phaser/build/custom/pixi.js
2016-06-17 01:11:24 +01:00

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233 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*
* @overview
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 16 2016 23:03:10
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
* Phaser is a fun, free and fast 2D game framework for making HTML5 games
* for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
*
* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com @Doormat23
* Phaser uses p2.js for full-body physics, created by Stefan Hedman https://github.com/schteppe/p2.js @schteppe
* Phaser contains a port of N+ Physics, converted by Richard Davey, original by http://www.metanetsoftware.com
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser
* and my love of framework development originate.
*
* Follow development at http://phaser.io and on our forum
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
(function(){
var root = this;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The [pixi.js](http://www.pixijs.com/) module/namespace.
*
* @module PIXI
*/
/**
* Namespace-class for [pixi.js](http://www.pixijs.com/).
*
* Contains assorted static properties and enumerations.
*
* @class PIXI
* @static
*/
var PIXI = PIXI || {};
/**
* A reference to the Phaser Game instance that owns this Pixi renderer.
* @property {Phaser.Game} game
* @static
*/
PIXI.game = null;
/**
* @property {Number} WEBGL_RENDERER
* @protected
* @static
*/
PIXI.WEBGL_RENDERER = 0;
/**
* @property {Number} CANVAS_RENDERER
* @protected
* @static
*/
PIXI.CANVAS_RENDERER = 1;
/**
* Version of pixi that is loaded.
* @property {String} VERSION
* @static
*/
PIXI.VERSION = "v2.2.9";
// used to create uids for various pixi objects.
PIXI._UID = 0;
if (typeof(Float32Array) != 'undefined')
{
PIXI.Float32Array = Float32Array;
PIXI.Uint16Array = Uint16Array;
// Uint32Array and ArrayBuffer only used by WebGL renderer
// We can suppose that if WebGL is supported then typed arrays are supported too
// as they predate WebGL support for all browsers:
// see typed arrays support: http://caniuse.com/#search=TypedArrays
// see WebGL support: http://caniuse.com/#search=WebGL
PIXI.Uint32Array = Uint32Array;
PIXI.ArrayBuffer = ArrayBuffer;
}
else
{
PIXI.Float32Array = Array;
PIXI.Uint16Array = Array;
}
/**
* @property {Number} PI_2
* @static
*/
PIXI.PI_2 = Math.PI * 2;
/**
* @property {Number} RAD_TO_DEG
* @static
*/
PIXI.RAD_TO_DEG = 180 / Math.PI;
/**
* @property {Number} DEG_TO_RAD
* @static
*/
PIXI.DEG_TO_RAD = Math.PI / 180;
/**
* @property {String} RETINA_PREFIX
* @protected
* @static
*/
PIXI.RETINA_PREFIX = "@2x";
/**
* The default render options if none are supplied to
* {{#crossLink "WebGLRenderer"}}{{/crossLink}} or {{#crossLink "CanvasRenderer"}}{{/crossLink}}.
*
* @property {Object} defaultRenderOptions
* @property {Object} defaultRenderOptions.view=null
* @property {Boolean} defaultRenderOptions.transparent=false
* @property {Boolean} defaultRenderOptions.antialias=false
* @property {Boolean} defaultRenderOptions.preserveDrawingBuffer=false
* @property {Number} defaultRenderOptions.resolution=1
* @property {Boolean} defaultRenderOptions.clearBeforeRender=true
* @property {Boolean} defaultRenderOptions.autoResize=false
* @static
PIXI.defaultRenderOptions = {
view: null,
transparent: false,
antialias: false,
preserveDrawingBuffer: false,
resolution: 1,
clearBeforeRender: true,
autoResize: false
};
*/
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The base class for all objects that are rendered on the screen.
* This is an abstract class and should not be used on its own rather it should be extended.
*
* @class DisplayObject
* @constructor
*/
PIXI.DisplayObject = function()
{
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @property position
* @type Point
*/
this.position = new PIXI.Point(0, 0);
/**
* The scale factor of the object.
*
* @property scale
* @type Point
*/
this.scale = new PIXI.Point(1, 1);
/**
* The pivot point of the displayObject that it rotates around
*
* @property pivot
* @type Point
*/
this.pivot = new PIXI.Point(0, 0);
/**
* The rotation of the object in radians.
*
* @property rotation
* @type Number
*/
this.rotation = 0;
/**
* The opacity of the object.
*
* @property alpha
* @type Number
*/
this.alpha = 1;
/**
* The visibility of the object.
*
* @property visible
* @type Boolean
*/
this.visible = true;
/**
* 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)
*
* @property hitArea
* @type Rectangle|Circle|Ellipse|Polygon
*/
this.hitArea = null;
/**
* Can this object be rendered
*
* @property renderable
* @type Boolean
*/
this.renderable = false;
/**
* [read-only] The display object container that contains this display object.
*
* @property parent
* @type DisplayObjectContainer
* @readOnly
*/
this.parent = null;
/**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
*
* @property stage
* @type Stage
* @readOnly
*/
this.stage = null;
/**
* [read-only] The multiplied alpha of the displayObject
*
* @property worldAlpha
* @type Number
* @readOnly
*/
this.worldAlpha = 1;
/**
* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Matrix
* @readOnly
* @private
*/
this.worldTransform = new PIXI.Matrix();
/**
* The position of the Display Object based on the world transform.
* This value is updated at the end of updateTransform and takes all parent transforms into account.
*
* @property worldPosition
* @type Point
* @readOnly
*/
this.worldPosition = new PIXI.Point(0, 0);
/**
* The scale of the Display Object based on the world transform.
* This value is updated at the end of updateTransform and takes all parent transforms into account.
*
* @property worldScale
* @type Point
* @readOnly
*/
this.worldScale = new PIXI.Point(1, 1);
/**
* The rotation of the Display Object, in radians, based on the world transform.
* This value is updated at the end of updateTransform and takes all parent transforms into account.
*
* @property worldRotation
* @type Number
* @readOnly
*/
this.worldRotation = 0;
/**
* cached sin rotation and cos rotation
*
* @property _sr
* @type Number
* @private
*/
this._sr = 0;
/**
* cached sin rotation and cos rotation
*
* @property _cr
* @type Number
* @private
*/
this._cr = 1;
/**
* The area the filter is applied to like the hitArea this is used as more of an optimisation
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
*
* @property filterArea
* @type Rectangle
*/
this.filterArea = null;
/**
* The original, cached bounds of the object
*
* @property _bounds
* @type Rectangle
* @private
*/
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
/**
* The most up-to-date bounds of the object
*
* @property _currentBounds
* @type Rectangle
* @private
*/
this._currentBounds = null;
/**
* The original, cached mask of the object
*
* @property _mask
* @type Rectangle
* @private
*/
this._mask = null;
/**
* Cached internal flag.
