/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.glContexts = []; // this is where we store the webGL contexts for easy access. PIXI.instances = []; /** * The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. * So no need for Sprite Batches or Sprite Clouds. * Don't forget to add the view to your DOM or you will not see anything :) * * @class WebGLRenderer * @constructor * @param [width=0] {Number} the width of the canvas view * @param [height=0] {Number} the height of the canvas view * @param [options] {Object} The optional renderer parameters * @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional * @param [options.transparent=false] {Boolean} If the render view is transparent, default false * @param [options.autoResize=false] {Boolean} If the render view is automatically resized, default false * @param [options.antialias=false] {Boolean} sets antialias (only applicable in chrome at the moment) * @param [options.preserveDrawingBuffer=false] {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context * @param [options.resolution=1] {Number} the resolution of the renderer retina would be 2 */ PIXI.WebGLRenderer = function(width, height, options) { if(options) { for (var i in PIXI.defaultRenderOptions) { if (typeof options[i] === 'undefined') options[i] = PIXI.defaultRenderOptions[i]; } } else { options = PIXI.defaultRenderOptions; } if(!PIXI.defaultRenderer) { PIXI.sayHello('webGL'); PIXI.defaultRenderer = this; } /** * @property type * @type Number */ this.type = PIXI.WEBGL_RENDERER; /** * The resolution of the renderer * * @property resolution * @type Number * @default 1 */ this.resolution = options.resolution; // do a catch.. only 1 webGL renderer.. /** * Whether the render view is transparent * * @property transparent * @type Boolean */ this.transparent = options.transparent; /** * Whether the render view should be resized automatically * * @property autoResize * @type Boolean */ this.autoResize = options.autoResize || false; /** * The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering. * * @property preserveDrawingBuffer * @type Boolean */ this.preserveDrawingBuffer = options.preserveDrawingBuffer; /** * This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true: * If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0). * If the Stage is transparent, Pixi will clear to the target Stage's background color. * Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set. * * @property clearBeforeRender * @type Boolean * @default */ this.clearBeforeRender = options.clearBeforeRender; /** * The width of the canvas view * * @property width * @type Number * @default 800 */ this.width = width || 800; /** * The height of the canvas view * * @property height * @type Number * @default 600 */ this.height = height || 600; /** * The canvas element that everything is drawn to * * @property view * @type HTMLCanvasElement */ this.view = options.view || document.createElement( 'canvas' ); // deal with losing context.. /** * @property contextLostBound * @type Function */ this.contextLostBound = this.handleContextLost.bind(this); /** * @property contextRestoredBound * @type Function */ this.contextRestoredBound = this.handleContextRestored.bind(this); this.view.addEventListener('webglcontextlost', this.contextLostBound, false); this.view.addEventListener('webglcontextrestored', this.contextRestoredBound, false); /** * @property _contextOptions * @type Object * @private */ this._contextOptions = { alpha: this.transparent, antialias: options.antialias, // SPEED UP?? premultipliedAlpha:this.transparent && this.transparent !== 'notMultiplied', stencil:true, preserveDrawingBuffer: options.preserveDrawingBuffer }; /** * @property projection * @type Point */ this.projection = new PIXI.Point(); /** * @property offset * @type Point */ this.offset = new PIXI.Point(0, 0); // time to create the render managers! each one focuses on managing a state in webGL /** * Deals with managing the shader programs and their attribs * @property shaderManager * @type WebGLShaderManager */ this.shaderManager = new PIXI.WebGLShaderManager(); /** * Manages the rendering of sprites * @property spriteBatch * @type WebGLSpriteBatch */ this.spriteBatch = new PIXI.WebGLSpriteBatch(); /** * Manages the masks using the stencil buffer * @property maskManager * @type WebGLMaskManager */ this.maskManager = new PIXI.WebGLMaskManager(); /** * Manages the filters * @property filterManager * @type WebGLFilterManager */ this.filterManager = new PIXI.WebGLFilterManager(); /** * Manages the stencil buffer * @property stencilManager * @type WebGLStencilManager */ this.stencilManager = new PIXI.WebGLStencilManager(); /** * Manages the blendModes * @property blendModeManager * @type WebGLBlendModeManager */ this.blendModeManager = new PIXI.WebGLBlendModeManager(); /** * TODO remove * @property renderSession * @type Object */ this.renderSession = {}; this.renderSession.gl = this.gl; this.renderSession.drawCount = 0; this.renderSession.shaderManager = this.shaderManager; this.renderSession.maskManager = this.maskManager; this.renderSession.filterManager = this.filterManager; this.renderSession.blendModeManager = this.blendModeManager; this.renderSession.spriteBatch = this.spriteBatch; this.renderSession.stencilManager = this.stencilManager; this.renderSession.renderer = this; this.renderSession.resolution = this.resolution; // time init the context.. this.initContext(); // map some webGL blend modes.. this.mapBlendModes(); }; // constructor PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; /** * @method initContext */ PIXI.WebGLRenderer.prototype.initContext = function() { var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions); this.gl = gl; if (!gl) { // fail, not able to get a context throw new Error('This browser does not support webGL. Try using the canvas renderer'); } this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++; PIXI.glContexts[this.glContextId] = gl; PIXI.instances[this.glContextId] = this; // set up the default pixi settings.. gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); // need to set the context for all the managers... this.shaderManager.setContext(gl); this.spriteBatch.setContext(gl); this.maskManager.setContext(gl); this.filterManager.setContext(gl); this.blendModeManager.setContext(gl); this.stencilManager.setContext(gl); this.renderSession.gl = this.gl; // now resize and we are good to go! this.resize(this.width, this.height); }; /** * Renders the stage to its webGL view * * @method render * @param stage {Stage} the Stage element to be rendered */ PIXI.WebGLRenderer.prototype.render = function(stage) { // no point rendering if our context has been blown up! if(this.contextLost)return; // if rendering a new stage clear the batches.. if(this.