RenderTexture now displays correctly in Canvas games.

Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
This commit is contained in:
photonstorm 2013-12-23 04:19:52 +00:00
parent 5a5d465034
commit 0acef49a7c
85 changed files with 7476 additions and 7067 deletions

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@ -62,6 +62,7 @@ New features:
* Tweens have a new event: onLoop. * Tweens have a new event: onLoop.
* You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache. * You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.
* Group.set will let you deep set a new propery on a single child of the Group. * Group.set will let you deep set a new propery on a single child of the Group.
* Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
New Examples: New Examples:
@ -74,10 +75,12 @@ New Examples:
* Added touch joystick example showing how to use the clay.io virtual game controller (thanks gabehollombe) * Added touch joystick example showing how to use the clay.io virtual game controller (thanks gabehollombe)
* Games - Matching Pairs by Patrick OReilly. * Games - Matching Pairs by Patrick OReilly.
* Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete. * Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
* Display - Pixi Render Texture. A Phaser conversion of the Pixi.js Render Texture example.
Updates: Updates:
* Updated to latest Pixi.js dev branch build
* When a Sprite is destroyed any active filters are removed as well. * When a Sprite is destroyed any active filters are removed as well.
* Updated Pixi.js so that removing filters now works correctly without breaking the display list. * Updated Pixi.js so that removing filters now works correctly without breaking the display list.
* Phaser.Canvas.create updated to it can be given an ID as the 3rd parameter. * Phaser.Canvas.create updated to it can be given an ID as the 3rd parameter.
@ -109,6 +112,7 @@ Bug Fixes:
* Fixed Pixi bug (#425) incorrect width property for multi-line BitmapText (thanks jcd-as) * Fixed Pixi bug (#425) incorrect width property for multi-line BitmapText (thanks jcd-as)
* Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma) * Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
* Sprites that are fixedToCamera can now be input dragged regardless of world position (thanks RafaelOliveira) * Sprites that are fixedToCamera can now be input dragged regardless of world position (thanks RafaelOliveira)
* RenderTexture now displays correctly in Canvas games.
You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md

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@ -160,6 +160,10 @@
"file": "graphics.js", "file": "graphics.js",
"title": "graphics" "title": "graphics"
}, },
{
"file": "pixi+render+texture.js",
"title": "pixi render texture"
},
{ {
"file": "render+crisp.js", "file": "render+crisp.js",
"title": "render crisp" "title": "render crisp"

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@ -0,0 +1,78 @@
// Original version by @author Mat Groves http://matgroves.com/ @Doormat23 from the Pixi.js examples
// Ported to Phaser by Richard Davey
var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('spin1', 'assets/sprites/spinObj_01.png');
game.load.image('spin2', 'assets/sprites/spinObj_02.png');
game.load.image('spin3', 'assets/sprites/spinObj_03.png');
game.load.image('spin4', 'assets/sprites/spinObj_04.png');
game.load.image('spin5', 'assets/sprites/spinObj_05.png');
game.load.image('spin6', 'assets/sprites/spinObj_06.png');
game.load.image('spin7', 'assets/sprites/spinObj_07.png');
game.load.image('spin8', 'assets/sprites/spinObj_08.png');
}
var renderTexture;
var renderTexture2;
var currentTexture;
var outputSprite;
var stuffContainer;
var count = 0;
function create() {
// create two render textures.. these dynamic textures will be used to draw the scene into itself
renderTexture = game.add.renderTexture('texture1', 800, 600);
renderTexture2 = game.add.renderTexture('textur2e', 800, 600);
currentTexture = renderTexture;
// create a new sprite that uses the render texture we created above
outputSprite = game.add.sprite(400, 300, currentTexture);
// align the sprite
outputSprite.anchor.x = 0.5;
outputSprite.anchor.y = 0.5;
stuffContainer = game.add.group();
stuffContainer.x = 800/2;
stuffContainer.y = 600/2
// now create some items and randomly position them in the stuff container
for (var i = 0; i < 20; i++)
{
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getImageKeys()));
item.anchor.setTo(0.5, 0.5);
}
// used for spinning!
count = 0;
}
function update() {
stuffContainer.addAll('rotation', 0.1);
count += 0.01;
// swap the buffers..
var temp = renderTexture;
renderTexture = renderTexture2;
renderTexture2 = temp;
// set the new texture
outputSprite.setTexture(renderTexture);
// twist this up!
stuffContainer.rotation -= 0.01
outputSprite.scale.x = outputSprite.scale.y = 1 + Math.sin(count) * 0.2;
// render the stage to the texture
// the true clears the texture before content is rendered
renderTexture2.renderXY(game.stage.display, 0, 0, true);
}

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@ -8,6 +8,11 @@ function preload() {
game.load.binary('macrocosm', 'assets/audio/protracker/macrocosm.mod', modLoaded, this); game.load.binary('macrocosm', 'assets/audio/protracker/macrocosm.mod', modLoaded, this);
game.load.binary('enigma', 'assets/audio/protracker/enigma.mod', modLoaded, this); game.load.binary('enigma', 'assets/audio/protracker/enigma.mod', modLoaded, this);
game.load.binary('elysium', 'assets/audio/protracker/elysium.mod', modLoaded, this); game.load.binary('elysium', 'assets/audio/protracker/elysium.mod', modLoaded, this);
game.load.binary('stardust', 'assets/audio/protracker/sd-ingame1.mod', modLoaded, this);
game.load.binary('globaltrash', 'assets/audio/protracker/global_trash_3_v2.mod', modLoaded, this);
game.load.image('vu1', 'assets/sprites/flectrum.png');
game.load.image('vu2', 'assets/sprites/flectrum2.png');
game.load.image('vu3', 'assets/sprites/healthbar.png');
} }
@ -21,35 +26,148 @@ function modLoaded(key, data) {
} }
var sprite; var vu1;
var vu2;
var vu3;
var vu4;
var modsample = new Array(); var modsample = new Array();
var module; var module;
var sample1;
var sample2;
var sample3;
var sample4;
var sampleName1;
var sampleName2;
var sampleName3;
var sampleName4;
var r1;
var r2;
var r3;
var r4;
function create() { function create() {
// vu1 = game.add.sprite(400, 100, 'vu3');
// vu2 = game.add.sprite(400, 150, 'vu3');
// vu3 = game.add.sprite(400, 200, 'vu3');
// vu4 = game.add.sprite(400, 250, 'vu3');
module = new Protracker(); module = new Protracker();
module.buffer = game.cache.getBinary('impulse'); module.buffer = game.cache.getBinary('globaltrash');
module.parse(); module.parse();
module.play(); module.play();
r1 = new Phaser.Rectangle(400, 100, 100, 32);
r2 = new Phaser.Rectangle(400, 150, 100, 32);
r3 = new Phaser.Rectangle(400, 200, 100, 32);
r4 = new Phaser.Rectangle(400, 250, 100, 32);
// console.log(module.sample);
} }
function update() { function update() {
if (module.channel[0].noteon) {sam1=module.channel[0].sample; modsamples=1;}else{modsamples=0;} sampleName1 = '';
if (module.channel[1].noteon) {sam2=module.channel[1].sample; modsamples=1;}else{modsamples=0;} sampleName2 = '';
if (module.channel[2].noteon) {sam3=module.channel[2].sample; modsamples=1;}else{modsamples=0;} sampleName3 = '';
if (module.channel[3].noteon) {sam4=module.channel[3].sample; modsamples=1;}else{modsamples=0;} sampleName4 = '';
sample1 = module.channel[0].sample;
sample2 = module.channel[1].sample;
sample3 = module.channel[2].sample;
sample4 = module.channel[3].sample;
var posi=module.position; /*
var patt=module.row; module.sample = array of Objects containing:
var bpm=module.bpm;
var spd=module.speed; data (Float32Array)
var modname=module.title; finetime
var modauth=module.signature; length (ms? bytes?)
looplength
loopstart
name
volume
arpeggio: 0
command: 0
data: 0
flags: 0
note: 22
noteon: 1
period: 240
sample: 11
samplepos: 314.3411880952386
samplespeed: 0.335118537414966
semitone: 14
slidespeed: 0
slideto: 214
slidetospeed: 0
vibratodepth: 0
vibratopos: 0
vibratospeed: 0
vibratowave: 0
voiceperiod: 240
volume: 64
*/
if (module.sample[sample1])
{
sampleName1 = module.sample[sample1].name;
}
if (module.sample[sample2])
{
sampleName2 = module.sample[sample2].name;
}
if (module.sample[sample3])
{
sampleName3 = module.sample[sample3].name;
}
if (module.sample[sample4])
{
sampleName4 = module.sample[sample4].name;
}
// vu1.width = Math.round(module.vu[0] * 400);
// vu2.width = Math.round(module.vu[1] * 400);
// vu3.width = Math.round(module.vu[2] * 400);
// vu4.width = Math.round(module.vu[3] * 400);
r1.width = Math.round(module.vu[0] * 500);
r2.width = Math.round(module.vu[1] * 500);
r3.width = Math.round(module.vu[2] * 500);
r4.width = Math.round(module.vu[3] * 500);
} }
function render() { function render() {
game.debug.renderText('Sample ' + sample1 + ' : ' + sampleName1, 16, 32);
game.debug.renderText('Sample ' + sample2 + ' : ' + sampleName2, 16, 64);
game.debug.renderText('Sample ' + sample3 + ' : ' + sampleName3, 16, 96);
game.debug.renderText('Sample ' + sample4 + ' : ' + sampleName4, 16, 128);
game.debug.renderText('Position: ' + module.position, 16, 160);
game.debug.renderText('Pattern: ' + module.row, 16, 192);
game.debug.renderText('BPM: ' + module.bpm, 16, 224);
game.debug.renderText('Speed: ' + module.speed, 16, 256);
game.debug.renderText('Name: ' + module.title, 16, 288);
game.debug.renderText('Author: ' + module.signature, 16, 320);
game.debug.renderText('vu1: ' + module.vu[0], 16, 352);
game.debug.renderText('vu2: ' + module.vu[1], 16, 384);
game.debug.renderText('vu3: ' + module.vu[2], 16, 416);
game.debug.renderText('vu4: ' + module.vu[3], 16, 448);
game.debug.renderRectangle(r1);
game.debug.renderRectangle(r2);
game.debug.renderRectangle(r3);
game.debug.renderRectangle(r4);
} }

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@ -1,38 +1,76 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update });
function preload() { function preload() {
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32); game.load.image('spin1', 'assets/sprites/spinObj_01.png');
game.load.image('spin2', 'assets/sprites/spinObj_02.png');
game.load.image('spin3', 'assets/sprites/spinObj_03.png');
game.load.image('spin4', 'assets/sprites/spinObj_04.png');
game.load.image('spin5', 'assets/sprites/spinObj_05.png');
game.load.image('spin6', 'assets/sprites/spinObj_06.png');
game.load.image('spin7', 'assets/sprites/spinObj_07.png');
game.load.image('spin8', 'assets/sprites/spinObj_08.png');
} }
var group; var renderTexture;
var texture; var renderTexture2;
var currentTexture;
var outputSprite;
var stuffContainer;
var count = 0;
function create() { function create() {
group = game.add.group(); // create two render textures.. these dynamic textures will be used to draw the scene into itself
group.create(0, 0, 'veggies', 0); renderTexture = game.add.renderTexture('texture1', 800, 600);
group.create(32, 0, 'veggies', 1); renderTexture2 = game.add.renderTexture('textur2e', 800, 600);
group.create(0, 32, 'veggies', 2); currentTexture = renderTexture;
group.create(32, 32, 'veggies', 3);
group.visible = false;
texture = game.add.renderTexture('texture', 800, 600); // create a new sprite that uses the render texture we created above
outputSprite = game.add.sprite(400, 300, currentTexture);
game.add.sprite(0, 0, texture);
// align the sprite
outputSprite.anchor.x = 0.5;
outputSprite.anchor.y = 0.5;
stuffContainer = game.add.group();
stuffContainer.x = 800/2;
stuffContainer.y = 600/2
// now create some items and randomly position them in the stuff container
for (var i = 0; i < 20; i++)
{
var item = stuffContainer.create(Math.random() * 400 - 200, Math.random() * 400 - 200, game.rnd.pick(game.cache.getImageKeys()));
item.anchor.setTo(0.5, 0.5);
}
// used for spinning!
count = 0;
} }
function update() { function update() {
var clear = false; stuffContainer.addAll('rotation', 0.1);
for (var i = 0; i < 60; i++) count += 0.01;
{
clear = (i == 0); // swap the buffers..
texture.renderXY(group, game.world.randomX, game.world.randomY, clear); var temp = renderTexture;
} renderTexture = renderTexture2;
renderTexture2 = temp;
// set the new texture
outputSprite.setTexture(renderTexture);
// twist this up!
stuffContainer.rotation -= 0.01
outputSprite.scale.x = outputSprite.scale.y = 1 + Math.sin(count) * 0.2;
// render the stage to the texture
// the true clears the texture before content is rendered
renderTexture2.renderXY(game.stage.display, 0, 0, true);
} }

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@ -65,7 +65,7 @@ function create() {
layer.resizeWorld(); layer.resizeWorld();
//coins = //coins =
map.createFromObjects(34, 'coin', 0) map.createFromObjects('Object Layer 1', 34, 'coin', 0);
// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0); // layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
// layer.cameraOffset.x = 400; // layer.cameraOffset.x = 400;

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@ -76,6 +76,13 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{ {
this.context.transform(1, 0, 0, 1, displayObject.texture.trim.x, displayObject.texture.trim.y); this.context.transform(1, 0, 0, 1, displayObject.texture.trim.x, displayObject.texture.trim.y);
} }
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
if (this.smoothProperty && this.scaleMode !== displayObject.texture.baseTexture.scaleMode)
{
this.scaleMode = displayObject.texture.baseTexture.scaleMode;
this.context[this.smoothProperty] = (this.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR);
}
this.context.drawImage( this.context.drawImage(
displayObject.texture.baseTexture.source, displayObject.texture.baseTexture.source,

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@ -47,6 +47,11 @@ Phaser.Stage = function (game, width, height) {
this._stage.name = '_stage_root'; this._stage.name = '_stage_root';
this._stage.interactive = false; this._stage.interactive = false;
/**
* @property {PIXI.Stage} display - The Pixi Stage which is hooked to the renderer.
*/
this.display = this._stage;
/** /**
* @property {number} scaleMode - The current scaleMode. * @property {number} scaleMode - The current scaleMode.
*/ */

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@ -306,7 +306,7 @@ Phaser.RenderTexture.prototype.renderCanvas = function(displayObject, position,
{ {
this.renderer.context.clearRect(0, 0, this.width, this.height); this.renderer.context.clearRect(0, 0, this.width, this.height);
} }
this.renderer.renderDisplayObject(displayObject); this.renderer.renderDisplayObject(displayObject);
this.renderer.context.setTransform(1, 0, 0, 1, 0, 0); this.renderer.context.setTransform(1, 0, 0, 1, 0, 0);

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@ -4,4 +4,4 @@
(function(){ (function(){
var root = this; var root = this;

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@ -33,7 +33,7 @@ PIXI.Circle = function(x, y, radius)
* @default 0 * @default 0
*/ */
this.radius = radius || 0; this.radius = radius || 0;
} };
/** /**
* Creates a clone of this Circle instance * Creates a clone of this Circle instance
@ -44,7 +44,7 @@ PIXI.Circle = function(x, y, radius)
PIXI.Circle.prototype.clone = function() PIXI.Circle.prototype.clone = function()
{ {
return new PIXI.Circle(this.x, this.y, this.radius); return new PIXI.Circle(this.x, this.y, this.radius);
} };
/** /**
* Checks if the x, and y coords passed to this function are contained within this circle * Checks if the x, and y coords passed to this function are contained within this circle
@ -67,7 +67,7 @@ PIXI.Circle.prototype.contains = function(x, y)
dy *= dy; dy *= dy;
return (dx + dy <= r2); return (dx + dy <= r2);
} };
// constructor // constructor
PIXI.Circle.prototype.constructor = PIXI.Circle; PIXI.Circle.prototype.constructor = PIXI.Circle;

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@ -41,7 +41,7 @@ PIXI.Ellipse = function(x, y, width, height)
* @default 0 * @default 0
*/ */
this.height = height || 0; this.height = height || 0;
} };
/** /**
* Creates a clone of this Ellipse instance * Creates a clone of this Ellipse instance
@ -52,7 +52,7 @@ PIXI.Ellipse = function(x, y, width, height)
PIXI.Ellipse.prototype.clone = function() PIXI.Ellipse.prototype.clone = function()
{ {
return new PIXI.Ellipse(this.x, this.y, this.width, this.height); return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
} };
/** /**
* Checks if the x, and y coords passed to this function are contained within this ellipse * Checks if the x, and y coords passed to this function are contained within this ellipse
@ -76,12 +76,12 @@ PIXI.Ellipse.prototype.contains = function(x, y)
normy *= normy; normy *= normy;
return (normx + normy < 0.25); return (normx + normy < 0.25);
} };
PIXI.Ellipse.getBounds = function() PIXI.Ellipse.prototype.getBounds = function()
{ {
return new PIXI.Rectangle(this.x, this.y, this.width, this.height); return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
} };
// constructor // constructor
PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;

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@ -16,112 +16,112 @@ PIXI.mat3 = {};
PIXI.mat3.create = function() PIXI.mat3.create = function()
{ {
var matrix = new PIXI.Matrix(9); var matrix = new PIXI.Matrix(9);
matrix[0] = 1; matrix[0] = 1;
matrix[1] = 0; matrix[1] = 0;
matrix[2] = 0; matrix[2] = 0;
matrix[3] = 0; matrix[3] = 0;
matrix[4] = 1; matrix[4] = 1;
matrix[5] = 0; matrix[5] = 0;
matrix[6] = 0; matrix[6] = 0;
matrix[7] = 0; matrix[7] = 0;
matrix[8] = 1; matrix[8] = 1;
return matrix; return matrix;
} };
PIXI.mat3.identity = function(matrix) PIXI.mat3.identity = function(matrix)
{ {
matrix[0] = 1; matrix[0] = 1;
matrix[1] = 0; matrix[1] = 0;
matrix[2] = 0; matrix[2] = 0;
matrix[3] = 0; matrix[3] = 0;
matrix[4] = 1; matrix[4] = 1;
matrix[5] = 0; matrix[5] = 0;
matrix[6] = 0; matrix[6] = 0;
matrix[7] = 0; matrix[7] = 0;
matrix[8] = 1; matrix[8] = 1;
return matrix; return matrix;
} };
PIXI.mat4 = {}; PIXI.mat4 = {};
PIXI.mat4.create = function() PIXI.mat4.create = function()
{ {
var matrix = new PIXI.Matrix(16); var matrix = new PIXI.Matrix(16);
matrix[0] = 1; matrix[0] = 1;
matrix[1] = 0; matrix[1] = 0;
matrix[2] = 0; matrix[2] = 0;
matrix[3] = 0; matrix[3] = 0;
matrix[4] = 0; matrix[4] = 0;
matrix[5] = 1; matrix[5] = 1;
matrix[6] = 0; matrix[6] = 0;
matrix[7] = 0; matrix[7] = 0;
matrix[8] = 0; matrix[8] = 0;
matrix[9] = 0; matrix[9] = 0;
matrix[10] = 1; matrix[10] = 1;
matrix[11] = 0; matrix[11] = 0;
matrix[12] = 0; matrix[12] = 0;
matrix[13] = 0; matrix[13] = 0;
matrix[14] = 0; matrix[14] = 0;
matrix[15] = 1; matrix[15] = 1;
return matrix; return matrix;
} };
PIXI.mat3.multiply = function (mat, mat2, dest) PIXI.mat3.multiply = function (mat, mat2, dest)
{ {
if (!dest) { dest = mat; } if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!) // Cache the matrix values (makes for huge speed increases!)
var a00 = mat[0], a01 = mat[1], a02 = mat[2], var a00 = mat[0], a01 = mat[1], a02 = mat[2],
a10 = mat[3], a11 = mat[4], a12 = mat[5], a10 = mat[3], a11 = mat[4], a12 = mat[5],
a20 = mat[6], a21 = mat[7], a22 = mat[8], a20 = mat[6], a21 = mat[7], a22 = mat[8],
b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
b10 = mat2[3], b11 = mat2[4], b12 = mat2[5], b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
b20 = mat2[6], b21 = mat2[7], b22 = mat2[8]; b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
dest[0] = b00 * a00 + b01 * a10 + b02 * a20; dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
dest[1] = b00 * a01 + b01 * a11 + b02 * a21; dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
dest[2] = b00 * a02 + b01 * a12 + b02 * a22; dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
dest[3] = b10 * a00 + b11 * a10 + b12 * a20; dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
dest[4] = b10 * a01 + b11 * a11 + b12 * a21; dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
dest[5] = b10 * a02 + b11 * a12 + b12 * a22; dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
dest[6] = b20 * a00 + b21 * a10 + b22 * a20; dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
dest[7] = b20 * a01 + b21 * a11 + b22 * a21; dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
dest[8] = b20 * a02 + b21 * a12 + b22 * a22; dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
return dest; return dest;
} };
PIXI.mat3.clone = function(mat) PIXI.mat3.clone = function(mat)
{ {
var matrix = new PIXI.Matrix(9); var matrix = new PIXI.Matrix(9);
matrix[0] = mat[0]; matrix[0] = mat[0];
matrix[1] = mat[1]; matrix[1] = mat[1];
matrix[2] = mat[2]; matrix[2] = mat[2];
matrix[3] = mat[3]; matrix[3] = mat[3];
matrix[4] = mat[4]; matrix[4] = mat[4];
matrix[5] = mat[5]; matrix[5] = mat[5];
matrix[6] = mat[6]; matrix[6] = mat[6];
matrix[7] = mat[7]; matrix[7] = mat[7];
matrix[8] = mat[8]; matrix[8] = mat[8];
return matrix; return matrix;
} };
PIXI.mat3.transpose = function (mat, dest) PIXI.mat3.transpose = function (mat, dest)
{ {
// If we are transposing ourselves we can skip a few steps but have to cache some values // If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest) { if (!dest || mat === dest) {
var a01 = mat[1], a02 = mat[2], var a01 = mat[1], a02 = mat[2],
a12 = mat[5]; a12 = mat[5];
@ -145,34 +145,34 @@ PIXI.mat3.transpose = function (mat, dest)
dest[7] = mat[5]; dest[7] = mat[5];
dest[8] = mat[8]; dest[8] = mat[8];
return dest; return dest;
} };
PIXI.mat3.toMat4 = function (mat, dest) PIXI.mat3.toMat4 = function (mat, dest)
{ {
if (!dest) { dest = PIXI.mat4.create(); } if (!dest) { dest = PIXI.mat4.create(); }
dest[15] = 1; dest[15] = 1;
dest[14] = 0; dest[14] = 0;
dest[13] = 0; dest[13] = 0;
dest[12] = 0; dest[12] = 0;
dest[11] = 0; dest[11] = 0;
dest[10] = mat[8]; dest[10] = mat[8];
dest[9] = mat[7]; dest[9] = mat[7];
dest[8] = mat[6]; dest[8] = mat[6];
dest[7] = 0; dest[7] = 0;
dest[6] = mat[5]; dest[6] = mat[5];
dest[5] = mat[4]; dest[5] = mat[4];
dest[4] = mat[3]; dest[4] = mat[3];
dest[3] = 0; dest[3] = 0;
dest[2] = mat[2]; dest[2] = mat[2];
dest[1] = mat[1]; dest[1] = mat[1];
dest[0] = mat[0]; dest[0] = mat[0];
return dest; return dest;
} };
///// /////
@ -180,82 +180,82 @@ PIXI.mat3.toMat4 = function (mat, dest)
PIXI.mat4.create = function() PIXI.mat4.create = function()
{ {
var matrix = new PIXI.Matrix(16); var matrix = new PIXI.Matrix(16);
matrix[0] = 1; matrix[0] = 1;
matrix[1] = 0; matrix[1] = 0;
matrix[2] = 0; matrix[2] = 0;
matrix[3] = 0; matrix[3] = 0;
matrix[4] = 0; matrix[4] = 0;
matrix[5] = 1; matrix[5] = 1;
matrix[6] = 0; matrix[6] = 0;
matrix[7] = 0; matrix[7] = 0;
matrix[8] = 0; matrix[8] = 0;
matrix[9] = 0; matrix[9] = 0;
matrix[10] = 1; matrix[10] = 1;
matrix[11] = 0; matrix[11] = 0;
matrix[12] = 0; matrix[12] = 0;
matrix[13] = 0; matrix[13] = 0;
matrix[14] = 0; matrix[14] = 0;
matrix[15] = 1; matrix[15] = 1;
return matrix; return matrix;
} };
PIXI.mat4.transpose = function (mat, dest) PIXI.mat4.transpose = function (mat, dest)
{ {
// If we are transposing ourselves we can skip a few steps but have to cache some values // If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest) if (!dest || mat === dest)
{ {
var a01 = mat[1], a02 = mat[2], a03 = mat[3], var a01 = mat[1], a02 = mat[2], a03 = mat[3],
a12 = mat[6], a13 = mat[7], a12 = mat[6], a13 = mat[7],
a23 = mat[11]; a23 = mat[11];
mat[1] = mat[4]; mat[1] = mat[4];
mat[2] = mat[8]; mat[2] = mat[8];
mat[3] = mat[12]; mat[3] = mat[12];
mat[4] = a01; mat[4] = a01;
mat[6] = mat[9]; mat[6] = mat[9];
mat[7] = mat[13]; mat[7] = mat[13];
mat[8] = a02; mat[8] = a02;
mat[9] = a12; mat[9] = a12;
mat[11] = mat[14]; mat[11] = mat[14];
mat[12] = a03; mat[12] = a03;
mat[13] = a13; mat[13] = a13;
mat[14] = a23; mat[14] = a23;
return mat; return mat;
} }
dest[0] = mat[0]; dest[0] = mat[0];
dest[1] = mat[4]; dest[1] = mat[4];
dest[2] = mat[8]; dest[2] = mat[8];
dest[3] = mat[12]; dest[3] = mat[12];
dest[4] = mat[1]; dest[4] = mat[1];
dest[5] = mat[5]; dest[5] = mat[5];
dest[6] = mat[9]; dest[6] = mat[9];
dest[7] = mat[13]; dest[7] = mat[13];
dest[8] = mat[2]; dest[8] = mat[2];
dest[9] = mat[6]; dest[9] = mat[6];
dest[10] = mat[10]; dest[10] = mat[10];
dest[11] = mat[14]; dest[11] = mat[14];
dest[12] = mat[3]; dest[12] = mat[3];
dest[13] = mat[7]; dest[13] = mat[7];
dest[14] = mat[11]; dest[14] = mat[11];
dest[15] = mat[15]; dest[15] = mat[15];
return dest; return dest;
} };
PIXI.mat4.multiply = function (mat, mat2, dest) PIXI.mat4.multiply = function (mat, mat2, dest)
{ {
if (!dest) { dest = mat; } if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!) // Cache the matrix values (makes for huge speed increases!)
var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3]; var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3];
var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7]; var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11]; var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
// Cache only the current line of the second matrix // Cache only the current line of the second matrix
var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3]; var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
@ -290,4 +290,4 @@ PIXI.mat4.multiply = function (mat, mat2, dest)
dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
return dest; return dest;
} };

View file

@ -12,20 +12,20 @@
*/ */
PIXI.Point = function(x, y) PIXI.Point = function(x, y)
{ {
/** /**
* @property x * @property x
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.x = x || 0; this.x = x || 0;
/** /**
* @property y * @property y
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.y = y || 0; this.y = y || 0;
} };
/** /**
* Creates a clone of this point * Creates a clone of this point
@ -35,8 +35,8 @@ PIXI.Point = function(x, y)
*/ */
PIXI.Point.prototype.clone = function() PIXI.Point.prototype.clone = function()
{ {
return new PIXI.Point(this.x, this.y); return new PIXI.Point(this.x, this.y);
} };
// constructor // constructor
PIXI.Point.prototype.constructor = PIXI.Point; PIXI.Point.prototype.constructor = PIXI.Point;

View file

@ -29,8 +29,8 @@ PIXI.Polygon = function(points)
points = p; points = p;
} }
this.points = points; this.points = points;
} };
/** /**
* Creates a clone of this polygon * Creates a clone of this polygon
@ -40,13 +40,13 @@ PIXI.Polygon = function(points)
*/ */
PIXI.Polygon.prototype.clone = function() PIXI.Polygon.prototype.clone = function()
{ {
var points = []; var points = [];
for (var i=0; i<this.points.length; i++) { for (var i=0; i<this.points.length; i++) {
points.push(this.points[i].clone()); points.push(this.points[i].clone());
} }
return new PIXI.Polygon(points); return new PIXI.Polygon(points);
} };
/** /**
* Checks if the x, and y coords passed to this function are contained within this polygon * Checks if the x, and y coords passed to this function are contained within this polygon
@ -65,13 +65,13 @@ PIXI.Polygon.prototype.contains = function(x, y)
for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) { for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
var xi = this.points[i].x, yi = this.points[i].y, var xi = this.points[i].x, yi = this.points[i].y,
xj = this.points[j].x, yj = this.points[j].y, xj = this.points[j].x, yj = this.points[j].y,
intersect = ((yi > y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
if(intersect) inside = !inside; if(intersect) inside = !inside;
} }
return inside; return inside;
} };
// constructor // constructor
PIXI.Polygon.prototype.constructor = PIXI.Polygon; PIXI.Polygon.prototype.constructor = PIXI.Polygon;

View file

@ -14,34 +14,34 @@
*/ */
PIXI.Rectangle = function(x, y, width, height) PIXI.Rectangle = function(x, y, width, height)
{ {
/** /**
* @property x * @property x
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.x = x || 0; this.x = x || 0;
/** /**
* @property y * @property y
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.y = y || 0; this.y = y || 0;
/** /**
* @property width * @property width
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.width = width || 0; this.width = width || 0;
/** /**
* @property height * @property height
* @type Number * @type Number
* @default 0 * @default 0
*/ */
this.height = height || 0; this.height = height || 0;
} };
/** /**
* Creates a clone of this Rectangle * Creates a clone of this Rectangle
@ -51,8 +51,8 @@ PIXI.Rectangle = function(x, y, width, height)
*/ */
PIXI.Rectangle.prototype.clone = function() PIXI.Rectangle.prototype.clone = function()
{ {
return new PIXI.Rectangle(this.x, this.y, this.width, this.height); return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
} };
/** /**
* Checks if the x, and y coords passed to this function are contained within this Rectangle * Checks if the x, and y coords passed to this function are contained within this Rectangle
@ -67,19 +67,19 @@ PIXI.Rectangle.prototype.contains = function(x, y)
if(this.width <= 0 || this.height <= 0) if(this.width <= 0 || this.height <= 0)
return false; return false;
var x1 = this.x; var x1 = this.x;
if(x >= x1 && x <= x1 + this.width) if(x >= x1 && x <= x1 + this.width)
{ {
var y1 = this.y; var y1 = this.y;
if(y >= y1 && y <= y1 + this.height) if(y >= y1 && y <= y1 + this.height)
{ {
return true; return true;
} }
} }
return false; return false;
} };
// constructor // constructor
PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;