*
* @property _cacheAsBitmap
* @type Boolean
* @private
*/
this._cacheAsBitmap = false;
/**
* Cached internal flag.
*
* @property _cacheIsDirty
* @type Boolean
* @private
*/
this._cacheIsDirty = false;
};
// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
/**
* Destroy this DisplayObject.
* Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites.
*
* @method destroy
*/
PIXI.DisplayObject.prototype.destroy = function()
{
if (this.children)
{
var i = this.children.length;
while (i--)
{
this.children[i].destroy();
}
this.children = [];
}
this.hitArea = null;
this.parent = null;
this.stage = null;
this.worldTransform = null;
this.filterArea = null;
this._bounds = null;
this._currentBounds = null;
this._mask = null;
// In case Pixi is still going to try and render it even though destroyed
this.renderable = false;
this._destroyCachedSprite();
};
/**
* [read-only] Indicates if the sprite is globally visible.
*
* @property worldVisible
* @type Boolean
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
get: function() {
var item = this;
do
{
if (!item.visible) return false;
item = item.parent;
}
while(item);
return true;
}
});
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
* To remove a mask, set this property to null.
*
* @property mask
* @type Graphics
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
get: function() {
return this._mask;
},
set: function(value) {
if (this._mask) this._mask.isMask = false;
this._mask = value;
if (this._mask) this._mask.isMask = true;
}
});
/**
* Sets the filters for the displayObject.
* IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.
*
* To remove filters simply set this property to 'null'.
*
* You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset
* this objects blend mode to NORMAL.
*
* @property filters
* @type Array(Filter)
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
get: function() {
return this._filters;
},
set: function(value) {
if (value)
{
// now put all the passes in one place..
var passes = [];
for (var i = 0; i < value.length; i++)
{
var filterPasses = value[i].passes;
for (var j = 0; j < filterPasses.length; j++)
{
passes.push(filterPasses[j]);
}
}
// TODO change this as it is legacy
this._filterBlock = { target: this, filterPasses: passes };
}
this._filters = value;
if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY)
{
this.blendMode = PIXI.blendModes.NORMAL;
}
}
});
/**
* Set if this display object is cached as a bitmap.
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
* To remove simply set this property to 'null'
* @property cacheAsBitmap
* @type Boolean
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', {
get: function() {
return this._cacheAsBitmap;
},
set: function(value) {
if (this._cacheAsBitmap === value)
{
return;
}
if (value)
{
this._generateCachedSprite();
}
else
{
this._destroyCachedSprite();
}
this._cacheAsBitmap = value;
}
});
/*
* Updates the object transform for rendering.
*
* If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent.
* If that is unavailable the transform fails to take place.
*
* The `parent` parameter has priority over the actual parent. Use it as a parent override.
* Setting it does **not** change the actual parent of this DisplayObject, it just uses the parent for the transform update.
*
* @method updateTransform
* @param {DisplayObject} [parent] - Optional parent to parent this DisplayObject transform from.
*/
PIXI.DisplayObject.prototype.updateTransform = function(parent)
{
if (!parent && !this.parent && !this.game)
{
return;
}
var p = this.parent;
if (parent)
{
p = parent;
}
else if (!this.parent)
{
p = this.game.world;
}
// create some matrix refs for easy access
var pt = p.worldTransform;
var wt = this.worldTransform;
// temporary matrix variables
var a, b, c, d, tx, ty;
// so if rotation is between 0 then we can simplify the multiplication process..
if (this.rotation % PIXI.PI_2)
{
// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
if (this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
// get the matrix values of the displayobject based on its transform properties..
a = this._cr * this.scale.x;
b = this._sr * this.scale.x;
c = -this._sr * this.scale.y;
d = this._cr * this.scale.y;
tx = this.position.x;
ty = this.position.y;
// check for pivot.. not often used so geared towards that fact!
if (this.pivot.x || this.pivot.y)
{
tx -= this.pivot.x * a + this.pivot.y * c;
ty -= this.pivot.x * b + this.pivot.y * d;
}
// concat the parent matrix with the objects transform.
wt.a = a * pt.a + b * pt.c;
wt.b = a * pt.b + b * pt.d;
wt.c = c * pt.a + d * pt.c;
wt.d = c * pt.b + d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
else
{
// lets do the fast version as we know there is no rotation..
a = this.scale.x;
d = this.scale.y;
tx = this.position.x - this.pivot.x * a;
ty = this.position.y - this.pivot.y * d;
wt.a = a * pt.a;
wt.b = a * pt.b;
wt.c = d * pt.c;
wt.d = d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
// Set the World values
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(this.scale.x * Math.sqrt(wt.a * wt.a + wt.c * wt.c), this.scale.y * Math.sqrt(wt.b * wt.b + wt.d * wt.d));
this.worldRotation = Math.atan2(-wt.c, wt.d);
// reset the bounds each time this is called!
this._currentBounds = null;
// Custom callback?
if (this.transformCallback)
{
this.transformCallback.call(this.transformCallbackContext, wt, pt);
}
};
// performance increase to avoid using call.. (10x faster)
PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;
/**
* Retrieves the bounds of the displayObject as a rectangle object
*
* @method getBounds
* @param matrix {Matrix}
* @return {Rectangle} the rectangular bounding area
*/
PIXI.DisplayObject.prototype.getBounds = function(matrix)
{
matrix = matrix;//just to get passed js hinting (and preserve inheritance)
return PIXI.EmptyRectangle;
};
/**
* Retrieves the local bounds of the displayObject as a rectangle object
*
* @method getLocalBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.DisplayObject.prototype.getLocalBounds = function()
{
return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
};
/**
* Sets the object's stage reference, the stage this object is connected to
*
* @method setStageReference
* @param stage {Stage} the stage that the object will have as its current stage reference
*/
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
this.stage = stage;
};
/**
* Empty, to be overridden by classes that require it.
*
* @method preUpdate
*/
PIXI.DisplayObject.prototype.preUpdate = function()
{
};
/**
* Useful function that returns a texture of the displayObject object that can then be used to create sprites
* This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
*
* @method generateTexture
* @param resolution {Number} The resolution of the texture being generated
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.
* @return {RenderTexture} a texture of the graphics object
*/
PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer)
{
var bounds = this.getLocalBounds();
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
renderTexture.render(this, PIXI.DisplayObject._tempMatrix);
return renderTexture;
};
/**
* Generates and updates the cached sprite for this object.
