = child.visible && globalVisible;
// everything should have a batch!
// time to see whats new!
if(child.textureChange)
{
child.textureChange = false;
if(child.worldVisible)
{
this.removeDisplayObject(child)
this.addDisplayObject(child)
}
// update texture!!
}
if(child.children.length > 0)
{
this.checkVisibility(child, child.worldVisible);
}
};
}
PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
{
// add a child to the render group..
displayObject.batch = null;
displayObject.__renderGroup = this;
//displayObject.cacheVisible = true;
if(!displayObject.renderable)return;
// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
//displayObject.__inWebGL = true;
var previousSprite = this.getPreviousRenderable(displayObject);
var nextSprite = this.getNextRenderable(displayObject);
/*
* so now we have the next renderable and the previous renderable
*
*/
if(displayObject instanceof PIXI.Sprite)
{
var previousBatch
var nextBatch
//console.log( previousSprite)
if(previousSprite instanceof PIXI.Sprite)
{
previousBatch = previousSprite.batch;
if(previousBatch)
{
if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
{
previousBatch.insertAfter(displayObject, previousSprite);
return;
}
}
}
else
{
// TODO reword!
previousBatch = previousSprite;
}
if(nextSprite)
{
if(nextSprite instanceof PIXI.Sprite)
{
nextBatch = nextSprite.batch;
//batch may not exist if item was added to the display list but not to the webGL
if(nextBatch)
{
if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
{
nextBatch.insertBefore(displayObject, nextSprite);
return;
}
else
{
if(nextBatch == previousBatch)
{
// THERE IS A SPLIT IN THIS BATCH! //
var splitBatch = previousBatch.split(nextSprite);
// COOL!
// add it back into the array
/*
* OOPS!
* seems the new sprite is in the middle of a batch
* lets split it..
*/
var batch = PIXI.WebGLRenderer.getBatch();
var index = this.batchs.indexOf( previousBatch );
batch.init(displayObject);
this.batchs.splice(index+1, 0, batch, splitBatch);
return;
}
}
}
}
else
{
// TODO re-word!
nextBatch = nextSprite;
}
}
/*
* looks like it does not belong to any batch!
* but is also not intersecting one..
* time to create anew one!
*/
var batch = PIXI.WebGLRenderer.getBatch();
batch.init(displayObject);
if(previousBatch) // if this is invalid it means
{
var index = this.batchs.indexOf( previousBatch );
this.batchs.splice(index+1, 0, batch);
}
else
{
this.batchs.push(batch);
}
}
else if(displayObject instanceof PIXI.TilingSprite)
{
// add to a batch!!
this.initTilingSprite(displayObject);
this.batchs.push(displayObject);
}
else if(displayObject instanceof PIXI.Strip)
{
// add to a batch!!
this.initStrip(displayObject);
this.batchs.push(displayObject);
}
// if its somthing else... then custom codes!
this.batchUpdate = true;
}
PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
{
// TODO - this can be faster - but not as important right now
this.addDisplayObject(displayObject);
var children = displayObject.children;
for (var i=0; i < children.length; i++)
{
this.addDisplayObjectAndChildren(children[i]);
};
}
PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject)
{
// loop through children..
// display object //
// add a child from the render group..
// remove it and all its children!
//displayObject.cacheVisible = false;//displayObject.visible;
displayObject.__renderGroup = null;
if(!displayObject.renderable)return;
/*
* removing is a lot quicker..
*
*/
var batchToRemove;
if(displayObject instanceof PIXI.Sprite)
{
// should always have a batch!
var batch = displayObject.batch;
if(!batch)return; // this means the display list has been altered befre rendering
batch.remove(displayObject);
if(batch.size==0)
{
batchToRemove = batch;
}
}
else
{
batchToRemove = displayObject;
}
/*
* Looks like there is somthing that needs removing!
*/
if(batchToRemove)
{
var index = this.batchs.indexOf( batchToRemove );
if(index == -1)return;// this means it was added then removed before rendered
// ok so.. check to see if you adjacent batchs should be joined.
// TODO may optimise?
if(index == 0 || index == this.batchs.length-1)
{
// wha - eva! just get of the empty batch!
this.batchs.splice(index, 1);
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
return;
}
if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch)
{
if(this.batchs[index-1].texture == this.batchs[index+1].texture && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
{
//console.log("MERGE")
this.batchs[index-1].merge(this.batchs[index+1]);
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
PIXI.WebGLRenderer.returnBatch(this.batchs[index+1]);
this.batchs.splice(index, 2);
return;
}
}
this.batchs.splice(index, 1);
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
}
}
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
{
// TODO - this can be faster - but not as important right now
if(displayObject.__renderGroup != this)return;
this.removeDisplayObject(displayObject);
var children = displayObject.children;
for (var i=0; i < children.length; i++)
{
this.removeDisplayObjectAndChildren(children[i]);
};
}
/**
* @private
*/
PIXI.WebGLRenderGroup.prototype.getNextRenderable = function(displayObject)
{
/*
* LOOK FOR THE NEXT SPRITE
* This part looks for the closest next sprite that can go into a batch
* it keeps looking until it finds a sprite or gets to the end of the display
* scene graph
*
* These look a lot scarier than the actually are...
*/
var nextSprite = displayObject;
do
{
// moving forward!
// if it has no children..
if(nextSprite.children.length == 0)
{
// go along to the parent..
while(nextSprite.childIndex == nextSprite.parent.children.length-1)
{
nextSprite = nextSprite.parent;
if(nextSprite == this.root)//displayObject.stage)
{
nextSprite = null
break;
}
}
if(nextSprite)nextSprite = nextSprite.parent.children[nextSprite.childIndex+1];
}
else
{
nextSprite = nextSprite.children[0];
}
if(!nextSprite)break;
}
while(!nextSprite.renderable || !nextSprite.__renderGroup)
return nextSprite;
}
PIXI.WebGLRenderGroup.prototype.getPreviousRenderable = function(displayObject)
{
/*
* LOOK FOR THE PREVIOUS SPRITE
* This part looks for the closest previous sprite that can go into a batch
* It keeps going back until it finds a sprite or the stage
*/
var previousSprite = displayObject;
do
{
if(previousSprite.childIndex == 0)
{
previousSprite = previousSprite.parent;
}
else
{
previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
// what if the bloop has children???
while(previousSprite.children.length != 0)
{
// keep diggin till we get to the last child
previousSprite = previousSprite.children[previousSprite.children.length-1];
}
}
if(previousSprite == this.root)break;
}
while(!previousSprite.renderable || !previousSprite.__renderGroup);
return previousSprite;
}