__stage !== stage) { if(stage.interactive)stage.interactionManager.removeEvents(); // TODO make this work // dont think this is needed any more? this.__stage = stage; } // update the scene graph stage.updateTransform(); var gl = this.gl; // interaction if(stage._interactive) { //need to add some events! if(!stage._interactiveEventsAdded) { stage._interactiveEventsAdded = true; stage.interactionManager.setTarget(this); } } else { if(stage._interactiveEventsAdded) { stage._interactiveEventsAdded = false; stage.interactionManager.setTarget(this); } } // -- Does this need to be set every frame? -- // gl.viewport(0, 0, this.width, this.height); // make sure we are bound to the main frame buffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); if (this.clearBeforeRender) { if(this.transparent) { gl.clearColor(0, 0, 0, 0); } else { gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1); } gl.clear (gl.COLOR_BUFFER_BIT); } this.renderDisplayObject( stage, this.projection ); }; /** * Renders a Display Object. * * @method renderDisplayObject * @param displayObject {DisplayObject} The DisplayObject to render * @param projection {Point} The projection * @param buffer {Array} a standard WebGL buffer */ PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer) { this.renderSession.blendModeManager.setBlendMode(PIXI.blendModes.NORMAL); // reset the render session data.. this.renderSession.drawCount = 0; // make sure to flip the Y if using a render texture.. this.renderSession.flipY = buffer ? -1 : 1; // set the default projection this.renderSession.projection = projection; //set the default offset this.renderSession.offset = this.offset; // start the sprite batch this.spriteBatch.begin(this.renderSession); // start the filter manager this.filterManager.begin(this.renderSession, buffer); // render the scene! displayObject._renderWebGL(this.renderSession); // finish the sprite batch this.spriteBatch.end(); }; /** * Resizes the webGL view to the specified width and height. * * @method resize * @param width {Number} the new width of the webGL view * @param height {Number} the new height of the webGL view */ PIXI.WebGLRenderer.prototype.resize = function(width, height) { this.width = width * this.resolution; this.height = height * this.resolution; this.view.width = this.width; this.view.height = this.height; if (this.autoResize) { this.view.style.width = this.width / this.resolution + 'px'; this.view.style.height = this.height / this.resolution + 'px'; } this.gl.viewport(0, 0, this.width, this.height); this.projection.x = this.width / 2 / this.resolution; this.projection.y = -this.height / 2 / this.resolution; }; /** * Updates and Creates a WebGL texture for the renderers context. * * @method updateTexture * @param texture {Texture} the texture to update */ PIXI.WebGLRenderer.prototype.updateTexture = function(texture) { if(!texture.hasLoaded )return; var gl = this.gl; if(!texture._glTextures[gl.id])texture._glTextures[gl.id] = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha); 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.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); if(texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height)) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); gl.generateMipmap(gl.TEXTURE_2D); } else { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); } // reguler... if(!texture._powerOf2) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); } else { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); } texture._dirty[gl.id] = false; return texture._glTextures[gl.id]; }; /** * Handles a lost webgl context * * @method handleContextLost * @param event {Event} * @private */ PIXI.WebGLRenderer.prototype.handleContextLost = function(event) { event.preventDefault(); this.contextLost = true; }; /** * Handles a restored webgl context * * @method handleContextRestored * @param event {Event} * @private */ PIXI.WebGLRenderer.prototype.handleContextRestored = function() { this.initContext(); // empty all the ol gl textures as they are useless now for(var key in PIXI.TextureCache) { var texture = PIXI.TextureCache[key].baseTexture; texture._glTextures = []; } this.contextLost = false; }; /** * Removes everything from the renderer (event listeners, spritebatch, etc...) * * @method destroy */ PIXI.WebGLRenderer.prototype.destroy = function() { // remove listeners this.view.removeEventListener('webglcontextlost', this.contextLostBound); this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound); PIXI.glContexts[this.glContextId] = null; this.projection = null; this.offset = null; // time to create the render managers! each one focuses on managine a state in webGL this.shaderManager.destroy(); this.spriteBatch.destroy(); this.maskManager.destroy(); this.filterManager.destroy(); this.shaderManager = null; this.spriteBatch = null; this.maskManager = null; this.filterManager = null; this.gl = null; this.renderSession = null; }; /** * Maps Pixi blend modes to WebGL blend modes. * * @method mapBlendModes */ PIXI.WebGLRenderer.prototype.mapBlendModes = function() { var gl = this.gl; if(!PIXI.blendModesWebGL) { PIXI.blendModesWebGL = []; PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE]; PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; } }; PIXI.WebGLRenderer.glContextId = 0;