*
* @method updateCache
*/
PIXI.DisplayObject.prototype.updateCache = function()
{
this._generateCachedSprite();
};
/**
* Calculates the global position of the display object
*
* @method toGlobal
* @param position {Point} The world origin to calculate from
* @return {Point} A point object representing the position of this object
*/
PIXI.DisplayObject.prototype.toGlobal = function(position)
{
// don't need to u[date the lot
this.displayObjectUpdateTransform();
return this.worldTransform.apply(position);
};
/**
* Calculates the local position of the display object relative to another point
*
* @method toLocal
* @param position {Point} The world origin to calculate from
* @param [from] {DisplayObject} The DisplayObject to calculate the global position from
* @return {Point} A point object representing the position of this object
*/
PIXI.DisplayObject.prototype.toLocal = function(position, from)
{
if (from)
{
position = from.toGlobal(position);
}
// don't need to u[date the lot
this.displayObjectUpdateTransform();
return this.worldTransform.applyInverse(position);
};
/**
* Internal method.
*
* @method _renderCachedSprite
* @param renderSession {Object} The render session
* @private
*/
PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession)
{
this._cachedSprite.worldAlpha = this.worldAlpha;
if (renderSession.gl)
{
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
}
else
{
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
}
};
/**
* Internal method.
*
* @method _generateCachedSprite
* @private
*/
PIXI.DisplayObject.prototype._generateCachedSprite = function()
{
this._cacheAsBitmap = false;
var bounds = this.getLocalBounds();
// Round it off and force non-zero dimensions
bounds.width = Math.max(1, Math.ceil(bounds.width));
bounds.height = Math.max(1, Math.ceil(bounds.height));
this.updateTransform();
if (!this._cachedSprite)
{
var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height);
this._cachedSprite = new PIXI.Sprite(renderTexture);
this._cachedSprite.worldTransform = this.worldTransform;
}
else
{
this._cachedSprite.texture.resize(bounds.width, bounds.height);
}
// Remove filters
var tempFilters = this._filters;
this._filters = null;
this._cachedSprite.filters = tempFilters;
// PIXI.DisplayObject._tempMatrix.identity();
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
this._filters = tempFilters;
this._cacheAsBitmap = true;
};
/**
* Destroys the cached sprite.
*
* @method _destroyCachedSprite
* @private
*/
PIXI.DisplayObject.prototype._destroyCachedSprite = function()
{
if (!this._cachedSprite) return;
this._cachedSprite.texture.destroy(true);
// TODO could be object pooled!
this._cachedSprite = null;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @property x
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @property y
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* 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.
*
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.DisplayObjectContainer = function()
{
PIXI.DisplayObject.call(this);
/**
* [read-only] The array of children of this container.
*
* @property children
* @type Array(DisplayObject)
* @readOnly
*/
this.children = [];
/**
* If `ignoreChildInput` is `false` it will allow this objects _children_ to be considered as valid for Input events.
*
* If this property is `true` then the children will _not_ be considered as valid for Input events.
*
* Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
* @property {boolean} ignoreChildInput
* @default
*/
this.ignoreChildInput = false;
};
// constructor
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
/**
* The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
get: function() {
return this.scale.x * this.getLocalBounds().width;
},
set: function(value) {
var width = this.getLocalBounds().width;
if (width !== 0)
{
this.scale.x = value / width;
}
else
{
this.scale.x = 1;
}
this._width = value;
}
});
/**
* The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
get: function() {
return this.scale.y * this.getLocalBounds().height;
},
set: function(value) {
var height = this.getLocalBounds().height;
if (height !== 0)
{
this.scale.y = value / height;
}
else
{
this.scale.y = 1;
}
this._height = value;
}
});
/**
* Adds a child to the container.
*
* @method addChild
* @param child {DisplayObject} The DisplayObject to add to the container
* @return {DisplayObject} The child that was added.
*/
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
{
return this.addChildAt(child, this.children.length);
};
/**
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
*
* @method addChildAt
* @param child {DisplayObject} The child to add
* @param index {Number} The index to place the child in
* @return {DisplayObject} The child that was added.
*/
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
{
if(index >= 0 && index <= this.children.length)
{
if(child.parent)
{
child.parent.removeChild(child);
}
child.parent = this;
this.children.splice(index, 0, child);
if(this.stage)child.setStageReference(this.stage);
return child;
}
else
{
throw new Error(child + 'addChildAt: The index '+ index +' supplied is out of bounds ' + this.children.length);
}
};
/**
* Swaps the position of 2 Display Objects within this container.
*
* @method swapChildren
* @param child {DisplayObject}
* @param child2 {DisplayObject}
*/
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
{
if(child === child2) {
return;
}
var index1 = this.getChildIndex(child);
var index2 = this.getChildIndex(child2);
if(index1 < 0 || index2 < 0) {
throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');
}
this.children[index1] = child2;
this.children[index2] = child;
};
/**
* Returns the index position of a child DisplayObject instance
*
* @method getChildIndex
* @param child {DisplayObject} The DisplayObject instance to identify
* @return {Number} The index position of the child display object to identify
*/
PIXI.DisplayObjectContainer.prototype.getChildIndex = function(child)
{
var index = this.children.indexOf(child);
if (index === -1)
{
throw new Error('The supplied DisplayObject must be a child of the caller');
}
return index;
};
/**
* Changes the position of an existing child in the display object container
*
* @method setChildIndex
* @param child {DisplayObject} The child DisplayObject instance for which you want to change the index number
* @param index {Number} The resulting index number for the child display object
*/
PIXI.DisplayObjectContainer.prototype.setChildIndex = function(child, index)
{
if (index < 0 || index >= this.children.length)
{
throw new Error('The supplied index is out of bounds');
}
var currentIndex = this.getChildIndex(child);
this.children.splice(currentIndex, 1); //remove from old position
this.children.splice(index, 0, child); //add at new position
};
/**
* Returns the child at the specified index
*
* @method getChildAt
* @param index {Number} The index to get the child from
* @return {DisplayObject} The child at the given index, if any.
*/
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
{
if (index < 0 || index >= this.children.length)
{
throw new Error('getChildAt: Supplied index '+ index +' does not exist in the child list, or the supplied DisplayObject must be a child of the caller');
}
return this.children[index];
};
/**
* Removes a child from the container.
*
* @method removeChild
* @param child {DisplayObject} The DisplayObject to remove
* @return {DisplayObject} The child that was removed.
*/
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
{
var index = this.children.indexOf( child );
if(index === -1)return;
return this.removeChildAt( index );
};
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param index {Number} The index to get the child from
* @return {DisplayObject} The child that was removed.
*/
PIXI.DisplayObjectContainer.prototype.removeChildAt = function(index)
{
var child = this.getChildAt( index );
if(this.stage)
child.removeStageReference();
child.parent = undefined;
this.children.splice( index, 1 );
return child;
};
/**
* Removes all children from this container that are within the begin and end indexes.
*
* @method removeChildren
* @param beginIndex {Number} The beginning position. Default value is 0.
* @param endIndex {Number} The ending position. Default value is size of the container.
