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1562 lines
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HTML
1562 lines
46 KiB
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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</li>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionData.html">InteractionData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.MovieClip.html">MovieClip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Spine.html">Spine</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
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|
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<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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</ul>
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</li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
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</ul>
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</li>
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</ul>
|
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</div>
|
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</div>
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|
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<div class="row-fluid">
|
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<div class="span12">
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<div id="main">
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|
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/renderers/webgl/WebGLRenderer.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @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;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
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