View file

@ -10,238 +10,238 @@
*/ */
PIXI.DisplayObject = function() PIXI.DisplayObject = function()
{ {
this.last = this; this.last = this;
this.first = this; this.first = this;
/** /**
* The coordinate of the object relative to the local coordinates of the parent. * The coordinate of the object relative to the local coordinates of the parent.
* *
* @property position * @property position
* @type Point * @type Point
*/ */
this.position = new PIXI.Point(); this.position = new PIXI.Point();
/** /**
* The scale factor of the object. * The scale factor of the object.
* *
* @property scale * @property scale
* @type Point * @type Point
*/ */
this.scale = new PIXI.Point(1,1);//{x:1, y:1}; this.scale = new PIXI.Point(1,1);//{x:1, y:1};
/** /**
* The pivot point of the displayObject that it rotates around * The pivot point of the displayObject that it rotates around
* *
* @property pivot * @property pivot
* @type Point * @type Point
*/ */
this.pivot = new PIXI.Point(0,0); this.pivot = new PIXI.Point(0,0);
/** /**
* The rotation of the object in radians. * The rotation of the object in radians.
* *
* @property rotation * @property rotation
* @type Number * @type Number
*/ */
this.rotation = 0; this.rotation = 0;
/** /**
* The opacity of the object. * The opacity of the object.
* *
* @property alpha * @property alpha
* @type Number * @type Number
*/ */
this.alpha = 1; this.alpha = 1;
/** /**
* The visibility of the object. * The visibility of the object.
* *
* @property visible * @property visible
* @type Boolean * @type Boolean
*/ */
this.visible = true; this.visible = true;
/** /**
* This is the defined area that will pick up mouse / touch events. It is null by default. * This is the defined area that will pick up mouse / touch events. It is null by default.
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
* *
* @property hitArea * @property hitArea
* @type Rectangle|Circle|Ellipse|Polygon * @type Rectangle|Circle|Ellipse|Polygon
*/ */
this.hitArea = null; this.hitArea = null;
/** /**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
* *
* @property buttonMode * @property buttonMode
* @type Boolean * @type Boolean
*/ */
this.buttonMode = false; this.buttonMode = false;
/** /**
* Can this object be rendered * Can this object be rendered
* *
* @property renderable * @property renderable
* @type Boolean * @type Boolean
*/ */
this.renderable = false; this.renderable = false;
/** /**
* [read-only] The display object container that contains this display object. * [read-only] The display object container that contains this display object.
* *
* @property parent * @property parent
* @type DisplayObjectContainer * @type DisplayObjectContainer
* @readOnly * @readOnly
*/ */
this.parent = null; this.parent = null;
/** /**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
* *
* @property stage * @property stage
* @type Stage * @type Stage
* @readOnly * @readOnly
*/ */
this.stage = null; this.stage = null;
/** /**
* [read-only] The multiplied alpha of the displayobject * [read-only] The multiplied alpha of the displayobject
* *
* @property worldAlpha * @property worldAlpha
* @type Number * @type Number
* @readOnly * @readOnly
*/ */
this.worldAlpha = 1; this.worldAlpha = 1;
/** /**
* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
* *
* @property _interactive * @property _interactive
* @type Boolean * @type Boolean
* @readOnly * @readOnly
* @private * @private
*/ */
this._interactive = false; this._interactive = false;
this.defaultCursor = "pointer"; this.defaultCursor = 'pointer';
/**
* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Mat3
* @readOnly
* @private
*/
this.worldTransform = PIXI.mat3.create()//mat3.identity();
/** /**
* [read-only] Current transform of the object locally * [read-only] Current transform of the object based on world (parent) factors
* *
* @property localTransform * @property worldTransform
* @type Mat3 * @type Mat3
* @readOnly * @readOnly
* @private * @private
*/ */
this.localTransform = PIXI.mat3.create()//mat3.identity(); this.worldTransform = PIXI.mat3.create(); //mat3.identity();
/** /**
* [NYI] Unkown * [read-only] Current transform of the object locally
* *
* @property color * @property localTransform
* @type Array<> * @type Mat3
* @private * @readOnly
*/ * @private
this.color = []; */
this.localTransform = PIXI.mat3.create(); //mat3.identity();
/** /**
* [NYI] Holds whether or not this object is dynamic, for rendering optimization * [NYI] Unkown
* *
* @property dynamic * @property color
* @type Boolean * @type Array<>
* @private * @private
*/ */
this.dynamic = true; this.color = [];
// chach that puppy! /**
this._sr = 0; * [NYI] Holds whether or not this object is dynamic, for rendering optimization
this._cr = 1; *
* @property dynamic
* @type Boolean
* @private
*/
this.dynamic = true;
// chach that puppy!
this._sr = 0;
this._cr = 1;
this.filterArea = new PIXI.Rectangle(0,0,1,1); this.filterArea = new PIXI.Rectangle(0,0,1,1);
/*
* MOUSE Callbacks
*/
/** /*
* A callback that is used when the users clicks on the displayObject with their mouse * MOUSE Callbacks
* @method click */
* @param interactionData {InteractionData}
*/
/** /**
* A callback that is used when the user clicks the mouse down over the sprite * A callback that is used when the users clicks on the displayObject with their mouse
* @method mousedown * @method click
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/** /**
* A callback that is used when the user releases the mouse that was over the displayObject * A callback that is used when the user clicks the mouse down over the sprite
* for this callback to be fired the mouse must have been pressed down over the displayObject * @method mousedown
* @method mouseup * @param interactionData {InteractionData}
* @param interactionData {InteractionData} */
*/
/** /**
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject * A callback that is used when the user releases the mouse that was over the displayObject
* for this callback to be fired, The touch must have started over the displayObject * for this callback to be fired the mouse must have been pressed down over the displayObject
* @method mouseupoutside * @method mouseup
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/** /**
* A callback that is used when the users mouse rolls over the displayObject * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
* @method mouseover * for this callback to be fired, The touch must have started over the displayObject
* @param interactionData {InteractionData} * @method mouseupoutside
*/ * @param interactionData {InteractionData}
*/
/** /**
* A callback that is used when the users mouse leaves the displayObject * A callback that is used when the users mouse rolls over the displayObject
* @method mouseout * @method mouseover
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/**
* A callback that is used when the users mouse leaves the displayObject
* @method mouseout
* @param interactionData {InteractionData}
*/
/* /*
* TOUCH Callbacks * TOUCH Callbacks
*/ */
/** /**
* A callback that is used when the users taps on the sprite with their finger * A callback that is used when the users taps on the sprite with their finger
* basically a touch version of click * basically a touch version of click
* @method tap * @method tap
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/** /**
* A callback that is used when the user touch's over the displayObject * A callback that is used when the user touch's over the displayObject
* @method touchstart * @method touchstart
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/** /**
* A callback that is used when the user releases a touch over the displayObject * A callback that is used when the user releases a touch over the displayObject
* @method touchend * @method touchend
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
/** /**
* A callback that is used when the user releases the touch that was over the displayObject * A callback that is used when the user releases the touch that was over the displayObject
* for this callback to be fired, The touch must have started over the sprite * for this callback to be fired, The touch must have started over the sprite
* @method touchendoutside * @method touchendoutside
* @param interactionData {InteractionData} * @param interactionData {InteractionData}
*/ */
} };
// constructor // constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
@ -256,8 +256,8 @@ PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
*/ */
PIXI.DisplayObject.prototype.setInteractive = function(interactive) PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{ {
this.interactive = interactive; this.interactive = interactive;
} };
/** /**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default * Indicates if the sprite will have touch and mouse interactivity. It is false by default
@ -271,11 +271,11 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
return this._interactive; return this._interactive;
}, },
set: function(value) { set: function(value) {
this._interactive = value; this._interactive = value;
// TODO more to be done here.. // TODO more to be done here..
// need to sort out a re-crawl! // need to sort out a re-crawl!
if(this.stage)this.stage.dirty = true; if(this.stage)this.stage.dirty = true;
} }
}); });
@ -292,33 +292,33 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
return this._mask; return this._mask;
}, },
set: function(value) { set: function(value) {
if(value) if(value)
{ {
if(this._mask) if(this._mask)
{ {
value.start = this._mask.start; value.start = this._mask.start;
value.end = this._mask.end; value.end = this._mask.end;
} }
else else
{ {
this.addFilter(value); this.addFilter(value);
value.renderable = false; value.renderable = false;
} }
} }
else else
{ {
this.removeFilter(this._mask); this.removeFilter(this._mask);
this._mask.renderable = true; this._mask.renderable = true;
} }
this._mask = value; this._mask = value;
} }
}); });
/** /**
* Sets the filters for the displayObject. * Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to 'null' * To remove filters simply set this property to 'null'
* @property filters * @property filters
@ -329,35 +329,33 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
return this._filters; return this._filters;
}, },
set: function(value) { set: function(value) {
if(value) if(value)
{ {
if(this._filters)this.removeFilter(this._filters); if(this._filters)this.removeFilter(this._filters);
this.addFilter(value); this.addFilter(value);
// now put all the passes in one place.. // now put all the passes in one place..
var passes = []; var passes = [];
for (var i = 0; i < value.length; i++) for (var i = 0; i < value.length; i++)
{ {
var filterPasses = value[i].passes; var filterPasses = value[i].passes;
for (var j = 0; j < filterPasses.length; j++) for (var j = 0; j < filterPasses.length; j++)
{ {
passes.push(filterPasses[j]); passes.push(filterPasses[j]);
}; }
}; }
value.start.filterPasses = passes; value.start.filterPasses = passes;
} }
else else
{ {
if(this._filters)this.removeFilter(this._filters); if(this._filters) {
this.removeFilter(this._filters);
}
} }
this._filters = value; this._filters = value;
} }
}); });
@ -370,101 +368,99 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
*/ */
PIXI.DisplayObject.prototype.addFilter = function(data) PIXI.DisplayObject.prototype.addFilter = function(data)
{ {
//if(this.filter)return; //if(this.filter)return;
//this.filter = true; //this.filter = true;
// data[0].target = this; // data[0].target = this;
// insert a filter block..
// TODO Onject pool thease bad boys.. // insert a filter block..
var start = new PIXI.FilterBlock(); // TODO Onject pool thease bad boys..
var end = new PIXI.FilterBlock(); var start = new PIXI.FilterBlock();
var end = new PIXI.FilterBlock();
data.start = start;
data.end = end; data.start = start;
data.end = end;
start.data = data;
end.data = data; start.data = data;
end.data = data;
start.first = start.last = this;
end.first = end.last = this; start.first = start.last = this;
end.first = end.last = this;
start.open = true;
start.open = true;
start.target = this;
start.target = this;
/*
* insert start /*
*/ * insert start
*/
var childFirst = start
var childLast = start var childFirst = start;
var nextObject; var childLast = start;
var previousObject; var nextObject;
var previousObject;
previousObject = this.first._iPrev;
previousObject = this.first._iPrev;
if(previousObject)
{ if(previousObject)
nextObject = previousObject._iNext; {
childFirst._iPrev = previousObject; nextObject = previousObject._iNext;
previousObject._iNext = childFirst; childFirst._iPrev = previousObject;
} previousObject._iNext = childFirst;
else }
{ else
nextObject = this; {
} nextObject = this;
}
if(nextObject)
{ if(nextObject)
nextObject._iPrev = childLast; {
childLast._iNext = nextObject; nextObject._iPrev = childLast;
} childLast._iNext = nextObject;
}
// now insert the end filter block.. // now insert the end filter block..
/* /*
* insert end filter * insert end filter
*/ */
var childFirst = end childFirst = end;
var childLast = end childLast = end;
var nextObject = null; nextObject = null;
var previousObject = null; previousObject = null;
previousObject = this.last; previousObject = this.last;
nextObject = previousObject._iNext; nextObject = previousObject._iNext;
if(nextObject) if(nextObject)
{ {
nextObject._iPrev = childLast; nextObject._iPrev = childLast;
childLast._iNext = nextObject; childLast._iNext = nextObject;
} }
childFirst._iPrev = previousObject; childFirst._iPrev = previousObject;
previousObject._iNext = childFirst; previousObject._iNext = childFirst;
var updateLast = this; var updateLast = this;
var prevLast = this.last; var prevLast = this.last;
while(updateLast) while(updateLast)
{ {
if(updateLast.last == prevLast) if(updateLast.last === prevLast)
{ {
updateLast.last = end; updateLast.last = end;
} }
updateLast = updateLast.parent; updateLast = updateLast.parent;
} }
this.first = start; this.first = start;
// if webGL... // if webGL...
if(this.__renderGroup) if(this.__renderGroup)
{ {
this.__renderGroup.addFilterBlocks(start, end); this.__renderGroup.addFilterBlocks(start, end);
} }
};
}
/* /*
* Removes the filter to this displayObject * Removes the filter to this displayObject
@ -474,47 +470,47 @@ PIXI.DisplayObject.prototype.addFilter = function(data)
*/ */
PIXI.DisplayObject.prototype.removeFilter = function(data) PIXI.DisplayObject.prototype.removeFilter = function(data)
{ {
//if(!this.filter)return; //if(!this.filter)return;
//this.filter = false; //this.filter = false;
// console.log("YUOIO") // console.log('YUOIO')
// modify the list.. // modify the list..
var startBlock = data.start; var startBlock = data.start;
var nextObject = startBlock._iNext; var nextObject = startBlock._iNext;
var previousObject = startBlock._iPrev; var previousObject = startBlock._iPrev;
if(nextObject)nextObject._iPrev = previousObject; if(nextObject)nextObject._iPrev = previousObject;
if(previousObject)previousObject._iNext = nextObject; if(previousObject)previousObject._iNext = nextObject;
this.first = startBlock._iNext; this.first = startBlock._iNext;
// remove the end filter // remove the end filter
var lastBlock = data.end; var lastBlock = data.end;
var nextObject = lastBlock._iNext; nextObject = lastBlock._iNext;
var previousObject = lastBlock._iPrev; previousObject = lastBlock._iPrev;
if(nextObject)nextObject._iPrev = previousObject; if(nextObject)nextObject._iPrev = previousObject;
previousObject._iNext = nextObject; previousObject._iNext = nextObject;
// this is always true too! // this is always true too!
var tempLast = lastBlock._iPrev; var tempLast = lastBlock._iPrev;
// need to make sure the parents last is updated too // need to make sure the parents last is updated too
var updateLast = this; var updateLast = this;
while(updateLast.last == lastBlock) while(updateLast.last === lastBlock)
{ {
updateLast.last = tempLast; updateLast.last = tempLast;
updateLast = updateLast.parent; updateLast = updateLast.parent;
if(!updateLast)break; if(!updateLast)break;
} }
// if webGL... // if webGL...
if(this.__renderGroup) if(this.__renderGroup)
{ {
this.__renderGroup.removeFilterBlocks(startBlock, lastBlock); this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
} }
} };
/* /*
* Updates the object transform for rendering * Updates the object transform for rendering
@ -524,28 +520,28 @@ PIXI.DisplayObject.prototype.removeFilter = function(data)
*/ */
PIXI.DisplayObject.prototype.updateTransform = function() PIXI.DisplayObject.prototype.updateTransform = function()
{ {
// TODO OPTIMIZE THIS!! with dirty // TODO OPTIMIZE THIS!! with dirty
if(this.rotation !== this.rotationCache) if(this.rotation !== this.rotationCache)
{ {
this.rotationCache = this.rotation; this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation); this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation); this._cr = Math.cos(this.rotation);
} }
var localTransform = this.localTransform; var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform; var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform; var worldTransform = this.worldTransform;
//console.log(localTransform) //console.log(localTransform)
localTransform[0] = this._cr * this.scale.x; localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y localTransform[1] = -this._sr * this.scale.y;
localTransform[3] = this._sr * this.scale.x; localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y; localTransform[4] = this._cr * this.scale.y;
// TODO --> do we even need a local matrix??? // TODO --> do we even need a local matrix???
var px = this.pivot.x; var px = this.pivot.x;
var py = this.pivot.y; var py = this.pivot.y;
// Cache the matrix values (makes for huge speed increases!) // Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1], var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3], a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
@ -553,9 +549,9 @@ PIXI.DisplayObject.prototype.updateTransform = function()
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
localTransform[2] = a02 localTransform[2] = a02;
localTransform[5] = a12 localTransform[5] = a12;
worldTransform[0] = b00 * a00 + b01 * a10; worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11; worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02; worldTransform[2] = b00 * a02 + b01 * a12 + b02;
@ -564,12 +560,11 @@ PIXI.DisplayObject.prototype.updateTransform = function()
worldTransform[4] = b10 * a01 + b11 * a11; worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12; worldTransform[5] = b10 * a02 + b11 * a12 + b12;
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha; this.worldAlpha = this.alpha * this.parent.worldAlpha;
this.vcount = PIXI.visibleCount;
} this.vcount = PIXI.visibleCount;
};
PIXI.visibleCount = 0; PIXI.visibleCount = 0;

View file

@ -7,23 +7,23 @@
* A DisplayObjectContainer represents a collection of display objects. * A DisplayObjectContainer represents a collection of display objects.
* It is the base class of all display objects that act as a container for other objects. * It is the base class of all display objects that act as a container for other objects.
* *
* @class DisplayObjectContainer * @class DisplayObjectContainer
* @extends DisplayObject * @extends DisplayObject
* @constructor * @constructor
*/ */
PIXI.DisplayObjectContainer = function() PIXI.DisplayObjectContainer = function()
{ {
PIXI.DisplayObject.call( this ); PIXI.DisplayObject.call( this );
/** /**
* [read-only] The of children of this container. * [read-only] The of children of this container.
* *
* @property children * @property children
* @type Array<DisplayObject> * @type Array<DisplayObject>
* @readOnly * @readOnly
*/ */
this.children = []; this.children = [];
} };
// constructor // constructor
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype ); PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
@ -37,85 +37,83 @@ PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
*/ */
PIXI.DisplayObjectContainer.prototype.addChild = function(child) PIXI.DisplayObjectContainer.prototype.addChild = function(child)
{ {
if(child.parent != undefined) if(child.parent && child.parent !== this)
{ {
//// COULD BE THIS???
//// COULD BE THIS??? child.parent.removeChild(child);
child.parent.removeChild(child); // return;
// return; }
}
child.parent = this; child.parent = this;
this.children.push(child);
// update the stage refference..
if(this.stage)
{
var tmpChild = child;
do
{
if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = this.stage;
tmpChild = tmpChild._iNext;
}
while(tmpChild)
}
// LINKED LIST //
// modify the list..
var childFirst = child.first
var childLast = child.last;
var nextObject;
var previousObject;
// this could be wrong if there is a filter??
if(this._filters || this._mask)
{
previousObject = this.last._iPrev;
}
else
{
previousObject = this.last;
}
nextObject = previousObject._iNext; this.children.push(child);
// always true in this case
// need to make sure the parents last is updated too
var updateLast = this;
var prevLast = previousObject;
while(updateLast)
{
if(updateLast.last == prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
// need to remove any render groups.. // update the stage refference..
if(this.__renderGroup)
{ if(this.stage)
// being used by a renderTexture.. if it exists then it must be from a render texture; {
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child); var tmpChild = child;
// add them to the new render group.. do
this.__renderGroup.addDisplayObjectAndChildren(child); {
} if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = this.stage;
} tmpChild = tmpChild._iNext;
}
while(tmpChild);
}
// LINKED LIST //
// modify the list..
var childFirst = child.first;
var childLast = child.last;
var nextObject;
var previousObject;
// this could be wrong if there is a filter??
if(this._filters || this._mask)
{
previousObject = this.last._iPrev;
}
else
{
previousObject = this.last;
}
nextObject = previousObject._iNext;
// always true in this case
// need to make sure the parents last is updated too
var updateLast = this;
var prevLast = previousObject;
while(updateLast)
{
if(updateLast.last === prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
// need to remove any render groups..
if(this.__renderGroup)
{
// being used by a renderTexture.. if it exists then it must be from a render texture;
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
// add them to the new render group..
this.__renderGroup.addDisplayObjectAndChildren(child);
}
};
/** /**
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
@ -126,83 +124,84 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
*/ */
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
{ {
if(index >= 0 && index <= this.children.length) if(index >= 0 && index <= this.children.length)
{ {
if(child.parent != undefined) if(child.parent !== undefined)
{ {
child.parent.removeChild(child); child.parent.removeChild(child);
} }
child.parent = this;
if(this.stage)
{
var tmpChild = child;
do
{
if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = this.stage;
tmpChild = tmpChild._iNext;
}
while(tmpChild)
}
// modify the list..
var childFirst = child.first;
var childLast = child.last;
var nextObject;
var previousObject;
if(index == this.children.length)
{
previousObject = this.last;
var updateLast = this;
var prevLast = this.last;
while(updateLast)
{
if(updateLast.last == prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
}
else if(index == 0)
{
previousObject = this;
}
else
{
previousObject = this.children[index-1].last;
}
nextObject = previousObject._iNext;
// always true in this case
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
this.children.splice(index, 0, child); child.parent = this;
// need to remove any render groups..
if(this.__renderGroup) if(this.stage)
{ {
// being used by a renderTexture.. if it exists then it must be from a render texture; var tmpChild = child;
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child); do
// add them to the new render group.. {
this.__renderGroup.addDisplayObjectAndChildren(child); if(tmpChild.interactive)this.stage.dirty = true;
} tmpChild.stage = this.stage;
tmpChild = tmpChild._iNext;
} }
else while(tmpChild);
{ }
throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length);
} // modify the list..
} var childFirst = child.first;
var childLast = child.last;
var nextObject;
var previousObject;
if(index === this.children.length)
{
previousObject = this.last;
var updateLast = this;
var prevLast = this.last;
while(updateLast)
{
if(updateLast.last === prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
}
else if(index === 0)
{
previousObject = this;
}
else
{
previousObject = this.children[index-1].last;
}
nextObject = previousObject._iNext;
// always true in this case
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
this.children.splice(index, 0, child);
// need to remove any render groups..
if(this.__renderGroup)
{
// being used by a renderTexture.. if it exists then it must be from a render texture;
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
// add them to the new render group..
this.__renderGroup.addDisplayObjectAndChildren(child);
}
}
else
{
throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length);
}
};
/** /**
* [NYI] Swaps the depth of 2 displayObjects * [NYI] Swaps the depth of 2 displayObjects
@ -214,31 +213,31 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
*/ */
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
{ {
if(child === child2) { if(child === child2) {
return; return;
} }
var index1 = this.children.indexOf(child); var index1 = this.children.indexOf(child);
var index2 = this.children.indexOf(child2); var index2 = this.children.indexOf(child2);
if(index1 < 0 || index2 < 0) {
throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");
}
this.removeChild(child); if(index1 < 0 || index2 < 0) {
this.removeChild(child2); throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');
}
if(index1 < index2)
{ this.removeChild(child);
this.addChildAt(child2, index1); this.removeChild(child2);
this.addChildAt(child, index2);
} if(index1 < index2)
else {
{ this.addChildAt(child2, index1);
this.addChildAt(child, index2); this.addChildAt(child, index2);
this.addChildAt(child2, index1); }
} else
} {
this.addChildAt(child, index2);
this.addChildAt(child2, index1);
}
};
/** /**
* Returns the Child at the specified index * Returns the Child at the specified index
@ -248,15 +247,15 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
*/ */
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
{ {
if(index >= 0 && index < this.children.length) if(index >= 0 && index < this.children.length)
{ {
return this.children[index]; return this.children[index];
} }
else else
{ {
throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this); throw new Error('Both the supplied DisplayObjects must be a child of the caller ' + this);
} }
} };
/** /**
* Removes a child from the container. * Removes a child from the container.
@ -266,66 +265,65 @@ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
*/ */
PIXI.DisplayObjectContainer.prototype.removeChild = function(child) PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
{ {
var index = this.children.indexOf( child ); var index = this.children.indexOf( child );
if ( index !== -1 ) if ( index !== -1 )
{ {
// unlink // // unlink //
// modify the list.. // modify the list..
var childFirst = child.first; var childFirst = child.first;
var childLast = child.last; var childLast = child.last;
var nextObject = childLast._iNext;
var previousObject = childFirst._iPrev;
if(nextObject)nextObject._iPrev = previousObject;
previousObject._iNext = nextObject;
if(this.last == childLast)
{
var tempLast = childFirst._iPrev; var nextObject = childLast._iNext;
// need to make sure the parents last is updated too var previousObject = childFirst._iPrev;
var updateLast = this;
if(nextObject)nextObject._iPrev = previousObject;
while(updateLast.last == childLast) previousObject._iNext = nextObject;
{
updateLast.last = tempLast; if(this.last === childLast)
updateLast = updateLast.parent; {
if(!updateLast)break; var tempLast = childFirst._iPrev;
// need to make sure the parents last is updated too
} var updateLast = this;
}
while(updateLast.last === childLast)
childLast._iNext = null; {
childFirst._iPrev = null; updateLast.last = tempLast;
updateLast = updateLast.parent;
// update the stage reference.. if(!updateLast)break;
if(this.stage)
{ }
var tmpChild = child; }
do
{ childLast._iNext = null;
if(tmpChild.interactive)this.stage.dirty = true; childFirst._iPrev = null;
tmpChild.stage = null;
tmpChild = tmpChild._iNext; // update the stage reference..
} if(this.stage)
while(tmpChild) {
} var tmpChild = child;
do
// webGL trim {
if(child.__renderGroup) if(tmpChild.interactive)this.stage.dirty = true;
{ tmpChild.stage = null;
child.__renderGroup.removeDisplayObjectAndChildren(child); tmpChild = tmpChild._iNext;
} }
while(tmpChild);
child.parent = undefined; }
this.children.splice( index, 1 );
} // webGL trim
else if(child.__renderGroup)
{ {
throw new Error(child + " The supplied DisplayObject must be a child of the caller " + this); child.__renderGroup.removeDisplayObjectAndChildren(child);
} }
}
child.parent = undefined;
this.children.splice( index, 1 );
}
else
{
throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this);
}
};
/* /*
* Updates the container's children's transform for rendering * Updates the container's children's transform for rendering
@ -335,12 +333,12 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
*/ */
PIXI.DisplayObjectContainer.prototype.updateTransform = function() PIXI.DisplayObjectContainer.prototype.updateTransform = function()
{ {
if(!this.visible)return; if(!this.visible)return;
PIXI.DisplayObject.prototype.updateTransform.call( this ); PIXI.DisplayObject.prototype.updateTransform.call( this );
for(var i=0,j=this.children.length; i<j; i++) for(var i=0,j=this.children.length; i<j; i++)
{ {
this.children[i].updateTransform(); this.children[i].updateTransform();
} }
} };

View file

@ -12,61 +12,61 @@
*/ */
PIXI.MovieClip = function(textures) PIXI.MovieClip = function(textures)
{ {
PIXI.Sprite.call(this, textures[0]); PIXI.Sprite.call(this, textures[0]);
/** /**
* The array of textures that make up the animation * The array of textures that make up the animation
* *
* @property textures * @property textures
* @type Array * @type Array
*/ */
this.textures = textures; this.textures = textures;
/** /**
* The speed that the MovieClip will play at. Higher is faster, lower is slower * The speed that the MovieClip will play at. Higher is faster, lower is slower
* *
* @property animationSpeed * @property animationSpeed
* @type Number * @type Number
* @default 1 * @default 1
*/ */
this.animationSpeed = 1; this.animationSpeed = 1;
/** /**
* Whether or not the movie clip repeats after playing. * Whether or not the movie clip repeats after playing.
* *
* @property loop * @property loop
* @type Boolean * @type Boolean
* @default true * @default true
*/ */
this.loop = true; this.loop = true;
/** /**
* Function to call when a MovieClip finishes playing * Function to call when a MovieClip finishes playing
* *
* @property onComplete * @property onComplete
* @type Function * @type Function
*/ */
this.onComplete = null; this.onComplete = null;
/** /**
* [read-only] The index MovieClips current frame (this may not have to be a whole number) * [read-only] The index MovieClips current frame (this may not have to be a whole number)
* *
* @property currentFrame * @property currentFrame
* @type Number * @type Number
* @default 0 * @default 0
* @readOnly * @readOnly
*/ */
this.currentFrame = 0; this.currentFrame = 0;
/** /**
* [read-only] Indicates if the MovieClip is currently playing * [read-only] Indicates if the MovieClip is currently playing
* *
* @property playing * @property playing
* @type Boolean * @type Boolean
* @readOnly * @readOnly
*/ */
this.playing = false; this.playing = false;
} };
// constructor // constructor
PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype );
@ -96,8 +96,8 @@ Object.defineProperty( PIXI.MovieClip.prototype, 'totalFrames', {
*/ */
PIXI.MovieClip.prototype.stop = function() PIXI.MovieClip.prototype.stop = function()
{ {
this.playing = false; this.playing = false;
} };
/** /**
* Plays the MovieClip * Plays the MovieClip
@ -106,8 +106,8 @@ PIXI.MovieClip.prototype.stop = function()
*/ */
PIXI.MovieClip.prototype.play = function() PIXI.MovieClip.prototype.play = function()
{ {
this.playing = true; this.playing = true;
} };
/** /**
* Stops the MovieClip and goes to a specific frame * Stops the MovieClip and goes to a specific frame
@ -117,11 +117,11 @@ PIXI.MovieClip.prototype.play = function()
*/ */
PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber)
{ {
this.playing = false; this.playing = false;
this.currentFrame = frameNumber; this.currentFrame = frameNumber;
var round = (this.currentFrame + 0.5) | 0; var round = (this.currentFrame + 0.5) | 0;
this.setTexture(this.textures[round % this.textures.length]); this.setTexture(this.textures[round % this.textures.length]);
} };
/** /**
* Goes to a specific frame and begins playing the MovieClip * Goes to a specific frame and begins playing the MovieClip
@ -131,9 +131,9 @@ PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber)
*/ */
PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber)
{ {
this.currentFrame = frameNumber; this.currentFrame = frameNumber;
this.playing = true; this.playing = true;
} };
/* /*
* Updates the object transform for rendering * Updates the object transform for rendering
@ -143,24 +143,24 @@ PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber)
*/ */
PIXI.MovieClip.prototype.updateTransform = function() PIXI.MovieClip.prototype.updateTransform = function()
{ {
PIXI.Sprite.prototype.updateTransform.call(this); PIXI.Sprite.prototype.updateTransform.call(this);
if(!this.playing)return; if(!this.playing)return;
this.currentFrame += this.animationSpeed; this.currentFrame += this.animationSpeed;
var round = (this.currentFrame + 0.5) | 0; var round = (this.currentFrame + 0.5) | 0;
if(this.loop || round < this.textures.length) if(this.loop || round < this.textures.length)
{ {
this.setTexture(this.textures[round % this.textures.length]); this.setTexture(this.textures[round % this.textures.length]);
} }
else if(round >= this.textures.length) else if(round >= this.textures.length)
{ {
this.gotoAndStop(this.textures.length - 1); this.gotoAndStop(this.textures.length - 1);
if(this.onComplete) if(this.onComplete)
{ {
this.onComplete(); this.onComplete();
} }
} }
} };

View file

@ -18,66 +18,66 @@ PIXI.blendModes.SCREEN = 1;
*/ */
PIXI.Sprite = function(texture) PIXI.Sprite = function(texture)
{ {
PIXI.DisplayObjectContainer.call( this ); PIXI.DisplayObjectContainer.call( this );
/** /**
* The anchor sets the origin point of the texture. * The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left * The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
* *
* @property anchor * @property anchor
* @type Point * @type Point
*/ */
this.anchor = new PIXI.Point(); this.anchor = new PIXI.Point();
/** /**
* The texture that the sprite is using * The texture that the sprite is using
* *
* @property texture * @property texture
* @type Texture * @type Texture
*/ */
this.texture = texture; this.texture = texture;
/** /**
* The blend mode of sprite. * The blend mode of sprite.
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN * currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
* *
* @property blendMode * @property blendMode
* @type Number * @type Number
*/ */
this.blendMode = PIXI.blendModes.NORMAL; this.blendMode = PIXI.blendModes.NORMAL;
/** /**
* The width of the sprite (this is initially set by the texture) * The width of the sprite (this is initially set by the texture)
* *
* @property _width * @property _width
* @type Number * @type Number
* @private * @private
*/ */
this._width = 0; this._width = 0;
/** /**
* The height of the sprite (this is initially set by the texture) * The height of the sprite (this is initially set by the texture)
* *
* @property _height * @property _height
* @type Number * @type Number
* @private * @private
*/ */
this._height = 0; this._height = 0;
if(texture.baseTexture.hasLoaded) if(texture.baseTexture.hasLoaded)
{ {
this.updateFrame = true; this.updateFrame = true;
} }
else else
{ {
this.onTextureUpdateBind = this.onTextureUpdate.bind(this); this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
this.texture.addEventListener( 'update', this.onTextureUpdateBind ); this.texture.addEventListener( 'update', this.onTextureUpdateBind );
} }
this.renderable = true; this.renderable = true;
} };
// constructor // constructor
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
@ -94,7 +94,7 @@ Object.defineProperty(PIXI.Sprite.prototype, 'width', {
return this.scale.x * this.texture.frame.width; return this.scale.x * this.texture.frame.width;
}, },
set: function(value) { set: function(value) {
this.scale.x = value / this.texture.frame.width this.scale.x = value / this.texture.frame.width;
this._width = value; this._width = value;
} }
}); });
@ -110,7 +110,7 @@ Object.defineProperty(PIXI.Sprite.prototype, 'height', {
return this.scale.y * this.texture.frame.height; return this.scale.y * this.texture.frame.height;
}, },
set: function(value) { set: function(value) {
this.scale.y = value / this.texture.frame.height this.scale.y = value / this.texture.frame.height;
this._height = value; this._height = value;
} }
}); });
@ -123,24 +123,24 @@ Object.defineProperty(PIXI.Sprite.prototype, 'height', {
*/ */
PIXI.Sprite.prototype.setTexture = function(texture) PIXI.Sprite.prototype.setTexture = function(texture)
{ {
// stop current texture; // stop current texture;
if(this.texture.baseTexture != texture.baseTexture) if(this.texture.baseTexture !== texture.baseTexture)
{ {
this.textureChange = true; this.textureChange = true;
this.texture = texture; this.texture = texture;
if(this.__renderGroup) if(this.__renderGroup)
{ {
this.__renderGroup.updateTexture(this); this.__renderGroup.updateTexture(this);
} }
} }
else else
{ {
this.texture = texture; this.texture = texture;
} }
this.updateFrame = true; this.updateFrame = true;
} };
/** /**
* When the texture is updated, this event will fire to update the scale and frame * When the texture is updated, this event will fire to update the scale and frame
@ -149,21 +149,21 @@ PIXI.Sprite.prototype.setTexture = function(texture)
* @param event * @param event
* @private * @private
*/ */
PIXI.Sprite.prototype.onTextureUpdate = function(event) PIXI.Sprite.prototype.onTextureUpdate = function()
{ {
//this.texture.removeEventListener( 'update', this.onTextureUpdateBind ); //this.texture.removeEventListener( 'update', this.onTextureUpdateBind );
// so if _width is 0 then width was not set.. // so if _width is 0 then width was not set..
if(this._width)this.scale.x = this._width / this.texture.frame.width; if(this._width)this.scale.x = this._width / this.texture.frame.width;
if(this._height)this.scale.y = this._height / this.texture.frame.height; if(this._height)this.scale.y = this._height / this.texture.frame.height;
this.updateFrame = true; this.updateFrame = true;
} };
// some helper functions.. // some helper functions..
/** /**
* *
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded * The frame ids are created when a Texture packer file has been loaded
* *
@ -174,13 +174,13 @@ PIXI.Sprite.prototype.onTextureUpdate = function(event)
*/ */
PIXI.Sprite.fromFrame = function(frameId) PIXI.Sprite.fromFrame = function(frameId)
{ {
var texture = PIXI.TextureCache[frameId]; var texture = PIXI.TextureCache[frameId];
if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache" + this); if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
return new PIXI.Sprite(texture); return new PIXI.Sprite(texture);
} };
/** /**
* *
* Helper function that creates a sprite that will contain a texture based on an image url * Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded * If the image is not in the texture cache it will be loaded
* *
@ -191,6 +191,6 @@ PIXI.Sprite.fromFrame = function(frameId)
*/ */
PIXI.Sprite.fromImage = function(imageId) PIXI.Sprite.fromImage = function(imageId)
{ {
var texture = PIXI.Texture.fromImage(imageId); var texture = PIXI.Texture.fromImage(imageId);
return new PIXI.Sprite(texture); return new PIXI.Sprite(texture);
} };

View file

@ -9,59 +9,59 @@
* @extends DisplayObjectContainer * @extends DisplayObjectContainer
* @constructor * @constructor
* @param backgroundColor {Number} the background color of the stage, easiest way to pass this in is in hex format * @param backgroundColor {Number} the background color of the stage, easiest way to pass this in is in hex format
* like: 0xFFFFFF for white * like: 0xFFFFFF for white
*/ */
PIXI.Stage = function(backgroundColor) PIXI.Stage = function(backgroundColor)
{ {
PIXI.DisplayObjectContainer.call( this ); PIXI.DisplayObjectContainer.call( this );
/** /**
* [read-only] Current transform of the object based on world (parent) factors * [read-only] Current transform of the object based on world (parent) factors
* *
* @property worldTransform * @property worldTransform
* @type Mat3 * @type Mat3
* @readOnly * @readOnly
* @private * @private
*/ */
this.worldTransform = PIXI.mat3.create(); this.worldTransform = PIXI.mat3.create();
/** /**
* Whether or not the stage is interactive * Whether or not the stage is interactive
* *
* @property interactive * @property interactive
* @type Boolean * @type Boolean
*/ */
this.interactive = true; this.interactive = true;
/** /**
* The interaction manage for this stage, manages all interactive activity on the stage * The interaction manage for this stage, manages all interactive activity on the stage
* *
* @property interactive * @property interactive
* @type InteractionManager * @type InteractionManager
*/ */
this.interactionManager = new PIXI.InteractionManager(this); this.interactionManager = new PIXI.InteractionManager(this);
/** /**
* Whether the stage is dirty and needs to have interactions updated * Whether the stage is dirty and needs to have interactions updated
* *
* @property dirty * @property dirty
* @type Boolean * @type Boolean
* @private * @private
*/ */
this.dirty = true; this.dirty = true;
this.__childrenAdded = []; this.__childrenAdded = [];
this.__childrenRemoved = []; this.__childrenRemoved = [];
//the stage is it's own stage //the stage is it's own stage
this.stage = this; this.stage = this;
//optimize hit detection a bit //optimize hit detection a bit
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
this.setBackgroundColor(backgroundColor); this.setBackgroundColor(backgroundColor);
this.worldVisible = true; this.worldVisible = true;
} };
// constructor // constructor
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
@ -76,8 +76,8 @@ PIXI.Stage.prototype.constructor = PIXI.Stage;
*/ */
PIXI.Stage.prototype.setInteractionDelegate = function(domElement) PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
{ {
this.interactionManager.setTargetDomElement( domElement ); this.interactionManager.setTargetDomElement( domElement );
} };
/* /*
* Updates the object transform for rendering * Updates the object transform for rendering
@ -87,40 +87,40 @@ PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
*/ */
PIXI.Stage.prototype.updateTransform = function() PIXI.Stage.prototype.updateTransform = function()
{ {
this.worldAlpha = 1; this.worldAlpha = 1;
this.vcount = PIXI.visibleCount; this.vcount = PIXI.visibleCount;
for(var i=0,j=this.children.length; i<j; i++) for(var i=0,j=this.children.length; i<j; i++)
{ {
this.children[i].updateTransform(); this.children[i].updateTransform();
} }
if(this.dirty) if(this.dirty)
{ {
this.dirty = false; this.dirty = false;
// update interactive! // update interactive!
this.interactionManager.dirty = true; this.interactionManager.dirty = true;
} }
if(this.interactive)this.interactionManager.update(); if(this.interactive)this.interactionManager.update();
} };
/** /**
* Sets the background color for the stage * Sets the background color for the stage
* *
* @method setBackgroundColor * @method setBackgroundColor
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format * @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
* like: 0xFFFFFF for white * like: 0xFFFFFF for white
*/ */
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor) PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
{ {
this.backgroundColor = backgroundColor || 0x000000; this.backgroundColor = backgroundColor || 0x000000;
this.backgroundColorSplit = HEXtoRGB(this.backgroundColor); this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
var hex = this.backgroundColor.toString(16); var hex = this.backgroundColor.toString(16);
hex = "000000".substr(0, 6 - hex.length) + hex; hex = '000000'.substr(0, 6 - hex.length) + hex;
this.backgroundColorString = "#" + hex; this.backgroundColorString = '#' + hex;
} };
/** /**
* This will return the point containing global coords of the mouse. * This will return the point containing global coords of the mouse.
@ -130,5 +130,5 @@ PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
*/ */
PIXI.Stage.prototype.getMousePosition = function() PIXI.Stage.prototype.getMousePosition = function()
{ {
return this.interactionManager.mouse.global; return this.interactionManager.mouse.global;
} };

View file

@ -12,10 +12,10 @@
*/ */
PIXI.CustomRenderable = function() PIXI.CustomRenderable = function()
{ {
PIXI.DisplayObject.call( this ); PIXI.DisplayObject.call( this );
this.renderable = true; this.renderable = true;
} };
// constructor // constructor
PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype ); PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype );
@ -27,10 +27,10 @@ PIXI.CustomRenderable.prototype.constructor = PIXI.CustomRenderable;
* @method renderCanvas * @method renderCanvas
* @param renderer {CanvasRenderer} The renderer instance * @param renderer {CanvasRenderer} The renderer instance
*/ */
PIXI.CustomRenderable.prototype.renderCanvas = function(renderer) PIXI.CustomRenderable.prototype.renderCanvas = function()
{ {
// override! // override!
} };
/** /**
* If this object is being rendered by a WebGLRenderer it will call this callback to initialize * If this object is being rendered by a WebGLRenderer it will call this callback to initialize
@ -38,20 +38,21 @@ PIXI.CustomRenderable.prototype.renderCanvas = function(renderer)
* @method initWebGL * @method initWebGL
* @param renderer {WebGLRenderer} The renderer instance * @param renderer {WebGLRenderer} The renderer instance
*/ */
PIXI.CustomRenderable.prototype.initWebGL = function(renderer) PIXI.CustomRenderable.prototype.initWebGL = function()
{ {
// override! // override!
} };
/** /**
* If this object is being rendered by a WebGLRenderer it will call this callback * If this object is being rendered by a WebGLRenderer it will call this callback
* *
* @method renderWebGL * @method renderWebGL
* @param renderer {WebGLRenderer} The renderer instance * @param rendererGroup {WebGLRenderGroup} The renderer group instance
* @param projectionMatrix {Matrix} The object's projection matrix
*/ */
PIXI.CustomRenderable.prototype.renderWebGL = function(renderGroup, projectionMatrix) PIXI.CustomRenderable.prototype.renderWebGL = function()
{ {
// not sure if both needed? but ya have for now! // not sure if both needed? but ya have for now!
// override! // override!
} };

View file

@ -2,30 +2,28 @@
* @author Mat Groves http://matgroves.com/ * @author Mat Groves http://matgroves.com/
*/ */
PIXI.Rope = function(texture, points) PIXI.Rope = function(texture, points)
{ {
PIXI.Strip.call( this, texture ); PIXI.Strip.call( this, texture );
this.points = points; this.points = points;
try try
{ {
this.verticies = new Float32Array( points.length * 4); this.verticies = new Float32Array(points.length * 4);
this.uvs = new Float32Array( points.length * 4); this.uvs = new Float32Array(points.length * 4);
this.colors = new Float32Array( points.length * 2); this.colors = new Float32Array(points.length * 2);
this.indices = new Uint16Array( points.length * 2); this.indices = new Uint16Array(points.length * 2);
} }
catch(error) catch(error)
{ {
this.verticies = verticies this.verticies = new Array(points.length * 4);
this.uvs = new Array(points.length * 4);
this.colors = new Array(points.length * 2);
this.indices = new Array(points.length * 2);
}
this.uvs = uvs this.refresh();
this.colors = colors };
this.indices = indices
}
this.refresh();
}
// constructor // constructor
@ -34,142 +32,135 @@ PIXI.Rope.prototype.constructor = PIXI.Rope;
PIXI.Rope.prototype.refresh = function() PIXI.Rope.prototype.refresh = function()
{ {
var points = this.points; var points = this.points;
if(points.length < 1)return; if(points.length < 1) return;
var uvs = this.uvs var uvs = this.uvs;
var indices = this.indices;
var colors = this.colors;
var lastPoint = points[0]; var lastPoint = points[0];
var nextPoint; var indices = this.indices;
var perp = {x:0, y:0}; var colors = this.colors;
var point = points[0];
this.count-=0.2; this.count-=0.2;
uvs[0] = 0 uvs[0] = 0;
uvs[1] = 1 uvs[1] = 1;
uvs[2] = 0 uvs[2] = 0;
uvs[3] = 1 uvs[3] = 1;
colors[0] = 1; colors[0] = 1;
colors[1] = 1; colors[1] = 1;
indices[0] = 0; indices[0] = 0;
indices[1] = 1; indices[1] = 1;
var total = points.length; var total = points.length,
point, index, amount;
for (var i = 1; i < total; i++) for (var i = 1; i < total; i++)
{ {
var point = points[i]; point = points[i];
var index = i * 4; index = i * 4;
// time to do some smart drawing! // time to do some smart drawing!
var amount = i/(total-1) amount = i / (total-1);
if(i%2) if(i%2)
{ {
uvs[index] = amount; uvs[index] = amount;
uvs[index+1] = 0; uvs[index+1] = 0;
uvs[index+2] = amount uvs[index+2] = amount;
uvs[index+3] = 1 uvs[index+3] = 1;
} }
else else
{ {
uvs[index] = amount uvs[index] = amount;
uvs[index+1] = 0 uvs[index+1] = 0;
uvs[index+2] = amount uvs[index+2] = amount;
uvs[index+3] = 1 uvs[index+3] = 1;
} }
index = i * 2; index = i * 2;
colors[index] = 1; colors[index] = 1;
colors[index+1] = 1; colors[index+1] = 1;
index = i * 2; index = i * 2;
indices[index] = index; indices[index] = index;
indices[index + 1] = index + 1; indices[index + 1] = index + 1;
lastPoint = point; lastPoint = point;
} }
} };
PIXI.Rope.prototype.updateTransform = function() PIXI.Rope.prototype.updateTransform = function()
{ {
var points = this.points; var points = this.points;
if(points.length < 1)return; if(points.length < 1)return;
var verticies = this.verticies var lastPoint = points[0];
var nextPoint;
var perp = {x:0, y:0};
var lastPoint = points[0]; this.count-=0.2;
var nextPoint;
var perp = {x:0, y:0};
var point = points[0];
this.count-=0.2; var verticies = this.verticies;
verticies[0] = lastPoint.x + perp.x;
verticies[1] = lastPoint.y + perp.y; //+ 200
verticies[2] = lastPoint.x - perp.x;
verticies[3] = lastPoint.y - perp.y;//+200
// time to do some smart drawing!
verticies[0] = point.x + perp.x var total = points.length,
verticies[1] = point.y + perp.y //+ 200 point, index, ratio, perpLength, num;
verticies[2] = point.x - perp.x
verticies[3] = point.y - perp.y//+200
// time to do some smart drawing!
var total = points.length; for (var i = 1; i < total; i++)
{
point = points[i];
index = i * 4;
for (var i = 1; i < total; i++) if(i < points.length-1)
{ {
nextPoint = points[i+1];
}
else
{
nextPoint = point;
}
var point = points[i]; perp.y = -(nextPoint.x - lastPoint.x);
var index = i * 4; perp.x = nextPoint.y - lastPoint.y;
if(i < points.length-1) ratio = (1 - (i / (total-1))) * 10;
{
nextPoint = points[i+1];
}
else
{
nextPoint = point
}
perp.y = -(nextPoint.x - lastPoint.x); if(ratio > 1) ratio = 1;
perp.x = nextPoint.y - lastPoint.y;
var ratio = (1 - (i / (total-1))) * 10; perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
if(ratio > 1)ratio = 1; num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
perp.x /= perpLength;
perp.y /= perpLength;
var perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y); perp.x *= num;
var num = this.texture.height/2//(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; perp.y *= num;
perp.x /= perpLength;
perp.y /= perpLength;
perp.x *= num; verticies[index] = point.x + perp.x;
perp.y *= num; verticies[index+1] = point.y + perp.y;
verticies[index+2] = point.x - perp.x;
verticies[index+3] = point.y - perp.y;
verticies[index] = point.x + perp.x lastPoint = point;
verticies[index+1] = point.y + perp.y }
verticies[index+2] = point.x - perp.x
verticies[index+3] = point.y - perp.y
lastPoint = point; PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
} };
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
}
PIXI.Rope.prototype.setTexture = function(texture) PIXI.Rope.prototype.setTexture = function(texture)
{ {
// stop current texture // stop current texture
this.texture = texture; this.texture = texture;
this.updateFrame = true; this.updateFrame = true;
} };

File diff suppressed because it is too large Load diff

View file

@ -4,66 +4,66 @@
PIXI.Strip = function(texture, width, height) PIXI.Strip = function(texture, width, height)
{ {
PIXI.DisplayObjectContainer.call( this ); PIXI.DisplayObjectContainer.call( this );
this.texture = texture; this.texture = texture;
this.blendMode = PIXI.blendModes.NORMAL; this.blendMode = PIXI.blendModes.NORMAL;
try try
{ {
this.uvs = new Float32Array([0, 1, this.uvs = new Float32Array([0, 1,
1, 1, 1, 1,
1, 0, 0,1]); 1, 0, 0,1]);
this.verticies = new Float32Array([0, 0, this.verticies = new Float32Array([0, 0,
0,0, 0,0,
0,0, 0, 0,0, 0,
0, 0]); 0, 0]);
this.colors = new Float32Array([1, 1, 1, 1]); this.colors = new Float32Array([1, 1, 1, 1]);
this.indices = new Uint16Array([0, 1, 2, 3]); this.indices = new Uint16Array([0, 1, 2, 3]);
} }
catch(error) catch(error)
{ {
this.uvs = [0, 1, this.uvs = [0, 1,
1, 1, 1, 1,
1, 0, 0,1]; 1, 0, 0,1];
this.verticies = [0, 0, this.verticies = [0, 0,
0,0, 0,0,
0,0, 0, 0,0, 0,
0, 0]; 0, 0];
this.colors = [1, 1, 1, 1]; this.colors = [1, 1, 1, 1];
this.indices = [0, 1, 2, 3]; this.indices = [0, 1, 2, 3];
} }
/* /*
this.uvs = new Float32Array() this.uvs = new Float32Array()
this.verticies = new Float32Array() this.verticies = new Float32Array()
this.colors = new Float32Array() this.colors = new Float32Array()
this.indices = new Uint16Array() this.indices = new Uint16Array()
*/ */
this.width = width; this.width = width;
this.height = height; this.height = height;
// load the texture! // load the texture!
if(texture.baseTexture.hasLoaded) if(texture.baseTexture.hasLoaded)
{ {
this.width = this.texture.frame.width; this.width = this.texture.frame.width;
this.height = this.texture.frame.height; this.height = this.texture.frame.height;
this.updateFrame = true; this.updateFrame = true;
} }
else else
{ {
this.onTextureUpdateBind = this.onTextureUpdate.bind(this); this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
this.texture.addEventListener( 'update', this.onTextureUpdateBind ); this.texture.addEventListener( 'update', this.onTextureUpdateBind );
} }
this.renderable = true; this.renderable = true;
} };
// constructor // constructor
PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
@ -71,19 +71,18 @@ PIXI.Strip.prototype.constructor = PIXI.Strip;
PIXI.Strip.prototype.setTexture = function(texture) PIXI.Strip.prototype.setTexture = function(texture)
{ {
//TODO SET THE TEXTURES //TODO SET THE TEXTURES
//TODO VISIBILITY //TODO VISIBILITY
// stop current texture // stop current texture
this.texture = texture; this.texture = texture;
this.width = texture.frame.width; this.width = texture.frame.width;
this.height = texture.frame.height; this.height = texture.frame.height;
this.updateFrame = true; this.updateFrame = true;
} };
PIXI.Strip.prototype.onTextureUpdate = function(event) PIXI.Strip.prototype.onTextureUpdate = function()
{ {
this.updateFrame = true; this.updateFrame = true;
} };
// some helper functions.. // some helper functions..