*/
PIXI.DisplayObjectContainer.prototype.removeChildren = function(beginIndex, endIndex)
{
var begin = beginIndex || 0;
var end = typeof endIndex === 'number' ? endIndex : this.children.length;
var range = end - begin;
if (range > 0 && range <= end)
{
var removed = this.children.splice(begin, range);
for (var i = 0; i < removed.length; i++) {
var child = removed[i];
if(this.stage)
child.removeStageReference();
child.parent = undefined;
}
return removed;
}
else if (range === 0 && this.children.length === 0)
{
return [];
}
else
{
throw new Error( 'removeChildren: Range Error, numeric values are outside the acceptable range' );
}
};
/*
* Updates the transform on all children of this container for rendering
*
* @method updateTransform
* @private
*/
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
{
if (!this.visible)
{
return;
}
this.displayObjectUpdateTransform();
if (this._cacheAsBitmap)
{
return;
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateTransform();
}
};
// performance increase to avoid using call.. (10x faster)
PIXI.DisplayObjectContainer.prototype.displayObjectContainerUpdateTransform = PIXI.DisplayObjectContainer.prototype.updateTransform;
/**
* Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
*
* @method getBounds
* @return {Rectangle} The rectangular bounding area
*/
PIXI.DisplayObjectContainer.prototype.getBounds = function()
{
if (this.children.length === 0)
{
return PIXI.EmptyRectangle;
}
var minX = Infinity;
var minY = Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
var childBounds;
var childMaxX;
var childMaxY;
var childVisible = false;
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
if (!child.visible)
{
continue;
}
childVisible = true;
childBounds = this.children[i].getBounds();
minX = minX < childBounds.x ? minX : childBounds.x;
minY = minY < childBounds.y ? minY : childBounds.y;
childMaxX = childBounds.width + childBounds.x;
childMaxY = childBounds.height + childBounds.y;
maxX = maxX > childMaxX ? maxX : childMaxX;
maxY = maxY > childMaxY ? maxY : childMaxY;
}
if (!childVisible)
{
return PIXI.EmptyRectangle;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.y = minY;
bounds.width = maxX - minX;
bounds.height = maxY - minY;
return bounds;
};
/**
* Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
*
* @method getLocalBounds
* @return {Rectangle} The rectangular bounding area
*/
PIXI.DisplayObjectContainer.prototype.getLocalBounds = function()
{
var matrixCache = this.worldTransform;
this.worldTransform = PIXI.identityMatrix;
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateTransform();
}
var bounds = this.getBounds();
this.worldTransform = matrixCache;
for (i = 0; i < this.children.length; i++)
{
this.children[i].updateTransform();
}
return bounds;
};
/**
* Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
*
* @method setStageReference
* @param stage {Stage} the stage that the container will have as its current stage reference
*/
PIXI.DisplayObjectContainer.prototype.setStageReference = function(stage)
{
this.stage = stage;
for (var i=0; i < this.children.length; i++)
{
this.children[i].setStageReference(stage)
}
};
/**
* Removes the current stage reference from the container and all of its children.
*
* @method removeStageReference
*/
PIXI.DisplayObjectContainer.prototype.removeStageReference = function()
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].removeStageReference();
}
this.stage = null;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObjectContainer.prototype._renderWebGL = function(renderSession)
{
if (!this.visible || this.alpha <= 0) return;
if (this._cacheAsBitmap)
{
this._renderCachedSprite(renderSession);
return;
}
var i;
if (this._mask || this._filters)
{
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)
{
renderSession.spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
if (this._mask)
{
renderSession.spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
renderSession.spriteBatch.start();
}
// simple render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
if (this._filters) renderSession.filterManager.popFilter();
renderSession.spriteBatch.start();
}
else
{
// simple render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i]._renderWebGL(renderSession);
}
}
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
{
if (this.visible === false || this.alpha === 0) return;
if (this._cacheAsBitmap)
{
this._renderCachedSprite(renderSession);
return;
}
if (this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession);
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderCanvas(renderSession);
}
if (this._mask)
{
renderSession.maskManager.popMask(renderSession);
}
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* @class Sprite
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture for this sprite
*
* A sprite can be created directly from an image like this :
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
* yourStage.addChild(sprite);
* then obviously don't forget to add it to the stage you have already created
*/
PIXI.Sprite = function(texture)
{
PIXI.DisplayObjectContainer.call(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* 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 corner
*
* @property anchor
* @type Point
*/
this.anchor = new PIXI.Point();
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
this.texture = texture || PIXI.Texture.emptyTexture;
/**
* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @property cachedTint
* @private
* @type Number
* @default -1
*/
this.cachedTint = -1;
/**
* A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
*
* @property tintedTexture
* @type Canvas
* @default null
*/
this.tintedTexture = null;
/**
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
* Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
*
* @property shader
* @type AbstractFilter
* @default null
*/
this.shader = null;
/**
* Controls if this Sprite is processed by the core Phaser game loops and Group loops.
*
* @property exists
* @type Boolean
* @default true
*/
this.exists = true;
if (this.texture.baseTexture.hasLoaded)
{
this.onTextureUpdate();
}
this.renderable = true;
};
// constructor
PIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Sprite.prototype.constructor = PIXI.Sprite;
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
get: function() {
return this.scale.x * this.texture.frame.width;
},
set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
});
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
get: function() {
return this.scale.y * this.texture.frame.height;
},
set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
});
/**
* Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
* texture this Sprite was using.
*
* @method setTexture
* @param texture {Texture} The PIXI texture that is displayed by the sprite
* @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one?
*/
PIXI.Sprite.prototype.setTexture = function(texture, destroyBase)
{
if (destroyBase !== undefined)
{
this.texture.baseTexture.destroy();
}
// Over-ridden by loadTexture as needed
this.texture.baseTexture.skipRender = false;
this.texture = texture;
this.texture.valid = true;
this.cachedTint = -1;
};
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Sprite.prototype.onTextureUpdate = function()
{
// so if _width is 0 then width was not set..
if (this._width) this.scale.x = this._width / this.texture.frame.width;
if (this._height) this.scale.y = this._height / this.texture.frame.height;
};
/**
* Returns the bounds of the Sprite as a rectangle.
* The bounds calculation takes the worldTransform into account.
*
* It is important to note that the transform is not updated when you call this method.
* So if this Sprite is the child of a Display Object which has had its transform
* updated since the last render pass, those changes will not yet have been applied
* to this Sprites worldTransform. If you need to ensure that all parent transforms
* are factored into this getBounds operation then you should call `updateTransform`
* on the root most object in this Sprites display list first.
*
* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
PIXI.Sprite.prototype.getBounds = function(matrix)
{
var width = this.texture.frame.width;
var height = this.texture.frame.height;
var w0 = width * (1-this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
if (b === 0 && c === 0)
{
// scale may be negative!
if (a < 0)
{
a *= -1;
var temp = w0;
w0 = -w1;
w1 = -temp;
}
if (d < 0)
{
d *= -1;
var temp = h0;
h0 = -h1;
h1 = -temp;
}
// this means there is no rotation going on right? RIGHT?
