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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.RenderTexture.html">RenderTexture</a>
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Sprite.html">Sprite</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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2015-03-23 23:46:30 +00:00
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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2015-07-22 14:31:30 +00:00
<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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<a href="global.html#CENTER">CENTER</a>
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<a href="global.html#CREATURE">CREATURE</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#displayList">displayList</a>
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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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<a href="global.html#emit">emit</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#GAMES">GAMES</a>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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<a href="global.html#IMAGE">IMAGE</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#LEFT">LEFT</a>
</li>
2016-06-17 00:11:24 +00:00
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#LINE">LINE</a>
</li>
2016-08-26 00:18:47 +00:00
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<a href="global.html#listeners">listeners</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#MATRIX">MATRIX</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
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<a href="global.html#once">once</a>
</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
</li>
2016-06-09 16:13:31 +00:00
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<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
</li>
2016-06-17 00:11:24 +00:00
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<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
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<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
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<a href="global.html#stopPropagation">stopPropagation</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAP">TILEMAP</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#VERTICAL">VERTICAL</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#VIDEO">VIDEO</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#WEBGL">WEBGL</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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2016-05-19 11:36:51 +00:00
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2015-03-26 02:55:18 +00:00
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2014-11-25 00:23:44 +00:00
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<div class="row-fluid">
<div class="span12">
<div id="main">
2015-03-23 23:46:30 +00:00
<h1 class="page-title">Source: src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers &lt;mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
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* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
*
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* Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
*/
PIXI.WebGLSpriteBatch = function()
{
/**
* @property vertSize
* @type Number
*/
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this.vertSize = 5;
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/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
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//the total number of bytes in our batch
var numVerts = this.size * 4 * 4 * this.vertSize;
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//the total number of indices in our batch
var numIndices = this.size * 6;
/**
* Holds the vertices
*
* @property vertices
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* @type ArrayBuffer
*/
this.vertices = new PIXI.ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
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* @type Float32Array
*/
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this.positions = new PIXI.Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new PIXI.Uint32Array(this.vertices);
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/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new PIXI.Uint16Array(numIndices);
/**
* @property lastIndexCount
* @type Number
*/
this.lastIndexCount = 0;
for (var i=0, j=0; i &lt; numIndices; i += 6, j += 4)
{
this.indices[i + 0] = j + 0;
this.indices[i + 1] = j + 1;
this.indices[i + 2] = j + 2;
this.indices[i + 3] = j + 0;
this.indices[i + 4] = j + 2;
this.indices[i + 5] = j + 3;
}
/**
* @property drawing
* @type Boolean
*/
this.drawing = false;
/**
* @property currentBatchSize
* @type Number
*/
this.currentBatchSize = 0;
/**
* @property currentBaseTexture
* @type BaseTexture
*/
this.currentBaseTexture = null;
/**
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* @property textures
* @type Array
*/
this.textures = [];
/**
* @property blendModes
* @type Array
*/
this.blendModes = [];
/**
* @property shaders
* @type Array
*/
this.shaders = [];
/**
* @property sprites
* @type Array
*/
this.sprites = [];
/**
* @property defaultShader
* @type AbstractFilter
*/
this.defaultShader = new PIXI.AbstractFilter([
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
]);
};
/**
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
// create a couple of buffers
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// 65535 is max index, so 65535 / 6 = 10922.
//upload the index data
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
this.currentBlendMode = 99999;
var shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = this.defaultShader.fragmentSrc;
shader.uniforms = {};
shader.init();
this.defaultShader.shaders[gl.id] = shader;
};
/**
* @method begin
* @param renderSession {Object} The RenderSession object
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.defaultShader;
this.start();
};
/**
* @method end
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
* @method render
* @param sprite {Sprite} the sprite to render when using this spritebatch
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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*/
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PIXI.WebGLSpriteBatch.prototype.render = function(sprite, matrix)
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{
var texture = sprite.texture;
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// They provided an alternative rendering matrix, so use it
var wt = sprite.worldTransform;
if (matrix)
{
wt = matrix;
}
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// check texture..
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if (this.currentBatchSize >= this.size)
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{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// get the uvs for the texture
var uvs = texture._uvs;
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// if the uvs have not updated then no point rendering just yet!