View file

@ -14,52 +14,52 @@
*/ */
PIXI.TilingSprite = function(texture, width, height) PIXI.TilingSprite = function(texture, width, height)
{ {
PIXI.DisplayObjectContainer.call( this ); PIXI.DisplayObjectContainer.call( this );
/** /**
* The texture that the sprite is using * The texture that the sprite is using
* *
* @property texture * @property texture
* @type Texture * @type Texture
*/ */
this.texture = texture; this.texture = texture;
/** /**
* The width of the tiling sprite * The width of the tiling sprite
* *
* @property width * @property width
* @type Number * @type Number
*/ */
this.width = width; this.width = width;
/** /**
* The height of the tiling sprite * The height of the tiling sprite
* *
* @property height * @property height
* @type Number * @type Number
*/ */
this.height = height; this.height = height;
/** /**
* The scaling of the image that is being tiled * The scaling of the image that is being tiled
* *
* @property tileScale * @property tileScale
* @type Point * @type Point
*/ */
this.tileScale = new PIXI.Point(1,1); this.tileScale = new PIXI.Point(1,1);
/** /**
* The offset position of the image that is being tiled * The offset position of the image that is being tiled
* *
* @property tilePosition * @property tilePosition
* @type Point * @type Point
*/ */
this.tilePosition = new PIXI.Point(0,0); this.tilePosition = new PIXI.Point(0,0);
this.renderable = true; this.renderable = true;
this.blendMode = PIXI.blendModes.NORMAL this.blendMode = PIXI.blendModes.NORMAL;
} };
// constructor // constructor
PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
@ -73,13 +73,13 @@ PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
*/ */
PIXI.TilingSprite.prototype.setTexture = function(texture) PIXI.TilingSprite.prototype.setTexture = function(texture)
{ {
//TODO SET THE TEXTURES //TODO SET THE TEXTURES
//TODO VISIBILITY //TODO VISIBILITY
// stop current texture // stop current texture
this.texture = texture; this.texture = texture;
this.updateFrame = true; this.updateFrame = true;
} };
/** /**
* When the texture is updated, this event will fire to update the frame * When the texture is updated, this event will fire to update the frame
@ -88,8 +88,7 @@ PIXI.TilingSprite.prototype.setTexture = function(texture)
* @param event * @param event
* @private * @private
*/ */
PIXI.TilingSprite.prototype.onTextureUpdate = function(event) PIXI.TilingSprite.prototype.onTextureUpdate = function()
{ {
this.updateFrame = true; this.updateFrame = true;
} };

View file

@ -2,36 +2,34 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* This is the base class for creating a pixi.js filter. Currently only webGL supports filters. * This is the base class for creating a pixi.js filter. Currently only webGL supports filters.
* If you want to make a custom filter this should be your base class. * If you want to make a custom filter this should be your base class.
* @class AbstractFilter * @class AbstractFilter
* @constructor * @constructor
* @param fragmentSrc * @param fragmentSrc
* @param uniforms * @param uniforms
*/ */
PIXI.AbstractFilter = function(fragmentSrc, uniforms) PIXI.AbstractFilter = function(fragmentSrc, uniforms)
{ {
/** /**
* An array of passes - some filters contain a few steps this array simply stores the steps in a liniear fashion. * An array of passes - some filters contain a few steps this array simply stores the steps in a liniear fashion.
* For example the blur filter has two passes blurX and blurY. * For example the blur filter has two passes blurX and blurY.
* @property passes * @property passes
* @type Array an array of filter objects * @type Array an array of filter objects
* @private * @private
*/ */
this.passes = [this]; this.passes = [this];
this.dirty = true; this.dirty = true;
this.padding = 0; this.padding = 0;
/** /**
@property uniforms @property uniforms
@private @private
*/ */
this.uniforms = uniforms || {}; this.uniforms = uniforms || {};
this.fragmentSrc = fragmentSrc || [];
}
this.fragmentSrc = fragmentSrc || [];
};

View file

@ -2,10 +2,9 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* *
* The BlurFilter applies a Gaussian blur to an object. * The BlurFilter applies a Gaussian blur to an object.
* The strength of the blur can be set for x- and y-axis separately (always relative to the stage). * The strength of the blur can be set for x- and y-axis separately (always relative to the stage).
* *
* @class BlurFilter * @class BlurFilter
@ -13,13 +12,11 @@
*/ */
PIXI.BlurFilter = function() PIXI.BlurFilter = function()
{ {
this.blurXFilter = new PIXI.BlurXFilter();
this.blurXFilter = new PIXI.BlurXFilter(); this.blurYFilter = new PIXI.BlurYFilter();
this.blurYFilter = new PIXI.BlurYFilter();
this.passes =[this.blurXFilter, this.blurYFilter]; this.passes =[this.blurXFilter, this.blurYFilter];
};
}
/** /**
* Sets the strength of both the blurX and blurY properties simultaneously * Sets the strength of both the blurX and blurY properties simultaneously
@ -33,7 +30,7 @@ Object.defineProperty(PIXI.BlurFilter.prototype, 'blur', {
return this.blurXFilter.blur; return this.blurXFilter.blur;
}, },
set: function(value) { set: function(value) {
this.blurXFilter.blur = this.blurYFilter.blur = value; this.blurXFilter.blur = this.blurYFilter.blur = value;
} }
}); });
@ -49,7 +46,7 @@ Object.defineProperty(PIXI.BlurFilter.prototype, 'blurX', {
return this.blurXFilter.blur; return this.blurXFilter.blur;
}, },
set: function(value) { set: function(value) {
this.blurXFilter.blur = value; this.blurXFilter.blur = value;
} }
}); });
@ -65,6 +62,6 @@ Object.defineProperty(PIXI.BlurFilter.prototype, 'blurY', {
return this.blurYFilter.blur; return this.blurYFilter.blur;
}, },
set: function(value) { set: function(value) {
this.blurYFilter.blur = value; this.blurYFilter.blur = value;
} }
}); });

View file

@ -2,55 +2,52 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.BlurXFilter = function() PIXI.BlurXFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this];
// set the uniforms
this.uniforms = {
blur: {type: '1f', value: 1/512},
};
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform float blur;",
"uniform sampler2D uSampler;",
"void main(void) {",
"vec4 sum = vec4(0.0);",
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;", this.passes = [this];
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;",
"gl_FragColor = sum;",
"}" // set the uniforms
]; this.uniforms = {
} blur: {type: '1f', value: 1/512},
};
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'uniform float blur;',
'uniform sampler2D uSampler;',
'void main(void) {',
' vec4 sum = vec4(0.0);',
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;',
' gl_FragColor = sum;',
'}'
];
};
PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter; PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter;
Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', { Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', {
get: function() { get: function() {
return this.uniforms.blur.value / (1/7000); return this.uniforms.blur.value / (1/7000);
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.blur.value = (1/7000) * value; this.uniforms.blur.value = (1/7000) * value;
} }
}); });

View file

@ -2,43 +2,41 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.BlurYFilter = function() PIXI.BlurYFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this];
// set the uniforms
this.uniforms = {
blur: {type: '1f', value: 1/512},
};
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform float blur;",
"uniform sampler2D uSampler;",
"void main(void) {",
"vec4 sum = vec4(0.0);",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;", this.passes = [this];
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
"gl_FragColor = sum;",
"}" // set the uniforms
]; this.uniforms = {
} blur: {type: '1f', value: 1/512},
};
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'uniform float blur;',
'uniform sampler2D uSampler;',
'void main(void) {',
' vec4 sum = vec4(0.0);',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;',
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;',
' gl_FragColor = sum;',
'}'
];
};
PIXI.BlurYFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.BlurYFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.BlurYFilter.prototype.constructor = PIXI.BlurYFilter; PIXI.BlurYFilter.prototype.constructor = PIXI.BlurYFilter;
@ -48,7 +46,7 @@ Object.defineProperty(PIXI.BlurYFilter.prototype, 'blur', {
return this.uniforms.blur.value / (1/7000); return this.uniforms.blur.value / (1/7000);
}, },
set: function(value) { set: function(value) {
//this.padding = value; //this.padding = value;
this.uniforms.blur.value = (1/7000) * value; this.uniforms.blur.value = (1/7000) * value;
} }
}); });

View file

@ -3,41 +3,41 @@
*/ */
/** /**
* *
* The ColorMatrixFilter class lets you apply a 4x4 matrix transformation on the RGBA * The ColorMatrixFilter class lets you apply a 4x4 matrix transformation on the RGBA
* color and alpha values of every pixel on your displayObject to produce a result * color and alpha values of every pixel on your displayObject to produce a result
* with a new set of RGBA color and alpha values. Its pretty powerful! * with a new set of RGBA color and alpha values. Its pretty powerful!
* @class ColorMatrixFilter * @class ColorMatrixFilter
* @contructor * @contructor
*/ */
PIXI.ColorMatrixFilter = function() PIXI.ColorMatrixFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
matrix: {type: 'mat4', value: [1,0,0,0, matrix: {type: 'mat4', value: [1,0,0,0,
0,1,0,0, 0,1,0,0,
0,0,1,0, 0,0,1,0,
0,0,0,1]}, 0,0,0,1]},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform float invert;", 'uniform float invert;',
"uniform mat4 matrix;", 'uniform mat4 matrix;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord) * matrix;", 'void main(void) {',
"gl_FragColor = gl_FragColor * vColor;", ' gl_FragColor = texture2D(uSampler, vTextureCoord) * matrix;',
"}" ' gl_FragColor = gl_FragColor * vColor;',
]; '}'
];
} };
PIXI.ColorMatrixFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.ColorMatrixFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.ColorMatrixFilter.prototype.constructor = PIXI.ColorMatrixFilter; PIXI.ColorMatrixFilter.prototype.constructor = PIXI.ColorMatrixFilter;
@ -54,6 +54,6 @@ Object.defineProperty(PIXI.ColorMatrixFilter.prototype, 'matrix', {
return this.uniforms.matrix.value; return this.uniforms.matrix.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.matrix.value = value; this.uniforms.matrix.value = value;
} }
}); });

View file

@ -2,37 +2,37 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* *
* This turns your displayObjects to black and white. * This turns your displayObjects to black and white.
* @class ColorStepFilter * @class ColorStepFilter
* @contructor * @contructor
*/ */
PIXI.ColorStepFilter = function() PIXI.ColorStepFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
step: {type: '1f', value: 5}, step: {type: '1f', value: 5},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"uniform float step;", 'uniform float step;',
"void main(void) {",
"vec4 color = texture2D(uSampler, vTextureCoord);", 'void main(void) {',
"color = floor(color * step) / step;", ' vec4 color = texture2D(uSampler, vTextureCoord);',
"gl_FragColor = color * vColor;", ' color = floor(color * step) / step;',
"}" ' gl_FragColor = color * vColor;',
]; '}'
} ];
};
PIXI.ColorStepFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.ColorStepFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.ColorStepFilter.prototype.constructor = PIXI.ColorStepFilter; PIXI.ColorStepFilter.prototype.constructor = PIXI.ColorStepFilter;
@ -46,6 +46,6 @@ Object.defineProperty(PIXI.ColorStepFilter.prototype, 'step', {
return this.uniforms.step.value; return this.uniforms.step.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.step.value = value; this.uniforms.step.value = value;
} }
}); });

View file

@ -2,58 +2,55 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.CrossHatchFilter = function() PIXI.CrossHatchFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
blur: {type: '1f', value: 1/512}, blur: {type: '1f', value: 1 / 512},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform float blur;", 'uniform float blur;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {",
'void main(void) {',
' float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);',
" float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);",
" ", ' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);",
" ", ' if (lum < 1.00) {',
" if (lum < 1.00) {", ' if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
" if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {", ' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", ' }',
" }", ' }',
" }",
" ", ' if (lum < 0.75) {',
" if (lum < 0.75) {", ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
" if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {", ' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", ' }',
" }", ' }',
" }",
" ", ' if (lum < 0.50) {',
" if (lum < 0.50) {", ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
" if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {", ' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", ' }',
" }", ' }',
" }",
" ", ' if (lum < 0.3) {',
" if (lum < 0.3) {", ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
" if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {", ' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", ' }',
" }", ' }',
" }", '}'
"}" ];
]; };
}
PIXI.CrossHatchFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.CrossHatchFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.CrossHatchFilter.prototype.constructor = PIXI.BlurYFilter; PIXI.CrossHatchFilter.prototype.constructor = PIXI.BlurYFilter;
@ -63,7 +60,7 @@ Object.defineProperty(PIXI.CrossHatchFilter.prototype, 'blur', {
return this.uniforms.blur.value / (1/7000); return this.uniforms.blur.value / (1/7000);
}, },
set: function(value) { set: function(value) {
//this.padding = value; //this.padding = value;
this.uniforms.blur.value = (1/7000) * value; this.uniforms.blur.value = (1/7000) * value;
} }
}); });

View file

@ -2,10 +2,9 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* *
* The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects * You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y. * Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class DisplacementFilter * @class DisplacementFilter
@ -14,80 +13,75 @@
*/ */
PIXI.DisplacementFilter = function(texture) PIXI.DisplacementFilter = function(texture)
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms this.passes = [this];
//console.log() texture.baseTexture._powerOf2 = true;
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:30, y:30}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:5112}},
dimensions: {type: '4fv', value:[0,0,0,0]}
};
if(texture.baseTexture.hasLoaded) // set the uniforms
{ //console.log()
this.uniforms.mapDimensions.value.x = texture.width; this.uniforms = {
this.uniforms.mapDimensions.value.y = texture.height; displacementMap: {type: 'sampler2D', value:texture},
} scale: {type: '2f', value:{x:30, y:30}},
else offset: {type: '2f', value:{x:0, y:0}},
{ mapDimensions: {type: '2f', value:{x:1, y:5112}},
this.boundLoadedFunction = this.onTextureLoaded.bind(this); dimensions: {type: '4fv', value:[0,0,0,0]}
};
texture.baseTexture.on("loaded", this.boundLoadedFunction); if(texture.baseTexture.hasLoaded)
} {
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
this.fragmentSrc = [ texture.baseTexture.on('loaded', this.boundLoadedFunction);
"precision mediump float;", }
"varying vec2 vTextureCoord;",
"varying float vColor;", this.fragmentSrc = [
"uniform sampler2D displacementMap;", 'precision mediump float;',
"uniform sampler2D uSampler;", 'varying vec2 vTextureCoord;',
"uniform vec2 scale;", 'varying float vColor;',
"uniform vec2 offset;", 'uniform sampler2D displacementMap;',
"uniform vec4 dimensions;", 'uniform sampler2D uSampler;',
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);", 'uniform vec2 scale;',
// "const vec2 textureDimensions = vec2(750.0, 750.0);", 'uniform vec2 offset;',
'uniform vec4 dimensions;',
"void main(void) {", 'uniform vec2 mapDimensions;',// = vec2(256.0, 256.0);',
"vec2 mapCords = vTextureCoord.xy;", // 'const vec2 textureDimensions = vec2(750.0, 750.0);',
// "mapCords -= ;",
"mapCords += (dimensions.zw + offset)/ dimensions.xy ;", 'void main(void) {',
"mapCords.y *= -1.0;", ' vec2 mapCords = vTextureCoord.xy;',
"mapCords.y += 1.0;", //' mapCords -= ;',
"vec2 matSample = texture2D(displacementMap, mapCords).xy;", ' mapCords += (dimensions.zw + offset)/ dimensions.xy ;',
"matSample -= 0.5;", ' mapCords.y *= -1.0;',
"matSample *= scale;", ' mapCords.y += 1.0;',
"matSample /= mapDimensions;", ' vec2 matSample = texture2D(displacementMap, mapCords).xy;',
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + matSample.x, vTextureCoord.y + matSample.y));", ' matSample -= 0.5;',
"gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb, 1.0);", ' matSample *= scale;',
"vec2 cord = vTextureCoord;", ' matSample /= mapDimensions;',
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + matSample.x, vTextureCoord.y + matSample.y));',
//"gl_FragColor = texture2D(displacementMap, cord);", ' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb, 1.0);',
"gl_FragColor = gl_FragColor * vColor;", ' vec2 cord = vTextureCoord;',
"}" //' gl_FragColor = texture2D(displacementMap, cord);',
]; ' gl_FragColor = gl_FragColor * vColor;',
'}'
} ];
};
PIXI.DisplacementFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.DisplacementFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.DisplacementFilter.prototype.constructor = PIXI.DisplacementFilter; PIXI.DisplacementFilter.prototype.constructor = PIXI.DisplacementFilter;
PIXI.DisplacementFilter.prototype.onTextureLoaded = function() PIXI.DisplacementFilter.prototype.onTextureLoaded = function()
{ {
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width; this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction) this.uniforms.displacementMap.value.baseTexture.off('loaded', this.boundLoadedFunction);
};
}
/** /**
* The texture used for the displacemtent map * must be power of 2 texture at the moment * The texture used for the displacemtent map * must be power of 2 texture at the moment
@ -100,7 +94,7 @@ Object.defineProperty(PIXI.DisplacementFilter.prototype, 'map', {
return this.uniforms.displacementMap.value; return this.uniforms.displacementMap.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.displacementMap.value = value; this.uniforms.displacementMap.value = value;
} }
}); });
@ -115,7 +109,7 @@ Object.defineProperty(PIXI.DisplacementFilter.prototype, 'scale', {
return this.uniforms.scale.value; return this.uniforms.scale.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.scale.value = value; this.uniforms.scale.value = value;
} }
}); });
@ -130,6 +124,6 @@ Object.defineProperty(PIXI.DisplacementFilter.prototype, 'offset', {
return this.uniforms.offset.value; return this.uniforms.offset.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.offset.value = value; this.uniforms.offset.value = value;
} }
}); });

View file

@ -4,57 +4,57 @@
*/ */
/** /**
* *
* This filter applies a pixlate effect making display objects appear "blocky" * This filter applies a pixlate effect making display objects appear 'blocky'
* @class PixelateFilter * @class PixelateFilter
* @contructor * @contructor
*/ */
PIXI.DotScreenFilter = function() PIXI.DotScreenFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms
this.uniforms = {
scale: {type: '1f', value:1},
angle: {type: '1f', value:5},
dimensions: {type: '4fv', value:[0,0,0,0]}
};
this.fragmentSrc = [ // set the uniforms
"precision mediump float;", this.uniforms = {
"varying vec2 vTextureCoord;", scale: {type: '1f', value:1},
"varying float vColor;", angle: {type: '1f', value:5},
"uniform vec4 dimensions;", dimensions: {type: '4fv', value:[0,0,0,0]}
"uniform sampler2D uSampler;", };
"uniform float angle;", this.fragmentSrc = [
"uniform float scale;", 'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'uniform vec4 dimensions;',
'uniform sampler2D uSampler;',
"float pattern() {", 'uniform float angle;',
"float s = sin(angle), c = cos(angle);", 'uniform float scale;',
"vec2 tex = vTextureCoord * dimensions.xy;",
"vec2 point = vec2(",
"c * tex.x - s * tex.y,",
"s * tex.x + c * tex.y",
") * scale;",
"return (sin(point.x) * sin(point.y)) * 4.0;",
"}",
"void main() {", 'float pattern() {',
"vec4 color = texture2D(uSampler, vTextureCoord);", ' float s = sin(angle), c = cos(angle);',
"float average = (color.r + color.g + color.b) / 3.0;", ' vec2 tex = vTextureCoord * dimensions.xy;',
"gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);", ' vec2 point = vec2(',
"}", ' c * tex.x - s * tex.y,',
]; ' s * tex.x + c * tex.y',
} ' ) * scale;',
' return (sin(point.x) * sin(point.y)) * 4.0;',
'}',
'void main() {',
' vec4 color = texture2D(uSampler, vTextureCoord);',
' float average = (color.r + color.g + color.b) / 3.0;',
' gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);',
'}'
];
};
PIXI.DotScreenFilter.prototype = Object.create( PIXI.DotScreenFilter.prototype ); PIXI.DotScreenFilter.prototype = Object.create( PIXI.DotScreenFilter.prototype );
PIXI.DotScreenFilter.prototype.constructor = PIXI.DotScreenFilter; PIXI.DotScreenFilter.prototype.constructor = PIXI.DotScreenFilter;
/** /**
* *
* This describes the the scale * This describes the the scale
* @property scale * @property scale
* @type Number * @type Number
@ -64,13 +64,13 @@ Object.defineProperty(PIXI.DotScreenFilter.prototype, 'scale', {
return this.uniforms.scale.value; return this.uniforms.scale.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.scale.value = value; this.uniforms.scale.value = value;
} }
}); });
/** /**
* *
* This radius describes angle * This radius describes angle
* @property angle * @property angle
* @type Number * @type Number
@ -80,7 +80,7 @@ Object.defineProperty(PIXI.DotScreenFilter.prototype, 'angle', {
return this.uniforms.angle.value; return this.uniforms.angle.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.angle.value = value; this.uniforms.angle.value = value;
} }
}); });

View file

@ -6,6 +6,6 @@
PIXI.FilterBlock = function() PIXI.FilterBlock = function()
{ {
this.visible = true; this.visible = true;
this.renderable = true; this.renderable = true;
} };

View file

@ -2,37 +2,37 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* *
* This turns your displayObjects to black and white. * This turns your displayObjects to black and white.
* @class GrayFilter * @class GrayFilter
* @contructor * @contructor
*/ */
PIXI.GrayFilter = function() PIXI.GrayFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
gray: {type: '1f', value: 1}, gray: {type: '1f', value: 1},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"uniform float gray;", 'uniform float gray;',
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);", 'void main(void) {',
"gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126*gl_FragColor.r + 0.7152*gl_FragColor.g + 0.0722*gl_FragColor.b), gray);", ' gl_FragColor = texture2D(uSampler, vTextureCoord);',
"gl_FragColor = gl_FragColor * vColor;", ' gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126*gl_FragColor.r + 0.7152*gl_FragColor.g + 0.0722*gl_FragColor.b), gray);',
"}" ' gl_FragColor = gl_FragColor * vColor;',
]; '}'
} ];
};
PIXI.GrayFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.GrayFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.GrayFilter.prototype.constructor = PIXI.GrayFilter; PIXI.GrayFilter.prototype.constructor = PIXI.GrayFilter;
@ -46,6 +46,6 @@ Object.defineProperty(PIXI.GrayFilter.prototype, 'gray', {
return this.uniforms.gray.value; return this.uniforms.gray.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.gray.value = value; this.uniforms.gray.value = value;
} }
}); });

View file

@ -3,37 +3,37 @@
*/ */
/** /**
* *
* This inverts your displayObjects colors. * This inverts your displayObjects colors.
* @class InvertFilter * @class InvertFilter
* @contructor * @contructor
*/ */
PIXI.InvertFilter = function() PIXI.InvertFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
invert: {type: '1f', value: 1}, invert: {type: '1f', value: 1},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform float invert;", 'uniform float invert;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);", 'void main(void) {',
"gl_FragColor.rgb = mix( (vec3(1)-gl_FragColor.rgb) * gl_FragColor.a, gl_FragColor.rgb, 1.0 - invert);", ' gl_FragColor = texture2D(uSampler, vTextureCoord);',
//"gl_FragColor.rgb = gl_FragColor.rgb * gl_FragColor.a;", ' gl_FragColor.rgb = mix( (vec3(1)-gl_FragColor.rgb) * gl_FragColor.a, gl_FragColor.rgb, 1.0 - invert);',
"gl_FragColor = gl_FragColor * vColor;", //' gl_FragColor.rgb = gl_FragColor.rgb * gl_FragColor.a;',
"}" ' gl_FragColor = gl_FragColor * vColor;',
]; '}'
];
} };
PIXI.InvertFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.InvertFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.InvertFilter.prototype.constructor = PIXI.InvertFilter; PIXI.InvertFilter.prototype.constructor = PIXI.InvertFilter;
@ -47,6 +47,6 @@ Object.defineProperty(PIXI.InvertFilter.prototype, 'invert', {
return this.uniforms.invert.value; return this.uniforms.invert.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.invert.value = value; this.uniforms.invert.value = value;
} }
}); });

View file

@ -3,50 +3,49 @@
*/ */
/** /**
* *
* This filter applies a pixlate effect making display objects appear "blocky" * This filter applies a pixlate effect making display objects appear 'blocky'
* @class PixelateFilter * @class PixelateFilter
* @contructor * @contructor
*/ */
PIXI.PixelateFilter = function() PIXI.PixelateFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms
this.uniforms = {
invert: {type: '1f', value: 0},
dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
pixelSize: {type: '2f', value:{x:10, y:10}},
};
this.fragmentSrc = [ // set the uniforms
"precision mediump float;", this.uniforms = {
"varying vec2 vTextureCoord;", invert: {type: '1f', value: 0},
"varying float vColor;", dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
"uniform vec2 testDim;", pixelSize: {type: '2f', value:{x:10, y:10}},
"uniform vec4 dimensions;", };
"uniform vec2 pixelSize;",
"uniform sampler2D uSampler;",
"void main(void) {",
"vec2 coord = vTextureCoord;",
"vec2 size = dimensions.xy/pixelSize;", this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'uniform vec2 testDim;',
'uniform vec4 dimensions;',
'uniform vec2 pixelSize;',
'uniform sampler2D uSampler;',
"vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;", 'void main(void) {',
"gl_FragColor = texture2D(uSampler, color);", ' vec2 coord = vTextureCoord;',
"}"
];
} ' vec2 size = dimensions.xy/pixelSize;',
' vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;',
' gl_FragColor = texture2D(uSampler, color);',
'}'
];
};
PIXI.PixelateFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.PixelateFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.PixelateFilter.prototype.constructor = PIXI.PixelateFilter; PIXI.PixelateFilter.prototype.constructor = PIXI.PixelateFilter;
/** /**
* *
* This a point that describes the size of the blocs. x is the width of the block and y is the the height * This a point that describes the size of the blocs. x is the width of the block and y is the the height
* @property size * @property size
* @type Point * @type Point
@ -56,7 +55,7 @@ Object.defineProperty(PIXI.PixelateFilter.prototype, 'size', {
return this.uniforms.pixelSize.value; return this.uniforms.pixelSize.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.pixelSize.value = value; this.uniforms.pixelSize.value = value;
} }
}); });

View file

@ -2,39 +2,38 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.RGBSplitFilter = function() PIXI.RGBSplitFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
red: {type: '2f', value: {x:20, y:20}}, red: {type: '2f', value: {x:20, y:20}},
green: {type: '2f', value: {x:-20, y:20}}, green: {type: '2f', value: {x:-20, y:20}},
blue: {type: '2f', value: {x:20, y:-20}}, blue: {type: '2f', value: {x:20, y:-20}},
dimensions: {type: '4fv', value:[0,0,0,0]} dimensions: {type: '4fv', value:[0,0,0,0]}
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform vec2 red;", 'uniform vec2 red;',
"uniform vec2 green;", 'uniform vec2 green;',
"uniform vec2 blue;", 'uniform vec2 blue;',
"uniform vec4 dimensions;", 'uniform vec4 dimensions;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {",
"gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/dimensions.xy).r;", 'void main(void) {',
"gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/dimensions.xy).g;", ' gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/dimensions.xy).r;',
"gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/dimensions.xy).b;", ' gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/dimensions.xy).g;',
"gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;", ' gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/dimensions.xy).b;',
"}" ' gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;',
]; '}'
} ];
};
PIXI.RGBSplitFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.RGBSplitFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.RGBSplitFilter.prototype.constructor = PIXI.RGBSplitFilter; PIXI.RGBSplitFilter.prototype.constructor = PIXI.RGBSplitFilter;
@ -44,7 +43,7 @@ Object.defineProperty(PIXI.RGBSplitFilter.prototype, 'angle', {
return this.uniforms.blur.value / (1/7000); return this.uniforms.blur.value / (1/7000);
}, },
set: function(value) { set: function(value) {
//this.padding = value; //this.padding = value;
this.uniforms.blur.value = (1/7000) * value; this.uniforms.blur.value = (1/7000) * value;
} }
}); });

View file

@ -1,42 +1,40 @@
/**
/** /**
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* *
* This applies a sepia effect to your displayObjects. * This applies a sepia effect to your displayObjects.
* @class SepiaFilter * @class SepiaFilter
* @contructor * @contructor
*/ */
PIXI.SepiaFilter = function() PIXI.SepiaFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
sepia: {type: '1f', value: 1}, sepia: {type: '1f', value: 1},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform float sepia;", 'uniform float sepia;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"const mat3 sepiaMatrix = mat3(0.3588, 0.7044, 0.1368, 0.2990, 0.5870, 0.1140, 0.2392, 0.4696, 0.0912);", 'const mat3 sepiaMatrix = mat3(0.3588, 0.7044, 0.1368, 0.2990, 0.5870, 0.1140, 0.2392, 0.4696, 0.0912);',
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);", 'void main(void) {',
"gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb * sepiaMatrix, sepia);", ' gl_FragColor = texture2D(uSampler, vTextureCoord);',
"gl_FragColor = gl_FragColor * vColor;", ' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb * sepiaMatrix, sepia);',
"}" ' gl_FragColor = gl_FragColor * vColor;',
]; '}'
];
} };
PIXI.SepiaFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.SepiaFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.SepiaFilter.prototype.constructor = PIXI.SepiaFilter; PIXI.SepiaFilter.prototype.constructor = PIXI.SepiaFilter;
@ -50,6 +48,6 @@ Object.defineProperty(PIXI.SepiaFilter.prototype, 'sepia', {
return this.uniforms.sepia.value; return this.uniforms.sepia.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.sepia.value = value; this.uniforms.sepia.value = value;
} }
}); });

View file

@ -2,54 +2,51 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.SmartBlurFilter = function() PIXI.SmartBlurFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms // set the uniforms
this.uniforms = { this.uniforms = {
blur: {type: '1f', value: 1/512}, blur: {type: '1f', value: 1/512},
}; };
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
// "uniform vec2 delta;", //'uniform vec2 delta;',
"const vec2 delta = vec2(1.0/10.0, 0.0);", 'const vec2 delta = vec2(1.0/10.0, 0.0);',
// "uniform float darkness;", //'uniform float darkness;',
"float random(vec3 scale, float seed) {", 'float random(vec3 scale, float seed) {',
"return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);", ' return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);',
"}", '}',
"void main(void) {", 'void main(void) {',
' vec4 color = vec4(0.0);',
"vec4 color = vec4(0.0);", ' float total = 0.0;',
"float total = 0.0;",
' float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);',
"float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);",
' for (float t = -30.0; t <= 30.0; t++) {',
"for (float t = -30.0; t <= 30.0; t++) {", ' float percent = (t + offset - 0.5) / 30.0;',
"float percent = (t + offset - 0.5) / 30.0;", ' float weight = 1.0 - abs(percent);',
"float weight = 1.0 - abs(percent);", ' vec4 sample = texture2D(uSampler, vTextureCoord + delta * percent);',
"vec4 sample = texture2D(uSampler, vTextureCoord + delta * percent);", ' sample.rgb *= sample.a;',
"sample.rgb *= sample.a;", ' color += sample * weight;',
"color += sample * weight;", ' total += weight;',
"total += weight;", ' }',
"}",
' gl_FragColor = color / total;',
"gl_FragColor = color / total;", ' gl_FragColor.rgb /= gl_FragColor.a + 0.00001;',
"gl_FragColor.rgb /= gl_FragColor.a + 0.00001;", //' gl_FragColor.rgb *= darkness;',
// "gl_FragColor.rgb *= darkness;", '}'
"}" ];
]; };
}
PIXI.SmartBlurFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.SmartBlurFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.SmartBlurFilter.prototype.constructor = PIXI.SmartBlurFilter; PIXI.SmartBlurFilter.prototype.constructor = PIXI.SmartBlurFilter;
@ -59,6 +56,6 @@ Object.defineProperty(PIXI.SmartBlurFilter.prototype, 'blur', {
return this.uniforms.blur.value; return this.uniforms.blur.value;
}, },
set: function(value) { set: function(value) {
this.uniforms.blur.value = value; this.uniforms.blur.value = value;
} }
}); });

View file

@ -3,59 +3,57 @@
*/ */
/** /**
* *
* This filter applies a pixlate effect making display objects appear "blocky" * This filter applies a pixlate effect making display objects appear 'blocky'
* @class PixelateFilter * @class PixelateFilter
* @contructor * @contructor
*/ */
PIXI.TwistFilter = function() PIXI.TwistFilter = function()
{ {
PIXI.AbstractFilter.call( this ); PIXI.AbstractFilter.call( this );
this.passes = [this]; this.passes = [this];
// set the uniforms
this.uniforms = {
radius: {type: '1f', value:0.5},
angle: {type: '1f', value:5},
offset: {type: '2f', value:{x:0.5, y:0.5}},
};
this.fragmentSrc = [ // set the uniforms
"precision mediump float;", this.uniforms = {
"varying vec2 vTextureCoord;", radius: {type: '1f', value:0.5},
"varying float vColor;", angle: {type: '1f', value:5},
"uniform vec4 dimensions;", offset: {type: '2f', value:{x:0.5, y:0.5}},
"uniform sampler2D uSampler;", };
"uniform float radius;",
"uniform float angle;",
"uniform vec2 offset;",
"void main(void) {", this.fragmentSrc = [
"vec2 coord = vTextureCoord - offset;", 'precision mediump float;',
"float distance = length(coord);", 'varying vec2 vTextureCoord;',
'varying float vColor;',
"if (distance < radius){", 'uniform vec4 dimensions;',
'uniform sampler2D uSampler;',
"float ratio = (radius - distance) / radius;", 'uniform float radius;',
"float angleMod = ratio * ratio * angle;", 'uniform float angle;',
"float s = sin(angleMod);", 'uniform vec2 offset;',
"float c = cos(angleMod);",
"coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);",
"}", 'void main(void) {',
' vec2 coord = vTextureCoord - offset;',
' float distance = length(coord);',
"gl_FragColor = texture2D(uSampler, coord+offset);", ' if (distance < radius) {',
"}" ' float ratio = (radius - distance) / radius;',
]; ' float angleMod = ratio * ratio * angle;',
} ' float s = sin(angleMod);',
' float c = cos(angleMod);',
' coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);',
' }',
' gl_FragColor = texture2D(uSampler, coord+offset);',
'}'
];
};
PIXI.TwistFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.TwistFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.TwistFilter.prototype.constructor = PIXI.TwistFilter; PIXI.TwistFilter.prototype.constructor = PIXI.TwistFilter;
/** /**
* *
* This point describes the the offset of the twist * This point describes the the offset of the twist
* @property size * @property size
* @type Point * @type Point
@ -65,13 +63,13 @@ Object.defineProperty(PIXI.TwistFilter.prototype, 'offset', {
return this.uniforms.offset.value; return this.uniforms.offset.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.offset.value = value; this.uniforms.offset.value = value;
} }
}); });
/** /**
* *
* This radius describes size of the twist * This radius describes size of the twist
* @property size * @property size
* @type Number * @type Number
@ -81,13 +79,13 @@ Object.defineProperty(PIXI.TwistFilter.prototype, 'radius', {
return this.uniforms.radius.value; return this.uniforms.radius.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.radius.value = value; this.uniforms.radius.value = value;
} }
}); });
/** /**
* *
* This radius describes angle of the twist * This radius describes angle of the twist
* @property angle * @property angle
* @type Number * @type Number
@ -97,7 +95,7 @@ Object.defineProperty(PIXI.TwistFilter.prototype, 'angle', {
return this.uniforms.angle.value; return this.uniforms.angle.value;
}, },
set: function(value) { set: function(value) {
this.dirty = true; this.dirty = true;
this.uniforms.angle.value = value; this.uniforms.angle.value = value;
} }
}); });