// if thats the case then we can avoid checking the bound values! yay
minX = a * w1 + tx;
maxX = a * w0 + tx;
minY = d * h1 + ty;
maxY = d * h0 + ty;
}
else
{
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
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;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
* @private
*/
PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0 || !this.renderable) return;
// They provided an alternative rendering matrix, so use it
var wt = this.worldTransform;
if (matrix)
{
wt = matrix;
}
// A quick check to see if this element has a mask or a filter.
if (this._mask || this._filters)
{
var spriteBatch = renderSession.spriteBatch;
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)
{
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
if (this._mask)
{
spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
spriteBatch.start();
}
// add this sprite to the batch
spriteBatch.render(this);
// now loop through the children and make sure they get rendered
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderWebGL(renderSession);
}
// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
if (this._filters) renderSession.filterManager.popFilter();
spriteBatch.start();
}
else
{
renderSession.spriteBatch.render(this);
// Render children!
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderWebGL(renderSession, wt);
}
}
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
* @private
*/
PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
{
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)
{
return;
}
var wt = this.worldTransform;
// If they provided an alternative rendering matrix then use it
if (matrix)
{
wt = matrix;
}
if (this.blendMode !== renderSession.currentBlendMode)
{
renderSession.currentBlendMode = this.blendMode;
renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
if (this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession);
}
// Ignore null sources
if (this.texture.valid)
{
var resolution = this.texture.baseTexture.resolution / renderSession.resolution;
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY;
// Allow for pixel rounding
if (renderSession.roundPixels)
{
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
dx |= 0;
dy |= 0;
}
else
{
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
}
var cw = this.texture.crop.width;
var ch = this.texture.crop.height;
dx /= resolution;
dy /= resolution;
if (this.tint !== 0xFFFFFF)
{
if (this.texture.requiresReTint || this.cachedTint !== this.tint)
{
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
this.cachedTint = this.tint;
this.texture.requiresReTint = false;
}
renderSession.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
else
{
var cx = this.texture.crop.x;
var cy = this.texture.crop.y;
renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderCanvas(renderSession);
}
if (this._mask)
{
renderSession.maskManager.popMask(renderSession);
}
};
// some helper functions..
/**
*
* 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
*
* @method fromFrame
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
PIXI.Sprite.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if (!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
return new PIXI.Sprite(texture);
};
/**
*
* 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
*
* @method fromImage
* @static
* @param imageId {String} The image url of the texture
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
{
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
return new PIXI.Sprite(texture);
};
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it's extremely easy to use :
var container = new PIXI.SpriteBatch();
stage.addChild(container);
for(var i = 0; i < 100; i++)
{
var sprite = new PIXI.Sprite.fromImage("myImage.png");
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
*
* @class SpriteBatch
* @constructor
* @param texture {Texture}
*/
PIXI.SpriteBatch = function(texture)
{
PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
};
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.SpriteBatch.prototype.constructor = PIXI.SpriteBatch;
/*
* Initialises the spriteBatch
*
* @method initWebGL
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
{
// TODO only one needed for the whole engine really?
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
this.ready = true;
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.SpriteBatch.prototype.updateTransform = function()
{
// TODO don't need to!
this.displayObjectUpdateTransform();
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
{
if (!this.visible || this.alpha <= 0 || !this.children.length) return;
if (!this.ready)
{
this.initWebGL(renderSession.gl);
}
if (this.fastSpriteBatch.gl !== renderSession.gl)
{
this.fastSpriteBatch.setContext(renderSession.gl);
}
renderSession.spriteBatch.stop();
renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);
this.fastSpriteBatch.begin(this, renderSession);
this.fastSpriteBatch.render(this);
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
{
if (!this.visible || this.alpha <= 0 || !this.children.length) return;
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
this.displayObjectUpdateTransform();
var transform = this.worldTransform;
var isRotated = true;
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
if (!child.visible) continue;
var texture = child.texture;
var frame = texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if (child.rotation % (Math.PI * 2) === 0)
{
if (isRotated)
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
isRotated = false;
}
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5 + renderSession.shakeX) | 0,
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5 + renderSession.shakeY) | 0,
frame.width * child.scale.x,
frame.height * child.scale.y);
}
else
{
if (!isRotated) isRotated = true;
child.displayObjectUpdateTransform();
var childTransform = child.worldTransform;
var tx = (childTransform.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (childTransform.ty * renderSession.resolution) + renderSession.shakeY;
// allow for trimming
if (renderSession.roundPixels)
{
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx | 0, ty | 0);
}
else
{
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx, ty);
}
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width) + 0.5) | 0,
((child.anchor.y) * (-frame.height) + 0.5) | 0,
frame.width,
frame.height);
}
}
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* Converts a hex color number to an [R, G, B] array
*
* @method hex2rgb
* @param hex {Number}
*/
PIXI.hex2rgb = function(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
};
/**
* Converts a color as an [R, G, B] array to a hex number
*
* @method rgb2hex
* @param rgb {Array}
*/
PIXI.rgb2hex = function(rgb) {
return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255);
};
/**
* Checks whether the Canvas BlendModes are supported by the current browser for drawImage
*
* @method canUseNewCanvasBlendModes
* @return {Boolean} whether they are supported
*/
PIXI.canUseNewCanvasBlendModes = function()
{
if (document === undefined) return false;
var pngHead = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAABAQMAAADD8p2OAAAAA1BMVEX/';
var pngEnd = 'AAAACklEQVQI12NgAAAAAgAB4iG8MwAAAABJRU5ErkJggg==';
var magenta = new Image();
magenta.src = pngHead + 'AP804Oa6' + pngEnd;
var yellow = new Image();
yellow.src = pngHead + '/wCKxvRF' + pngEnd;
var canvas = PIXI.CanvasPool.create(this, 6, 1);
var context = canvas.getContext('2d');
context.globalCompositeOperation = 'multiply';
context.drawImage(magenta, 0, 0);
context.drawImage(yellow, 2, 0);
if (!context.getImageData(2,0,1,1))
{
return false;
}
var data = context.getImageData(2,0,1,1).data;
PIXI.CanvasPool.remove(this);
return (data[0] === 255 && data[1] === 0 && data[2] === 0);
};
/**
* Given a number, this function returns the closest number that is a power of two
* this function is taken from Starling Framework as its pretty neat ;)
*
* @method getNextPowerOfTwo
* @param number {Number}
* @return {Number} the closest number that is a power of two
*/
PIXI.getNextPowerOfTwo = function(number)
{
if (number > 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj
return number;
else
{
var result = 1;
while (result < number) result <<= 1;
return result;
}
};
/**
* checks if the given width and height make a power of two texture
* @method isPowerOfTwo
* @param width {Number}
* @param height {Number}
* @return {Boolean}
*/
PIXI.isPowerOfTwo = function(width, height)
{
return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
};
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.