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if (!uvs)
{
return;
}
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var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0, w1, h0, h1;
if (texture.trim)
{
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// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.
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var trim = texture.trim;
w1 = trim.x - aX * trim.width;
w0 = w1 + texture.crop.width;
h1 = trim.y - aY * trim.height;
h0 = h1 + texture.crop.height;
}
else
{
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w0 = (texture.frame.width) * (1-aX);
w1 = (texture.frame.width) * -aX;
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h0 = texture.frame.height * (1-aY);
h1 = texture.frame.height * -aY;
}
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var i = this.currentBatchSize * 4 * this.vertSize;
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var resolution = texture.baseTexture.resolution;
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var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
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var colors = this.colors;
var positions = this.positions;
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if (this.renderSession.roundPixels)
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{
// xy
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positions[i] = a * w1 + c * h1 + tx | 0;
positions[i+1] = d * h1 + b * w1 + ty | 0;
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// xy
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positions[i+5] = a * w0 + c * h1 + tx | 0;
positions[i+6] = d * h1 + b * w0 + ty | 0;
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// xy
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positions[i+10] = a * w0 + c * h0 + tx | 0;
positions[i+11] = d * h0 + b * w0 + ty | 0;
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// xy
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positions[i+15] = a * w1 + c * h0 + tx | 0;
positions[i+16] = d * h0 + b * w1 + ty | 0;
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}
else
{
// xy
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positions[i] = a * w1 + c * h1 + tx;
positions[i+1] = d * h1 + b * w1 + ty;
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// xy
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positions[i+5] = a * w0 + c * h1 + tx;
positions[i+6] = d * h1 + b * w0 + ty;
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// xy
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positions[i+10] = a * w0 + c * h0 + tx;
positions[i+11] = d * h0 + b * w0 + ty;
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// xy
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positions[i+15] = a * w1 + c * h0 + tx;
positions[i+16] = d * h0 + b * w1 + ty;
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}
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// uv
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positions[i+2] = uvs.x0;
positions[i+3] = uvs.y0;
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// uv
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positions[i+7] = uvs.x1;
positions[i+8] = uvs.y1;
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// uv
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positions[i+12] = uvs.x2;
positions[i+13] = uvs.y2;
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// uv
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positions[i+17] = uvs.x3;
positions[i+18] = uvs.y3;
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// color and alpha
var tint = sprite.tint;
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colors[i+4] = colors[i+9] = colors[i+14] = colors[i+19] = (tint >> 16) + (tint &amp; 0xff00) + ((tint &amp; 0xff) &lt;&lt; 16) + (sprite.worldAlpha * 255 &lt;&lt; 24);
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// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* Renders a TilingSprite using the spriteBatch.
*
* @method renderTilingSprite
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* @param sprite {TilingSprite} the sprite to render
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*/
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PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(sprite)
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{
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var texture = sprite.tilingTexture;
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// check texture..
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if (this.currentBatchSize >= this.size)
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{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
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// set the textures uvs temporarily
if (!sprite._uvs)
{
sprite._uvs = new PIXI.TextureUvs();
}
var uvs = sprite._uvs;
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var w = texture.baseTexture.width;
var h = texture.baseTexture.height;
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// var w = sprite._frame.sourceSizeW;
// var h = sprite._frame.sourceSizeH;
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// w = 16;
// h = 16;
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sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;
sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;
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var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x);
var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y);
var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x);
var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y);
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uvs.x0 = 0 - offsetX;
uvs.y0 = 0 - offsetY;
uvs.x1 = (1 * scaleX) - offsetX;
uvs.y1 = 0 - offsetY;
uvs.x2 = (1 * scaleX) - offsetX;
uvs.y2 = (1 * scaleY) - offsetY;
uvs.x3 = 0 - offsetX;
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uvs.y3 = (1 * scaleY) - offsetY;
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// Get the sprites current alpha and tint and combine them into a single color
var tint = sprite.tint;
var color = (tint >> 16) + (tint &amp; 0xff00) + ((tint &amp; 0xff) &lt;&lt; 16) + (sprite.worldAlpha * 255 &lt;&lt; 24);
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var positions = this.positions;
var colors = this.colors;
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var width = sprite.width;
var height = sprite.height;
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// TODO trim??