View file

@ -6,29 +6,29 @@
* A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the * A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the
* assets have been loaded they are added to the PIXI Texture cache and can be accessed * assets have been loaded they are added to the PIXI Texture cache and can be accessed
* easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage() * easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
* When all items have been loaded this class will dispatch a "onLoaded" event * When all items have been loaded this class will dispatch a 'onLoaded' event
* As each individual item is loaded this class will dispatch a "onProgress" event * As each individual item is loaded this class will dispatch a 'onProgress' event
* *
* @class AssetLoader * @class AssetLoader
* @constructor * @constructor
* @uses EventTarget * @uses EventTarget
* @param {Array<String>} assetURLs an array of image/sprite sheet urls that you would like loaded * @param {Array<String>} assetURLs an array of image/sprite sheet urls that you would like loaded
* supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported * supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported
* sprite sheet data formats only include "JSON" at this time. Supported bitmap font * sprite sheet data formats only include 'JSON' at this time. Supported bitmap font
* data formats include "xml" and "fnt". * data formats include 'xml' and 'fnt'.
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin * @param crossorigin {Boolean} Whether requests should be treated as crossorigin
*/ */
PIXI.AssetLoader = function(assetURLs, crossorigin) PIXI.AssetLoader = function(assetURLs, crossorigin)
{ {
PIXI.EventTarget.call(this); PIXI.EventTarget.call(this);
/** /**
* The array of asset URLs that are going to be loaded * The array of asset URLs that are going to be loaded
* *
* @property assetURLs * @property assetURLs
* @type Array<String> * @type Array<String>
*/ */
this.assetURLs = assetURLs; this.assetURLs = assetURLs;
/** /**
* Whether the requests should be treated as cross origin * Whether the requests should be treated as cross origin
@ -36,7 +36,7 @@ PIXI.AssetLoader = function(assetURLs, crossorigin)
* @property crossorigin * @property crossorigin
* @type Boolean * @type Boolean
*/ */
this.crossorigin = crossorigin; this.crossorigin = crossorigin;
/** /**
* Maps file extension to loader types * Maps file extension to loader types
@ -45,17 +45,16 @@ PIXI.AssetLoader = function(assetURLs, crossorigin)
* @type Object * @type Object
*/ */
this.loadersByType = { this.loadersByType = {
"jpg": PIXI.ImageLoader, 'jpg': PIXI.ImageLoader,
"jpeg": PIXI.ImageLoader, 'jpeg': PIXI.ImageLoader,
"png": PIXI.ImageLoader, 'png': PIXI.ImageLoader,
"gif": PIXI.ImageLoader, 'gif': PIXI.ImageLoader,
"json": PIXI.JsonLoader, 'json': PIXI.JsonLoader,
"anim": PIXI.SpineLoader, 'atlas': PIXI.AtlasLoader,
"xml": PIXI.BitmapFontLoader, 'anim': PIXI.SpineLoader,
"fnt": PIXI.BitmapFontLoader 'xml': PIXI.BitmapFontLoader,
'fnt': PIXI.BitmapFontLoader
}; };
}; };
/** /**
@ -72,31 +71,32 @@ PIXI.AssetLoader = function(assetURLs, crossorigin)
PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader;
PIXI.AssetLoader.prototype._getDataType = function(str) PIXI.AssetLoader.prototype._getDataType = function(str)
{ {
var test = "data:"; var test = 'data:';
//starts with 'data:' //starts with 'data:'
var start = str.slice(0, test.length).toLowerCase(); var start = str.slice(0, test.length).toLowerCase();
if (start == test) { if (start === test) {
var data = str.slice(test.length); var data = str.slice(test.length);
var sepIdx = data.indexOf(','); var sepIdx = data.indexOf(',');
if (sepIdx === -1) //malformed data URI scheme if (sepIdx === -1) //malformed data URI scheme
return null; return null;
//e.g. "image/gif;base64" => "image/gif" //e.g. 'image/gif;base64' => 'image/gif'
var info = data.slice(0, sepIdx).split(';')[0]; var info = data.slice(0, sepIdx).split(';')[0];
//We might need to handle some special cases here... //We might need to handle some special cases here...
//standardize text/plain to "txt" file extension //standardize text/plain to 'txt' file extension
if (!info || info.toLowerCase() == "text/plain") if (!info || info.toLowerCase() === 'text/plain')
return "txt" return 'txt';
//User specified mime type, try splitting it by '/' //User specified mime type, try splitting it by '/'
return info.split('/').pop().toLowerCase(); return info.split('/').pop().toLowerCase();
} }
return null; return null;
} };
/** /**
* Starts loading the assets sequentially * Starts loading the assets sequentially
@ -107,30 +107,31 @@ PIXI.AssetLoader.prototype.load = function()
{ {
var scope = this; var scope = this;
this.loadCount = this.assetURLs.length; function onLoad() {
scope.onAssetLoaded();
}
this.loadCount = this.assetURLs.length;
for (var i=0; i < this.assetURLs.length; i++) for (var i=0; i < this.assetURLs.length; i++)
{ {
var fileName = this.assetURLs[i]; var fileName = this.assetURLs[i];
//first see if we have a data URI scheme.. //first see if we have a data URI scheme..
var fileType = this._getDataType(fileName); var fileType = this._getDataType(fileName);
//if not, assume it's a file URI //if not, assume it's a file URI
if (!fileType) if (!fileType)
fileType = fileName.split("?").shift().split(".").pop().toLowerCase(); fileType = fileName.split('?').shift().split('.').pop().toLowerCase();
var loaderClass = this.loadersByType[fileType]; var Constructor = this.loadersByType[fileType];
if(!loaderClass) if(!Constructor)
throw new Error(fileType + " is an unsupported file type"); throw new Error(fileType + ' is an unsupported file type');
var loader = new loaderClass(fileName, this.crossorigin); var loader = new Constructor(fileName, this.crossorigin);
loader.addEventListener("loaded", function() loader.addEventListener('loaded', onLoad);
{
scope.onAssetLoaded();
});
loader.load(); loader.load();
} }
}; };
/** /**
@ -142,13 +143,12 @@ PIXI.AssetLoader.prototype.load = function()
PIXI.AssetLoader.prototype.onAssetLoaded = function() PIXI.AssetLoader.prototype.onAssetLoaded = function()
{ {
this.loadCount--; this.loadCount--;
this.dispatchEvent({type: "onProgress", content: this}); this.dispatchEvent({type: 'onProgress', content: this});
if(this.onProgress) this.onProgress(); if (this.onProgress) this.onProgress();
if(this.loadCount == 0) if (!this.loadCount)
{ {
this.dispatchEvent({type: "onComplete", content: this}); this.dispatchEvent({type: 'onComplete', content: this});
if(this.onComplete) this.onComplete(); if(this.onComplete) this.onComplete();
} }
}; };

View file

@ -0,0 +1,184 @@
/**
* @author Martin Kelm http://mkelm.github.com
*/
/**
* The atlas file loader is used to load in Atlas data and parsing it
* When loaded this class will dispatch a 'loaded' event
* If load failed this class will dispatch a 'error' event
* @class AtlasLoader
* @extends EventTarget
* @constructor
* @param {String} url the url of the JSON file
* @param {Boolean} crossorigin
*/
PIXI.AtlasLoader = function (url, crossorigin) {
PIXI.EventTarget.call(this);
this.url = url;
this.baseUrl = url.replace(/[^\/]*$/, '');
this.crossorigin = crossorigin;
this.loaded = false;
};
// constructor
PIXI.AtlasLoader.constructor = PIXI.AtlasLoader;
/**
* This will begin loading the JSON file
*/
PIXI.AtlasLoader.prototype.load = function () {
this.ajaxRequest = new PIXI.AjaxRequest();
this.ajaxRequest.onreadystatechange = this.onAtlasLoaded.bind(this);
this.ajaxRequest.open('GET', this.url, true);
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json');
this.ajaxRequest.send(null);
};
/**
* Invoke when JSON file is loaded
* @private
*/
PIXI.AtlasLoader.prototype.onAtlasLoaded = function () {
if (this.ajaxRequest.readyState === 4) {
if (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1) {
this.atlas = {
meta : {
image : []
},
frames : []
};
var result = this.ajaxRequest.responseText.split(/\r?\n/);
var lineCount = -3;
var currentImageId = 0;
var currentFrame = null;
var nameInNextLine = false;
var i = 0,
j = 0,
selfOnLoaded = this.onLoaded.bind(this);
// parser without rotation support yet!
for (i = 0; i < result.length; i++) {
result[i] = result[i].replace(/^\s+|\s+$/g, '');
if (result[i] === '') {
nameInNextLine = i+1;
}
if (result[i].length > 0) {
if (nameInNextLine === i) {
this.atlas.meta.image.push(result[i]);
currentImageId = this.atlas.meta.image.length - 1;
this.atlas.frames.push({});
lineCount = -3;
} else if (lineCount > 0) {
if (lineCount % 7 === 1) { // frame name
if (currentFrame != null) { //jshint ignore:line
this.atlas.frames[currentImageId][currentFrame.name] = currentFrame;
}
currentFrame = { name: result[i], frame : {} };
} else {
var text = result[i].split(' ');
if (lineCount % 7 === 3) { // position
currentFrame.frame.x = Number(text[1].replace(',', ''));
currentFrame.frame.y = Number(text[2]);
} else if (lineCount % 7 === 4) { // size
currentFrame.frame.w = Number(text[1].replace(',', ''));
currentFrame.frame.h = Number(text[2]);
} else if (lineCount % 7 === 5) { // real size
var realSize = {
x : 0,
y : 0,
w : Number(text[1].replace(',', '')),
h : Number(text[2])
};
if (realSize.w > currentFrame.frame.w || realSize.h > currentFrame.frame.h) {
currentFrame.trimmed = true;
currentFrame.realSize = realSize;
} else {
currentFrame.trimmed = false;
}
}
}
}
lineCount++;
}
}
if (currentFrame != null) { //jshint ignore:line
this.atlas.frames[currentImageId][currentFrame.name] = currentFrame;
}
if (this.atlas.meta.image.length > 0) {
this.images = [];
for (j = 0; j < this.atlas.meta.image.length; j++) {
// sprite sheet
var textureUrl = this.baseUrl + this.atlas.meta.image[j];
var frameData = this.atlas.frames[j];
this.images.push(new PIXI.ImageLoader(textureUrl, this.crossorigin));
for (i in frameData) {
var rect = frameData[i].frame;
if (rect) {
PIXI.TextureCache[i] = new PIXI.Texture(this.images[j].texture.baseTexture, {
x: rect.x,
y: rect.y,
width: rect.w,
height: rect.h
});
if (frameData[i].trimmed) {
PIXI.TextureCache[i].realSize = frameData[i].realSize;
// trim in pixi not supported yet, todo update trim properties if it is done ...
PIXI.TextureCache[i].trim.x = 0;
PIXI.TextureCache[i].trim.y = 0;
}
}
}
}
this.currentImageId = 0;
for (j = 0; j < this.images.length; j++) {
this.images[j].addEventListener('loaded', selfOnLoaded);
}
this.images[this.currentImageId].load();
} else {
this.onLoaded();
}
} else {
this.onError();
}
}
};
/**
* Invoke when json file loaded
* @private
*/
PIXI.AtlasLoader.prototype.onLoaded = function () {
if (this.images.length - 1 > this.currentImageId) {
this.currentImageId++;
this.images[this.currentImageId].load();
} else {
this.loaded = true;
this.dispatchEvent({
type: 'loaded',
content: this
});
}
};
/**
* Invoke when error occured
* @private
*/
PIXI.AtlasLoader.prototype.onError = function () {
this.dispatchEvent({
type: 'error',
content: this
});
};

View file

@ -3,10 +3,10 @@
*/ */
/** /**
* The xml loader is used to load in XML bitmap font data ("xml" or "fnt") * The xml loader is used to load in XML bitmap font data ('xml' or 'fnt')
* To generate the data you can use http://www.angelcode.com/products/bmfont/ * To generate the data you can use http://www.angelcode.com/products/bmfont/
* This loader will also load the image file as the data. * This loader will also load the image file as the data.
* When loaded this class will dispatch a "loaded" event * When loaded this class will dispatch a 'loaded' event
* *
* @class BitmapFontLoader * @class BitmapFontLoader
* @uses EventTarget * @uses EventTarget
@ -19,7 +19,7 @@ PIXI.BitmapFontLoader = function(url, crossorigin)
/* /*
* i use texture packer to load the assets.. * i use texture packer to load the assets..
* http://www.codeandweb.com/texturepacker * http://www.codeandweb.com/texturepacker
* make sure to set the format as "JSON" * make sure to set the format as 'JSON'
*/ */
PIXI.EventTarget.call(this); PIXI.EventTarget.call(this);
@ -46,7 +46,7 @@ PIXI.BitmapFontLoader = function(url, crossorigin)
* @type String * @type String
* @readOnly * @readOnly
*/ */
this.baseUrl = url.replace(/[^\/]*$/, ""); this.baseUrl = url.replace(/[^\/]*$/, '');
/** /**
* [read-only] The texture of the bitmap font * [read-only] The texture of the bitmap font
@ -74,9 +74,9 @@ PIXI.BitmapFontLoader.prototype.load = function()
scope.onXMLLoaded(); scope.onXMLLoaded();
}; };
this.ajaxRequest.open("GET", this.url, true); this.ajaxRequest.open('GET', this.url, true);
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/xml"); if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/xml');
this.ajaxRequest.send(null) this.ajaxRequest.send(null);
}; };
/** /**
@ -87,40 +87,40 @@ PIXI.BitmapFontLoader.prototype.load = function()
*/ */
PIXI.BitmapFontLoader.prototype.onXMLLoaded = function() PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
{ {
if (this.ajaxRequest.readyState == 4) if (this.ajaxRequest.readyState === 4)
{ {
if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1)
{ {
var textureUrl = this.baseUrl + this.ajaxRequest.responseXML.getElementsByTagName("page")[0].attributes.getNamedItem("file").nodeValue; var textureUrl = this.baseUrl + this.ajaxRequest.responseXML.getElementsByTagName('page')[0].attributes.getNamedItem('file').nodeValue;
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
this.texture = image.texture.baseTexture; this.texture = image.texture.baseTexture;
var data = {}; var data = {};
var info = this.ajaxRequest.responseXML.getElementsByTagName("info")[0]; var info = this.ajaxRequest.responseXML.getElementsByTagName('info')[0];
var common = this.ajaxRequest.responseXML.getElementsByTagName("common")[0]; var common = this.ajaxRequest.responseXML.getElementsByTagName('common')[0];
data.font = info.attributes.getNamedItem("face").nodeValue; data.font = info.attributes.getNamedItem('face').nodeValue;
data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10); data.size = parseInt(info.attributes.getNamedItem('size').nodeValue, 10);
data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10); data.lineHeight = parseInt(common.attributes.getNamedItem('lineHeight').nodeValue, 10);
data.chars = {}; data.chars = {};
//parse letters //parse letters
var letters = this.ajaxRequest.responseXML.getElementsByTagName("char"); var letters = this.ajaxRequest.responseXML.getElementsByTagName('char');
for (var i = 0; i < letters.length; i++) for (var i = 0; i < letters.length; i++)
{ {
var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10); var charCode = parseInt(letters[i].attributes.getNamedItem('id').nodeValue, 10);
var textureRect = new PIXI.Rectangle( var textureRect = new PIXI.Rectangle(
parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10), parseInt(letters[i].attributes.getNamedItem('x').nodeValue, 10),
parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10), parseInt(letters[i].attributes.getNamedItem('y').nodeValue, 10),
parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10), parseInt(letters[i].attributes.getNamedItem('width').nodeValue, 10),
parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10) parseInt(letters[i].attributes.getNamedItem('height').nodeValue, 10)
); );
data.chars[charCode] = { data.chars[charCode] = {
xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10), xOffset: parseInt(letters[i].attributes.getNamedItem('xoffset').nodeValue, 10),
yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10), yOffset: parseInt(letters[i].attributes.getNamedItem('yoffset').nodeValue, 10),
xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10), xAdvance: parseInt(letters[i].attributes.getNamedItem('xadvance').nodeValue, 10),
kerning: {}, kerning: {},
texture: PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect) texture: PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect)
@ -128,12 +128,12 @@ PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
} }
//parse kernings //parse kernings
var kernings = this.ajaxRequest.responseXML.getElementsByTagName("kerning"); var kernings = this.ajaxRequest.responseXML.getElementsByTagName('kerning');
for (i = 0; i < kernings.length; i++) for (i = 0; i < kernings.length; i++)
{ {
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10); var first = parseInt(kernings[i].attributes.getNamedItem('first').nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10); var second = parseInt(kernings[i].attributes.getNamedItem('second').nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10); var amount = parseInt(kernings[i].attributes.getNamedItem('amount').nodeValue, 10);
data.chars[second].kerning[first] = amount; data.chars[second].kerning[first] = amount;
@ -142,7 +142,7 @@ PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
PIXI.BitmapText.fonts[data.font] = data; PIXI.BitmapText.fonts[data.font] = data;
var scope = this; var scope = this;
image.addEventListener("loaded", function() { image.addEventListener('loaded', function() {
scope.onLoaded(); scope.onLoaded();
}); });
image.load(); image.load();
@ -158,5 +158,5 @@ PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
*/ */
PIXI.BitmapFontLoader.prototype.onLoaded = function() PIXI.BitmapFontLoader.prototype.onLoaded = function()
{ {
this.dispatchEvent({type: "loaded", content: this}); this.dispatchEvent({type: 'loaded', content: this});
}; };

View file

@ -3,7 +3,7 @@
*/ */
/** /**
* The image loader class is responsible for loading images file formats ("jpeg", "jpg", "png" and "gif") * The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
* When loaded this class will dispatch a 'loaded' event * When loaded this class will dispatch a 'loaded' event
* *
@ -46,7 +46,7 @@ PIXI.ImageLoader.prototype.load = function()
if(!this.texture.baseTexture.hasLoaded) if(!this.texture.baseTexture.hasLoaded)
{ {
var scope = this; var scope = this;
this.texture.baseTexture.addEventListener("loaded", function() this.texture.baseTexture.addEventListener('loaded', function()
{ {
scope.onLoaded(); scope.onLoaded();
}); });
@ -65,7 +65,7 @@ PIXI.ImageLoader.prototype.load = function()
*/ */
PIXI.ImageLoader.prototype.onLoaded = function() PIXI.ImageLoader.prototype.onLoaded = function()
{ {
this.dispatchEvent({type: "loaded", content: this}); this.dispatchEvent({type: 'loaded', content: this});
}; };
/** /**
@ -75,7 +75,7 @@ PIXI.ImageLoader.prototype.onLoaded = function()
* @method loadFramedSpriteSheet * @method loadFramedSpriteSheet
* @param frameWidth {Number} with of each frame * @param frameWidth {Number} with of each frame
* @param frameHeight {Number} height of each frame * @param frameHeight {Number} height of each frame
* @param textureName {String} if given, the frames will be cached in <textureName>-<ord> format * @param textureName {String} if given, the frames will be cached in <textureName>-<ord> format
*/ */
PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName) PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName)
{ {
@ -96,14 +96,14 @@ PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHei
}); });
this.frames.push(texture); this.frames.push(texture);
if (textureName) PIXI.TextureCache[textureName+'-'+i] = texture; if (textureName) PIXI.TextureCache[textureName + '-' + i] = texture;
} }
} }
if(!this.texture.baseTexture.hasLoaded) if(!this.texture.baseTexture.hasLoaded)
{ {
var scope = this; var scope = this;
this.texture.baseTexture.addEventListener("loaded", function() { this.texture.baseTexture.addEventListener('loaded', function() {
scope.onLoaded(); scope.onLoaded();
}); });
} }
@ -111,4 +111,4 @@ PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHei
{ {
this.onLoaded(); this.onLoaded();
} }
}; };

View file

@ -4,8 +4,8 @@
/** /**
* The json file loader is used to load in JSON data and parsing it * The json file loader is used to load in JSON data and parsing it
* When loaded this class will dispatch a "loaded" event * When loaded this class will dispatch a 'loaded' event
* If load failed this class will dispatch a "error" event * If load failed this class will dispatch a 'error' event
* *
* @class JsonLoader * @class JsonLoader
* @uses EventTarget * @uses EventTarget
@ -14,41 +14,41 @@
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin * @param crossorigin {Boolean} Whether requests should be treated as crossorigin
*/ */
PIXI.JsonLoader = function (url, crossorigin) { PIXI.JsonLoader = function (url, crossorigin) {
PIXI.EventTarget.call(this); PIXI.EventTarget.call(this);
/** /**
* The url of the bitmap font data * The url of the bitmap font data
* *
* @property url * @property url
* @type String * @type String
*/ */
this.url = url; this.url = url;
/** /**
* Whether the requests should be treated as cross origin * Whether the requests should be treated as cross origin
* *
* @property crossorigin * @property crossorigin
* @type Boolean * @type Boolean
*/ */
this.crossorigin = crossorigin; this.crossorigin = crossorigin;
/** /**
* [read-only] The base url of the bitmap font data * [read-only] The base url of the bitmap font data
* *
* @property baseUrl * @property baseUrl
* @type String * @type String
* @readOnly * @readOnly
*/ */
this.baseUrl = url.replace(/[^\/]*$/, ""); this.baseUrl = url.replace(/[^\/]*$/, '');
/** /**
* [read-only] Whether the data has loaded yet * [read-only] Whether the data has loaded yet
* *
* @property loaded * @property loaded
* @type Boolean * @type Boolean
* @readOnly * @readOnly
*/ */
this.loaded = false; this.loaded = false;
}; };
@ -61,15 +61,15 @@ PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader;
* @method load * @method load
*/ */
PIXI.JsonLoader.prototype.load = function () { PIXI.JsonLoader.prototype.load = function () {
this.ajaxRequest = new AjaxRequest(); this.ajaxRequest = new PIXI.AjaxRequest();
var scope = this; var scope = this;
this.ajaxRequest.onreadystatechange = function () { this.ajaxRequest.onreadystatechange = function () {
scope.onJSONLoaded(); scope.onJSONLoaded();
}; };
this.ajaxRequest.open("GET", this.url, true); this.ajaxRequest.open('GET', this.url, true);
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/json"); if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json');
this.ajaxRequest.send(null); this.ajaxRequest.send(null);
}; };
/** /**
@ -79,62 +79,62 @@ PIXI.JsonLoader.prototype.load = function () {
* @private * @private
*/ */
PIXI.JsonLoader.prototype.onJSONLoaded = function () { PIXI.JsonLoader.prototype.onJSONLoaded = function () {
if (this.ajaxRequest.readyState == 4) { if (this.ajaxRequest.readyState === 4) {
if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) { if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1) {
this.json = JSON.parse(this.ajaxRequest.responseText); this.json = JSON.parse(this.ajaxRequest.responseText);
if(this.json.frames) if(this.json.frames)
{ {
// sprite sheet // sprite sheet
var scope = this; var scope = this;
var textureUrl = this.baseUrl + this.json.meta.image; var textureUrl = this.baseUrl + this.json.meta.image;
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
var frameData = this.json.frames; var frameData = this.json.frames;
this.texture = image.texture.baseTexture; this.texture = image.texture.baseTexture;
image.addEventListener("loaded", function (event) { image.addEventListener('loaded', function() {
scope.onLoaded(); scope.onLoaded();
}); });
for (var i in frameData) { for (var i in frameData) {
var rect = frameData[i].frame; var rect = frameData[i].frame;
if (rect) { if (rect) {
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
x: rect.x, x: rect.x,
y: rect.y, y: rect.y,
width: rect.w, width: rect.w,
height: rect.h height: rect.h
}); });
if (frameData[i].trimmed) { if (frameData[i].trimmed) {
//var realSize = frameData[i].spriteSourceSize; //var realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
// calculate the offset! // calculate the offset!
} }
} }
} }
image.load(); image.load();
} }
else if(this.json.bones) else if(this.json.bones)
{ {
// spine animation // spine animation
var spineJsonParser = new spine.SkeletonJson(); var spineJsonParser = new spine.SkeletonJson();
var skeletonData = spineJsonParser.readSkeletonData(this.json); var skeletonData = spineJsonParser.readSkeletonData(this.json);
PIXI.AnimCache[this.url] = skeletonData; PIXI.AnimCache[this.url] = skeletonData;
this.onLoaded(); this.onLoaded();
} }
else else
{ {
this.onLoaded(); this.onLoaded();
} }
} }
else else
{ {
this.onError(); this.onError();
} }
} }
}; };
/** /**
@ -144,11 +144,11 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () {
* @private * @private
*/ */
PIXI.JsonLoader.prototype.onLoaded = function () { PIXI.JsonLoader.prototype.onLoaded = function () {
this.loaded = true; this.loaded = true;
this.dispatchEvent({ this.dispatchEvent({
type: "loaded", type: 'loaded',
content: this content: this
}); });
}; };
/** /**
@ -158,8 +158,8 @@ PIXI.JsonLoader.prototype.onLoaded = function () {
* @private * @private
*/ */
PIXI.JsonLoader.prototype.onError = function () { PIXI.JsonLoader.prototype.onError = function () {
this.dispatchEvent({ this.dispatchEvent({
type: "error", type: 'error',
content: this content: this
}); });
}; };

View file

@ -23,33 +23,33 @@
*/ */
PIXI.SpineLoader = function(url, crossorigin) PIXI.SpineLoader = function(url, crossorigin)
{ {
PIXI.EventTarget.call(this); PIXI.EventTarget.call(this);
/** /**
* The url of the bitmap font data * The url of the bitmap font data
* *
* @property url * @property url
* @type String * @type String
*/ */
this.url = url; this.url = url;
/** /**
* Whether the requests should be treated as cross origin * Whether the requests should be treated as cross origin
* *
* @property crossorigin * @property crossorigin
* @type Boolean * @type Boolean
*/ */
this.crossorigin = crossorigin; this.crossorigin = crossorigin;
/** /**
* [read-only] Whether the data has loaded yet * [read-only] Whether the data has loaded yet
* *
* @property loaded * @property loaded
* @type Boolean * @type Boolean
* @readOnly * @readOnly
*/ */
this.loaded = false; this.loaded = false;
} };
PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader; PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader;
@ -60,13 +60,13 @@ PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader;
*/ */
PIXI.SpineLoader.prototype.load = function () { PIXI.SpineLoader.prototype.load = function () {
var scope = this; var scope = this;
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
jsonLoader.addEventListener("loaded", function (event) { jsonLoader.addEventListener("loaded", function (event) {
scope.json = event.content.json; scope.json = event.content.json;
scope.onJSONLoaded(); scope.onJSONLoaded();
}); });
jsonLoader.load(); jsonLoader.load();
}; };
/** /**
@ -75,13 +75,13 @@ PIXI.SpineLoader.prototype.load = function () {
* @method onJSONLoaded * @method onJSONLoaded
* @private * @private
*/ */
PIXI.SpineLoader.prototype.onJSONLoaded = function (event) { PIXI.SpineLoader.prototype.onJSONLoaded = function () {
var spineJsonParser = new spine.SkeletonJson(); var spineJsonParser = new spine.SkeletonJson();
var skeletonData = spineJsonParser.readSkeletonData(this.json); var skeletonData = spineJsonParser.readSkeletonData(this.json);
PIXI.AnimCache[this.url] = skeletonData; PIXI.AnimCache[this.url] = skeletonData;
this.onLoaded(); this.onLoaded();
}; };
/** /**
@ -91,7 +91,7 @@ PIXI.SpineLoader.prototype.onJSONLoaded = function (event) {
* @private * @private
*/ */
PIXI.SpineLoader.prototype.onLoaded = function () { PIXI.SpineLoader.prototype.onLoaded = function () {
this.loaded = true; this.loaded = true;
this.dispatchEvent({type: "loaded", content: this}); this.dispatchEvent({type: "loaded", content: this});
}; };

View file

@ -4,12 +4,12 @@
/** /**
* The sprite sheet loader is used to load in JSON sprite sheet data * The sprite sheet loader is used to load in JSON sprite sheet data
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish the "JSON" format * To generate the data you can use http://www.codeandweb.com/texturepacker and publish the 'JSON' format
* There is a free version so thats nice, although the paid version is great value for money. * There is a free version so thats nice, although the paid version is great value for money.
* It is highly recommended to use Sprite sheets (also know as texture atlas") as it means sprite"s can be batched and drawn together for highly increased rendering speed. * It is highly recommended to use Sprite sheets (also know as texture atlas') as it means sprite's can be batched and drawn together for highly increased rendering speed.
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
* This loader will also load the image file that the Spritesheet points to as well as the data. * This loader will also load the image file that the Spritesheet points to as well as the data.
* When loaded this class will dispatch a "loaded" event * When loaded this class will dispatch a 'loaded' event
* *
* @class SpriteSheetLoader * @class SpriteSheetLoader
* @uses EventTarget * @uses EventTarget
@ -17,39 +17,38 @@
* @param url {String} The url of the sprite sheet JSON file * @param url {String} The url of the sprite sheet JSON file
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin * @param crossorigin {Boolean} Whether requests should be treated as crossorigin
*/ */
PIXI.SpriteSheetLoader = function (url, crossorigin) { PIXI.SpriteSheetLoader = function (url, crossorigin) {
/* /*
* i use texture packer to load the assets.. * i use texture packer to load the assets..
* http://www.codeandweb.com/texturepacker * http://www.codeandweb.com/texturepacker
* make sure to set the format as "JSON" * make sure to set the format as 'JSON'
*/ */
PIXI.EventTarget.call(this); PIXI.EventTarget.call(this);
/** /**
* The url of the bitmap font data * The url of the bitmap font data
* *
* @property url * @property url
* @type String * @type String
*/ */
this.url = url; this.url = url;
/** /**
* Whether the requests should be treated as cross origin * Whether the requests should be treated as cross origin
* *
* @property crossorigin * @property crossorigin
* @type Boolean * @type Boolean
*/ */
this.crossorigin = crossorigin; this.crossorigin = crossorigin;
/** /**
* [read-only] The base url of the bitmap font data * [read-only] The base url of the bitmap font data
* *
* @property baseUrl * @property baseUrl
* @type String * @type String
* @readOnly * @readOnly
*/ */
this.baseUrl = url.replace(/[^\/]*$/, ""); this.baseUrl = url.replace(/[^\/]*$/, '');
/** /**
* The texture being loaded * The texture being loaded
@ -65,7 +64,7 @@ PIXI.SpriteSheetLoader = function (url, crossorigin) {
* @property frames * @property frames
* @type Object * @type Object
*/ */
this.frames = {}; this.frames = {};
}; };
// constructor // constructor
@ -77,13 +76,13 @@ PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader;
* @method load * @method load
*/ */
PIXI.SpriteSheetLoader.prototype.load = function () { PIXI.SpriteSheetLoader.prototype.load = function () {
var scope = this; var scope = this;
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
jsonLoader.addEventListener("loaded", function (event) { jsonLoader.addEventListener('loaded', function (event) {
scope.json = event.content.json; scope.json = event.content.json;
scope.onJSONLoaded(); scope.onJSONLoaded();
}); });
jsonLoader.load(); jsonLoader.load();
}; };
/** /**
@ -93,36 +92,37 @@ PIXI.SpriteSheetLoader.prototype.load = function () {
* @private * @private
*/ */
PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () { PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
var scope = this; var scope = this;
var textureUrl = this.baseUrl + this.json.meta.image; var textureUrl = this.baseUrl + this.json.meta.image;
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
var frameData = this.json.frames; var frameData = this.json.frames;
this.texture = image.texture.baseTexture; this.texture = image.texture.baseTexture;
image.addEventListener("loaded", function (event) { image.addEventListener('loaded', function () {
scope.onLoaded(); scope.onLoaded();
}); });
for (var i in frameData) { for (var i in frameData) {
var rect = frameData[i].frame; var rect = frameData[i].frame;
if (rect) { if (rect) {
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
x: rect.x, x: rect.x,
y: rect.y, y: rect.y,
width: rect.w, width: rect.w,
height: rect.h height: rect.h
}); });
if (frameData[i].trimmed) { if (frameData[i].trimmed) {
//var realSize = frameData[i].spriteSourceSize; //var realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
// calculate the offset! // calculate the offset!
} }
} }
} }
image.load(); image.load();
}; };
/** /**
* Invoke when all files are loaded (json and texture) * Invoke when all files are loaded (json and texture)
* *
@ -130,8 +130,8 @@ PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
* @private * @private
*/ */
PIXI.SpriteSheetLoader.prototype.onLoaded = function () { PIXI.SpriteSheetLoader.prototype.onLoaded = function () {
this.dispatchEvent({ this.dispatchEvent({
type: "loaded", type: 'loaded',
content: this content: this
}); });
}; };

View file

@ -14,9 +14,9 @@
*/ */
PIXI.Graphics = function() PIXI.Graphics = function()
{ {
PIXI.DisplayObjectContainer.call( this ); PIXI.DisplayObjectContainer.call( this );
this.renderable = true; this.renderable = true;
/** /**
* The alpha of the fill of this graphics object * The alpha of the fill of this graphics object
@ -24,7 +24,7 @@ PIXI.Graphics = function()
* @property fillAlpha * @property fillAlpha
* @type Number * @type Number
*/ */
this.fillAlpha = 1; this.fillAlpha = 1;
/** /**
* The width of any lines drawn * The width of any lines drawn
@ -32,7 +32,7 @@ PIXI.Graphics = function()
* @property lineWidth * @property lineWidth
* @type Number * @type Number
*/ */
this.lineWidth = 0; this.lineWidth = 0;
/** /**
* The color of any lines drawn * The color of any lines drawn
@ -40,7 +40,7 @@ PIXI.Graphics = function()
* @property lineColor * @property lineColor
* @type String * @type String
*/ */
this.lineColor = "black"; this.lineColor = "black";
/** /**
* Graphics data * Graphics data
@ -49,7 +49,7 @@ PIXI.Graphics = function()
* @type Array * @type Array
* @private * @private
*/ */
this.graphicsData = []; this.graphicsData = [];
/** /**
* Current path * Current path
@ -58,8 +58,8 @@ PIXI.Graphics = function()
* @type Object * @type Object
* @private * @private
*/ */
this.currentPath = {points:[]}; this.currentPath = {points:[]};
} };
// constructor // constructor
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
@ -75,17 +75,17 @@ PIXI.Graphics.prototype.constructor = PIXI.Graphics;
*/ */
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
{ {
if(this.currentPath.points.length == 0)this.graphicsData.pop(); if (!this.currentPath.points.length) this.graphicsData.pop();
this.lineWidth = lineWidth || 0; this.lineWidth = lineWidth || 0;
this.lineColor = color || 0; this.lineColor = color || 0;
this.lineAlpha = (alpha == undefined) ? 1 : alpha; this.lineAlpha = (arguments.length < 3) ? 1 : alpha;
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
this.graphicsData.push(this.currentPath); this.graphicsData.push(this.currentPath);
} };
/** /**
* Moves the current drawing position to (x, y). * Moves the current drawing position to (x, y).
@ -96,15 +96,15 @@ PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
*/ */
PIXI.Graphics.prototype.moveTo = function(x, y) PIXI.Graphics.prototype.moveTo = function(x, y)
{ {
if(this.currentPath.points.length == 0)this.graphicsData.pop(); if (!this.currentPath.points.length) this.graphicsData.pop();
this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
this.currentPath.points.push(x, y); this.currentPath.points.push(x, y);
this.graphicsData.push(this.currentPath); this.graphicsData.push(this.currentPath);
} };
/** /**
* Draws a line using the current line style from the current drawing position to (x, y); * Draws a line using the current line style from the current drawing position to (x, y);
@ -116,9 +116,9 @@ PIXI.Graphics.prototype.moveTo = function(x, y)
*/ */
PIXI.Graphics.prototype.lineTo = function(x, y) PIXI.Graphics.prototype.lineTo = function(x, y)
{ {
this.currentPath.points.push(x, y); this.currentPath.points.push(x, y);
this.dirty = true; this.dirty = true;
} };
/** /**
* Specifies a simple one-color fill that subsequent calls to other Graphics methods * Specifies a simple one-color fill that subsequent calls to other Graphics methods
@ -130,10 +130,10 @@ PIXI.Graphics.prototype.lineTo = function(x, y)
*/ */
PIXI.Graphics.prototype.beginFill = function(color, alpha) PIXI.Graphics.prototype.beginFill = function(color, alpha)
{ {
this.filling = true; this.filling = true;
this.fillColor = color || 0; this.fillColor = color || 0;
this.fillAlpha = (alpha == undefined) ? 1 : alpha; this.fillAlpha = (arguments.length < 2) ? 1 : alpha;
} };
/** /**
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
@ -142,10 +142,10 @@ PIXI.Graphics.prototype.beginFill = function(color, alpha)
*/ */
PIXI.Graphics.prototype.endFill = function() PIXI.Graphics.prototype.endFill = function()
{ {
this.filling = false; this.filling = false;
this.fillColor = null; this.fillColor = null;
this.fillAlpha = 1; this.fillAlpha = 1;
} };
/** /**
* @method drawRect * @method drawRect
@ -157,15 +157,15 @@ PIXI.Graphics.prototype.endFill = function()
*/ */
PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
{ {
if(this.currentPath.points.length == 0)this.graphicsData.pop(); if (!this.currentPath.points.length) this.graphicsData.pop();
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
points:[x, y, width, height], type:PIXI.Graphics.RECT}; points:[x, y, width, height], type:PIXI.Graphics.RECT};
this.graphicsData.push(this.currentPath); this.graphicsData.push(this.currentPath);
this.dirty = true; this.dirty = true;
} };
/** /**
* Draws a circle. * Draws a circle.
@ -177,36 +177,36 @@ PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
*/ */
PIXI.Graphics.prototype.drawCircle = function( x, y, radius) PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
{ {
if(this.currentPath.points.length == 0)this.graphicsData.pop(); if (!this.currentPath.points.length) this.graphicsData.pop();
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; points:[x, y, radius, radius], type:PIXI.Graphics.CIRC};
this.graphicsData.push(this.currentPath); this.graphicsData.push(this.currentPath);
this.dirty = true; this.dirty = true;
} };
/** /**
* Draws an elipse. * Draws an ellipse.
* *
* @method drawElipse * @method drawEllipse
* @param x {Number} * @param x {Number}
* @param y {Number} * @param y {Number}
* @param width {Number} * @param width {Number}
* @param height {Number} * @param height {Number}
*/ */
PIXI.Graphics.prototype.drawElipse = function( x, y, width, height) PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height)
{ {
if(this.currentPath.points.length == 0)this.graphicsData.pop(); if (!this.currentPath.points.length) this.graphicsData.pop();
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
points:[x, y, width, height], type:PIXI.Graphics.ELIP}; points:[x, y, width, height], type:PIXI.Graphics.ELIP};
this.graphicsData.push(this.currentPath); this.graphicsData.push(this.currentPath);
this.dirty = true; this.dirty = true;
} };
/** /**
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
@ -215,88 +215,83 @@ PIXI.Graphics.prototype.drawElipse = function( x, y, width, height)
*/ */
PIXI.Graphics.prototype.clear = function() PIXI.Graphics.prototype.clear = function()
{ {
this.lineWidth = 0; this.lineWidth = 0;
this.filling = false; this.filling = false;
this.dirty = true; this.dirty = true;
this.clearDirty = true; this.clearDirty = true;
this.graphicsData = []; this.graphicsData = [];
this.bounds = null//new PIXI.Rectangle(); this.bounds = null; //new PIXI.Rectangle();
} };
PIXI.Graphics.prototype.updateFilterBounds = function() PIXI.Graphics.prototype.updateFilterBounds = function()
{ {
if(!this.bounds) if(!this.bounds)
{ {
var minX = Infinity; var minX = Infinity;
var maxX = -Infinity; var maxX = -Infinity;
var minY = Infinity; var minY = Infinity;
var maxY = -Infinity; var maxY = -Infinity;
var points, x, y; var points, x, y;
for (var i = 0; i < this.graphicsData.length; i++) { for (var i = 0; i < this.graphicsData.length; i++) {
var data = this.graphicsData[i];
var type = data.type;
var lineWidth = data.lineWidth;
var data = this.graphicsData[i]; points = data.points;
var type = data.type;
var lineWidth = data.lineWidth;
points = data.points; if(type === PIXI.Graphics.RECT)
{
x = points.x - lineWidth/2;
y = points.y - lineWidth/2;
var width = points.width + lineWidth;
var height = points.height + lineWidth;
if(type === PIXI.Graphics.RECT) minX = x < minX ? x : minX;
{ maxX = x + width > maxX ? x + width : maxX;
x = points.x - lineWidth/2;
y = points.y - lineWidth/2;
var width = points.width + lineWidth;
var height = points.height + lineWidth;
minX = x < minX ? x : minX; minY = y < minY ? x : minY;
maxX = x + width > maxX ? x + width : maxX; maxY = y + height > maxY ? y + height : maxY;
}
else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP)
{
x = points.x;
y = points.y;
var radius = points.radius + lineWidth/2;
minY = y < minY ? x : minY; minX = x - radius < minX ? x - radius : minX;
maxY = y + height > maxY ? y + height : maxY; maxX = x + radius > maxX ? x + radius : maxX;
}
else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP)
{
x = points.x;
y = points.y;
var radius = points.radius + lineWidth/2;
minX = x - radius < minX ? x - radius : minX;
maxX = x + radius > maxX ? x + radius : maxX;
minY = y - radius < minY ? y - radius : minY; minY = y - radius < minY ? y - radius : minY;
maxY = y + radius > maxY ? y + radius : maxY; maxY = y + radius > maxY ? y + radius : maxY;
} }
else else
{ {
// POLY // POLY
for (var j = 0; j < points.length; j+=2) for (var j = 0; j < points.length; j+=2)
{ {
x = points[j];
y = points[j+1];
minX = x-lineWidth < minX ? x-lineWidth : minX; x = points[j];
maxX = x+lineWidth > maxX ? x+lineWidth : maxX; y = points[j+1];
minY = y-lineWidth < minY ? y-lineWidth : minY; minX = x-lineWidth < minX ? x-lineWidth : minX;
maxY = y+lineWidth > maxY ? y+lineWidth : maxY; maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
};
}
}; minY = y-lineWidth < minY ? y-lineWidth : minY;
maxY = y+lineWidth > maxY ? y+lineWidth : maxY;
}
}
}
this.bounds = new PIXI.Rectangle(minX, minY, maxX - minX, maxY - minY); this.bounds = new PIXI.Rectangle(minX, minY, maxX - minX, maxY - minY);
}
} // console.log(this.bounds);
};
// console.log(this.bounds);
}
// SOME TYPES: // SOME TYPES:
PIXI.Graphics.POLY = 0; PIXI.Graphics.POLY = 0;