*
* @class CanvasPool
* @static
*/
PIXI.CanvasPool = {
/**
* Creates a new Canvas DOM element, or pulls one from the pool if free.
*
* @method create
* @static
* @param parent {any} The parent of the canvas element.
* @param width {number} The width of the canvas element.
* @param height {number} The height of the canvas element.
* @return {HTMLCanvasElement} The canvas element.
*/
create: function (parent, width, height) {
var idx = PIXI.CanvasPool.getFirst();
var canvas;
if (idx === -1)
{
var container = {
parent: parent,
canvas: document.createElement('canvas')
}
PIXI.CanvasPool.pool.push(container);
canvas = container.canvas;
}
else
{
PIXI.CanvasPool.pool[idx].parent = parent;
canvas = PIXI.CanvasPool.pool[idx].canvas;
}
if (width !== undefined)
{
canvas.width = width;
canvas.height = height;
}
return canvas;
},
/**
* Gets the first free canvas index from the pool.
*
* @method getFirst
* @static
* @return {number}
*/
getFirst: function () {
var pool = PIXI.CanvasPool.pool;
for (var i = 0; i < pool.length; i++)
{
if (pool[i].parent === null)
{
return i;
}
}
return -1;
},
/**
* Removes the parent from a canvas element from the pool, freeing it up for re-use.
*
* @method remove
* @param parent {any} The parent of the canvas element.
* @static
*/
remove: function (parent) {
var pool = PIXI.CanvasPool.pool;
for (var i = 0; i < pool.length; i++)
{
if (pool[i].parent === parent)
{
pool[i].parent = null;
}
}
},
/**
* Removes the parent from a canvas element from the pool, freeing it up for re-use.
*
* @method removeByCanvas
* @param canvas {HTMLCanvasElement} The canvas element to remove
* @static
*/
removeByCanvas: function (canvas) {
var pool = PIXI.CanvasPool.pool;
for (var i = 0; i < pool.length; i++)
{
if (pool[i].canvas === canvas)
{
pool[i].parent = null;
}
}
},
/**
* Gets the total number of used canvas elements in the pool.
*
* @method getTotal
* @static
* @return {number} The number of in-use (parented) canvas elements in the pool.
*/
getTotal: function () {
var pool = PIXI.CanvasPool.pool;
var c = 0;
for (var i = 0; i < pool.length; i++)
{
if (pool[i].parent !== null)
{
c++;
}
}
return c;
},
/**
* Gets the total number of free canvas elements in the pool.
*
* @method getFree
* @static
* @return {number} The number of free (un-parented) canvas elements in the pool.
*/
getFree: function () {
var pool = PIXI.CanvasPool.pool;
var c = 0;
for (var i = 0; i < pool.length; i++)
{
if (pool[i].parent === null)
{
c++;
}
}
return c;
}
};
/**
* The pool into which the canvas dom elements are placed.
*
* @property pool
* @type Array
* @static
*/
PIXI.CanvasPool.pool = [];
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @method initDefaultShaders
* @static
* @private
*/
PIXI.initDefaultShaders = function()
{
};
/**
* @method CompileVertexShader
* @static
* @param gl {WebGLContext} the current WebGL drawing context
* @param shaderSrc {Array}
* @return {Any}
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
};
/**
* @method CompileFragmentShader
* @static
* @param gl {WebGLContext} the current WebGL drawing context
* @param shaderSrc {Array}
* @return {Any}
*/
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
};
/**
* @method _CompileShader
* @static
* @private
* @param gl {WebGLContext} the current WebGL drawing context
* @param shaderSrc {Array}
* @param shaderType {Number}
* @return {Any}
*/
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{
var src = shaderSrc;
if (Array.isArray(shaderSrc))
{
src = shaderSrc.join("\n");
}
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
window.console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
/**
* @method compileProgram
* @static
* @param gl {WebGLContext} the current WebGL drawing context
* @param vertexSrc {Array}
* @param fragmentSrc {Array}
* @return {Any}
*/
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
window.console.log(gl.getProgramInfoLog(shaderProgram));
window.console.log("Could not initialise shaders");
}
return shaderProgram;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @author Richard Davey http://www.photonstorm.com @photonstorm
*/
/**
* @class PixiShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PixiShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = PIXI._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
];
/**
* A local texture counter for multi-texture shaders.
* @property textureCount
* @type Number
*/
this.textureCount = 0;
/**
* A local flag
* @property firstRun
* @type Boolean
* @private
*/
this.firstRun = true;
/**
* A dirty flag
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* Uniform attributes cache.
* @property attributes
* @type Array
* @private
*/
this.attributes = [];
this.init();
};
PIXI.PixiShader.prototype.constructor = PIXI.PixiShader;
/**
* Initialises the shader.
*
* @method init
*/
PIXI.PixiShader.prototype.init = function()
{
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, 'dimensions');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
// Begin worst hack eva //
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
// maybe its something to do with the current state of the gl context.
// I'm convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
// If theres any webGL people that know why could happen please help :)
if(this.colorAttribute === -1)
{
this.colorAttribute = 2;
}
this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute];
// End worst hack eva //
// add those custom shaders!
for (var key in this.uniforms)
{
// get the uniform locations..
this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
}
this.initUniforms();
this.program = program;
};
/**
* Initialises the shader uniform values.
*
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
*
* @method initUniforms
*/
PIXI.PixiShader.prototype.initUniforms = function()
{
this.textureCount = 1;
var gl = this.gl;
var uniform;
for (var key in this.uniforms)
{
uniform = this.uniforms[key];
var type = uniform.type;
if (type === 'sampler2D')
{
uniform._init = false;
if (uniform.value !== null)
{
this.initSampler2D(uniform);
}
}
else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
{
// These require special handling
uniform.glMatrix = true;
uniform.glValueLength = 1;
if (type === 'mat2')
{
uniform.glFunc = gl.uniformMatrix2fv;
}
else if (type === 'mat3')
{
uniform.glFunc = gl.uniformMatrix3fv;
}
else if (type === 'mat4')
{
uniform.glFunc = gl.uniformMatrix4fv;
}
}
else
{
// GL function reference
uniform.glFunc = gl['uniform' + type];
if (type === '2f' || type === '2i')
{
uniform.glValueLength = 2;
}
else if (type === '3f' || type === '3i')
{
uniform.glValueLength = 3;
}
else if (type === '4f' || type === '4i')
{
uniform.glValueLength = 4;
}
else
{
uniform.glValueLength = 1;
}
}
}
};
/**
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
*
* @method initSampler2D
*/
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
{
if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)
{
return;
}
var gl = this.gl;
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
// Extended texture data
if (uniform.textureData)
{
var data = uniform.textureData;
// GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);
// GLTextureLinear = mag/min linear, wrap clamp
// GLTextureNearestRepeat = mag/min NEAREST, wrap repeat
// GLTextureNearest = mag/min nearest, wrap clamp
// AudioTexture = whatever + luminance + width 512, height 2, border 0
// KeyTexture = whatever + luminance + width 256, height 2, border 0
// magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST
// wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT
var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;
var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;
var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;
var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;
var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;
if (data.repeat)
{
wrapS = gl.REPEAT;
wrapT = gl.REPEAT;
}
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);
if (data.width)
{
var width = (data.width) ? data.width : 512;
var height = (data.height) ? data.height : 2;
var border = (data.border) ? data.border : 0;
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null);
}
else
{
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels);
gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source);
}
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
}
gl.uniform1i(uniform.uniformLocation, this.textureCount);
uniform._init = true;
this.textureCount++;
};
/**
* Updates the shader uniform values.
