1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 | 1 1 1 1 1 1 1 1 1 1 1 1 1 1 | /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.glContexts = []; // this is where we store the webGL contexts for easy access. /** * 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) { if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this; this.type = PIXI.WEBGL_RENDERER; // 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.options = { alpha: this.transparent, antialias:!!antialias, // SPEED UP?? premultipliedAlpha:false, stencil:true }; //try 'experimental-webgl' try { this.gl = this.view.getContext('experimental-webgl', this.options); } catch (e) { //try 'webgl' try { this.gl = this.view.getContext('webgl', this.options); } catch (e2) { // fail, not able to get a context throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); } } var gl = this.gl; this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++; PIXI.glContexts[this.glContextId] = gl; if(!PIXI.blendModesWebGL) { PIXI.blendModesWebGL = []; PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE]; } this.projection = new PIXI.Point(); this.projection.x = this.width/2; this.projection.y = -this.height/2; this.offset = new PIXI.Point(0, 0); this.resize(this.width, this.height); this.contextLost = false; // time to create the render managers! each one focuses on managine a state in webGL this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters // this.renderSession = {}; this.renderSession.gl = this.gl; this.renderSession.drawCount = 0; this.renderSession.shaderManager = this.shaderManager; this.renderSession.maskManager = this.maskManager; this.renderSession.filterManager = this.filterManager; this.renderSession.spriteBatch = this.spriteBatch; gl.useProgram(this.shaderManager.defaultShader.program); gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.colorMask(true, true, true, this.transparent); }; // constructor PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; /** * 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; } // update any textures this includes uvs and uploading them to the gpu PIXI.WebGLRenderer.updateTextures(); // update the scene graph stage.updateTransform(); var gl = this.gl; // -- Does this need to be set every frame? -- // gl.colorMask(true, true, true, this.transparent); gl.viewport(0, 0, this.width, this.height); // make sure we are bound to the main frame buffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent); gl.clear(gl.COLOR_BUFFER_BIT); // this.projection.x = this.width/2; //this.projection.y = -this.height/2; this.renderDisplayObject( stage, this.projection ); // interaction if(stage.interactive) { //need to add some events! if(!stage._interactiveEventsAdded) { stage._interactiveEventsAdded = true; stage.interactionManager.setTarget(this); } } /* //can simulate context loss in Chrome like so: this.view.onmousedown = function(ev) { console.dir(this.gl.getSupportedExtensions()); var ext = ( gl.getExtension("WEBGL_scompressed_texture_s3tc") // gl.getExtension("WEBGL_compressed_texture_s3tc") || // gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") || // gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc") ); console.dir(ext); var loseCtx = this.gl.getExtension("WEBGL_lose_context"); console.log("killing context"); loseCtx.loseContext(); setTimeout(function() { console.log("restoring context..."); loseCtx.restoreContext(); }.bind(this), 1000); }.bind(this); */ }; PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection) { // reset the render session data.. this.renderSession.drawCount = 0; this.renderSession.currentBlendMode = 9999; this.renderSession.projection = projection; this.renderSession.offset = this.offset; // start the sprite batch this.spriteBatch.begin(this.renderSession); // start the filter manager this.filterManager.begin(this.renderSession, null); // render the scene! displayObject._renderWebGL(this.renderSession); // finish the sprite batch this.spriteBatch.end(); }; /** * Updates the textures loaded into this webgl renderer * * @static * @method updateTextures * @private */ PIXI.WebGLRenderer.updateTextures = function() { var i = 0; //TODO break this out into a texture manager... //for (i = 0; i < PIXI.texturesToUpdate.length; i++) // PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); for (i=0; i < PIXI.Texture.frameUpdates.length; i++) PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]); for (i = 0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); PIXI.texturesToUpdate.length = 0; PIXI.texturesToDestroy.length = 0; PIXI.Texture.frameUpdates.length = 0; }; /** * 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... for (var i = texture._glTextures.length - 1; i >= 0; i--) { var glTexture = texture._glTextures[i]; var gl = PIXI.glContexts[i]; if(gl && glTexture) { gl.deleteTexture(glTexture); } } texture._glTextures.length = 0; }; PIXI.WebGLRenderer.updateTextureFrame = function(texture) { texture.updateFrame = false; // now set the uvs. Figured that the uv data sits with a texture rather than a sprite. // so uv data is stored on the texture itself texture._updateWebGLuvs(); }; /** * 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); this.projection.x = this.width/2; this.projection.y = -this.height/2; }; PIXI.createWebGLTexture = function(texture, gl) { if(texture.hasLoaded) { texture._glTextures[gl.id] = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); 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, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST); // 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); } return texture._glTextures[gl.id]; }; PIXI.updateWebGLTexture = function(texture, gl) { if( texture._glTextures[gl.id] ) { gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); 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, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR ? gl.LINEAR : gl.NEAREST); // 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); } }; /** * 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() { //try 'experimental-webgl' try { this.gl = this.view.getContext('experimental-webgl', this.options); } catch (e) { //try 'webgl' try { this.gl = this.view.getContext('webgl', this.options); } catch (e2) { // fail, not able to get a context throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); } } var gl = this.gl; gl.id = PIXI.WebGLRenderer.glContextId ++; // need to set the context... this.shaderManager.setContext(gl); this.spriteBatch.setContext(gl); this.maskManager.setContext(gl); this.filterManager.setContext(gl); this.renderSession.gl = this.gl; gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.colorMask(true, true, true, this.transparent); this.gl.viewport(0, 0, this.width, this.height); for(var key in PIXI.TextureCache) { var texture = PIXI.TextureCache[key].baseTexture; texture._glTextures = []; } this.contextLost = false; }; PIXI.WebGLRenderer.glContextId = 0; |