View file

@ -11,7 +11,7 @@
PIXI.CanvasGraphics = function() PIXI.CanvasGraphics = function()
{ {
} };
/* /*
@ -25,128 +25,128 @@ PIXI.CanvasGraphics = function()
*/ */
PIXI.CanvasGraphics.renderGraphics = function(graphics, context) PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
{ {
var worldAlpha = graphics.worldAlpha; var worldAlpha = graphics.worldAlpha;
var color = '';
for (var i=0; i < graphics.graphicsData.length; i++) for (var i = 0; i < graphics.graphicsData.length; i++)
{ {
var data = graphics.graphicsData[i]; var data = graphics.graphicsData[i];
var points = data.points; var points = data.points;
context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
context.lineWidth = data.lineWidth; context.lineWidth = data.lineWidth;
if(data.type == PIXI.Graphics.POLY) if(data.type === PIXI.Graphics.POLY)
{ {
context.beginPath(); context.beginPath();
context.moveTo(points[0], points[1]); context.moveTo(points[0], points[1]);
for (var j=1; j < points.length/2; j++) for (var j=1; j < points.length/2; j++)
{ {
context.lineTo(points[j * 2], points[j * 2 + 1]); context.lineTo(points[j * 2], points[j * 2 + 1]);
} }
// if the first and last point are the same close the path - much neater :) // if the first and last point are the same close the path - much neater :)
if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
{ {
context.closePath(); context.closePath();
} }
if(data.fill) if(data.fill)
{ {
context.globalAlpha = data.fillAlpha * worldAlpha; context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fill(); context.fill();
} }
if(data.lineWidth) if(data.lineWidth)
{ {
context.globalAlpha = data.lineAlpha * worldAlpha; context.globalAlpha = data.lineAlpha * worldAlpha;
context.stroke(); context.stroke();
} }
} }
else if(data.type == PIXI.Graphics.RECT) else if(data.type === PIXI.Graphics.RECT)
{ {
if(data.fillColor || data.fillColor === 0) if(data.fillColor || data.fillColor === 0)
{ {
context.globalAlpha = data.fillAlpha * worldAlpha; context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillRect(points[0], points[1], points[2], points[3]); context.fillRect(points[0], points[1], points[2], points[3]);
} }
if(data.lineWidth) if(data.lineWidth)
{ {
context.globalAlpha = data.lineAlpha * worldAlpha; context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeRect(points[0], points[1], points[2], points[3]); context.strokeRect(points[0], points[1], points[2], points[3]);
} }
} }
else if(data.type == PIXI.Graphics.CIRC) else if(data.type === PIXI.Graphics.CIRC)
{ {
// TODO - need to be Undefined! // TODO - need to be Undefined!
context.beginPath(); context.beginPath();
context.arc(points[0], points[1], points[2],0,2*Math.PI); context.arc(points[0], points[1], points[2],0,2*Math.PI);
context.closePath(); context.closePath();
if(data.fill) if(data.fill)
{ {
context.globalAlpha = data.fillAlpha * worldAlpha; context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fill(); context.fill();
} }
if(data.lineWidth) if(data.lineWidth)
{ {
context.globalAlpha = data.lineAlpha * worldAlpha; context.globalAlpha = data.lineAlpha * worldAlpha;
context.stroke(); context.stroke();
} }
} }
else if(data.type == PIXI.Graphics.ELIP) else if(data.type === PIXI.Graphics.ELIP)
{ {
// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
var elipseData = data.points; var ellipseData = data.points;
var w = elipseData[2] * 2; var w = ellipseData[2] * 2;
var h = elipseData[3] * 2; var h = ellipseData[3] * 2;
var x = elipseData[0] - w/2; var x = ellipseData[0] - w/2;
var y = elipseData[1] - h/2; var y = ellipseData[1] - h/2;
context.beginPath(); context.beginPath();
var kappa = .5522848, var kappa = 0.5522848,
ox = (w / 2) * kappa, // control point offset horizontal ox = (w / 2) * kappa, // control point offset horizontal
oy = (h / 2) * kappa, // control point offset vertical oy = (h / 2) * kappa, // control point offset vertical
xe = x + w, // x-end xe = x + w, // x-end
ye = y + h, // y-end ye = y + h, // y-end
xm = x + w / 2, // x-middle xm = x + w / 2, // x-middle
ym = y + h / 2; // y-middle ym = y + h / 2; // y-middle
context.moveTo(x, ym); context.moveTo(x, ym);
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
context.closePath(); context.closePath();
if(data.fill) if(data.fill)
{ {
context.globalAlpha = data.fillAlpha * worldAlpha; context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fill(); context.fill();
} }
if(data.lineWidth) if(data.lineWidth)
{ {
context.globalAlpha = data.lineAlpha * worldAlpha; context.globalAlpha = data.lineAlpha * worldAlpha;
context.stroke(); context.stroke();
} }
} }
}
}; };
}
/* /*
* Renders a graphics mask * Renders a graphics mask
@ -159,82 +159,79 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
*/ */
PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
{ {
var worldAlpha = graphics.worldAlpha; var len = graphics.graphicsData.length;
var len = graphics.graphicsData.length; if(len === 0) return;
if(len === 0)return;
if(len > 1) if(len > 1)
{ {
len = 1; len = 1;
console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object") window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object');
} }
for (var i=0; i < 1; i++) for (var i = 0; i < 1; i++)
{ {
var data = graphics.graphicsData[i]; var data = graphics.graphicsData[i];
var points = data.points; var points = data.points;
if(data.type == PIXI.Graphics.POLY) if(data.type === PIXI.Graphics.POLY)
{ {
context.beginPath(); context.beginPath();
context.moveTo(points[0], points[1]); context.moveTo(points[0], points[1]);
for (var j=1; j < points.length/2; j++) for (var j=1; j < points.length/2; j++)
{ {
context.lineTo(points[j * 2], points[j * 2 + 1]); context.lineTo(points[j * 2], points[j * 2 + 1]);
} }
// if the first and last point are the same close the path - much neater :) // if the first and last point are the same close the path - much neater :)
if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
{ {
context.closePath(); context.closePath();
} }
} }
else if(data.type == PIXI.Graphics.RECT) else if(data.type === PIXI.Graphics.RECT)
{ {
context.beginPath(); context.beginPath();
context.rect(points[0], points[1], points[2], points[3]); context.rect(points[0], points[1], points[2], points[3]);
context.closePath(); context.closePath();
} }
else if(data.type == PIXI.Graphics.CIRC) else if(data.type === PIXI.Graphics.CIRC)
{ {
// TODO - need to be Undefined! // TODO - need to be Undefined!
context.beginPath(); context.beginPath();
context.arc(points[0], points[1], points[2],0,2*Math.PI); context.arc(points[0], points[1], points[2],0,2*Math.PI);
context.closePath(); context.closePath();
} }
else if(data.type == PIXI.Graphics.ELIP) else if(data.type === PIXI.Graphics.ELIP)
{ {
// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
var elipseData = data.points; var ellipseData = data.points;
var w = elipseData[2] * 2; var w = ellipseData[2] * 2;
var h = elipseData[3] * 2; var h = ellipseData[3] * 2;
var x = elipseData[0] - w/2; var x = ellipseData[0] - w/2;
var y = elipseData[1] - h/2; var y = ellipseData[1] - h/2;
context.beginPath(); context.beginPath();
var kappa = .5522848, var kappa = 0.5522848,
ox = (w / 2) * kappa, // control point offset horizontal ox = (w / 2) * kappa, // control point offset horizontal
oy = (h / 2) * kappa, // control point offset vertical oy = (h / 2) * kappa, // control point offset vertical
xe = x + w, // x-end xe = x + w, // x-end
ye = y + h, // y-end ye = y + h, // y-end
xm = x + w / 2, // x-middle xm = x + w / 2, // x-middle
ym = y + h / 2; // y-middle ym = y + h / 2; // y-middle
context.moveTo(x, ym); context.moveTo(x, ym);
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
context.closePath(); context.closePath();
} }
}
};
};
}

View file

@ -2,7 +2,6 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/** /**
* the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL. * the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
* Dont forget to add the view to your DOM or you will not see anything :) * Dont forget to add the view to your DOM or you will not see anything :)
@ -16,49 +15,63 @@
*/ */
PIXI.CanvasRenderer = function(width, height, view, transparent) PIXI.CanvasRenderer = function(width, height, view, transparent)
{ {
this.transparent = transparent; this.transparent = transparent;
/** /**
* The width of the canvas view * The width of the canvas view
* *
* @property width * @property width
* @type Number * @type Number
* @default 800 * @default 800
*/ */
this.width = width || 800; this.width = width || 800;
/** /**
* The height of the canvas view * The height of the canvas view
* *
* @property height * @property height
* @type Number * @type Number
* @default 600 * @default 600
*/ */
this.height = height || 600; this.height = height || 600;
/** /**
* The canvas element that the everything is drawn to * The canvas element that the everything is drawn to
* *
* @property view * @property view
* @type Canvas * @type Canvas
*/ */
this.view = view || document.createElement( 'canvas' ); this.view = view || document.createElement( 'canvas' );
/** /**
* The canvas context that the everything is drawn to * The canvas context that the everything is drawn to
* @property context * @property context
* @type Canvas 2d Context * @type Canvas 2d Context
*/ */
this.context = this.view.getContext("2d"); this.context = this.view.getContext( '2d' );
//some filter variables
this.smoothProperty = null;
if('imageSmoothingEnabled' in this.context)
this.smoothProperty = 'imageSmoothingEnabled';
else if('webkitImageSmoothingEnabled' in this.context)
this.smoothProperty = 'webkitImageSmoothingEnabled';
else if('mozImageSmoothingEnabled' in this.context)
this.smoothProperty = 'mozImageSmoothingEnabled';
else if('oImageSmoothingEnabled' in this.context)
this.smoothProperty = 'oImageSmoothingEnabled';
this.scaleMode = null;
this.refresh = true;
// hack to enable some hardware acceleration!
//this.view.style["transform"] = "translatez(0)";
this.refresh = true;
// hack to enable some hardware acceleration!
//this.view.style["transform"] = "translatez(0)";
this.view.width = this.width; this.view.width = this.width;
this.view.height = this.height; this.view.height = this.height;
this.count = 0; this.count = 0;
} };
// constructor // constructor
PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer; PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
@ -71,44 +84,42 @@ PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
*/ */
PIXI.CanvasRenderer.prototype.render = function(stage) PIXI.CanvasRenderer.prototype.render = function(stage)
{ {
//stage.__childrenAdded = [];
//stage.__childrenAdded = []; //stage.__childrenRemoved = [];
//stage.__childrenRemoved = [];
// update textures if need be
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
PIXI.visibleCount++;
stage.updateTransform();
// update the background color
if(this.view.style.backgroundColor!=stage.backgroundColorString && !this.transparent)this.view.style.backgroundColor = stage.backgroundColorString;
this.context.setTransform(1,0,0,1,0,0); // update textures if need be
this.context.clearRect(0, 0, this.width, this.height) PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
PIXI.visibleCount++;
stage.updateTransform();
// update the background color
if(this.view.style.backgroundColor !== stage.backgroundColorString && !this.transparent)
this.view.style.backgroundColor = stage.backgroundColorString;
this.context.setTransform(1,0,0,1,0,0);
this.context.clearRect(0, 0, this.width, this.height);
this.renderDisplayObject(stage); this.renderDisplayObject(stage);
//as //as
// run interaction! // run interaction!
if(stage.interactive) if(stage.interactive)
{ {
//need to add some events! //need to add some events!
if(!stage._interactiveEventsAdded) if(!stage._interactiveEventsAdded)
{ {
stage._interactiveEventsAdded = true; stage._interactiveEventsAdded = true;
stage.interactionManager.setTarget(this); stage.interactionManager.setTarget(this);
} }
} }
// remove frame updates.. // remove frame updates..
if(PIXI.Texture.frameUpdates.length > 0) if(PIXI.Texture.frameUpdates.length > 0)
{ {
PIXI.Texture.frameUpdates = []; PIXI.Texture.frameUpdates = [];
} }
};
}
/** /**
* resizes the canvas view to the specified width and height * resizes the canvas view to the specified width and height
@ -119,12 +130,12 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
*/ */
PIXI.CanvasRenderer.prototype.resize = function(width, height) PIXI.CanvasRenderer.prototype.resize = function(width, height)
{ {
this.width = width; this.width = width;
this.height = height; this.height = height;
this.view.width = width; this.view.width = width;
this.view.height = height; this.view.height = height;
} };
/** /**
* Renders a display object * Renders a display object
@ -135,118 +146,116 @@ PIXI.CanvasRenderer.prototype.resize = function(width, height)
*/ */
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject) PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{ {
// no loger recurrsive! // no loger recurrsive!
var transform; var transform;
var context = this.context; var context = this.context;
context.globalCompositeOperation = 'source-over';
// one the display object hits this. we can break the loop
var testObject = displayObject.last._iNext;
displayObject = displayObject.first;
do
{
transform = displayObject.worldTransform;
if(!displayObject.visible)
{
displayObject = displayObject.last._iNext;
continue;
}
if(!displayObject.renderable)
{
displayObject = displayObject._iNext;
continue;
}
if(displayObject instanceof PIXI.Sprite)
{
var frame = displayObject.texture.frame; context.globalCompositeOperation = 'source-over';
//ignore null sources // one the display object hits this. we can break the loop
if(frame && frame.width && frame.height && displayObject.texture.baseTexture.source) var testObject = displayObject.last._iNext;
{ displayObject = displayObject.first;
context.globalAlpha = displayObject.worldAlpha;
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
context.drawImage(displayObject.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
(displayObject.anchor.x) * -frame.width,
(displayObject.anchor.y) * -frame.height,
frame.width,
frame.height);
}
}
else if(displayObject instanceof PIXI.Strip)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
this.renderStrip(displayObject);
}
else if(displayObject instanceof PIXI.TilingSprite)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
this.renderTilingSprite(displayObject);
}
else if(displayObject instanceof PIXI.CustomRenderable)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
}
else if(displayObject instanceof PIXI.FilterBlock)
{
if(displayObject.data instanceof PIXI.Graphics)
{
var mask = displayObject.data;
if(displayObject.open) do
{ {
context.save(); transform = displayObject.worldTransform;
var cacheAlpha = mask.alpha;
var maskTransform = mask.worldTransform;
context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
mask.worldAlpha = 0.5;
context.worldAlpha = 0;
PIXI.CanvasGraphics.renderGraphicsMask(mask, context);
context.clip();
mask.worldAlpha = cacheAlpha;
}
else
{
context.restore();
}
}
else
{
// only masks supported right now!
}
}
// count++
displayObject = displayObject._iNext;
}
while(displayObject != testObject)
if(!displayObject.visible)
} {
displayObject = displayObject.last._iNext;
continue;
}
if(!displayObject.renderable)
{
displayObject = displayObject._iNext;
continue;
}
if(displayObject instanceof PIXI.Sprite)
{
var frame = displayObject.texture.frame;
//ignore null sources
if(frame && frame.width && frame.height && displayObject.texture.baseTexture.source)
{
context.globalAlpha = displayObject.worldAlpha;
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
if(this.smoothProperty && this.scaleMode !== displayObject.texture.baseTexture.scaleMode) {
this.scaleMode = displayObject.texture.baseTexture.scaleMode;
context[this.smoothProperty] = (this.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR);
}
context.drawImage(displayObject.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
(displayObject.anchor.x) * -frame.width,
(displayObject.anchor.y) * -frame.height,
frame.width,
frame.height);
}
}
else if(displayObject instanceof PIXI.Strip)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
this.renderStrip(displayObject);
}
else if(displayObject instanceof PIXI.TilingSprite)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
this.renderTilingSprite(displayObject);
}
else if(displayObject instanceof PIXI.CustomRenderable)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
}
else if(displayObject instanceof PIXI.FilterBlock)
{
if(displayObject.data instanceof PIXI.Graphics)
{
var mask = displayObject.data;
if(displayObject.open)
{
context.save();
var cacheAlpha = mask.alpha;
var maskTransform = mask.worldTransform;
context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5]);
mask.worldAlpha = 0.5;
context.worldAlpha = 0;
PIXI.CanvasGraphics.renderGraphicsMask(mask, context);
context.clip();
mask.worldAlpha = cacheAlpha;
}
else
{
context.restore();
}
}
}
//count++
displayObject = displayObject._iNext;
}
while(displayObject !== testObject);
};
/** /**
* Renders a flat strip * Renders a flat strip
@ -257,33 +266,30 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
*/ */
PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
{ {
var context = this.context; var context = this.context;
var verticies = strip.verticies; var verticies = strip.verticies;
var uvs = strip.uvs;
var length = verticies.length/2;
var length = verticies.length/2; this.count++;
this.count++;
context.beginPath();
context.beginPath(); for (var i=1; i < length-2; i++)
for (var i=1; i < length-2; i++) {
{ // draw some triangles!
var index = i*2;
// draw some triangles!
var index = i*2; var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5]; context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.moveTo(x0, y0); context.lineTo(x2, y2);
context.lineTo(x1, y1); }
context.lineTo(x2, y2);
context.fillStyle = '#FF0000';
}; context.fill();
context.closePath();
context.fillStyle = "#FF0000"; };
context.fill();
context.closePath();
}
/** /**
* Renders a tiling sprite * Renders a tiling sprite
@ -294,29 +300,30 @@ PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
*/ */
PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite) PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
{ {
var context = this.context; var context = this.context;
context.globalAlpha = sprite.worldAlpha; context.globalAlpha = sprite.worldAlpha;
if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat"); if(!sprite.__tilePattern)
sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, 'repeat');
context.beginPath();
context.beginPath();
var tilePosition = sprite.tilePosition;
var tileScale = sprite.tileScale; var tilePosition = sprite.tilePosition;
var tileScale = sprite.tileScale;
// offset // offset
context.scale(tileScale.x,tileScale.y); context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x, tilePosition.y); context.translate(tilePosition.x, tilePosition.y);
context.fillStyle = sprite.__tilePattern; context.fillStyle = sprite.__tilePattern;
context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width / tileScale.x, sprite.height / tileScale.y); context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width / tileScale.x, sprite.height / tileScale.y);
context.scale(1/tileScale.x, 1/tileScale.y); context.scale(1/tileScale.x, 1/tileScale.y);
context.translate(-tilePosition.x, -tilePosition.y); context.translate(-tilePosition.x, -tilePosition.y);
context.closePath(); context.closePath();
} };
/** /**
* Renders a strip * Renders a strip
@ -327,55 +334,49 @@ PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
*/ */
PIXI.CanvasRenderer.prototype.renderStrip = function(strip) PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
{ {
var context = this.context; var context = this.context;
// draw triangles!! // draw triangles!!
var verticies = strip.verticies; var verticies = strip.verticies;
var uvs = strip.uvs; var uvs = strip.uvs;
var length = verticies.length/2;
this.count++;
for (var i=1; i < length-2; i++)
{
// draw some triangles!
var index = i*2;
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
var length = verticies.length/2;
this.count++;
for (var i = 1; i < length-2; i++)
{
// draw some triangles!
var index = i*2;
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
context.clip();
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
context.clip();
// Compute matrix transform // Compute matrix transform
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2; var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
var delta_a = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2; var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
var delta_b = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2; var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
var delta_c = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2; var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
var delta_d = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2; var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
var delta_e = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2; var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
var delta_f = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2; var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
context.transform(deltaA / delta, deltaD / delta,
deltaB / delta, deltaE / delta,
deltaC / delta, deltaF / delta);
context.transform(delta_a/delta, delta_d/delta,
delta_b/delta, delta_e/delta, context.drawImage(strip.texture.baseTexture.source, 0, 0);
delta_c/delta, delta_f/delta); context.restore();
}
context.drawImage(strip.texture.baseTexture.source, 0, 0); };
context.restore();
};
}

View file

@ -12,26 +12,25 @@ PIXI.PixiShader = function()
/** /**
* @property {any} program - The WebGL program. * @property {any} program - The WebGL program.
*/ */
this.program; this.program = null;
/** /**
* @property {array} fragmentSrc - The fragment shader. * @property {array} fragmentSrc - The fragment shader.
*/ */
this.fragmentSrc = [ this.fragmentSrc = [
"precision lowp float;", 'precision lowp float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {", 'void main(void) {',
"gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;", ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;',
"}" '}'
]; ];
/** /**
* @property {number} textureCount - A local texture counter for multi-texture shaders. * @property {number} textureCount - A local texture counter for multi-texture shaders.
*/ */
this.textureCount = 0; this.textureCount = 0;
}; };
/** /**
@ -39,23 +38,23 @@ PIXI.PixiShader = function()
*/ */
PIXI.PixiShader.prototype.init = function() PIXI.PixiShader.prototype.init = function()
{ {
var program = PIXI.compileProgram(this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc) var program = PIXI.compileProgram(this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(program); gl.useProgram(program);
// get and store the uniforms for the shader // get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, "uSampler"); this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, "projectionVector"); this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, "offsetVector"); this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, "dimensions"); this.dimensions = gl.getUniformLocation(program, 'dimensions');
// get and store the attributes // get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.colorAttribute = gl.getAttribLocation(program, "aColor"); this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord"); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
// add those custom shaders! // add those custom shaders!
for (var key in this.uniforms) for (var key in this.uniforms)
{ {
@ -64,7 +63,7 @@ PIXI.PixiShader.prototype.init = function()
} }
this.initUniforms(); this.initUniforms();
this.program = program; this.program = program;
}; };
@ -80,13 +79,14 @@ PIXI.PixiShader.prototype.initUniforms = function()
this.textureCount = 1; this.textureCount = 1;
var uniform; var uniform;
for (var key in this.uniforms) for (var key in this.uniforms)
{ {
var uniform = this.uniforms[key]; uniform = this.uniforms[key];
var type = uniform.type; var type = uniform.type;
if (type == 'sampler2D') if (type === 'sampler2D')
{ {
uniform._init = false; uniform._init = false;
@ -95,21 +95,21 @@ PIXI.PixiShader.prototype.initUniforms = function()
this.initSampler2D(uniform); this.initSampler2D(uniform);
} }
} }
else if (type == 'mat2' || type == 'mat3' || type == 'mat4') else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
{ {
// These require special handling // These require special handling
uniform.glMatrix = true; uniform.glMatrix = true;
uniform.glValueLength = 1; uniform.glValueLength = 1;
if (type == 'mat2') if (type === 'mat2')
{ {
uniform.glFunc = PIXI.gl.uniformMatrix2fv; uniform.glFunc = PIXI.gl.uniformMatrix2fv;
} }
else if (type == 'mat3') else if (type === 'mat3')
{ {
uniform.glFunc = PIXI.gl.uniformMatrix3fv; uniform.glFunc = PIXI.gl.uniformMatrix3fv;
} }
else if (type == 'mat4') else if (type === 'mat4')
{ {
uniform.glFunc = PIXI.gl.uniformMatrix4fv; uniform.glFunc = PIXI.gl.uniformMatrix4fv;
} }
@ -119,15 +119,15 @@ PIXI.PixiShader.prototype.initUniforms = function()
// GL function reference // GL function reference
uniform.glFunc = PIXI.gl['uniform' + type]; uniform.glFunc = PIXI.gl['uniform' + type];
if (type == '2f' || type == '2i') if (type === '2f' || type === '2i')
{ {
uniform.glValueLength = 2; uniform.glValueLength = 2;
} }
else if (type == '3f' || type == '3i') else if (type === '3f' || type === '3i')
{ {
uniform.glValueLength = 3; uniform.glValueLength = 3;
} }
else if (type == '4f' || type == '4i') else if (type === '4f' || type === '4i')
{ {
uniform.glValueLength = 4; uniform.glValueLength = 4;
} }
@ -137,7 +137,7 @@ PIXI.PixiShader.prototype.initUniforms = function()
} }
} }
} }
}; };
/** /**
@ -224,12 +224,12 @@ PIXI.PixiShader.prototype.syncUniforms = function()
var uniform; var uniform;
// This would probably be faster in an array and it would guarantee key order // This would probably be faster in an array and it would guarantee key order
for (var key in this.uniforms) for (var key in this.uniforms)
{ {
uniform = this.uniforms[key]; uniform = this.uniforms[key];
if (uniform.glValueLength == 1) if (uniform.glValueLength === 1)
{ {
if (uniform.glMatrix === true) if (uniform.glMatrix === true)
{ {
@ -240,19 +240,19 @@ PIXI.PixiShader.prototype.syncUniforms = function()
uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value); uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value);
} }
} }
else if (uniform.glValueLength == 2) else if (uniform.glValueLength === 2)
{ {
uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y); uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
} }
else if (uniform.glValueLength == 3) else if (uniform.glValueLength === 3)
{ {
uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z); uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
} }
else if (uniform.glValueLength == 4) else if (uniform.glValueLength === 4)
{ {
uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w); uniform.glFunc.call(PIXI.gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
} }
else if (uniform.type == 'sampler2D') else if (uniform.type === 'sampler2D')
{ {
if (uniform._init) if (uniform._init)
{ {
@ -267,26 +267,25 @@ PIXI.PixiShader.prototype.syncUniforms = function()
} }
} }
} }
}; };
PIXI.PixiShader.defaultVertexSrc = [ PIXI.PixiShader.defaultVertexSrc = [
'attribute vec2 aVertexPosition;',
"attribute vec2 aVertexPosition;", 'attribute vec2 aTextureCoord;',
"attribute vec2 aTextureCoord;", 'attribute float aColor;',
"attribute float aColor;",
"uniform vec2 projectionVector;", 'uniform vec2 projectionVector;',
"uniform vec2 offsetVector;", 'uniform vec2 offsetVector;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"const vec2 center = vec2(-1.0, 1.0);", 'const vec2 center = vec2(-1.0, 1.0);',
"void main(void) {", 'void main(void) {',
"gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);", ' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
"vTextureCoord = aTextureCoord;", ' vTextureCoord = aTextureCoord;',
"vColor = aColor;", ' vColor = aColor;',
"}" '}'
]; ];

View file

@ -5,53 +5,54 @@
PIXI.PrimitiveShader = function() PIXI.PrimitiveShader = function()
{ {
// the webGL program.. // the webGL program..
this.program; this.program = null;
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec4 vColor;", 'varying vec4 vColor;',
"void main(void) {",
"gl_FragColor = vColor;", 'void main(void) {',
"}" ' gl_FragColor = vColor;',
'}'
]; ];
this.vertexSrc = [ this.vertexSrc = [
"attribute vec2 aVertexPosition;", 'attribute vec2 aVertexPosition;',
"attribute vec4 aColor;", 'attribute vec4 aColor;',
"uniform mat3 translationMatrix;", 'uniform mat3 translationMatrix;',
"uniform vec2 projectionVector;", 'uniform vec2 projectionVector;',
"uniform vec2 offsetVector;", 'uniform vec2 offsetVector;',
"uniform float alpha;", 'uniform float alpha;',
"varying vec4 vColor;", 'varying vec4 vColor;',
"void main(void) {",
"vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);", 'void main(void) {',
"v -= offsetVector.xyx;", ' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", ' v -= offsetVector.xyx;',
"vColor = aColor * alpha;", ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
"}" ' vColor = aColor * alpha;',
'}'
]; ];
};
}
PIXI.PrimitiveShader.prototype.init = function() PIXI.PrimitiveShader.prototype.init = function()
{ {
var program = PIXI.compileProgram(this.vertexSrc, this.fragmentSrc); var program = PIXI.compileProgram(this.vertexSrc, this.fragmentSrc);
var gl = PIXI.gl;
gl.useProgram(program);
// get and store the uniforms for the shader
this.projectionVector = gl.getUniformLocation(program, "projectionVector");
this.offsetVector = gl.getUniformLocation(program, "offsetVector");
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
this.colorAttribute = gl.getAttribLocation(program, "aColor");
this.translationMatrix = gl.getUniformLocation(program, "translationMatrix");
this.alpha = gl.getUniformLocation(program, "alpha");
this.program = program; var gl = PIXI.gl;
}
gl.useProgram(program);
// get and store the uniforms for the shader
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, 'alpha');
this.program = program;
};

View file

@ -5,61 +5,63 @@
PIXI.StripShader = function() PIXI.StripShader = function()
{ {
// the webGL program.. // the webGL program..
this.program; this.program = null;
this.fragmentSrc = [ this.fragmentSrc = [
"precision mediump float;", 'precision mediump float;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying float vColor;", 'varying float vColor;',
"uniform float alpha;", 'uniform float alpha;',
"uniform sampler2D uSampler;", 'uniform sampler2D uSampler;',
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", 'void main(void) {',
"gl_FragColor = gl_FragColor * alpha;", ' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
"}" ' gl_FragColor = gl_FragColor * alpha;',
'}'
]; ];
this.vertexSrc = [ this.vertexSrc = [
"attribute vec2 aVertexPosition;", 'attribute vec2 aVertexPosition;',
"attribute vec2 aTextureCoord;", 'attribute vec2 aTextureCoord;',
"attribute float aColor;", 'attribute float aColor;',
"uniform mat3 translationMatrix;", 'uniform mat3 translationMatrix;',
"uniform vec2 projectionVector;", 'uniform vec2 projectionVector;',
"varying vec2 vTextureCoord;", 'varying vec2 vTextureCoord;',
"varying vec2 offsetVector;", 'varying vec2 offsetVector;',
"varying float vColor;", 'varying float vColor;',
"void main(void) {",
"vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", 'void main(void) {',
"v -= offsetVector.xyx;", ' vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);',
"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);", ' v -= offsetVector.xyx;',
"vTextureCoord = aTextureCoord;", ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);',
"vColor = aColor;", ' vTextureCoord = aTextureCoord;',
"}" ' vColor = aColor;',
'}'
]; ];
} };
PIXI.StripShader.prototype.init = function() PIXI.StripShader.prototype.init = function()
{ {
var program = PIXI.compileProgram(this.vertexSrc, this.fragmentSrc) var program = PIXI.compileProgram(this.vertexSrc, this.fragmentSrc);
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(program); gl.useProgram(program);
// get and store the uniforms for the shader // get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, "uSampler"); this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, "projectionVector"); this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, "offsetVector"); this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.colorAttribute = gl.getAttribLocation(program, "aColor"); this.colorAttribute = gl.getAttribLocation(program, 'aColor');
//this.dimensions = gl.getUniformLocation(this.program, "dimensions"); //this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
// get and store the attributes // get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord"); this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.translationMatrix = gl.getUniformLocation(program, "translationMatrix"); this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, "alpha"); this.alpha = gl.getUniformLocation(program, 'alpha');
this.program = program; this.program = program;
} };