*
* @method syncUniforms
*/
PIXI.PixiShader.prototype.syncUniforms = function()
{
this.textureCount = 1;
var uniform;
var gl = this.gl;
// This would probably be faster in an array and it would guarantee key order
for (var key in this.uniforms)
{
uniform = this.uniforms[key];
if (uniform.glValueLength === 1)
{
if (uniform.glMatrix === true)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);
}
else
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);
}
}
else if (uniform.glValueLength === 2)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
}
else if (uniform.glValueLength === 3)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
}
else if (uniform.glValueLength === 4)
{
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
}
else if (uniform.type === 'sampler2D')
{
if (uniform._init)
{
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
if(uniform.value.baseTexture._dirty[gl.id])
{
PIXI.instances[gl.id].updateTexture(uniform.value.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
}
// gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));
gl.uniform1i(uniform.uniformLocation, this.textureCount);
this.textureCount++;
}
else
{
this.initSampler2D(uniform);
}
}
}
};
/**
* Destroys the shader.
*
* @method destroy
*/
PIXI.PixiShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attributes = null;
};
/**
* The Default Vertex shader source.
*
* @property defaultVertexSrc
* @type String
*/
PIXI.PixiShader.defaultVertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
'}'
];
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class PixiFastShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PixiFastShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = PIXI._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
];
/**
* The vertex shader.
* @property vertexSrc
* @type Array
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aPositionCoord;',
'attribute vec2 aScale;',
'attribute float aRotation;',
'attribute vec2 aTextureCoord;',
'attribute float aColor;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'uniform mat3 uMatrix;',
'varying vec2 vTextureCoord;',
'varying float vColor;',
'const vec2 center = vec2(-1.0, 1.0);',
'void main(void) {',
' vec2 v;',
' vec2 sv = aVertexPosition * aScale;',
' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',
' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',
' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
' vColor = aColor;',
'}'
];
/**
* A local texture counter for multi-texture shaders.
* @property textureCount
* @type Number
*/
this.textureCount = 0;
this.init();
};
PIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader;
/**
* Initialises the shader.
*
* @method init
*/
PIXI.PixiFastShader.prototype.init = function()
{
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.dimensions = gl.getUniformLocation(program, 'dimensions');
this.uMatrix = gl.getUniformLocation(program, 'uMatrix');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord');
this.aScale = gl.getAttribLocation(program, 'aScale');
this.aRotation = gl.getAttribLocation(program, 'aRotation');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
// Begin worst hack eva //
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
// maybe its somthing to do with the current state of the gl context.
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
// If theres any webGL people that know why could happen please help :)
if(this.colorAttribute === -1)
{
this.colorAttribute = 2;
}
this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute];
// End worst hack eva //
this.program = program;
};
/**
* Destroys the shader.
*
* @method destroy
*/
PIXI.PixiFastShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attributes = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class StripShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.StripShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = PIXI._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
// 'varying float vColor;',
'uniform float alpha;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
'}'
];
/**
* The vertex shader.
* @property vertexSrc
* @type Array
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'uniform mat3 translationMatrix;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
// 'uniform float alpha;',
// 'uniform vec3 tint;',
'varying vec2 vTextureCoord;',
// 'varying vec4 vColor;',
'void main(void) {',
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
// ' vColor = aColor * vec4(tint * alpha, alpha);',
'}'
];
this.init();
};
PIXI.StripShader.prototype.constructor = PIXI.StripShader;
/**
* Initialises the shader.
*
* @method init
*/
PIXI.StripShader.prototype.init = function()
{
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, 'uSampler');
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
//this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
this.attributes = [this.aVertexPosition, this.aTextureCoord];
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, 'alpha');
this.program = program;
};
/**
* Destroys the shader.
*
* @method destroy
*/
PIXI.StripShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attribute = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class PrimitiveShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.PrimitiveShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = PIXI._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision mediump float;',
'varying vec4 vColor;',
'void main(void) {',
' gl_FragColor = vColor;',
'}'
];
/**
* The vertex shader.
* @property vertexSrc
* @type Array
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
'attribute vec4 aColor;',
'uniform mat3 translationMatrix;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'uniform float alpha;',
'uniform float flipY;',
'uniform vec3 tint;',
'varying vec4 vColor;',
'void main(void) {',
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
' vColor = aColor * vec4(tint * alpha, alpha);',
'}'
];
this.init();
};
PIXI.PrimitiveShader.prototype.constructor = PIXI.PrimitiveShader;
/**
* Initialises the shader.
*
* @method init
*/
PIXI.PrimitiveShader.prototype.init = function()
{
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.tintColor = gl.getUniformLocation(program, 'tint');
this.flipY = gl.getUniformLocation(program, 'flipY');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.attributes = [this.aVertexPosition, this.colorAttribute];
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, 'alpha');
this.program = program;
};
/**
* Destroys the shader.
*
* @method destroy
*/
PIXI.PrimitiveShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attributes = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class ComplexPrimitiveShader
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.ComplexPrimitiveShader = function(gl)
{
/**
* @property _UID
* @type Number
* @private
*/
this._UID = PIXI._UID++;
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
/**
* The WebGL program.
* @property program
* @type Any
*/
this.program = null;
/**
* The fragment shader.
* @property fragmentSrc
* @type Array
*/
this.fragmentSrc = [
'precision mediump float;',
'varying vec4 vColor;',
'void main(void) {',
' gl_FragColor = vColor;',
'}'
];
/**
* The vertex shader.
* @property vertexSrc
* @type Array
*/
this.vertexSrc = [
'attribute vec2 aVertexPosition;',
//'attribute vec4 aColor;',
'uniform mat3 translationMatrix;',
'uniform vec2 projectionVector;',
'uniform vec2 offsetVector;',
'uniform vec3 tint;',
'uniform float alpha;',
'uniform vec3 color;',
'uniform float flipY;',
'varying vec4 vColor;',
'void main(void) {',
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
' vColor = vec4(color * alpha * tint, alpha);',//" * vec4(tint * alpha, alpha);',
'}'
];
this.init();
};
PIXI.ComplexPrimitiveShader.prototype.constructor = PIXI.ComplexPrimitiveShader;
/**
* Initialises the shader.