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var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
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var w0 = width * (1-aX);
var w1 = width * -aX;
var h0 = height * (1-aY);
var h1 = height * -aY;
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var i = this.currentBatchSize * 4 * this.vertSize;
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var resolution = texture.baseTexture.resolution;
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var wt = sprite.worldTransform;
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var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
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// xy
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positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = (a * w0 + c * h1 + tx);
positions[i++] = d * h1 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
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// uv
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positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
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// color
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colors[i++] = color;
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// xy
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positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
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// uv
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positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
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// color
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colors[i++] = color;
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// increment the batchsize
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this.sprites[this.currentBatchSize++] = sprite;
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};
/**
* Renders the content and empties the current batch.
*
* @method flush
*/
PIXI.WebGLSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize === 0)
{
return;
}
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var gl = this.gl;
var shader;
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if (this.dirty)
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{
this.dirty = false;
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// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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shader = this.defaultShader.shaders[gl.id];
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// this is the same for each shader?
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var stride = this.vertSize * 4;
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
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// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
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}
// upload the verts to the buffer
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if (this.currentBatchSize > (this.size * 0.5))
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{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
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var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
var nextTexture, nextBlendMode, nextShader;
var batchSize = 0;
var start = 0;
var currentBaseTexture = null;
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
var currentShader = null;
var blendSwap = false;
var shaderSwap = false;
var sprite;
for (var i = 0, j = this.currentBatchSize; i &lt; j; i++) {
sprite = this.sprites[i];
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if (sprite.tilingTexture)
{
nextTexture = sprite.tilingTexture.baseTexture;
}
else
{
nextTexture = sprite.texture.baseTexture;
}
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nextBlendMode = sprite.blendMode;
nextShader = sprite.shader || this.defaultShader;
blendSwap = currentBlendMode !== nextBlendMode;
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
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var skip = nextTexture.skipRender;
if (skip &amp;&amp; sprite.children.length > 0)
{
skip = false;
}
if ((currentBaseTexture !== nextTexture &amp;&amp; !skip) || blendSwap || shaderSwap)
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{
this.renderBatch(currentBaseTexture, batchSize, start);
start = i;
batchSize = 0;
currentBaseTexture = nextTexture;
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if (blendSwap)
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{
currentBlendMode = nextBlendMode;
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this.renderSession.blendModeManager.setBlendMode(currentBlendMode);
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}
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if (shaderSwap)
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{
currentShader = nextShader;
shader = currentShader.shaders[gl.id];
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if (!shader)
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{
shader = new PIXI.PixiShader(gl);
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shader.fragmentSrc = currentShader.fragmentSrc;
shader.uniforms = currentShader.uniforms;
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shader.init();
currentShader.shaders[gl.id] = shader;
}
// set shader function???
this.renderSession.shaderManager.setShader(shader);
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if (shader.dirty)
{
shader.syncUniforms();
}
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// both these only need to be set if they are changing..
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// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
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// TODO - this is temporary!
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var offsetVector = this.renderSession.offset;
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
// set the pointers
}
}
batchSize++;
}
this.renderBatch(currentBaseTexture, batchSize, start);
// then reset the batch!
this.currentBatchSize = 0;
};
/**
* @method renderBatch
* @param texture {Texture}
* @param size {Number}
* @param startIndex {Number}
*/
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
{
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if (size === 0)
{
return;
}
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var gl = this.gl;
// check if a texture is dirty..
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if (texture._dirty[gl.id])
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{
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if (!this.renderSession.renderer.updateTexture(texture))
{
// If updateTexture returns false then we cannot render it, so bail out now
return;
}
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}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
}
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
// increment the draw count
this.renderSession.drawCount++;
};
/**
* @method stop
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
this.dirty = true;
};
/**
* @method start
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
this.dirty = true;
};
/**
* Destroys the SpriteBatch.
*
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{
this.vertices = null;
this.indices = null;
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this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
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this.currentBaseTexture = null;
this.gl = null;
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};</pre>
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