View file

@ -9,35 +9,35 @@ PIXI._batchs = [];
*/ */
PIXI._getBatch = function(gl) PIXI._getBatch = function(gl)
{ {
if(PIXI._batchs.length == 0) if(PIXI._batchs.length === 0)
{ {
return new PIXI.WebGLBatch(gl); return new PIXI.WebGLBatch(gl);
} }
else else
{ {
return PIXI._batchs.pop(); return PIXI._batchs.pop();
} }
} };
/** /**
* @private * @private
*/ */
PIXI._returnBatch = function(batch) PIXI._returnBatch = function(batch)
{ {
batch.clean(); batch.clean();
PIXI._batchs.push(batch); PIXI._batchs.push(batch);
} };
/** /**
* @private * @private
*/ */
PIXI._restoreBatchs = function(gl) PIXI._restoreBatchs = function(gl)
{ {
for (var i=0; i < PIXI._batchs.length; i++) for (var i=0; i < PIXI._batchs.length; i++)
{ {
PIXI._batchs[i].restoreLostContext(gl); PIXI._batchs[i].restoreLostContext(gl);
}; }
} };
/** /**
* A WebGLBatch Enables a group of sprites to be drawn using the same settings. * A WebGLBatch Enables a group of sprites to be drawn using the same settings.
@ -53,17 +53,17 @@ PIXI._restoreBatchs = function(gl)
*/ */
PIXI.WebGLBatch = function(gl) PIXI.WebGLBatch = function(gl)
{ {
this.gl = gl; this.gl = gl;
this.size = 0;
this.vertexBuffer = gl.createBuffer(); this.size = 0;
this.indexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer(); this.vertexBuffer = gl.createBuffer();
this.colorBuffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer();
this.blendMode = PIXI.blendModes.NORMAL; this.uvBuffer = gl.createBuffer();
this.dynamicSize = 1; this.colorBuffer = gl.createBuffer();
} this.blendMode = PIXI.blendModes.NORMAL;
this.dynamicSize = 1;
};
// constructor // constructor
PIXI.WebGLBatch.prototype.constructor = PIXI.WebGLBatch; PIXI.WebGLBatch.prototype.constructor = PIXI.WebGLBatch;
@ -75,17 +75,17 @@ PIXI.WebGLBatch.prototype.constructor = PIXI.WebGLBatch;
*/ */
PIXI.WebGLBatch.prototype.clean = function() PIXI.WebGLBatch.prototype.clean = function()
{ {
this.verticies = []; this.verticies = [];
this.uvs = []; this.uvs = [];
this.indices = []; this.indices = [];
this.colors = []; this.colors = [];
this.dynamicSize = 1; this.dynamicSize = 1;
this.texture = null; this.texture = null;
this.last = null; this.last = null;
this.size = 0; this.size = 0;
this.head; this.head = null;
this.tail; this.tail = null;
} };
/** /**
* Recreates the buffers in the event of a context loss * Recreates the buffers in the event of a context loss
@ -95,32 +95,32 @@ PIXI.WebGLBatch.prototype.clean = function()
*/ */
PIXI.WebGLBatch.prototype.restoreLostContext = function(gl) PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
{ {
this.gl = gl; this.gl = gl;
this.vertexBuffer = gl.createBuffer(); this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer(); this.uvBuffer = gl.createBuffer();
this.colorBuffer = gl.createBuffer(); this.colorBuffer = gl.createBuffer();
} };
/** /**
* inits the batch's texture and blend mode based if the supplied sprite * inits the batch's texture and blend mode based if the supplied sprite
* *
* @method init * @method init
* @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with * @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with
* the same base texture and blend mode will be allowed to be added to this batch * the same base texture and blend mode will be allowed to be added to this batch
*/ */
PIXI.WebGLBatch.prototype.init = function(sprite) PIXI.WebGLBatch.prototype.init = function(sprite)
{ {
sprite.batch = this; sprite.batch = this;
this.dirty = true; this.dirty = true;
this.blendMode = sprite.blendMode; this.blendMode = sprite.blendMode;
this.texture = sprite.texture.baseTexture; this.texture = sprite.texture.baseTexture;
this.head = sprite; this.head = sprite;
this.tail = sprite; this.tail = sprite;
this.size = 1; this.size = 1;
this.growBatch(); this.growBatch();
} };
/** /**
* inserts a sprite before the specified sprite * inserts a sprite before the specified sprite
@ -128,27 +128,27 @@ PIXI.WebGLBatch.prototype.init = function(sprite)
* @method insertBefore * @method insertBefore
* @param sprite {Sprite} the sprite to be added * @param sprite {Sprite} the sprite to be added
* @param nextSprite {nextSprite} the first sprite will be inserted before this sprite * @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
*/ */
PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite) PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
{ {
this.size++; this.size++;
sprite.batch = this; sprite.batch = this;
this.dirty = true; this.dirty = true;
var tempPrev = nextSprite.__prev; var tempPrev = nextSprite.__prev;
nextSprite.__prev = sprite; nextSprite.__prev = sprite;
sprite.__next = nextSprite; sprite.__next = nextSprite;
if(tempPrev) if(tempPrev)
{ {
sprite.__prev = tempPrev; sprite.__prev = tempPrev;
tempPrev.__next = sprite; tempPrev.__next = sprite;
} }
else else
{ {
this.head = sprite; this.head = sprite;
} }
} };
/** /**
* inserts a sprite after the specified sprite * inserts a sprite after the specified sprite
@ -156,72 +156,72 @@ PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
* @method insertAfter * @method insertAfter
* @param sprite {Sprite} the sprite to be added * @param sprite {Sprite} the sprite to be added
* @param previousSprite {Sprite} the first sprite will be inserted after this sprite * @param previousSprite {Sprite} the first sprite will be inserted after this sprite
*/ */
PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite) PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
{ {
this.size++; this.size++;
sprite.batch = this; sprite.batch = this;
this.dirty = true; this.dirty = true;
var tempNext = previousSprite.__next; var tempNext = previousSprite.__next;
previousSprite.__next = sprite; previousSprite.__next = sprite;
sprite.__prev = previousSprite; sprite.__prev = previousSprite;
if(tempNext) if(tempNext)
{ {
sprite.__next = tempNext; sprite.__next = tempNext;
tempNext.__prev = sprite; tempNext.__prev = sprite;
} }
else else
{ {
this.tail = sprite this.tail = sprite;
} }
} };
/** /**
* removes a sprite from the batch * removes a sprite from the batch
* *
* @method remove * @method remove
* @param sprite {Sprite} the sprite to be removed * @param sprite {Sprite} the sprite to be removed
*/ */
PIXI.WebGLBatch.prototype.remove = function(sprite) PIXI.WebGLBatch.prototype.remove = function(sprite)
{ {
this.size--; this.size--;
if(this.size == 0) if(this.size === 0)
{ {
sprite.batch = null; sprite.batch = null;
sprite.__prev = null; sprite.__prev = null;
sprite.__next = null; sprite.__next = null;
return; return;
} }
if(sprite.__prev) if(sprite.__prev)
{ {
sprite.__prev.__next = sprite.__next; sprite.__prev.__next = sprite.__next;
} }
else else
{ {
this.head = sprite.__next; this.head = sprite.__next;
this.head.__prev = null; this.head.__prev = null;
} }
if(sprite.__next) if(sprite.__next)
{ {
sprite.__next.__prev = sprite.__prev; sprite.__next.__prev = sprite.__prev;
} }
else else
{ {
this.tail = sprite.__prev; this.tail = sprite.__prev;
this.tail.__next = null this.tail.__next = null;
} }
sprite.batch = null; sprite.batch = null;
sprite.__next = null; sprite.__next = null;
sprite.__prev = null; sprite.__prev = null;
this.dirty = true; this.dirty = true;
} };
/** /**
* Splits the batch into two with the specified sprite being the start of the new batch. * Splits the batch into two with the specified sprite being the start of the new batch.
@ -232,62 +232,62 @@ PIXI.WebGLBatch.prototype.remove = function(sprite)
*/ */
PIXI.WebGLBatch.prototype.split = function(sprite) PIXI.WebGLBatch.prototype.split = function(sprite)
{ {
this.dirty = true; this.dirty = true;
var batch = new PIXI.WebGLBatch(this.gl); var batch = new PIXI.WebGLBatch(this.gl);
batch.init(sprite); batch.init(sprite);
batch.texture = this.texture; batch.texture = this.texture;
batch.tail = this.tail; batch.tail = this.tail;
this.tail = sprite.__prev; this.tail = sprite.__prev;
this.tail.__next = null; this.tail.__next = null;
sprite.__prev = null; sprite.__prev = null;
// return a splite batch! // return a splite batch!
// TODO this size is wrong! // TODO this size is wrong!
// need to recalculate :/ problem with a linked list! // need to recalculate :/ problem with a linked list!
// unless it gets calculated in the "clean"? // unless it gets calculated in the "clean"?
// need to loop through items as there is no way to know the length on a linked list :/ // need to loop through items as there is no way to know the length on a linked list :/
var tempSize = 0; var tempSize = 0;
while(sprite) while(sprite)
{ {
tempSize++; tempSize++;
sprite.batch = batch; sprite.batch = batch;
sprite = sprite.__next; sprite = sprite.__next;
} }
batch.size = tempSize; batch.size = tempSize;
this.size -= tempSize; this.size -= tempSize;
return batch; return batch;
} };
/** /**
* Merges two batchs together * Merges two batchs together
* *
* @method merge * @method merge
* @param batch {WebGLBatch} the batch that will be merged * @param batch {WebGLBatch} the batch that will be merged
*/ */
PIXI.WebGLBatch.prototype.merge = function(batch) PIXI.WebGLBatch.prototype.merge = function(batch)
{ {
this.dirty = true; this.dirty = true;
this.tail.__next = batch.head; this.tail.__next = batch.head;
batch.head.__prev = this.tail; batch.head.__prev = this.tail;
this.size += batch.size; this.size += batch.size;
this.tail = batch.tail; this.tail = batch.tail;
var sprite = batch.head; var sprite = batch.head;
while(sprite) while(sprite)
{ {
sprite.batch = this; sprite.batch = this;
sprite = sprite.__next; sprite = sprite.__next;
} }
} };
/** /**
* Grows the size of the batch. As the elements in the batch cannot have a dynamic size this * Grows the size of the batch. As the elements in the batch cannot have a dynamic size this
@ -298,51 +298,52 @@ PIXI.WebGLBatch.prototype.merge = function(batch)
*/ */
PIXI.WebGLBatch.prototype.growBatch = function() PIXI.WebGLBatch.prototype.growBatch = function()
{ {
var gl = this.gl; var gl = this.gl;
if( this.size == 1) if( this.size === 1)
{ {
this.dynamicSize = 1; this.dynamicSize = 1;
} }
else else
{ {
this.dynamicSize = this.size * 1.5 this.dynamicSize = this.size * 1.5;
} }
// grow verts
this.verticies = new Float32Array(this.dynamicSize * 8);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); // grow verts
gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW); this.verticies = new Float32Array(this.dynamicSize * 8);
this.uvs = new Float32Array( this.dynamicSize * 8 ); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
this.dirtyUVS = true; this.uvs = new Float32Array( this.dynamicSize * 8 );
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
this.colors = new Float32Array( this.dynamicSize * 4 ); this.dirtyUVS = true;
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
this.dirtyColors = true; this.colors = new Float32Array( this.dynamicSize * 4 );
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
this.indices = new Uint16Array(this.dynamicSize * 6); this.dirtyColors = true;
var length = this.indices.length/6;
for (var i=0; i < length; i++) this.indices = new Uint16Array(this.dynamicSize * 6);
{ var length = this.indices.length/6;
var index2 = i * 6;
var index3 = i * 4;
this.indices[index2 + 0] = index3 + 0;
this.indices[index2 + 1] = index3 + 1;
this.indices[index2 + 2] = index3 + 2;
this.indices[index2 + 3] = index3 + 0;
this.indices[index2 + 4] = index3 + 2;
this.indices[index2 + 5] = index3 + 3;
};
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); for (var i = 0; i < length; i++)
{
var index2 = i * 6;
var index3 = i * 4;
this.indices[index2 + 0] = index3 + 0;
this.indices[index2 + 1] = index3 + 1;
this.indices[index2 + 2] = index3 + 2;
this.indices[index2 + 3] = index3 + 0;
this.indices[index2 + 4] = index3 + 2;
this.indices[index2 + 5] = index3 + 3;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
} };
/** /**
* Refresh's all the data in the batch and sync's it with the webGL buffers * Refresh's all the data in the batch and sync's it with the webGL buffers
@ -351,54 +352,51 @@ PIXI.WebGLBatch.prototype.growBatch = function()
*/ */
PIXI.WebGLBatch.prototype.refresh = function() PIXI.WebGLBatch.prototype.refresh = function()
{ {
var gl = this.gl; if (this.dynamicSize < this.size)
{
this.growBatch();
}
if (this.dynamicSize < this.size) var indexRun = 0;
{ var index, colorIndex;
this.growBatch();
}
var indexRun = 0; var displayObject = this.head;
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index;
var a, b, c, d, tx, ty;
var displayObject = this.head; while(displayObject)
{
index = indexRun * 8;
while(displayObject) var texture = displayObject.texture;
{
index = indexRun * 8;
var texture = displayObject.texture; var frame = texture.frame;
var tw = texture.baseTexture.width;
var th = texture.baseTexture.height;
var frame = texture.frame; this.uvs[index + 0] = frame.x / tw;
var tw = texture.baseTexture.width; this.uvs[index +1] = frame.y / th;
var th = texture.baseTexture.height;
this.uvs[index + 0] = frame.x / tw; this.uvs[index +2] = (frame.x + frame.width) / tw;
this.uvs[index +1] = frame.y / th; this.uvs[index +3] = frame.y / th;
this.uvs[index +2] = (frame.x + frame.width) / tw; this.uvs[index +4] = (frame.x + frame.width) / tw;
this.uvs[index +3] = frame.y / th; this.uvs[index +5] = (frame.y + frame.height) / th;
this.uvs[index +4] = (frame.x + frame.width) / tw; this.uvs[index +6] = frame.x / tw;
this.uvs[index +5] = (frame.y + frame.height) / th; this.uvs[index +7] = (frame.y + frame.height) / th;
this.uvs[index +6] = frame.x / tw; displayObject.updateFrame = false;
this.uvs[index +7] = (frame.y + frame.height) / th;
displayObject.updateFrame = false; colorIndex = indexRun * 4;
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
colorIndex = indexRun * 4; displayObject = displayObject.__next;
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
displayObject = displayObject.__next; indexRun++;
}
indexRun ++; this.dirtyUVS = true;
} this.dirtyColors = true;
};
this.dirtyUVS = true;
this.dirtyColors = true;
}
/** /**
* Updates all the relevant geometry and uploads the data to the GPU * Updates all the relevant geometry and uploads the data to the GPU
@ -407,103 +405,102 @@ PIXI.WebGLBatch.prototype.refresh = function()
*/ */
PIXI.WebGLBatch.prototype.update = function() PIXI.WebGLBatch.prototype.update = function()
{ {
var gl = this.gl; var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index;
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
var a, b, c, d, tx, ty; var a, b, c, d, tx, ty;
var indexRun = 0; var indexRun = 0;
var displayObject = this.head; var displayObject = this.head;
var verticies = this.verticies; var verticies = this.verticies;
var uvs = this.uvs; var uvs = this.uvs;
var colors = this.colors; var colors = this.colors;
while(displayObject)
{
if(displayObject.vcount === PIXI.visibleCount)
{
width = displayObject.texture.frame.width;
height = displayObject.texture.frame.height;
// TODO trim?? while(displayObject)
aX = displayObject.anchor.x;// - displayObject.texture.trim.x {
aY = displayObject.anchor.y; //- displayObject.texture.trim.y if(displayObject.vcount === PIXI.visibleCount)
w0 = width * (1-aX); {
w1 = width * -aX; width = displayObject.texture.frame.width;
height = displayObject.texture.frame.height;
h0 = height * (1-aY); // TODO trim??
h1 = height * -aY; aX = displayObject.anchor.x;// - displayObject.texture.trim.x
aY = displayObject.anchor.y; //- displayObject.texture.trim.y
w0 = width * (1-aX);
w1 = width * -aX;
index = indexRun * 8; h0 = height * (1-aY);
h1 = height * -aY;
worldTransform = displayObject.worldTransform; index = indexRun * 8;
a = worldTransform[0]; worldTransform = displayObject.worldTransform;
b = worldTransform[3];
c = worldTransform[1];
d = worldTransform[4];
tx = worldTransform[2];
ty = worldTransform[5];
verticies[index + 0 ] = a * w1 + c * h1 + tx; a = worldTransform[0];
verticies[index + 1 ] = d * h1 + b * w1 + ty; b = worldTransform[3];
c = worldTransform[1];
d = worldTransform[4];
tx = worldTransform[2];
ty = worldTransform[5];
verticies[index + 2 ] = a * w0 + c * h1 + tx; verticies[index + 0 ] = a * w1 + c * h1 + tx;
verticies[index + 3 ] = d * h1 + b * w0 + ty; verticies[index + 1 ] = d * h1 + b * w1 + ty;
verticies[index + 4 ] = a * w0 + c * h0 + tx; verticies[index + 2 ] = a * w0 + c * h1 + tx;
verticies[index + 5 ] = d * h0 + b * w0 + ty; verticies[index + 3 ] = d * h1 + b * w0 + ty;
verticies[index + 6] = a * w1 + c * h0 + tx; verticies[index + 4 ] = a * w0 + c * h0 + tx;
verticies[index + 7] = d * h0 + b * w1 + ty; verticies[index + 5 ] = d * h0 + b * w0 + ty;
if(displayObject.updateFrame || displayObject.texture.updateFrame) verticies[index + 6] = a * w1 + c * h0 + tx;
{ verticies[index + 7] = d * h0 + b * w1 + ty;
this.dirtyUVS = true;
var texture = displayObject.texture; if(displayObject.updateFrame || displayObject.texture.updateFrame)
{
this.dirtyUVS = true;
var frame = texture.frame; var texture = displayObject.texture;
var tw = texture.baseTexture.width;
var th = texture.baseTexture.height;
uvs[index + 0] = frame.x / tw; var frame = texture.frame;
uvs[index +1] = frame.y / th; var tw = texture.baseTexture.width;
var th = texture.baseTexture.height;
uvs[index +2] = (frame.x + frame.width) / tw; uvs[index + 0] = frame.x / tw;
uvs[index +3] = frame.y / th; uvs[index +1] = frame.y / th;
uvs[index +4] = (frame.x + frame.width) / tw; uvs[index +2] = (frame.x + frame.width) / tw;
uvs[index +5] = (frame.y + frame.height) / th; uvs[index +3] = frame.y / th;
uvs[index +6] = frame.x / tw; uvs[index +4] = (frame.x + frame.width) / tw;
uvs[index +7] = (frame.y + frame.height) / th; uvs[index +5] = (frame.y + frame.height) / th;
displayObject.updateFrame = false; uvs[index +6] = frame.x / tw;
} uvs[index +7] = (frame.y + frame.height) / th;
// TODO this probably could do with some optimisation.... displayObject.updateFrame = false;
if(displayObject.cacheAlpha != displayObject.worldAlpha) }
{
displayObject.cacheAlpha = displayObject.worldAlpha;
var colorIndex = indexRun * 4; // TODO this probably could do with some optimisation....
colors[colorIndex] = colors[colorIndex + 1] = colors[colorIndex + 2] = colors[colorIndex + 3] = displayObject.worldAlpha; if(displayObject.cacheAlpha !== displayObject.worldAlpha)
this.dirtyColors = true; {
} displayObject.cacheAlpha = displayObject.worldAlpha;
}
else
{
index = indexRun * 8;
verticies[index + 0 ] = verticies[index + 1 ] = verticies[index + 2 ] = verticies[index + 3 ] = verticies[index + 4 ] = verticies[index + 5 ] = verticies[index + 6] = verticies[index + 7] = 0; var colorIndex = indexRun * 4;
} colors[colorIndex] = colors[colorIndex + 1] = colors[colorIndex + 2] = colors[colorIndex + 3] = displayObject.worldAlpha;
this.dirtyColors = true;
}
}
else
{
index = indexRun * 8;
indexRun++; verticies[index + 0 ] = verticies[index + 1 ] = verticies[index + 2 ] = verticies[index + 3 ] = verticies[index + 4 ] = verticies[index + 5 ] = verticies[index + 6] = verticies[index + 7] = 0;
displayObject = displayObject.__next; }
}
} indexRun++;
displayObject = displayObject.__next;
}
};
/** /**
* Draws the batch to the frame buffer * Draws the batch to the frame buffer
@ -512,41 +509,42 @@ PIXI.WebGLBatch.prototype.update = function()
*/ */
PIXI.WebGLBatch.prototype.render = function(start, end) PIXI.WebGLBatch.prototype.render = function(start, end)
{ {
start = start || 0; start = start || 0;
if(end == undefined)end = this.size; if(end === undefined)
end = this.size;
if(this.dirty)
{
this.refresh();
this.dirty = false;
}
if (this.size == 0)return; if(this.dirty)
{
this.refresh();
this.dirty = false;
}
this.update(); if (this.size === 0)return;
var gl = this.gl;
//TODO optimize this! this.update();
var gl = this.gl;
var shaderProgram = PIXI.defaultShader; //TODO optimize this!
//gl.useProgram(shaderProgram);
// update the verts.. var shaderProgram = PIXI.defaultShader;
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// ok.. //gl.useProgram(shaderProgram);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
// update the verts..
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// ok..
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies);
gl.vertexAttribPointer(shaderProgram.aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shaderProgram.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs // update the uvs
//var isDefault = (shaderProgram == PIXI.shaderProgram) //var isDefault = (shaderProgram == PIXI.shaderProgram)
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
if(this.dirtyUVS) if(this.dirtyUVS)
{ {
this.dirtyUVS = false; this.dirtyUVS = false;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs);
} }
gl.vertexAttribPointer(shaderProgram.aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shaderProgram.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
@ -554,21 +552,21 @@ PIXI.WebGLBatch.prototype.render = function(start, end)
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture); gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
// update color! // update color!
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
if(this.dirtyColors) if(this.dirtyColors)
{ {
this.dirtyColors = false; this.dirtyColors = false;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
} }
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
// dont need to upload! // dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
var len = end - start; var len = end - start;
// DRAW THAT this! // DRAW THAT this!
gl.drawElements(gl.TRIANGLES, len * 6, gl.UNSIGNED_SHORT, start * 2 * 6 ); gl.drawElements(gl.TRIANGLES, len * 6, gl.UNSIGNED_SHORT, start * 2 * 6 );
} };

View file

@ -5,524 +5,507 @@
PIXI.WebGLFilterManager = function(transparent) PIXI.WebGLFilterManager = function(transparent)
{ {
this.transparent = transparent; this.transparent = transparent;
this.filterStack = []; this.filterStack = [];
this.texturePool = []; this.texturePool = [];
this.offsetX = 0; this.offsetX = 0;
this.offsetY = 0; this.offsetY = 0;
this.initShaderBuffers(); this.initShaderBuffers();
} };
// API // API
PIXI.WebGLFilterManager.prototype.begin = function(projection, buffer) PIXI.WebGLFilterManager.prototype.begin = function(projection, buffer)
{ {
this.width = projection.x * 2; this.width = projection.x * 2;
this.height = -projection.y * 2; this.height = -projection.y * 2;
this.buffer = buffer; this.buffer = buffer;
} };
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock) PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
// filter program // filter program
// OPTIMISATION - the first filter is free if its a simple color change? // OPTIMISATION - the first filter is free if its a simple color change?
this.filterStack.push(filterBlock); this.filterStack.push(filterBlock);
var filter = filterBlock.filterPasses[0]; var filter = filterBlock.filterPasses[0];
this.offsetX += filterBlock.target.filterArea.x;
this.offsetY += filterBlock.target.filterArea.y;
this.offsetX += filterBlock.target.filterArea.x; var texture = this.texturePool.pop();
this.offsetY += filterBlock.target.filterArea.y; if(!texture)
{
texture = new PIXI.FilterTexture(this.width, this.height);
}
else
{
var texture = this.texturePool.pop(); texture.resize(this.width, this.height);
if(!texture) }
{
texture = new PIXI.FilterTexture(this.width, this.height);
}
else
{
texture.resize(this.width, this.height);
}
gl.bindTexture(gl.TEXTURE_2D, texture.texture); gl.bindTexture(gl.TEXTURE_2D, texture.texture);
this.getBounds(filterBlock.target);
// addpadding?
//displayObject.filterArea.x
var filterArea = filterBlock.target.filterArea; this.getBounds(filterBlock.target);
var padidng = filter.padding; // addpadding?
filterArea.x -= padidng; //displayObject.filterArea.x
filterArea.y -= padidng;
filterArea.width += padidng * 2;
filterArea.height += padidng * 2;
// cap filter to screen size.. var filterArea = filterBlock.target.filterArea;
if(filterArea.x < 0)filterArea.x = 0;
if(filterArea.width > this.width)filterArea.width = this.width;
if(filterArea.y < 0)filterArea.y = 0;
if(filterArea.height > this.height)filterArea.height = this.height;
var padidng = filter.padding;
filterArea.x -= padidng;
filterArea.y -= padidng;
filterArea.width += padidng * 2;
filterArea.height += padidng * 2;
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); // cap filter to screen size..
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer); if(filterArea.x < 0)filterArea.x = 0;
if(filterArea.width > this.width)filterArea.width = this.width;
// console.log(filterArea) if(filterArea.y < 0)filterArea.y = 0;
// set view port if(filterArea.height > this.height)filterArea.height = this.height;
gl.viewport(0, 0, filterArea.width, filterArea.height);
PIXI.projection.x = filterArea.width/2;
PIXI.projection.y = -filterArea.height/2;
PIXI.offset.x = -filterArea.x;
PIXI.offset.y = -filterArea.y;
//console.log(PIXI.defaultShader.projectionVector) //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// update projection gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
gl.uniform2f(PIXI.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
gl.uniform2f(PIXI.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
//PIXI.primitiveProgram
gl.colorMask(true, true, true, true); //console.log(filterArea)
gl.clearColor(0,0,0, 0); // set view port
gl.clear(gl.COLOR_BUFFER_BIT); gl.viewport(0, 0, filterArea.width, filterArea.height);
//filter.texture = texture;
filterBlock._glFilterTexture = texture;
//console.log("PUSH") PIXI.projection.x = filterArea.width/2;
} PIXI.projection.y = -filterArea.height/2;
PIXI.offset.x = -filterArea.x;
PIXI.offset.y = -filterArea.y;
//console.log(PIXI.defaultShader.projectionVector)
// update projection
gl.uniform2f(PIXI.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
gl.uniform2f(PIXI.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
//PIXI.primitiveProgram
gl.colorMask(true, true, true, true);
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
//filter.texture = texture;
filterBlock._glFilterTexture = texture;
//console.log("PUSH")
};
PIXI.WebGLFilterManager.prototype.popFilter = function() PIXI.WebGLFilterManager.prototype.popFilter = function()
{ {
var gl = PIXI.gl;
var gl = PIXI.gl; var filterBlock = this.filterStack.pop();
var filterArea = filterBlock.target.filterArea;
var filterBlock = this.filterStack.pop(); var texture = filterBlock._glFilterTexture;
if(filterBlock.filterPasses.length > 1)
{
gl.viewport(0, 0, filterArea.width, filterArea.height);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
this.vertexArray[0] = 0;
this.vertexArray[1] = filterArea.height;
this.vertexArray[2] = filterArea.width;
this.vertexArray[3] = filterArea.height;
this.vertexArray[4] = 0;
this.vertexArray[5] = 0;
this.vertexArray[6] = filterArea.width;
this.vertexArray[7] = 0;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
// nnow set the uvs..
this.uvArray[2] = filterArea.width/this.width;
this.uvArray[5] = filterArea.height/this.height;
this.uvArray[6] = filterArea.width/this.width;
this.uvArray[7] = filterArea.height/this.height;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
var inputTexture = texture;
var outputTexture = this.texturePool.pop();
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.width, this.height);
// need to clear this FBO as it may have some left over elements from a prvious filter.
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.BLEND);
for (var i = 0; i < filterBlock.filterPasses.length-1; i++)
{
var filterPass = filterBlock.filterPasses[i];
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
// set texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
// draw texture..
//filterPass.applyFilterPass(filterArea.width, filterArea.height);
this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);
// swap the textures..
var temp = inputTexture;
inputTexture = outputTexture;
outputTexture = temp;
}
gl.enable(gl.BLEND);
texture = inputTexture;
this.texturePool.push(outputTexture);
}
var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1];
this.offsetX -= filterArea.x;
this.offsetY -= filterArea.y;
var sizeX = this.width;
var sizeY = this.height;
var offsetX = 0;
var offsetY = 0;
var buffer = this.buffer;
// time to render the filters texture to the previous scene
if(this.filterStack.length === 0)
{
gl.colorMask(true, true, true, this.transparent);
}
else
{
var currentFilter = this.filterStack[this.filterStack.length-1];
filterArea = currentFilter.target.filterArea;
sizeX = filterArea.width;
sizeY = filterArea.height;
offsetX = filterArea.x;
offsetY = filterArea.y;
buffer = currentFilter._glFilterTexture.frameBuffer;
}
var filterArea = filterBlock.target.filterArea; // TODO need toremove thease global elements..
PIXI.projection.x = sizeX/2;
PIXI.projection.y = -sizeY/2;
var texture = filterBlock._glFilterTexture; PIXI.offset.x = offsetX;
PIXI.offset.y = offsetY;
if(filterBlock.filterPasses.length > 1) filterArea = filterBlock.target.filterArea;
{
gl.viewport(0, 0, filterArea.width, filterArea.height);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); var x = filterArea.x-offsetX;
var y = filterArea.y-offsetY;
this.vertexArray[0] = 0;
this.vertexArray[1] = filterArea.height;
this.vertexArray[2] = filterArea.width;
this.vertexArray[3] = filterArea.height;
this.vertexArray[4] = 0;
this.vertexArray[5] = 0;
this.vertexArray[6] = filterArea.width;
this.vertexArray[7] = 0;
// update the buffers..
// make sure to flip the y!
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); this.vertexArray[0] = x;
this.vertexArray[1] = y + filterArea.height;
this.vertexArray[2] = x + filterArea.width;
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); this.vertexArray[3] = y + filterArea.height;
// nnow set the uvs..
this.uvArray[2] = filterArea.width/this.width;
this.uvArray[5] = filterArea.height/this.height;
this.uvArray[6] = filterArea.width/this.width;
this.uvArray[7] = filterArea.height/this.height;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
var inputTexture = texture; this.vertexArray[4] = x;
var outputTexture = this.texturePool.pop(); this.vertexArray[5] = y;
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.width, this.height);
// need to clear this FBO as it may have some left over elements from a prvious filter.
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.BLEND);
for (var i = 0; i < filterBlock.filterPasses.length-1; i++)
{
var filterPass = filterBlock.filterPasses[i];
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
// set texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
// draw texture..
//filterPass.applyFilterPass(filterArea.width, filterArea.height);
this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);
// swap the textures.. this.vertexArray[6] = x + filterArea.width;
var temp = inputTexture; this.vertexArray[7] = y;
inputTexture = outputTexture;
outputTexture = temp;
};
gl.enable(gl.BLEND); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
texture = inputTexture; gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
this.texturePool.push(outputTexture);
}
var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1]; this.uvArray[2] = filterArea.width/this.width;
this.uvArray[5] = filterArea.height/this.height;
this.offsetX -= filterArea.x; this.uvArray[6] = filterArea.width/this.width;
this.offsetY -= filterArea.y; this.uvArray[7] = filterArea.height/this.height;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
var sizeX = this.width;
var sizeY = this.height;
var offsetX = 0;
var offsetY = 0;
var buffer = this.buffer;
// time to render the filters texture to the previous scene
if(this.filterStack.length === 0)
{
gl.colorMask(true, true, true, this.transparent);
}
else
{
var currentFilter = this.filterStack[this.filterStack.length-1];
var filterArea = currentFilter.target.filterArea;
sizeX = filterArea.width;
sizeY = filterArea.height;
offsetX = filterArea.x;
offsetY = filterArea.y;
buffer = currentFilter._glFilterTexture.frameBuffer;
}
// TODO need toremove thease global elements.. gl.viewport(0, 0, sizeX, sizeY);
PIXI.projection.x = sizeX/2; // bind the buffer
PIXI.projection.y = -sizeY/2; gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
PIXI.offset.x = offsetX; // set texture
PIXI.offset.y = offsetY;
var filterArea = filterBlock.target.filterArea;
var x = filterArea.x-offsetX;
var y = filterArea.y-offsetY;
// update the buffers..
// make sure to flip the y!
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
this.vertexArray[0] = x;
this.vertexArray[1] = y + filterArea.height;
this.vertexArray[2] = x + filterArea.width;
this.vertexArray[3] = y + filterArea.height;
this.vertexArray[4] = x;
this.vertexArray[5] = y;
this.vertexArray[6] = x + filterArea.width;
this.vertexArray[7] = y;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
this.uvArray[2] = filterArea.width/this.width;
this.uvArray[5] = filterArea.height/this.height;
this.uvArray[6] = filterArea.width/this.width;
this.uvArray[7] = filterArea.height/this.height;
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
gl.viewport(0, 0, sizeX, sizeY);
// bind the buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
// set texture
gl.activeTexture(gl.TEXTURE0); gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture.texture); gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// apply!
//filter.applyFilterPass(sizeX, sizeY);
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
// now restore the regular shader.. // apply!
//filter.applyFilterPass(sizeX, sizeY);
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
// now restore the regular shader..
gl.useProgram(PIXI.defaultShader.program); gl.useProgram(PIXI.defaultShader.program);
gl.uniform2f(PIXI.defaultShader.projectionVector, sizeX/2, -sizeY/2); gl.uniform2f(PIXI.defaultShader.projectionVector, sizeX/2, -sizeY/2);
gl.uniform2f(PIXI.defaultShader.offsetVector, -offsetX, -offsetY); gl.uniform2f(PIXI.defaultShader.offsetVector, -offsetX, -offsetY);
// return the texture to the pool // return the texture to the pool
this.texturePool.push(texture); this.texturePool.push(texture);
filterBlock._glFilterTexture = null; filterBlock._glFilterTexture = null;
} };
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height) PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
{ {
// use program // use program
var gl = PIXI.gl; var gl = PIXI.gl;
var shader = filter.shader;
if(!filter.shader) if(!shader)
{ {
var shader = new PIXI.PixiShader(); shader = new PIXI.PixiShader();
shader.fragmentSrc = filter.fragmentSrc;
shader.uniforms = filter.uniforms;
shader.init();
filter.shader = shader;
}
var shader = filter.shader; shader.fragmentSrc = filter.fragmentSrc;
shader.uniforms = filter.uniforms;
// set the shader shader.init();
gl.useProgram(shader.program);
gl.uniform2f(shader.projectionVector, width/2, -height/2); filter.shader = shader;
gl.uniform2f(shader.offsetVector, 0,0) }
if(filter.uniforms.dimensions) // set the shader
{ gl.useProgram(shader.program);
//console.log(filter.uniforms.dimensions)
filter.uniforms.dimensions.value[0] = this.width;//width;
filter.uniforms.dimensions.value[1] = this.height;//height;
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
// console.log(this.vertexArray[5])
}
shader.syncUniforms(); gl.uniform2f(shader.projectionVector, width/2, -height/2);
gl.uniform2f(shader.offsetVector, 0,0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
if(filter.uniforms.dimensions)
{
//console.log(filter.uniforms.dimensions)
filter.uniforms.dimensions.value[0] = this.width;//width;
filter.uniforms.dimensions.value[1] = this.height;//height;
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
// console.log(this.vertexArray[5])
}
shader.syncUniforms();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// draw the filter... // draw the filter...
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
} };
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function() PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
// create some buffers // create some buffers
this.vertexBuffer = gl.createBuffer(); this.vertexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer(); this.uvBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer();
// bind and upload the vertexs.. // bind and upload the vertexs..
// keep a refferance to the vertexFloatData.. // keep a refferance to the vertexFloatData..
this.vertexArray = new Float32Array([0.0, 0.0, this.vertexArray = new Float32Array([0.0, 0.0,
1.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 1.0,
1.0, 1.0]); 1.0, 1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData( gl.bufferData(
gl.ARRAY_BUFFER, gl.ARRAY_BUFFER,
this.vertexArray, this.vertexArray,
gl.STATIC_DRAW); gl.STATIC_DRAW);
// bind and upload the uv buffer // bind and upload the uv buffer
this.uvArray = new Float32Array([0.0, 0.0, this.uvArray = new Float32Array([0.0, 0.0,
1.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 1.0,
1.0, 1.0]); 1.0, 1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.bufferData( gl.bufferData(
gl.ARRAY_BUFFER, gl.ARRAY_BUFFER,
this.uvArray, this.uvArray,
gl.STATIC_DRAW); gl.STATIC_DRAW);
// bind and upload the index // bind and upload the index
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData( gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER, gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array([0, 1, 2, 1, 3, 2]), new Uint16Array([0, 1, 2, 1, 3, 2]),
gl.STATIC_DRAW); gl.STATIC_DRAW);
} };
PIXI.WebGLFilterManager.prototype.getBounds = function(displayObject) PIXI.WebGLFilterManager.prototype.getBounds = function(displayObject)
{ {
// time to get the width and height of the object! // time to get the width and height of the object!
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, doTest; var worldTransform, width, height, aX, aY, w0, w1, h0, h1, doTest;
var a, b, c, d, tx, ty, x1, x2, x3, x4, y1, y2, y3, y4; var a, b, c, d, tx, ty, x1, x2, x3, x4, y1, y2, y3, y4;
var tempObject = displayObject.first; var tempObject = displayObject.first;
var testObject = displayObject.last._iNext; var testObject = displayObject.last._iNext;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
do
{
// TODO can be optimized! - what if there is no scale / rotation?
if(tempObject.visible)
{
if(tempObject instanceof PIXI.Sprite)
{
width = tempObject.texture.frame.width;
height = tempObject.texture.frame.height;
// TODO trim?? var maxX = -Infinity;
aX = tempObject.anchor.x; var maxY = -Infinity;
aY = tempObject.anchor.y;
w0 = width * (1-aX);
w1 = width * -aX;
h0 = height * (1-aY); var minX = Infinity;
h1 = height * -aY; var minY = Infinity;
doTest = true; do
} {
else if(tempObject instanceof PIXI.Graphics) // TODO can be optimized! - what if there is no scale / rotation?
{
tempObject.updateFilterBounds();
var bounds = tempObject.bounds; if(tempObject.visible)
{
if(tempObject instanceof PIXI.Sprite)
{
width = tempObject.texture.frame.width;
height = tempObject.texture.frame.height;
width = bounds.width; // TODO trim??
height = bounds.height; aX = tempObject.anchor.x;
aY = tempObject.anchor.y;
w0 = width * (1-aX);
w1 = width * -aX;
w0 = bounds.x h0 = height * (1-aY);
w1 = bounds.x + bounds.width; h1 = height * -aY;
h0 = bounds.y doTest = true;
h1 = bounds.y + bounds.height; }
else if(tempObject instanceof PIXI.Graphics)
{
tempObject.updateFilterBounds();
doTest = true; var bounds = tempObject.bounds;
}
}
if(doTest)
{
worldTransform = tempObject.worldTransform;
a = worldTransform[0]; width = bounds.width;
b = worldTransform[3]; height = bounds.height;
c = worldTransform[1];
d = worldTransform[4];
tx = worldTransform[2];
ty = worldTransform[5];
x1 = a * w1 + c * h1 + tx; w0 = bounds.x;
y1 = d * h1 + b * w1 + ty; w1 = bounds.x + bounds.width;
x2 = a * w0 + c * h1 + tx; h0 = bounds.y;
y2 = d * h1 + b * w0 + ty; h1 = bounds.y + bounds.height;
x3 = a * w0 + c * h0 + tx; doTest = true;
y3 = d * h0 + b * w0 + ty; }
}
x4 = a * w1 + c * h0 + tx; if(doTest)
y4 = d * h0 + b * w1 + ty; {
worldTransform = tempObject.worldTransform;
minX = x1 < minX ? x1 : minX; a = worldTransform[0];
minX = x2 < minX ? x2 : minX; b = worldTransform[3];
minX = x3 < minX ? x3 : minX; c = worldTransform[1];
minX = x4 < minX ? x4 : minX; d = worldTransform[4];
tx = worldTransform[2];
minY = y1 < minY ? y1 : minY; ty = worldTransform[5];
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
}
doTest = false; x1 = a * w1 + c * h1 + tx;
tempObject = tempObject._iNext; y1 = d * h1 + b * w1 + ty;
} x2 = a * w0 + c * h1 + tx;
while(tempObject != testObject) y2 = d * h1 + b * w0 + ty;
// maximum bounds is the size of the screen..
//minX = minX > 0 ? minX : 0;
//minY = minY > 0 ? minY : 0;
displayObject.filterArea.x = minX; x3 = a * w0 + c * h0 + tx;
displayObject.filterArea.y = minY; y3 = d * h0 + b * w0 + ty;
// console.log(maxX+ " : " + minX) x4 = a * w1 + c * h0 + tx;
displayObject.filterArea.width = maxX - minX; y4 = d * h0 + b * w1 + ty;
displayObject.filterArea.height = maxY - minY;
} minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
}
doTest = false;
tempObject = tempObject._iNext;
}
while(tempObject !== testObject);
// maximum bounds is the size of the screen..
//minX = minX > 0 ? minX : 0;
//minY = minY > 0 ? minY : 0;
displayObject.filterArea.x = minX;
displayObject.filterArea.y = minY;
// console.log(maxX+ " : " + minX)
displayObject.filterArea.width = maxX - minX;
displayObject.filterArea.height = maxY - minY;
};
PIXI.FilterTexture = function(width, height) PIXI.FilterTexture = function(width, height)
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
// next time to create a frame buffer and texture // next time to create a frame buffer and texture
this.frameBuffer = gl.createFramebuffer(); this.frameBuffer = gl.createFramebuffer();
this.texture = gl.createTexture(); this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 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); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
this.resize(width, height); this.resize(width, height);
} };
PIXI.FilterTexture.prototype.resize = function(width, height) PIXI.FilterTexture.prototype.resize = function(width, height)
{ {
if(this.width == width && this.height == height)return; if(this.width === width && this.height === height) return;
this.width = width; this.width = width;
this.height = height; this.height = height;
var gl = PIXI.gl; var gl = PIXI.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
} };

View file

@ -9,8 +9,8 @@
*/ */
PIXI.WebGLGraphics = function() PIXI.WebGLGraphics = function()
{ {
} };
/** /**
* Renders the graphics object * Renders the graphics object
@ -23,62 +23,61 @@ PIXI.WebGLGraphics = function()
*/ */
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection) PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
buffer:gl.createBuffer(),
indexBuffer:gl.createBuffer()};
if(graphics.dirty)
{
graphics.dirty = false;
if(graphics.clearDirty)
{
graphics.clearDirty = false;
graphics._webGL.lastIndex = 0;
graphics._webGL.points = [];
graphics._webGL.indices = [];
}
PIXI.WebGLGraphics.updateGraphics(graphics);
}
PIXI.activatePrimitiveShader();
// This could be speeded up fo sure!
var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(m);
// set the matrix transform for the
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(PIXI.primitiveShader.translationMatrix, false, m); if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
buffer:gl.createBuffer(),
gl.uniform2f(PIXI.primitiveShader.projectionVector, projection.x, -projection.y); indexBuffer:gl.createBuffer()};
gl.uniform2f(PIXI.primitiveShader.offsetVector, -PIXI.offset.x, -PIXI.offset.y);
gl.uniform1f(PIXI.primitiveShader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.vertexAttribPointer(PIXI.primitiveShader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(PIXI.primitiveShader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); if(graphics.dirty)
{
PIXI.deactivatePrimitiveShader(); graphics.dirty = false;
if(graphics.clearDirty)
// return to default shader... {
// PIXI.activateShader(PIXI.defaultShader); graphics.clearDirty = false;
}
graphics._webGL.lastIndex = 0;
graphics._webGL.points = [];
graphics._webGL.indices = [];
}
PIXI.WebGLGraphics.updateGraphics(graphics);
}
PIXI.activatePrimitiveShader();
// This could be speeded up fo sure!
var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(m);
// set the matrix transform for the
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(PIXI.primitiveShader.translationMatrix, false, m);
gl.uniform2f(PIXI.primitiveShader.projectionVector, projection.x, -projection.y);
gl.uniform2f(PIXI.primitiveShader.offsetVector, -PIXI.offset.x, -PIXI.offset.y);
gl.uniform1f(PIXI.primitiveShader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.vertexAttribPointer(PIXI.primitiveShader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(PIXI.primitiveShader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
PIXI.deactivatePrimitiveShader();
// return to default shader...
// PIXI.activateShader(PIXI.defaultShader);
};
/** /**
* Updates the graphics object * Updates the graphics object
@ -90,47 +89,47 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
*/ */
PIXI.WebGLGraphics.updateGraphics = function(graphics) PIXI.WebGLGraphics.updateGraphics = function(graphics)
{ {
for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++) for (var i = graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++)
{ {
var data = graphics.graphicsData[i]; var data = graphics.graphicsData[i];
if(data.type == PIXI.Graphics.POLY)
{
if(data.fill)
{
if(data.points.length>3)
PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
}
if(data.lineWidth > 0)
{
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
}
}
else if(data.type == PIXI.Graphics.RECT)
{
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
}
else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP)
{
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
}
};
graphics._webGL.lastIndex = graphics.graphicsData.length;
var gl = PIXI.gl;
graphics._webGL.glPoints = new Float32Array(graphics._webGL.points); if(data.type === PIXI.Graphics.POLY)
{
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); if(data.fill)
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW); {
if(data.points.length>3)
graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices); PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
if(data.lineWidth > 0)
{
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
}
}
else if(data.type === PIXI.Graphics.RECT)
{
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
}
else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP);
{
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
}
}
graphics._webGL.lastIndex = graphics.graphicsData.length;
var gl = PIXI.gl;
graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);
graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW);
} };
/** /**
* Builds a rectangle to draw * Builds a rectangle to draw
@ -143,59 +142,58 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics)
*/ */
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
{ {
// --- // // --- //
// need to convert points to a nice regular data // need to convert points to a nice regular data
// //
var rectData = graphicsData.points; var rectData = graphicsData.points;
var x = rectData[0]; var x = rectData[0];
var y = rectData[1]; var y = rectData[1];
var width = rectData[2]; var width = rectData[2];
var height = rectData[3]; var height = rectData[3];
if(graphicsData.fill) if(graphicsData.fill)
{ {
var color = HEXtoRGB(graphicsData.fillColor); var color = PIXI.hex2rgb(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha; var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha; var r = color[0] * alpha;
var g = color[1] * alpha; var g = color[1] * alpha;
var b = color[2] * alpha; var b = color[2] * alpha;
var verts = webGLData.points; var verts = webGLData.points;
var indices = webGLData.indices; var indices = webGLData.indices;
var vertPos = verts.length/6; var vertPos = verts.length/6;
// start // start
verts.push(x, y); verts.push(x, y);
verts.push(r, g, b, alpha); verts.push(r, g, b, alpha);
verts.push(x + width, y); verts.push(x + width, y);
verts.push(r, g, b, alpha); verts.push(r, g, b, alpha);
verts.push(x , y + height); verts.push(x , y + height);
verts.push(r, g, b, alpha); verts.push(r, g, b, alpha);
verts.push(x + width, y + height); verts.push(x + width, y + height);
verts.push(r, g, b, alpha); verts.push(r, g, b, alpha);
// insert 2 dead triangles.. // insert 2 dead triangles..
indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3) indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3);
} }
if(graphicsData.lineWidth) if(graphicsData.lineWidth)
{ {
graphicsData.points = [x, y, graphicsData.points = [x, y,
x + width, y, x + width, y,
x + width, y + height, x + width, y + height,
x, y + height, x, y + height,
x, y]; x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
} }
};
}
/** /**
* Builds a circle to draw * Builds a circle to draw
@ -208,62 +206,63 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
*/ */
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{ {
// --- // // --- //
// need to convert points to a nice regular data // need to convert points to a nice regular data
// //
var rectData = graphicsData.points; var rectData = graphicsData.points;
var x = rectData[0]; var x = rectData[0];
var y = rectData[1]; var y = rectData[1];
var width = rectData[2]; var width = rectData[2];
var height = rectData[3]; var height = rectData[3];
var totalSegs = 40;
var seg = (Math.PI * 2) / totalSegs ;
if(graphicsData.fill)
{
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha; var totalSegs = 40;
var g = color[1] * alpha; var seg = (Math.PI * 2) / totalSegs ;
var b = color[2] * alpha;
var i = 0;
var verts = webGLData.points;
var indices = webGLData.indices; if(graphicsData.fill)
{
var vecPos = verts.length/6; var color = PIXI.hex2rgb(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
indices.push(vecPos);
var r = color[0] * alpha;
for (var i=0; i < totalSegs + 1 ; i++) var g = color[1] * alpha;
{ var b = color[2] * alpha;
verts.push(x,y, r, g, b, alpha);
var verts = webGLData.points;
verts.push(x + Math.sin(seg * i) * width, var indices = webGLData.indices;
y + Math.cos(seg * i) * height,
r, g, b, alpha); var vecPos = verts.length/6;
indices.push(vecPos++, vecPos++); indices.push(vecPos);
};
for (i = 0; i < totalSegs + 1 ; i++)
indices.push(vecPos-1); {
} verts.push(x,y, r, g, b, alpha);
if(graphicsData.lineWidth) verts.push(x + Math.sin(seg * i) * width,
{ y + Math.cos(seg * i) * height,
graphicsData.points = []; r, g, b, alpha);
for (var i=0; i < totalSegs + 1; i++) indices.push(vecPos++, vecPos++);
{ }
graphicsData.points.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height) indices.push(vecPos-1);
}; }
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); if(graphicsData.lineWidth)
} {
graphicsData.points = [];
}
for (i = 0; i < totalSegs + 1; i++)
{
graphicsData.points.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height);
}
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
}
};
/** /**
* Builds a line to draw * Builds a line to draw
@ -276,205 +275,204 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
*/ */
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{ {
// TODO OPTIMISE! // TODO OPTIMISE!
var i = 0;
var wrap = true;
var points = graphicsData.points;
if(points.length == 0)return;
// if the line width is an odd number add 0.5 to align to a whole pixel
if(graphicsData.lineWidth%2)
{
for (var i = 0; i < points.length; i++) {
points[i] += 0.5;
};
}
// get first and last point.. figure out the middle! var points = graphicsData.points;
var firstPoint = new PIXI.Point( points[0], points[1] ); if(points.length === 0)return;
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
// if the first point is the last point - goona have issues :)
if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y)
{
points.pop();
points.pop();
lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
points.unshift(midPointX, midPointY);
points.push(midPointX, midPointY)
}
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
var indexCount = points.length;
var indexStart = verts.length/6;
// DRAW the Line
var width = graphicsData.lineWidth / 2;
// sort color
var color = HEXtoRGB(graphicsData.lineColor);
var alpha = graphicsData.lineAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var p1x, p1y, p2x, p2y, p3x, p3y;
var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
var ipx, ipy;
var a1, b1, c1, a2, b2, c2;
var denom, pdist, dist;
p1x = points[0];
p1y = points[1];
p2x = points[2];
p2y = points[3];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
// start
verts.push(p1x - perpx , p1y - perpy,
r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy,
r, g, b, alpha);
for (var i = 1; i < length-1; i++)
{
p1x = points[(i-1)*2];
p1y = points[(i-1)*2 + 1];
p2x = points[(i)*2]
p2y = points[(i)*2 + 1]
p3x = points[(i+1)*2];
p3y = points[(i+1)*2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
perp2x = -(p2y - p3y); // if the line width is an odd number add 0.5 to align to a whole pixel
perp2y = p2x - p3x; if(graphicsData.lineWidth%2)
{
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); for (i = 0; i < points.length; i++) {
perp2x /= dist; points[i] += 0.5;
perp2y /= dist; }
perp2x *= width; }
perp2y *= width;
a1 = (-perpy + p1y) - (-perpy + p2y);
b1 = (-perpx + p2x) - (-perpx + p1x);
c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
a2 = (-perp2y + p3y) - (-perp2y + p2y);
b2 = (-perp2x + p2x) - (-perp2x + p3x);
c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
denom = a1*b2 - a2*b1;
if(Math.abs(denom) < 0.1 ) // get first and last point.. figure out the middle!
{ var firstPoint = new PIXI.Point( points[0], points[1] );
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
denom+=10.1;
verts.push(p2x - perpx , p2y - perpy,
r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy,
r, g, b, alpha);
continue;
}
px = (b1*c2 - b2*c1)/denom;
py = (a2*c1 - a1*c2)/denom;
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
if(pdist > 140 * 140) // if the first point is the last point - goona have issues :)
{ if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)
perp3x = perpx - perp2x; {
perp3y = perpy - perp2y; points.pop();
points.pop();
dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
perp3x /= dist;
perp3y /= dist;
perp3x *= width;
perp3y *= width;
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x + perp3x, p2y +perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
indexCount++;
}
else
{
verts.push(px , py); lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
verts.push(r, g, b, alpha);
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
verts.push(p2x - (px-p2x), p2y - (py - p2y)); var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
verts.push(r, g, b, alpha);
} points.unshift(midPointX, midPointY);
} points.push(midPointX, midPointY);
}
p1x = points[(length-2)*2]
p1y = points[(length-2)*2 + 1] var verts = webGLData.points;
var indices = webGLData.indices;
p2x = points[(length-1)*2] var length = points.length / 2;
p2y = points[(length-1)*2 + 1] var indexCount = points.length;
var indexStart = verts.length/6;
perpx = -(p1y - p2y)
perpy = p1x - p2x; // DRAW the Line
var width = graphicsData.lineWidth / 2;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist; // sort color
perpy /= dist; var color = PIXI.hex2rgb(graphicsData.lineColor);
perpx *= width; var alpha = graphicsData.lineAlpha;
perpy *= width; var r = color[0] * alpha;
var g = color[1] * alpha;
verts.push(p2x - perpx , p2y - perpy) var b = color[2] * alpha;
verts.push(r, g, b, alpha);
var px, py, p1x, p1y, p2x, p2y, p3x, p3y;
verts.push(p2x + perpx , p2y + perpy) var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
verts.push(r, g, b, alpha); var a1, b1, c1, a2, b2, c2;
var denom, pdist, dist;
indices.push(indexStart);
p1x = points[0];
for (var i=0; i < indexCount; i++) p1y = points[1];
{
indices.push(indexStart++); p2x = points[2];
}; p2y = points[3];
indices.push(indexStart-1); perpx = -(p1y - p2y);
} perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
// start
verts.push(p1x - perpx , p1y - perpy,
r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy,
r, g, b, alpha);
for (i = 1; i < length-1; i++)
{
p1x = points[(i-1)*2];
p1y = points[(i-1)*2 + 1];
p2x = points[(i)*2];
p2y = points[(i)*2 + 1];
p3x = points[(i+1)*2];
p3y = points[(i+1)*2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
perp2x = -(p2y - p3y);
perp2y = p2x - p3x;
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
perp2x /= dist;
perp2y /= dist;
perp2x *= width;
perp2y *= width;
a1 = (-perpy + p1y) - (-perpy + p2y);
b1 = (-perpx + p2x) - (-perpx + p1x);
c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
a2 = (-perp2y + p3y) - (-perp2y + p2y);
b2 = (-perp2x + p2x) - (-perp2x + p3x);
c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
denom = a1*b2 - a2*b1;
if(Math.abs(denom) < 0.1 )
{
denom+=10.1;
verts.push(p2x - perpx , p2y - perpy,
r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy,
r, g, b, alpha);
continue;
}
px = (b1*c2 - b2*c1)/denom;
py = (a2*c1 - a1*c2)/denom;
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
if(pdist > 140 * 140)
{
perp3x = perpx - perp2x;
perp3y = perpy - perp2y;
dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
perp3x /= dist;
perp3y /= dist;
perp3x *= width;
perp3y *= width;
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x + perp3x, p2y +perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
indexCount++;
}
else
{
verts.push(px , py);
verts.push(r, g, b, alpha);
verts.push(p2x - (px-p2x), p2y - (py - p2y));
verts.push(r, g, b, alpha);
}
}
p1x = points[(length-2)*2];
p1y = points[(length-2)*2 + 1];
p2x = points[(length-1)*2];
p2y = points[(length-1)*2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
verts.push(p2x - perpx , p2y - perpy);
verts.push(r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy);
verts.push(r, g, b, alpha);
indices.push(indexStart);
for (i = 0; i < indexCount; i++)
{
indices.push(indexStart++);
}
indices.push(indexStart-1);
};
/** /**
* Builds a polygon to draw * Builds a polygon to draw
@ -487,46 +485,40 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
*/ */
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
{ {
var points = graphicsData.points; var points = graphicsData.points;
if(points.length < 6)return; if(points.length < 6)return;
// get first and last point.. figure out the middle!
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
// sort color
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var triangles = PIXI.PolyK.Triangulate(points);
var vertPos = verts.length / 6;
for (var i=0; i < triangles.length; i+=3)
{
indices.push(triangles[i] + vertPos);
indices.push(triangles[i] + vertPos);
indices.push(triangles[i+1] + vertPos);
indices.push(triangles[i+2] +vertPos);
indices.push(triangles[i+2] + vertPos);
};
for (var i = 0; i < length; i++)
{
verts.push(points[i * 2], points[i * 2 + 1],
r, g, b, alpha);
};
}
function HEXtoRGB(hex) { // get first and last point.. figure out the middle!
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; var verts = webGLData.points;
} var indices = webGLData.indices;
var length = points.length / 2;
// sort color
var color = PIXI.hex2rgb(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var triangles = PIXI.PolyK.Triangulate(points);
var vertPos = verts.length / 6;
var i = 0;
for (i = 0; i < triangles.length; i+=3)
{
indices.push(triangles[i] + vertPos);
indices.push(triangles[i] + vertPos);
indices.push(triangles[i+1] + vertPos);
indices.push(triangles[i+2] +vertPos);
indices.push(triangles[i+2] + vertPos);
}
for (i = 0; i < length; i++)
{
verts.push(points[i * 2], points[i * 2 + 1],
r, g, b, alpha);
}
};

View file

@ -25,6 +25,7 @@ PIXI.WebGLRenderGroup = function(gl, transparent)
this.batchs = []; this.batchs = [];
this.toRemove = []; this.toRemove = [];
// console.log(this.transparent)
this.filterManager = new PIXI.WebGLFilterManager(this.transparent); this.filterManager = new PIXI.WebGLFilterManager(this.transparent);
} }

View file

@ -6,7 +6,7 @@ PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
// an instance of the gl context.. // an instance of the gl context..
// only one at the moment :/ // only one at the moment :/
PIXI.gl; PIXI.gl = null;
/** /**
* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer * the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer
@ -21,68 +21,68 @@ PIXI.gl;
* @param view {Canvas} the canvas to use as a view, optional * @param view {Canvas} the canvas to use as a view, optional
* @param transparent=false {Boolean} the transparency of the render view, default false * @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) * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
* *
*/ */
PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
{ {
// do a catch.. only 1 webGL renderer.. // do a catch.. only 1 webGL renderer..
this.transparent = !!transparent; this.transparent = !!transparent;
this.width = width || 800; this.width = width || 800;
this.height = height || 600; this.height = height || 600;
this.view = view || document.createElement( 'canvas' ); this.view = view || document.createElement( 'canvas' );
this.view.width = this.width; this.view.width = this.width;
this.view.height = this.height; this.view.height = this.height;
// deal with losing context.. // deal with losing context..
var scope = this; var scope = this;
this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false) this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false);
this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false) this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false);
this.batchs = []; this.batchs = [];
var options = { var options = {
alpha: this.transparent, alpha: this.transparent,
antialias:!!antialias, // SPEED UP?? antialias:!!antialias, // SPEED UP??
premultipliedAlpha:false, premultipliedAlpha:false,
stencil:true stencil:true
} };
//try 'experimental-webgl' //try 'experimental-webgl'
try { try {
PIXI.gl = this.gl = this.view.getContext("experimental-webgl", options); PIXI.gl = this.gl = this.view.getContext('experimental-webgl', options);
} catch (e) { } catch (e) {
//try 'webgl' //try 'webgl'
try { try {
PIXI.gl = this.gl = this.view.getContext("webgl", options); PIXI.gl = this.gl = this.view.getContext('webgl', options);
} catch (e) { } catch (e2) {
// fail, not able to get a context // fail, not able to get a context
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this);
} }
} }
PIXI.initDefaultShaders(); PIXI.initDefaultShaders();
// PIXI.activateDefaultShader(); // PIXI.activateDefaultShader();
var gl = this.gl; var gl = this.gl;
gl.useProgram(PIXI.defaultShader.program); gl.useProgram(PIXI.defaultShader.program);
PIXI.WebGLRenderer.gl = gl; PIXI.WebGLRenderer.gl = gl;
this.batch = new PIXI.WebGLBatch(gl); this.batch = new PIXI.WebGLBatch(gl);
gl.disable(gl.DEPTH_TEST); gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE); gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND); gl.enable(gl.BLEND);
gl.colorMask(true, true, true, this.transparent); gl.colorMask(true, true, true, this.transparent);
PIXI.projection = new PIXI.Point(400, 300); PIXI.projection = new PIXI.Point(400, 300);
PIXI.offset = new PIXI.Point(0, 0); PIXI.offset = new PIXI.Point(0, 0);
@ -92,11 +92,11 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.resize(this.width, this.height); this.resize(this.width, this.height);
this.contextLost = false; this.contextLost = false;
//PIXI.pushShader(PIXI.defaultShader); //PIXI.pushShader(PIXI.defaultShader);
this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl, this.transparent); this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl, this.transparent);
// this.stageRenderGroup. = this.transparent // this.stageRenderGroup. = this.transparent
} };
// constructor // constructor
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
@ -107,19 +107,19 @@ PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
* @static * @static
* @method getBatch * @method getBatch
* @return {WebGLBatch} * @return {WebGLBatch}
* @private * @private
*/ */
PIXI.WebGLRenderer.getBatch = function() PIXI.WebGLRenderer.getBatch = function()
{ {
if(PIXI._batchs.length == 0) if(PIXI._batchs.length === 0)
{ {
return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl); return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl);
} }
else else
{ {
return PIXI._batchs.pop(); return PIXI._batchs.pop();
} }
} };
/** /**
* Puts a batch back into the pool * Puts a batch back into the pool
@ -131,9 +131,9 @@ PIXI.WebGLRenderer.getBatch = function()
*/ */
PIXI.WebGLRenderer.returnBatch = function(batch) PIXI.WebGLRenderer.returnBatch = function(batch)
{ {
batch.clean(); batch.clean();
PIXI._batchs.push(batch); PIXI._batchs.push(batch);
} };
/** /**
* Renders the stage to its webGL view * Renders the stage to its webGL view
@ -143,68 +143,68 @@ PIXI.WebGLRenderer.returnBatch = function(batch)
*/ */
PIXI.WebGLRenderer.prototype.render = function(stage) PIXI.WebGLRenderer.prototype.render = function(stage)
{ {
if(this.contextLost)return; 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 // if rendering a new stage clear the batchs..
if(this.__stage !== stage)
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; {
// TODO make this work
PIXI.projection.x = this.width/2; // dont think this is needed any more?
PIXI.projection.y = -this.height/2; this.__stage = stage;
this.stageRenderGroup.setRenderable(stage);
this.stageRenderGroup.render(PIXI.projection); }
// interaction // update any textures
// run interaction! PIXI.WebGLRenderer.updateTextures();
if(stage.interactive)
{ // update the scene graph
//need to add some events! PIXI.visibleCount++;
if(!stage._interactiveEventsAdded) stage.updateTransform();
{
stage._interactiveEventsAdded = true; var gl = this.gl;
stage.interactionManager.setTarget(this);
} // -- Does this need to be set every frame? -- //
} gl.colorMask(true, true, true, this.transparent);
gl.viewport(0, 0, this.width, this.height);
// after rendering lets confirm all frames that have been uodated..
if(PIXI.Texture.frameUpdates.length > 0) gl.bindFramebuffer(gl.FRAMEBUFFER, null);
{
for (var i=0; i < PIXI.Texture.frameUpdates.length; i++) gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
{ gl.clear(gl.COLOR_BUFFER_BIT);
PIXI.Texture.frameUpdates[i].updateFrame = false;
}; // HACK TO TEST
PIXI.Texture.frameUpdates = []; 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 * Updates the textures loaded into this webgl renderer
@ -215,12 +215,18 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
*/ */
PIXI.WebGLRenderer.updateTextures = function() PIXI.WebGLRenderer.updateTextures = function()
{ {
//TODO break this out into a texture manager... var i = 0;
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]); //TODO break this out into a texture manager...
PIXI.texturesToUpdate = []; for (i = 0; i < PIXI.texturesToUpdate.length; i++)
PIXI.texturesToDestroy = []; PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]);
}
for (i = 0; i < PIXI.texturesToDestroy.length; i++)
PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
};
/** /**
* Updates a loaded webgl texture * Updates a loaded webgl texture
@ -232,39 +238,39 @@ PIXI.WebGLRenderer.updateTextures = function()
*/ */
PIXI.WebGLRenderer.updateTexture = function(texture) PIXI.WebGLRenderer.updateTexture = function(texture)
{ {
//TODO break this out into a texture manager... //TODO break this out into a texture manager...
var gl = PIXI.gl; var gl = PIXI.gl;
if(!texture._glTexture)
{
texture._glTexture = gl.createTexture();
}
if(texture.hasLoaded) if(!texture._glTexture)
{ {
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture); texture._glTexture = gl.createTexture();
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); }
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); if(texture.hasLoaded)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
// reguler... 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);
if(!texture._powerOf2) // reguler...
{
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); 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 * Destroys a loaded webgl texture
@ -275,15 +281,15 @@ PIXI.WebGLRenderer.updateTexture = function(texture)
*/ */
PIXI.WebGLRenderer.destroyTexture = function(texture) PIXI.WebGLRenderer.destroyTexture = function(texture)
{ {
//TODO break this out into a texture manager... //TODO break this out into a texture manager...
var gl = PIXI.gl; var gl = PIXI.gl;
if(texture._glTexture) if(texture._glTexture)
{ {
texture._glTexture = gl.createTexture(); texture._glTexture = gl.createTexture();
gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture); gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
} }
} };
/** /**
* resizes the webGL view to the specified width and height * resizes the webGL view to the specified width and height
@ -294,27 +300,27 @@ PIXI.WebGLRenderer.destroyTexture = function(texture)
*/ */
PIXI.WebGLRenderer.prototype.resize = function(width, height) PIXI.WebGLRenderer.prototype.resize = function(width, height)
{ {
this.width = width; this.width = width;
this.height = height; this.height = height;
this.view.width = width; this.view.width = width;
this.view.height = height; this.view.height = height;
this.gl.viewport(0, 0, this.width, this.height); this.gl.viewport(0, 0, this.width, this.height);
//var projectionMatrix = this.projectionMatrix; //var projectionMatrix = this.projectionMatrix;
PIXI.projection.x = this.width/2; PIXI.projection.x = this.width/2;
PIXI.projection.y = -this.height/2; PIXI.projection.y = -this.height/2;
//PIXI.size.x = this.width/2;
//PIXI.size.y = -this.height/2;
// projectionMatrix[0] = 2/this.width; //PIXI.size.x = this.width/2;
// projectionMatrix[5] = -2/this.height; //PIXI.size.y = -this.height/2;
// projectionMatrix[12] = -1;
// projectionMatrix[13] = 1; // projectionMatrix[0] = 2/this.width;
} // projectionMatrix[5] = -2/this.height;
// projectionMatrix[12] = -1;
// projectionMatrix[13] = 1;
};
/** /**
* Handles a lost webgl context * Handles a lost webgl context
@ -325,9 +331,9 @@ PIXI.WebGLRenderer.prototype.resize = function(width, height)
*/ */
PIXI.WebGLRenderer.prototype.handleContextLost = function(event) PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
{ {
event.preventDefault(); event.preventDefault();
this.contextLost = true; this.contextLost = true;
} };
/** /**
* Handles a restored webgl context * Handles a restored webgl context
@ -336,28 +342,28 @@ PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
* @param event {Event} * @param event {Event}
* @private * @private
*/ */
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) PIXI.WebGLRenderer.prototype.handleContextRestored = function()
{ {
this.gl = this.view.getContext("experimental-webgl", { this.gl = this.view.getContext('experimental-webgl', {
alpha: true alpha: true
}); });
this.initShaders(); this.initShaders();
for(var key in PIXI.TextureCache) for(var key in PIXI.TextureCache)
{ {
var texture = PIXI.TextureCache[key].baseTexture; var texture = PIXI.TextureCache[key].baseTexture;
texture._glTexture = null; texture._glTexture = null;
PIXI.WebGLRenderer.updateTexture(texture); PIXI.WebGLRenderer.updateTexture(texture);
}; }
for (var i=0; i < this.batchs.length; i++) for (var i=0; i < this.batchs.length; i++)
{ {
this.batchs[i].restoreLostContext(this.gl)// this.batchs[i].restoreLostContext(this.gl);
this.batchs[i].dirty = true; this.batchs[i].dirty = true;
}; }
PIXI._restoreBatchs(this.gl); PIXI._restoreBatchs(this.gl);
this.contextLost = false; this.contextLost = false;
} };

View file

@ -2,73 +2,70 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
PIXI.initDefaultShaders = function()
PIXI.initDefaultShaders = function()
{ {
PIXI.primitiveShader = new PIXI.PrimitiveShader(); PIXI.primitiveShader = new PIXI.PrimitiveShader();
PIXI.primitiveShader.init(); PIXI.primitiveShader.init();
PIXI.stripShader = new PIXI.StripShader(); PIXI.stripShader = new PIXI.StripShader();
PIXI.stripShader.init(); PIXI.stripShader.init();
PIXI.defaultShader = new PIXI.PixiShader(); PIXI.defaultShader = new PIXI.PixiShader();
PIXI.defaultShader.init(); PIXI.defaultShader.init();
var gl = PIXI.gl; var gl = PIXI.gl;
var shaderProgram = PIXI.defaultShader.program; var shaderProgram = PIXI.defaultShader.program;
gl.useProgram(shaderProgram); gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition); gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute); gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord); gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
} };
PIXI.activatePrimitiveShader = function() PIXI.activatePrimitiveShader = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(PIXI.primitiveShader.program);
gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition); gl.useProgram(PIXI.primitiveShader.program);
gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
} gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
};
PIXI.deactivatePrimitiveShader = function() PIXI.deactivatePrimitiveShader = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program); gl.useProgram(PIXI.defaultShader.program);
gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition); gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute); gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
} gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
PIXI.activateStripShader = function() PIXI.activateStripShader = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(PIXI.stripShader.program); gl.useProgram(PIXI.stripShader.program);
// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord); // gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
} };
PIXI.deactivateStripShader = function() PIXI.deactivateStripShader = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program); gl.useProgram(PIXI.defaultShader.program);
//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord); //gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
} };
/* /*
@ -77,45 +74,44 @@ SHADER COMPILER HELPERS
PIXI.CompileVertexShader = function(gl, shaderSrc) PIXI.CompileVertexShader = function(gl, shaderSrc)
{ {
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
} };
PIXI.CompileFragmentShader = function(gl, shaderSrc) PIXI.CompileFragmentShader = function(gl, shaderSrc)
{ {
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
} };
PIXI._CompileShader = function(gl, shaderSrc, shaderType) PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{ {
var src = shaderSrc.join("\n"); var src = shaderSrc.join("\n");
var shader = gl.createShader(shaderType); var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src); gl.shaderSource(shader, src);
gl.compileShader(shader); gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader)); window.console.log(gl.getShaderInfoLog(shader));
return null; return null;
} }
return shader;
}
return shader;
};
PIXI.compileProgram = function(vertexSrc, fragmentSrc) PIXI.compileProgram = function(vertexSrc, fragmentSrc)
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
var shaderProgram = gl.createProgram(); var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram); gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.log("Could not initialise shaders"); window.console.log("Could not initialise shaders");
} }
return shaderProgram; return shaderProgram;
} };

View file

@ -3,7 +3,7 @@
*/ */
/** /**
* A Text Object will create a line(s) of text using bitmap font. To split a line you can use "\n", "\r" or "\r\n" * A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n'
* You can generate the fnt files using * You can generate the fnt files using
* http://www.angelcode.com/products/bmfont/ for windows or * http://www.angelcode.com/products/bmfont/ for windows or
* http://www.bmglyph.com/ for mac. * http://www.bmglyph.com/ for mac.
@ -13,8 +13,8 @@
* @constructor * @constructor
* @param text {String} The copy that you would like the text to display * @param text {String} The copy that you would like the text to display
* @param style {Object} The style parameters * @param style {Object} The style parameters
* @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) * @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") * @param [style.align='left'] {String} An alignment of the multiline text ('left', 'center' or 'right')
*/ */
PIXI.BitmapText = function(text, style) PIXI.BitmapText = function(text, style)
{ {
@ -23,8 +23,7 @@ PIXI.BitmapText = function(text, style)
this.setText(text); this.setText(text);
this.setStyle(style); this.setStyle(style);
this.updateText(); this.updateText();
this.dirty = false this.dirty = false;
}; };
// constructor // constructor
@ -39,7 +38,7 @@ PIXI.BitmapText.prototype.constructor = PIXI.BitmapText;
*/ */
PIXI.BitmapText.prototype.setText = function(text) PIXI.BitmapText.prototype.setText = function(text)
{ {
this.text = text || " "; this.text = text || ' ';
this.dirty = true; this.dirty = true;
}; };
@ -48,16 +47,16 @@ PIXI.BitmapText.prototype.setText = function(text)
* *
* @method setStyle * @method setStyle
* @param style {Object} The style parameters * @param style {Object} The style parameters
* @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) * @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") * @param [style.align='left'] {String} An alignment of the multiline text ('left', 'center' or 'right')
*/ */
PIXI.BitmapText.prototype.setStyle = function(style) PIXI.BitmapText.prototype.setStyle = function(style)
{ {
style = style || {}; style = style || {};
style.align = style.align || "left"; style.align = style.align || 'left';
this.style = style; this.style = style;
var font = style.font.split(" "); var font = style.font.split(' ');
this.fontName = font[font.length - 1]; this.fontName = font[font.length - 1];
this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size; this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
@ -100,7 +99,7 @@ PIXI.BitmapText.prototype.updateText = function()
if(prevCharCode && charData[prevCharCode]) if(prevCharCode && charData[prevCharCode])
{ {
pos.x += charData.kerning[prevCharCode]; pos.x += charData.kerning[prevCharCode];
} }
chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)}); chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)});
pos.x += charData.xAdvance; pos.x += charData.xAdvance;
@ -115,11 +114,11 @@ PIXI.BitmapText.prototype.updateText = function()
for(i = 0; i <= line; i++) for(i = 0; i <= line; i++)
{ {
var alignOffset = 0; var alignOffset = 0;
if(this.style.align == "right") if(this.style.align === 'right')
{ {
alignOffset = maxLineWidth - lineWidths[i]; alignOffset = maxLineWidth - lineWidths[i];
} }
else if(this.style.align == "center") else if(this.style.align === 'center')
{ {
alignOffset = (maxLineWidth - lineWidths[i]) / 2; alignOffset = (maxLineWidth - lineWidths[i]) / 2;
} }
@ -128,7 +127,7 @@ PIXI.BitmapText.prototype.updateText = function()
for(i = 0; i < chars.length; i++) for(i = 0; i < chars.length; i++)
{ {
var c = new PIXI.Sprite(chars[i].texture)//PIXI.Sprite.fromFrame(chars[i].charCode); var c = new PIXI.Sprite(chars[i].texture); //PIXI.Sprite.fromFrame(chars[i].charCode);
c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
c.position.y = chars[i].position.y * scale; c.position.y = chars[i].position.y * scale;
c.scale.x = c.scale.y = scale; c.scale.x = c.scale.y = scale;
@ -147,8 +146,8 @@ PIXI.BitmapText.prototype.updateText = function()
*/ */
PIXI.BitmapText.prototype.updateTransform = function() PIXI.BitmapText.prototype.updateTransform = function()
{ {
if(this.dirty) if(this.dirty)
{ {
while(this.children.length > 0) while(this.children.length > 0)
{ {
this.removeChild(this.getChildAt(0)); this.removeChild(this.getChildAt(0));
@ -156,9 +155,9 @@ PIXI.BitmapText.prototype.updateTransform = function()
this.updateText(); this.updateText();
this.dirty = false; this.dirty = false;
} }
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
}; };
PIXI.BitmapText.fonts = {}; PIXI.BitmapText.fonts = {};

View file

@ -3,25 +3,25 @@
*/ */
/** /**
* A Text Object will create a line(s) of text to split a line you can use "\n" * A Text Object will create a line(s) of text to split a line you can use '\n'
* *
* @class Text * @class Text
* @extends Sprite * @extends Sprite
* @constructor * @constructor
* @param text {String} The copy that you would like the text to display * @param text {String} The copy that you would like the text to display
* @param [style] {Object} The style parameters * @param [style] {Object} The style parameters
* @param [style.font] {String} default "bold 20pt Arial" The style and size of the font * @param [style.font] {String} default 'bold 20pt Arial' The style and size of the font
* @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") * @param [style.align='left'] {String} An alignment of the multiline text ('left', 'center' or 'right')
* @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
*/ */
PIXI.Text = function(text, style) PIXI.Text = function(text, style)
{ {
this.canvas = document.createElement("canvas"); this.canvas = document.createElement('canvas');
this.context = this.canvas.getContext("2d"); this.context = this.canvas.getContext('2d');
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas)); PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
this.setText(text); this.setText(text);
@ -40,10 +40,10 @@ PIXI.Text.prototype.constructor = PIXI.Text;
* *
* @method setStyle * @method setStyle
* @param [style] {Object} The style parameters * @param [style] {Object} The style parameters
* @param [style.font="bold 20pt Arial"] {String} The style and size of the font * @param [style.font='bold 20pt Arial'] {String} The style and size of the font
* @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") * @param [style.align='left'] {String} An alignment of the multiline text ('left', 'center' or 'right')
* @param [style.stroke="black"] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" * @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
@ -51,10 +51,10 @@ PIXI.Text.prototype.constructor = PIXI.Text;
PIXI.Text.prototype.setStyle = function(style) PIXI.Text.prototype.setStyle = function(style)
{ {
style = style || {}; style = style || {};
style.font = style.font || "bold 20pt Arial"; style.font = style.font || 'bold 20pt Arial';
style.fill = style.fill || "black"; style.fill = style.fill || 'black';
style.align = style.align || "left"; style.align = style.align || 'left';
style.stroke = style.stroke || "black"; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
style.strokeThickness = style.strokeThickness || 0; style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false; style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100; style.wordWrapWidth = style.wordWrapWidth || 100;
@ -63,14 +63,14 @@ PIXI.Text.prototype.setStyle = function(style)
}; };
/** /**
* Set the copy for the text object. To split a line you can use "\n" * Set the copy for the text object. To split a line you can use '\n'
* *
* @method setText * @method setText
* @param {String} text The copy that you would like the text to display * @param {String} text The copy that you would like the text to display
*/ */
PIXI.Text.prototype.setText = function(text) PIXI.Text.prototype.setText = function(text)
{ {
this.text = text.toString() || " "; this.text = text.toString() || ' ';
this.dirty = true; this.dirty = true;
}; };
@ -82,65 +82,65 @@ PIXI.Text.prototype.setText = function(text)
*/ */
PIXI.Text.prototype.updateText = function() PIXI.Text.prototype.updateText = function()
{ {
this.context.font = this.style.font; this.context.font = this.style.font;
var outputText = this.text; var outputText = this.text;
// word wrap // word wrap
// preserve original text // preserve original text
if(this.style.wordWrap)outputText = this.wordWrap(this.text); if(this.style.wordWrap)outputText = this.wordWrap(this.text);
//split text into lines //split text into lines
var lines = outputText.split(/(?:\r\n|\r|\n)/); var lines = outputText.split(/(?:\r\n|\r|\n)/);
//calculate text width //calculate text width
var lineWidths = []; var lineWidths = [];
var maxLineWidth = 0; var maxLineWidth = 0;
for (var i = 0; i < lines.length; i++) for (var i = 0; i < lines.length; i++)
{ {
var lineWidth = this.context.measureText(lines[i]).width; var lineWidth = this.context.measureText(lines[i]).width;
lineWidths[i] = lineWidth; lineWidths[i] = lineWidth;
maxLineWidth = Math.max(maxLineWidth, lineWidth); maxLineWidth = Math.max(maxLineWidth, lineWidth);
} }
this.canvas.width = maxLineWidth + this.style.strokeThickness; this.canvas.width = maxLineWidth + this.style.strokeThickness;
//calculate text height //calculate text height
var lineHeight = this.determineFontHeight("font: " + this.style.font + ";") + this.style.strokeThickness; var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness;
this.canvas.height = lineHeight * lines.length; this.canvas.height = lineHeight * lines.length;
//set canvas text styles //set canvas text styles
this.context.fillStyle = this.style.fill; this.context.fillStyle = this.style.fill;
this.context.font = this.style.font; this.context.font = this.style.font;
this.context.strokeStyle = this.style.stroke; this.context.strokeStyle = this.style.stroke;
this.context.lineWidth = this.style.strokeThickness; this.context.lineWidth = this.style.strokeThickness;
this.context.textBaseline = "top"; this.context.textBaseline = 'top';
//draw lines line by line //draw lines line by line
for (i = 0; i < lines.length; i++) for (i = 0; i < lines.length; i++)
{ {
var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight); var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
if(this.style.align == "right") if(this.style.align === 'right')
{ {
linePosition.x += maxLineWidth - lineWidths[i]; linePosition.x += maxLineWidth - lineWidths[i];
} }
else if(this.style.align == "center") else if(this.style.align === 'center')
{ {
linePosition.x += (maxLineWidth - lineWidths[i]) / 2; linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
} }
if(this.style.stroke && this.style.strokeThickness) if(this.style.stroke && this.style.strokeThickness)
{ {
this.context.strokeText(lines[i], linePosition.x, linePosition.y); this.context.strokeText(lines[i], linePosition.x, linePosition.y);
} }
if(this.style.fill) if(this.style.fill)
{ {
this.context.fillText(lines[i], linePosition.x, linePosition.y); this.context.fillText(lines[i], linePosition.x, linePosition.y);
} }
} }
this.updateTexture(); this.updateTexture();
}; };
@ -158,7 +158,7 @@ PIXI.Text.prototype.updateTexture = function()
this.texture.frame.width = this.canvas.width; this.texture.frame.width = this.canvas.width;
this.texture.frame.height = this.canvas.height; this.texture.frame.height = this.canvas.height;
this._width = this.canvas.width; this._width = this.canvas.width;
this._height = this.canvas.height; this._height = this.canvas.height;
PIXI.texturesToUpdate.push(this.texture.baseTexture); PIXI.texturesToUpdate.push(this.texture.baseTexture);
@ -172,13 +172,13 @@ PIXI.Text.prototype.updateTexture = function()
*/ */
PIXI.Text.prototype.updateTransform = function() PIXI.Text.prototype.updateTransform = function()
{ {
if(this.dirty) if(this.dirty)
{ {
this.updateText(); this.updateText();
this.dirty = false; this.dirty = false;
} }
PIXI.Sprite.prototype.updateTransform.call(this); PIXI.Sprite.prototype.updateTransform.call(this);
}; };
/* /*
@ -191,26 +191,26 @@ PIXI.Text.prototype.updateTransform = function()
*/ */
PIXI.Text.prototype.determineFontHeight = function(fontStyle) PIXI.Text.prototype.determineFontHeight = function(fontStyle)
{ {
// build a little reference dictionary so if the font style has been used return a // build a little reference dictionary so if the font style has been used return a
// cached version... // cached version...
var result = PIXI.Text.heightCache[fontStyle]; var result = PIXI.Text.heightCache[fontStyle];
if(!result) if(!result)
{ {
var body = document.getElementsByTagName("body")[0]; var body = document.getElementsByTagName('body')[0];
var dummy = document.createElement("div"); var dummy = document.createElement('div');
var dummyText = document.createTextNode("M"); var dummyText = document.createTextNode('M');
dummy.appendChild(dummyText); dummy.appendChild(dummyText);
dummy.setAttribute("style", fontStyle + ';position:absolute;top:0;left:0'); dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0');
body.appendChild(dummy); body.appendChild(dummy);
result = dummy.offsetHeight; result = dummy.offsetHeight;
PIXI.Text.heightCache[fontStyle] = result; PIXI.Text.heightCache[fontStyle] = result;
body.removeChild(dummy); body.removeChild(dummy);
} }
return result; return result;
}; };
/** /**
@ -223,38 +223,38 @@ PIXI.Text.prototype.determineFontHeight = function(fontStyle)
*/ */
PIXI.Text.prototype.wordWrap = function(text) PIXI.Text.prototype.wordWrap = function(text)
{ {
// Greedy wrapping algorithm that will wrap words as the line grows longer // Greedy wrapping algorithm that will wrap words as the line grows longer
// than its horizontal bounds. // than its horizontal bounds.
var result = ""; var result = '';
var lines = text.split("\n"); var lines = text.split('\n');
for (var i = 0; i < lines.length; i++) for (var i = 0; i < lines.length; i++)
{ {
var spaceLeft = this.style.wordWrapWidth; var spaceLeft = this.style.wordWrapWidth;
var words = lines[i].split(" "); var words = lines[i].split(' ');
for (var j = 0; j < words.length; j++) for (var j = 0; j < words.length; j++)
{ {
var wordWidth = this.context.measureText(words[j]).width; var wordWidth = this.context.measureText(words[j]).width;
var wordWidthWithSpace = wordWidth + this.context.measureText(" ").width; var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
if(wordWidthWithSpace > spaceLeft) if(wordWidthWithSpace > spaceLeft)
{ {
// Skip printing the newline if it's the first word of the line that is // Skip printing the newline if it's the first word of the line that is
// greater than the word wrap width. // greater than the word wrap width.
if(j > 0) if(j > 0)
{ {
result += "\n"; result += '\n';
} }
result += words[j] + " "; result += words[j] + ' ';
spaceLeft = this.style.wordWrapWidth - wordWidth; spaceLeft = this.style.wordWrapWidth - wordWidth;
} }
else else
{ {
spaceLeft -= wordWidthWithSpace; spaceLeft -= wordWidthWithSpace;
result += words[j] + " "; result += words[j] + ' ';
} }
} }
result += "\n"; result += '\n';
} }
return result; return result;
}; };
/** /**
@ -265,10 +265,10 @@ PIXI.Text.prototype.wordWrap = function(text)
*/ */
PIXI.Text.prototype.destroy = function(destroyTexture) PIXI.Text.prototype.destroy = function(destroyTexture)
{ {
if(destroyTexture) if(destroyTexture)
{ {
this.texture.destroy(); this.texture.destroy();
} }
}; };

View file

@ -14,86 +14,94 @@ PIXI.texturesToDestroy = [];
* @constructor * @constructor
* @param source {String} the source object (image or canvas) * @param source {String} the source object (image or canvas)
*/ */
PIXI.BaseTexture = function(source) PIXI.BaseTexture = function(source, scaleMode)
{ {
PIXI.EventTarget.call( this ); PIXI.EventTarget.call( this );
/** /**
* [read-only] The width of the base texture set when the image has loaded * [read-only] The width of the base texture set when the image has loaded
* *
* @property width * @property width
* @type Number * @type Number
* @readOnly * @readOnly
*/ */
this.width = 100; this.width = 100;
/** /**
* [read-only] The height of the base texture set when the image has loaded * [read-only] The height of the base texture set when the image has loaded
* *
* @property height * @property height
* @type Number * @type Number
* @readOnly * @readOnly
*/ */
this.height = 100; this.height = 100;
/** /**
* [read-only] Describes if the base texture has loaded or not * The scale mode to apply when scaling this texture
* * @property scaleMode
* @property hasLoaded * @type PIXI.BaseTexture.SCALE_MODE
* @type Boolean * @default PIXI.BaseTexture.SCALE_MODE.LINEAR
* @readOnly */
*/ this.scaleMode = scaleMode || PIXI.BaseTexture.SCALE_MODE.DEFAULT;
this.hasLoaded = false;
/** /**
* The source that is loaded to create the texture * [read-only] Describes if the base texture has loaded or not
* *
* @property source * @property hasLoaded
* @type Image * @type Boolean
*/ * @readOnly
this.source = source; */
this.hasLoaded = false;
if(!source)return; /**
* The source that is loaded to create the texture
*
* @property source
* @type Image
*/
this.source = source;
if(this.source instanceof Image || this.source instanceof HTMLImageElement) if(!source)return;
{
if(this.source.complete)
{
this.hasLoaded = true;
this.width = this.source.width;
this.height = this.source.height;
PIXI.texturesToUpdate.push(this); if(this.source instanceof Image || this.source instanceof HTMLImageElement)
} {
else if(this.source.complete)
{ {
this.hasLoaded = true;
this.width = this.source.width;
this.height = this.source.height;
var scope = this; PIXI.texturesToUpdate.push(this);
this.source.onload = function(){ }
else
{
scope.hasLoaded = true; var scope = this;
scope.width = scope.source.width; this.source.onload = function() {
scope.height = scope.source.height;
// add it to somewhere... scope.hasLoaded = true;
PIXI.texturesToUpdate.push(scope); scope.width = scope.source.width;
scope.dispatchEvent( { type: 'loaded', content: scope } ); scope.height = scope.source.height;
}
// this.image.src = imageUrl;
}
}
else
{
this.hasLoaded = true;
this.width = this.source.width;
this.height = this.source.height;
PIXI.texturesToUpdate.push(this); // add it to somewhere...
} PIXI.texturesToUpdate.push(scope);
scope.dispatchEvent( { type: 'loaded', content: scope } );
};
//this.image.src = imageUrl;
}
}
else
{
this.hasLoaded = true;
this.width = this.source.width;
this.height = this.source.height;
this.imageUrl = null; PIXI.texturesToUpdate.push(this);
this._powerOf2 = false; }
}
this.imageUrl = null;
this._powerOf2 = false;
};
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture; PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
@ -104,29 +112,29 @@ PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
*/ */
PIXI.BaseTexture.prototype.destroy = function() PIXI.BaseTexture.prototype.destroy = function()
{ {
if(this.source instanceof Image) if(this.source instanceof Image)
{ {
if (this.imageUrl in PIXI.BaseTextureCache) if (this.imageUrl in PIXI.BaseTextureCache)
delete PIXI.BaseTextureCache[this.imageUrl]; delete PIXI.BaseTextureCache[this.imageUrl];
this.imageUrl = null; this.imageUrl = null;
this.source.src = null; this.source.src = null;
} }
this.source = null; this.source = null;
PIXI.texturesToDestroy.push(this); PIXI.texturesToDestroy.push(this);
} };
/** /**
* *
* *
* @method destroy * @method destroy
*/ */
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc) PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
{ {
this.hasLoaded = false; this.hasLoaded = false;
this.source.src = null; this.source.src = null;
this.source.src = newSrc; this.source.src = newSrc;
} };
/** /**
* Helper function that returns a base texture based on an image url * Helper function that returns a base texture based on an image url
@ -137,23 +145,29 @@ PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
* @param imageUrl {String} The image url of the texture * @param imageUrl {String} The image url of the texture
* @return BaseTexture * @return BaseTexture
*/ */
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin) PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
{ {
var baseTexture = PIXI.BaseTextureCache[imageUrl]; var baseTexture = PIXI.BaseTextureCache[imageUrl];
if(!baseTexture) if(!baseTexture)
{ {
// new Image() breaks tex loading in some versions of Chrome. // new Image() breaks tex loading in some versions of Chrome.
// See https://code.google.com/p/chromium/issues/detail?id=238071 // See https://code.google.com/p/chromium/issues/detail?id=238071
var image = new Image();//document.createElement('img'); var image = new Image();//document.createElement('img');
if (crossorigin) if (crossorigin)
{ {
image.crossOrigin = ''; image.crossOrigin = '';
} }
image.src = imageUrl; image.src = imageUrl;
baseTexture = new PIXI.BaseTexture(image); baseTexture = new PIXI.BaseTexture(image, scaleMode);
baseTexture.imageUrl = imageUrl; baseTexture.imageUrl = imageUrl;
PIXI.BaseTextureCache[imageUrl] = baseTexture; PIXI.BaseTextureCache[imageUrl] = baseTexture;
} }
return baseTexture; return baseTexture;
} };
PIXI.BaseTexture.SCALE_MODE = {
DEFAULT: 0, //default to LINEAR
LINEAR: 0,
NEAREST: 1
};

View file

@ -5,24 +5,24 @@
/** /**
A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
__Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. __Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded.
Otherwise black rectangles will be drawn instead. Otherwise black rectangles will be drawn instead.
RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:
var renderTexture = new PIXI.RenderTexture(800, 600); var renderTexture = new PIXI.RenderTexture(800, 600);
var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
sprite.position.x = 800/2; sprite.position.x = 800/2;
sprite.position.y = 600/2; sprite.position.y = 600/2;
sprite.anchor.x = 0.5; sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5; sprite.anchor.y = 0.5;
renderTexture.render(sprite); renderTexture.render(sprite);
Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:
var doc = new PIXI.DisplayObjectContainer(); var doc = new PIXI.DisplayObjectContainer();
doc.addChild(sprite); doc.addChild(sprite);
renderTexture.render(doc); // Renders to center of renderTexture renderTexture.render(doc); // Renders to center of renderTexture
@class RenderTexture @class RenderTexture
@extends Texture @extends Texture
@ -32,24 +32,24 @@
*/ */
PIXI.RenderTexture = function(width, height) PIXI.RenderTexture = function(width, height)
{ {
PIXI.EventTarget.call( this ); PIXI.EventTarget.call( this );
this.width = width || 100; this.width = width || 100;
this.height = height || 100; this.height = height || 100;
this.indetityMatrix = PIXI.mat3.create(); this.indetityMatrix = PIXI.mat3.create();
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
if(PIXI.gl) if(PIXI.gl)
{ {
this.initWebGL(); this.initWebGL();
} }
else else
{ {
this.initCanvas(); this.initCanvas();
} }
} };
PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
@ -62,65 +62,65 @@ PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
*/ */
PIXI.RenderTexture.prototype.initWebGL = function() PIXI.RenderTexture.prototype.initWebGL = function()
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
this.glFramebuffer = gl.createFramebuffer(); this.glFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
this.glFramebuffer.width = this.width; this.glFramebuffer.width = this.width;
this.glFramebuffer.height = this.height; this.glFramebuffer.height = this.height;
this.baseTexture = new PIXI.BaseTexture(); this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width; this.baseTexture.width = this.width;
this.baseTexture.height = this.height; this.baseTexture.height = this.height;
this.baseTexture._glTexture = gl.createTexture(); this.baseTexture._glTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture); gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 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); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
this.baseTexture.isRender = true; this.baseTexture.isRender = true;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
// create a projection matrix.. // create a projection matrix..
this.projection = new PIXI.Point(this.width/2 , -this.height/2); this.projection = new PIXI.Point(this.width/2 , -this.height/2);
// set the correct render function.. // set the correct render function..
this.render = this.renderWebGL; this.render = this.renderWebGL;
} };
PIXI.RenderTexture.prototype.resize = function(width, height) PIXI.RenderTexture.prototype.resize = function(width, height)
{ {
this.width = width; this.width = width;
this.height = height; this.height = height;
if(PIXI.gl) if(PIXI.gl)
{ {
this.projection.x = this.width/2 this.projection.x = this.width / 2;
this.projection.y = -this.height/2; this.projection.y = -this.height / 2;
var gl = PIXI.gl; var gl = PIXI.gl;
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture); gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
} }
else else
{ {
this.frame.width = this.width this.frame.width = this.width;
this.frame.height = this.height; this.frame.height = this.height;
this.renderer.resize(this.width, this.height); this.renderer.resize(this.width, this.height);
} }
} };
/** /**
* Initializes the canvas data for this texture * Initializes the canvas data for this texture
@ -130,13 +130,13 @@ PIXI.RenderTexture.prototype.resize = function(width, height)
*/ */
PIXI.RenderTexture.prototype.initCanvas = function() PIXI.RenderTexture.prototype.initCanvas = function()
{ {
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0); this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
this.baseTexture = new PIXI.BaseTexture(this.renderer.view); this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
this.render = this.renderCanvas; this.render = this.renderCanvas;
} };
/** /**
* This function will draw the display object to the texture. * This function will draw the display object to the texture.
@ -148,67 +148,67 @@ PIXI.RenderTexture.prototype.initCanvas = function()
*/ */
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear) PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
{ {
var gl = PIXI.gl; var gl = PIXI.gl;
// enable the alpha color mask.. // enable the alpha color mask..
gl.colorMask(true, true, true, true); gl.colorMask(true, true, true, true);
gl.viewport(0, 0, this.width, this.height); gl.viewport(0, 0, this.width, this.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
if(clear) if(clear)
{ {
gl.clearColor(0,0,0, 0); gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
} }
// THIS WILL MESS WITH HIT TESTING! // THIS WILL MESS WITH HIT TESTING!
var children = displayObject.children; var children = displayObject.children;
//TODO -? create a new one??? dont think so! //TODO -? create a new one??? dont think so!
var originalWorldTransform = displayObject.worldTransform; var originalWorldTransform = displayObject.worldTransform;
displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
// modify to flip... // modify to flip...
displayObject.worldTransform[4] = -1; displayObject.worldTransform[4] = -1;
displayObject.worldTransform[5] = this.projection.y * -2; displayObject.worldTransform[5] = this.projection.y * -2;
if(position) if(position)
{ {
displayObject.worldTransform[2] = position.x; displayObject.worldTransform[2] = position.x;
displayObject.worldTransform[5] -= position.y; displayObject.worldTransform[5] -= position.y;
} }
PIXI.visibleCount++;
displayObject.vcount = PIXI.visibleCount;
for(var i=0,j=children.length; i<j; i++)
{
children[i].updateTransform();
}
var renderGroup = displayObject.__renderGroup; PIXI.visibleCount++;
displayObject.vcount = PIXI.visibleCount;
if(renderGroup) for(var i=0,j=children.length; i<j; i++)
{ {
if(displayObject == renderGroup.root) children[i].updateTransform();
{ }
renderGroup.render(this.projection, this.glFramebuffer);
} var renderGroup = displayObject.__renderGroup;
else
{ if(renderGroup)
renderGroup.renderSpecific(displayObject, this.projection, this.glFramebuffer); {
} if(displayObject === renderGroup.root)
} {
else renderGroup.render(this.projection, this.glFramebuffer);
{ }
if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl); else
this.renderGroup.setRenderable(displayObject); {
this.renderGroup.render(this.projection, this.glFramebuffer); renderGroup.renderSpecific(displayObject, this.projection, this.glFramebuffer);
} }
}
displayObject.worldTransform = originalWorldTransform; else
} {
if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
this.renderGroup.setRenderable(displayObject);
this.renderGroup.render(this.projection, this.glFramebuffer);
}
displayObject.worldTransform = originalWorldTransform;
};
/** /**
@ -221,28 +221,27 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
*/ */
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear) PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
{ {
var children = displayObject.children; var children = displayObject.children;
displayObject.worldTransform = PIXI.mat3.create(); displayObject.worldTransform = PIXI.mat3.create();
if(position)
{
displayObject.worldTransform[2] = position.x;
displayObject.worldTransform[5] = position.y;
}
for(var i=0,j=children.length; i<j; i++) if(position)
{ {
children[i].updateTransform(); displayObject.worldTransform[2] = position.x;
} displayObject.worldTransform[5] = position.y;
}
for(var i = 0, j = children.length; i < j; i++)
{
children[i].updateTransform();
}
if(clear) this.renderer.context.clearRect(0,0, this.width, this.height);
if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
this.renderer.renderDisplayObject(displayObject); this.renderer.renderDisplayObject(displayObject);
this.renderer.context.setTransform(1,0,0,1,0,0);
// PIXI.texturesToUpdate.push(this.baseTexture); this.renderer.context.setTransform(1,0,0,1,0,0);
}
//PIXI.texturesToUpdate.push(this.baseTexture);
};

View file

@ -17,56 +17,56 @@ PIXI.FrameCache = {};
*/ */
PIXI.Texture = function(baseTexture, frame) PIXI.Texture = function(baseTexture, frame)
{ {
PIXI.EventTarget.call( this ); PIXI.EventTarget.call( this );
if(!frame) if(!frame)
{ {
this.noFrame = true; this.noFrame = true;
frame = new PIXI.Rectangle(0,0,1,1); frame = new PIXI.Rectangle(0,0,1,1);
} }
if(baseTexture instanceof PIXI.Texture) if(baseTexture instanceof PIXI.Texture)
baseTexture = baseTexture.baseTexture; baseTexture = baseTexture.baseTexture;
/** /**
* The base texture of this texture * The base texture of this texture
* *
* @property baseTexture * @property baseTexture
* @type BaseTexture * @type BaseTexture
*/ */
this.baseTexture = baseTexture; this.baseTexture = baseTexture;
/** /**
* The frame specifies the region of the base texture that this texture uses * The frame specifies the region of the base texture that this texture uses
* *
* @property frame * @property frame
* @type Rectangle * @type Rectangle
*/ */
this.frame = frame; this.frame = frame;
/** /**
* The trim point * The trim point
* *
* @property trim * @property trim
* @type Point * @type Point
*/ */
this.trim = new PIXI.Point(); this.trim = new PIXI.Point();
this.scope = this; this.scope = this;
if(baseTexture.hasLoaded) if(baseTexture.hasLoaded)
{ {
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
//console.log(frame) //console.log(frame)
this.setFrame(frame); this.setFrame(frame);
} }
else else
{ {
var scope = this; var scope = this;
baseTexture.addEventListener( 'loaded', function(){ scope.onBaseTextureLoaded()} ); baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); });
} }
} };
PIXI.Texture.prototype.constructor = PIXI.Texture; PIXI.Texture.prototype.constructor = PIXI.Texture;
@ -77,18 +77,18 @@ PIXI.Texture.prototype.constructor = PIXI.Texture;
* @param event * @param event
* @private * @private
*/ */
PIXI.Texture.prototype.onBaseTextureLoaded = function(event) PIXI.Texture.prototype.onBaseTextureLoaded = function()
{ {
var baseTexture = this.baseTexture; var baseTexture = this.baseTexture;
baseTexture.removeEventListener( 'loaded', this.onLoaded ); baseTexture.removeEventListener( 'loaded', this.onLoaded );
if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
this.noFrame = false; this.noFrame = false;
this.width = this.frame.width; this.width = this.frame.width;
this.height = this.frame.height; this.height = this.frame.height;
this.scope.dispatchEvent( { type: 'update', content: this } ); this.scope.dispatchEvent( { type: 'update', content: this } );
} };
/** /**
* Destroys this texture * Destroys this texture
@ -98,8 +98,8 @@ PIXI.Texture.prototype.onBaseTextureLoaded = function(event)
*/ */
PIXI.Texture.prototype.destroy = function(destroyBase) PIXI.Texture.prototype.destroy = function(destroyBase)
{ {
if(destroyBase)this.baseTexture.destroy(); if(destroyBase) this.baseTexture.destroy();
} };
/** /**
* Specifies the rectangle region of the baseTexture * Specifies the rectangle region of the baseTexture
@ -109,20 +109,20 @@ PIXI.Texture.prototype.destroy = function(destroyBase)
*/ */
PIXI.Texture.prototype.setFrame = function(frame) PIXI.Texture.prototype.setFrame = function(frame)
{ {
this.frame = frame; this.frame = frame;
this.width = frame.width; this.width = frame.width;
this.height = frame.height; this.height = frame.height;
if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
{ {
throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this); throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
} }
this.updateFrame = true; this.updateFrame = true;
PIXI.Texture.frameUpdates.push(this); PIXI.Texture.frameUpdates.push(this);
//this.dispatchEvent( { type: 'update', content: this } ); //this.dispatchEvent( { type: 'update', content: this } );
} };
/** /**
* Helper function that returns a texture based on an image url * Helper function that returns a texture based on an image url
@ -134,18 +134,18 @@ PIXI.Texture.prototype.setFrame = function(frame)
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin * @param crossorigin {Boolean} Whether requests should be treated as crossorigin
* @return Texture * @return Texture
*/ */
PIXI.Texture.fromImage = function(imageUrl, crossorigin) PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
{ {
var texture = PIXI.TextureCache[imageUrl]; var texture = PIXI.TextureCache[imageUrl];
if(!texture) if(!texture)
{ {
texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin)); texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
PIXI.TextureCache[imageUrl] = texture; PIXI.TextureCache[imageUrl] = texture;
} }
return texture; return texture;
} };
/** /**
* Helper function that returns a texture based on a frame id * Helper function that returns a texture based on a frame id
@ -158,10 +158,10 @@ PIXI.Texture.fromImage = function(imageUrl, crossorigin)
*/ */
PIXI.Texture.fromFrame = function(frameId) PIXI.Texture.fromFrame = function(frameId)
{ {
var texture = PIXI.TextureCache[frameId]; var texture = PIXI.TextureCache[frameId];
if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache " + this); if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this);
return texture; return texture;
} };
/** /**
* Helper function that returns a texture based on a canvas element * Helper function that returns a texture based on a canvas element
@ -172,11 +172,11 @@ PIXI.Texture.fromFrame = function(frameId)
* @param canvas {Canvas} The canvas element source of the texture * @param canvas {Canvas} The canvas element source of the texture
* @return Texture * @return Texture
*/ */
PIXI.Texture.fromCanvas = function(canvas) PIXI.Texture.fromCanvas = function(canvas, scaleMode)
{ {
var baseTexture = new PIXI.BaseTexture(canvas); var baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
return new PIXI.Texture(baseTexture); return new PIXI.Texture(baseTexture);
} };
/** /**
@ -189,8 +189,8 @@ PIXI.Texture.fromCanvas = function(canvas)
*/ */
PIXI.Texture.addTextureToCache = function(texture, id) PIXI.Texture.addTextureToCache = function(texture, id)
{ {
PIXI.TextureCache[id] = texture; PIXI.TextureCache[id] = texture;
} };
/** /**
* Remove a texture from the textureCache. * Remove a texture from the textureCache.
@ -202,11 +202,12 @@ PIXI.Texture.addTextureToCache = function(texture, id)
*/ */
PIXI.Texture.removeTextureFromCache = function(id) PIXI.Texture.removeTextureFromCache = function(id)
{ {
var texture = PIXI.TextureCache[id] var texture = PIXI.TextureCache[id];
PIXI.TextureCache[id] = null; PIXI.TextureCache[id] = null;
return texture; return texture;
} };
// this is more for webGL.. it contains updated frames.. // this is more for webGL.. it contains updated frames..
PIXI.Texture.frameUpdates = []; PIXI.Texture.frameUpdates = [];
PIXI.Texture.SCALE_MODE = PIXI.BaseTexture.SCALE_MODE;

View file

@ -19,25 +19,29 @@
*/ */
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
{ {
if(!width)width = 800; if(!width)width = 800;
if(!height)height = 600; if(!height)height = 600;
// BORROWED from Mr Doob (mrdoob.com) // BORROWED from Mr Doob (mrdoob.com)
var webgl = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )(); var webgl = ( function () { try {
var canvas = document.createElement( 'canvas' );
return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
} catch( e ) {
return false;
}
} )();
if(webgl) if(webgl)
{ {
var ie = (navigator.userAgent.toLowerCase().indexOf('trident') != -1); var ie = (navigator.userAgent.toLowerCase().indexOf('trident') !== -1);
webgl = !ie; webgl = !ie;
} }
//console.log(webgl);
if( webgl )
{
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
}
return new PIXI.CanvasRenderer(width, height, view, transparent); //console.log(webgl);
if( webgl )
{
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
}
return new PIXI.CanvasRenderer(width, height, view, transparent);
}; };

View file

@ -8,60 +8,60 @@
* *
* @class EventTarget * @class EventTarget
* @example * @example
* function MyEmitter() { * function MyEmitter() {
* PIXI.EventTarget.call(this); //mixes in event target stuff * PIXI.EventTarget.call(this); //mixes in event target stuff
* } * }
* *
* var em = new MyEmitter(); * var em = new MyEmitter();
* em.emit({ type: 'eventName', data: 'some data' }); * em.emit({ type: 'eventName', data: 'some data' });
*/ */
PIXI.EventTarget = function () { PIXI.EventTarget = function () {
var listeners = {}; var listeners = {};
this.addEventListener = this.on = function ( type, listener ) { this.addEventListener = this.on = function ( type, listener ) {
if ( listeners[ type ] === undefined ) { if ( listeners[ type ] === undefined ) {
listeners[ type ] = []; listeners[ type ] = [];
} }
if ( listeners[ type ].indexOf( listener ) === - 1 ) { if ( listeners[ type ].indexOf( listener ) === - 1 ) {
listeners[ type ].push( listener ); listeners[ type ].push( listener );
} }
}; };
this.dispatchEvent = this.emit = function ( event ) { this.dispatchEvent = this.emit = function ( event ) {
if ( !listeners[ event.type ] || !listeners[ event.type ].length ) { if ( !listeners[ event.type ] || !listeners[ event.type ].length ) {
return; return;
} }
for(var i = 0, l = listeners[ event.type ].length; i < l; i++) { for(var i = 0, l = listeners[ event.type ].length; i < l; i++) {
listeners[ event.type ][ i ]( event ); listeners[ event.type ][ i ]( event );
} }
}; };
this.removeEventListener = this.off = function ( type, listener ) { this.removeEventListener = this.off = function ( type, listener ) {
var index = listeners[ type ].indexOf( listener ); var index = listeners[ type ].indexOf( listener );
if ( index !== - 1 ) { if ( index !== - 1 ) {
listeners[ type ].splice( index, 1 ); listeners[ type ].splice( index, 1 );
} }
}; };
this.removeAllEventListeners = function( type ) { this.removeAllEventListeners = function( type ) {
var a = listeners[type]; var a = listeners[type];

View file

@ -1,34 +1,34 @@
/* /*
PolyK library PolyK library
url: http://polyk.ivank.net url: http://polyk.ivank.net
Released under MIT licence. Released under MIT licence.
Copyright (c) 2012 Ivan Kuckir Copyright (c) 2012 Ivan Kuckir
Permission is hereby granted, free of charge, to any person Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use, restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following Software is furnished to do so, subject to the following
conditions: conditions:
The above copyright notice and this permission notice shall be The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software. included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE. OTHER DEALINGS IN THE SOFTWARE.
This is an amazing lib! This is an amazing lib!
slightly modified by mat groves (matgroves.com); slightly modified by mat groves (matgroves.com);
*/ */
PIXI.PolyK = {}; PIXI.PolyK = {};
@ -42,69 +42,76 @@ PIXI.PolyK = {};
*/ */
PIXI.PolyK.Triangulate = function(p) PIXI.PolyK.Triangulate = function(p)
{ {
var sign = true; var sign = true;
var n = p.length>>1; var n = p.length >> 1;
if(n<3) return []; if(n < 3) return [];
var tgs = [];
var avl = [];
for(var i=0; i<n; i++) avl.push(i);
var i = 0; var tgs = [];
var al = n; var avl = [];
while(al > 3) for(var i = 0; i < n; i++) avl.push(i);
{
var i0 = avl[(i+0)%al];
var i1 = avl[(i+1)%al];
var i2 = avl[(i+2)%al];
var ax = p[2*i0], ay = p[2*i0+1]; i = 0;
var bx = p[2*i1], by = p[2*i1+1]; var al = n;
var cx = p[2*i2], cy = p[2*i2+1]; while(al > 3)
{
var i0 = avl[(i+0)%al];
var i1 = avl[(i+1)%al];
var i2 = avl[(i+2)%al];
var earFound = false; var ax = p[2*i0], ay = p[2*i0+1];
if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) var bx = p[2*i1], by = p[2*i1+1];
{ var cx = p[2*i2], cy = p[2*i2+1];
earFound = true;
for(var j=0; j<al; j++)
{
var vi = avl[j];
if(vi==i0 || vi==i1 || vi==i2) continue;
if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {earFound = false; break;}
}
}
if(earFound)
{
tgs.push(i0, i1, i2);
avl.splice((i+1)%al, 1);
al--;
i = 0;
}
else if(i++ > 3*al)
{
// need to flip flip reverse it!
// reset!
if(sign)
{
var tgs = [];
avl = [];
for(var i=0; i<n; i++) avl.push(i);
i = 0; var earFound = false;
al = n; if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign))
{
earFound = true;
for(var j = 0; j < al; j++)
{
var vi = avl[j];
if(vi === i0 || vi === i1 || vi === i2) continue;
sign = false; if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {
} earFound = false;
else break;
{ }
console.log("PIXI Warning: shape too complex to fill") }
return []; }
}
} if(earFound)
} {
tgs.push(avl[0], avl[1], avl[2]); tgs.push(i0, i1, i2);
return tgs; avl.splice((i+1)%al, 1);
} al--;
i = 0;
}
else if(i++ > 3*al)
{
// need to flip flip reverse it!
// reset!
if(sign)
{
tgs = [];
avl = [];
for(i = 0; i < n; i++) avl.push(i);
i = 0;
al = n;
sign = false;
}
else
{
window.console.log("PIXI Warning: shape too complex to fill");
return [];
}
}
}
tgs.push(avl[0], avl[1], avl[2]);
return tgs;
};
/** /**
* Checks if a point is within a triangle * Checks if a point is within a triangle
@ -115,26 +122,26 @@ PIXI.PolyK.Triangulate = function(p)
*/ */
PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy) PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
{ {
var v0x = cx-ax; var v0x = cx-ax;
var v0y = cy-ay; var v0y = cy-ay;
var v1x = bx-ax; var v1x = bx-ax;
var v1y = by-ay; var v1y = by-ay;
var v2x = px-ax; var v2x = px-ax;
var v2y = py-ay; var v2y = py-ay;
var dot00 = v0x*v0x+v0y*v0y; var dot00 = v0x*v0x+v0y*v0y;
var dot01 = v0x*v1x+v0y*v1y; var dot01 = v0x*v1x+v0y*v1y;
var dot02 = v0x*v2x+v0y*v2y; var dot02 = v0x*v2x+v0y*v2y;
var dot11 = v1x*v1x+v1y*v1y; var dot11 = v1x*v1x+v1y*v1y;
var dot12 = v1x*v2x+v1y*v2y; var dot12 = v1x*v2x+v1y*v2y;
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01); var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
var u = (dot11 * dot02 - dot01 * dot12) * invDenom; var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v = (dot00 * dot12 - dot01 * dot02) * invDenom; var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if point is in triangle // Check if point is in triangle
return (u >= 0) && (v >= 0) && (u + v < 1); return (u >= 0) && (v >= 0) && (u + v < 1);
} };
/** /**
* Checks if a shape is convex * Checks if a shape is convex
@ -145,5 +152,5 @@ PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
*/ */
PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
{ {
return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) == sign; return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign;
} };

View file

@ -18,13 +18,13 @@
var lastTime = 0; var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o']; var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] ||
|| window[vendors[x]+'CancelRequestAnimationFrame']; window[vendors[x] + 'CancelRequestAnimationFrame'];
} }
if (!window.requestAnimationFrame) if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) { window.requestAnimationFrame = function(callback) {
var currTime = new Date().getTime(); var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime)); var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); }, var id = window.setTimeout(function() { callback(currTime + timeToCall); },
@ -32,50 +32,52 @@ if (!window.requestAnimationFrame)
lastTime = currTime + timeToCall; lastTime = currTime + timeToCall;
return id; return id;
}; };
}
if (!window.cancelAnimationFrame) if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) { window.cancelAnimationFrame = function(id) {
clearTimeout(id); clearTimeout(id);
}; };
}
window.requestAnimFrame = window.requestAnimationFrame; window.requestAnimFrame = window.requestAnimationFrame;
/** /**
* Converts a hex color number to an [R, G, B] array * Converts a hex color number to an [R, G, B] array
* *
* @method HEXtoRGB * @method hex2rgb
* @param hex {Number} * @param hex {Number}
*/ */
function HEXtoRGB(hex) { PIXI.hex2rgb = function hex2rgb(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
} };
/** /**
* A polyfill for Function.prototype.bind * A polyfill for Function.prototype.bind
* *
* @method bind * @method bind
*/ */
if (typeof Function.prototype.bind != 'function') { if (typeof Function.prototype.bind !== 'function') {
Function.prototype.bind = (function () { Function.prototype.bind = (function () {
var slice = Array.prototype.slice; var slice = Array.prototype.slice;
return function (thisArg) { return function (thisArg) {
var target = this, boundArgs = slice.call(arguments, 1); var target = this, boundArgs = slice.call(arguments, 1);
if (typeof target != 'function') throw new TypeError(); if (typeof target !== 'function') throw new TypeError();
function bound() { function bound() {
var args = boundArgs.concat(slice.call(arguments)); var args = boundArgs.concat(slice.call(arguments));
target.apply(this instanceof bound ? this : thisArg, args); target.apply(this instanceof bound ? this : thisArg, args);
} }
bound.prototype = (function F(proto) { bound.prototype = (function F(proto) {
proto && (F.prototype = proto); if (proto) F.prototype = proto;
if (!(this instanceof F)) return new F; if (!(this instanceof F)) return new F();
})(target.prototype); })(target.prototype);
return bound; return bound;
}; };
})(); })();
} }
/** /**
@ -84,57 +86,57 @@ if (typeof Function.prototype.bind != 'function') {
* @class AjaxRequest * @class AjaxRequest
* @constructor * @constructor
*/ */
var AjaxRequest = PIXI.AjaxRequest = function() PIXI.AjaxRequest = function AjaxRequest()
{ {
var activexmodes = ["Msxml2.XMLHTTP.6.0", "Msxml2.XMLHTTP.3.0", "Microsoft.XMLHTTP"] //activeX versions to check for in IE var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE
if (window.ActiveXObject) if (window.ActiveXObject)
{ //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken) { //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken)
for (var i=0; i<activexmodes.length; i++) for (var i=0; i<activexmodes.length; i++)
{ {
try{ try{
return new ActiveXObject(activexmodes[i]) return new window.ActiveXObject(activexmodes[i]);
} }
catch(e){ catch(e) {
//suppress error //suppress error
} }
} }
} }
else if (window.XMLHttpRequest) // if Mozilla, Safari etc else if (window.XMLHttpRequest) // if Mozilla, Safari etc
{ {
return new XMLHttpRequest() return new window.XMLHttpRequest();
} }
else else
{ {
return false; return false;
} }
} };
/* /*
* DEBUGGING ONLY * DEBUGGING ONLY
*/ */
PIXI.runList = function(item) PIXI.runList = function(item)
{ {
console.log(">>>>>>>>>") window.console.log('>>>>>>>>>');
console.log("_") window.console.log('_');
var safe = 0; var safe = 0;
var tmp = item.first; var tmp = item.first;
console.log(tmp); window.console.log(tmp);
while(tmp._iNext) while(tmp._iNext)
{ {
safe++; safe++;
tmp = tmp._iNext; tmp = tmp._iNext;
console.log(tmp); window.console.log(tmp);
// console.log(tmp); // console.log(tmp);
if(safe > 100) if(safe > 100)
{ {
console.log("BREAK") window.console.log('BREAK');
break break;
} }
} }
} };

View file

@ -197,6 +197,7 @@ Phaser.Tilemap.prototype = {
* Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically. * Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.
* *
* @method Phaser.Tileset#createFromObjects * @method Phaser.Tileset#createFromObjects
* @param {string} name - The name of the Object Group to create Sprites from.
* @param {number} gid - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents. * @param {number} gid - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
* @param {string} key - The Game.cache key of the image that this Sprite will use. * @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here. * @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
@ -204,28 +205,34 @@ Phaser.Tilemap.prototype = {
* @param {boolean} [autoCull=true] - The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range. * @param {boolean} [autoCull=true] - The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range.
* @param {Phaser.Group} [group] - Optional Group to add the Sprite to. If not specified it will be added to the World group. * @param {Phaser.Group} [group] - Optional Group to add the Sprite to. If not specified it will be added to the World group.
*/ */
createFromObjects: function (gid, key, frame, exists, autoCull, group) { createFromObjects: function (name, gid, key, frame, exists, autoCull, group) {
if (typeof exists === 'undefined') { exists = true; } if (typeof exists === 'undefined') { exists = true; }
if (typeof autoCull === 'undefined') { autoCull = true; } if (typeof autoCull === 'undefined') { autoCull = true; }
if (typeof group === 'undefined') { group = this.game.world; } if (typeof group === 'undefined') { group = this.game.world; }
if (!this.objects[name])
{
console.warn('Tilemap.createFromObjects: Invalid objectgroup name given: ' + name);
return;
}
var sprite; var sprite;
for (var i = 0; i < this.objects.length; i++) for (var i = 0, len = this.objects[name].length; i < len; i++)
{ {
if (this.objects[i].gid === gid) if (this.objects[name][i].gid === gid)
{ {
sprite = group.create(this.objects[i].x, this.objects[i].y, key, frame, exists); sprite = group.create(this.objects[name][i].x, this.objects[name][i].y, key, frame, exists);
sprite.anchor.setTo(0, 1); sprite.anchor.setTo(0, 1);
sprite.name = this.objects[i].name; sprite.name = this.objects[name][i].name;
sprite.visible = this.objects[i].visible; sprite.visible = this.objects[name][i].visible;
sprite.autoCull = autoCull; sprite.autoCull = autoCull;
for (property in this.objects[i].properties) for (property in this.objects[name][i].properties)
{ {
group.set(sprite, property, this.objects[i].properties[property], false, false, 0); group.set(sprite, property, this.objects[name][i].properties[property], false, false, 0);
} }
} }
} }

View file

@ -265,7 +265,7 @@ Phaser.TilemapParser = {
map.images = images; map.images = images;
// Objects // Objects
var objects = []; var objects = {};
for (var i = 0; i < json.layers.length; i++) for (var i = 0; i < json.layers.length; i++)
{ {
@ -274,7 +274,9 @@ Phaser.TilemapParser = {
continue; continue;
} }
for (var v = 0; v < json.layers[i].objects.length; v++) objects[json.layers[i].name] = [];
for (var v = 0, len = json.layers[i].objects.length; v < len; v++)
{ {
// For now we'll just support object tiles // For now we'll just support object tiles
if (json.layers[i].objects[v].gid) if (json.layers[i].objects[v].gid)
@ -290,7 +292,7 @@ Phaser.TilemapParser = {
}; };
objects.push(object); objects[json.layers[i].name].push(object);
} }
} }

View file

@ -244,6 +244,16 @@ function HEXtoRGB(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
} }
/**
* Converts a hex color number to an [R, G, B] array
*
* @method hex2rgb
* @param hex {Number}
*/
PIXI.hex2rgb = function hex2rgb(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
};
/** /**
* A polyfill for Function.prototype.bind * A polyfill for Function.prototype.bind
*/ */