*
* @method init
*/
PIXI.ComplexPrimitiveShader.prototype.init = function()
{
var gl = this.gl;
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
gl.useProgram(program);
// get and store the uniforms for the shader
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
this.tintColor = gl.getUniformLocation(program, 'tint');
this.color = gl.getUniformLocation(program, 'color');
this.flipY = gl.getUniformLocation(program, 'flipY');
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
// this.colorAttribute = gl.getAttribLocation(program, 'aColor');
this.attributes = [this.aVertexPosition, this.colorAttribute];
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
this.alpha = gl.getUniformLocation(program, 'alpha');
this.program = program;
};
/**
* Destroys the shader.
*
* @method destroy
*/
PIXI.ComplexPrimitiveShader.prototype.destroy = function()
{
this.gl.deleteProgram( this.program );
this.uniforms = null;
this.gl = null;
this.attribute = null;
};
/**
* @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 game {Phaser.Game} A reference to the Phaser Game instance
*/
PIXI.WebGLRenderer = function(game) {
/**
* @property {Phaser.Game} game - A reference to the Phaser Game instance.
*/
this.game = game;
if (!PIXI.defaultRenderer)
{
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 = game.resolution;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.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 = game.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 = game.clearBeforeRender;
/**
* The width of the canvas view
*
* @property width
* @type Number
*/
this.width = game.width;
/**
* The height of the canvas view
*
* @property height
* @type Number
*/
this.height = game.height;
/**
* The canvas element that everything is drawn to
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* @property _contextOptions
* @type Object
* @private
*/
this._contextOptions = {
alpha: this.transparent,
antialias: game.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: this.preserveDrawingBuffer
};
/**
* @property projection
* @type Point
*/
this.projection = new PIXI.Point();
/**
* @property offset
* @type Point
*/
this.offset = new PIXI.Point();
// 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();
/**
* @property renderSession
* @type Object
*/
this.renderSession = {};
// Needed?
this.renderSession.game = this.game;
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;
}
var gl = this.gl;
// -- 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.game.clearBeforeRender)
{
gl.clearColor(stage._bgColor.r, stage._bgColor.g, stage._bgColor.b, stage._bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
}
this.offset.x = this.game.camera._shake.x;
this.offset.y = this.game.camera._shake.y;
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, matrix)
{
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, matrix);
// 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
* @return {boolean} True if the texture was successfully bound, otherwise false.
*/
PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
{
if (!texture.hasLoaded)
{
return false;
}
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);
}
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];
return true;
};
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @method destroy
*/
PIXI.WebGLRenderer.prototype.destroy = function()
{
PIXI.glContexts[this.glContextId] = null;
this.projection = null;
this.offset = null;
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;
PIXI.CanvasPool.remove(this);
PIXI.instances[this.glContextId] = null;
PIXI.WebGLRenderer.glContextId--;
};
/**
* Maps Pixi blend modes to WebGL blend modes.
*
* @method mapBlendModes
*/
PIXI.WebGLRenderer.prototype.mapBlendModes = function()
{
var gl = this.gl;
if (!PIXI.blendModesWebGL)
{
var b = [];
var modes = PIXI.blendModes;
b[modes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
b[modes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
b[modes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
PIXI.blendModesWebGL = b;
}
};
PIXI.WebGLRenderer.glContextId = 0;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLBlendModeManager
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLBlendModeManager = function()
{
/**
* @property currentBlendMode
* @type Number
*/
this.currentBlendMode = 99999;
};
PIXI.WebGLBlendModeManager.prototype.constructor = PIXI.WebGLBlendModeManager;
/**
* Sets the WebGL Context.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLBlendModeManager.prototype.setContext = function(gl)
{
this.gl = gl;
};
/**
* Sets-up the given blendMode from WebGL's point of view.
*
* @method setBlendMode
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
*/
PIXI.WebGLBlendModeManager.prototype.setBlendMode = function(blendMode)
{
if(this.currentBlendMode === blendMode)return false;
this.currentBlendMode = blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
if (blendModeWebGL)
{
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
return true;
};
/**
* Destroys this object.
*
* @method destroy
*/
PIXI.WebGLBlendModeManager.prototype.destroy = function()
{
this.gl = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLMaskManager
* @constructor
* @private
*/
PIXI.WebGLMaskManager = function()
{
};
PIXI.WebGLMaskManager.prototype.constructor = PIXI.WebGLMaskManager;
/**
* Sets the drawing context to the one given in parameter.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLMaskManager.prototype.setContext = function(gl)
{
this.gl = gl;
};
/**
* Applies the Mask and adds it to the current filter stack.
*
* @method pushMask
* @param maskData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
{
var gl = renderSession.gl;
if (maskData.dirty)
{
PIXI.WebGLGraphics.updateGraphics(maskData, gl);
}
if (maskData._webGL[gl.id] === undefined || maskData._webGL[gl.id].data === undefined || maskData._webGL[gl.id].data.length === 0)
{
return;
}
renderSession.stencilManager.pushStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);
};
/**
* Removes the last filter from the filter stack and doesn't return it.
*
* @method popMask
* @param maskData {Array}
* @param renderSession {Object} an object containing all the useful parameters
*/
PIXI.WebGLMaskManager.prototype.popMask = function(maskData, renderSession)
{
var gl = this.gl;
if (maskData._webGL[gl.id] === undefined || maskData._webGL[gl.id].data === undefined || maskData._webGL[gl.id].data.length === 0)
{
return;
}
renderSession.stencilManager.popStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);
};
/**
* Destroys the mask stack.
*
* @method destroy
*/
PIXI.WebGLMaskManager.prototype.destroy = function()
{
this.gl = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLStencilManager
* @constructor
* @private
*/
PIXI.WebGLStencilManager = function()
{
this.stencilStack = [];
this.reverse = true;
this.count = 0;
};
/**
* Sets the drawing context to the one given in parameter.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLStencilManager.prototype.setContext = function(gl)
{
this.gl = gl;
};
/**
* Applies the Mask and adds it to the current filter stack.
*
* @method pushMask
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.pushStencil = function(graphics, webGLData, renderSession)
{
var gl = this.gl;
this.bindGraphics(graphics, webGLData, renderSession);
if(this.stencilStack.length === 0)
{
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
this.reverse = true;
this.count = 0;
}
this.stencilStack.push(webGLData);
var level = this.count;
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
if(webGLData.mode === 1)
{
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
}
this.reverse = !this.reverse;
}
else
{
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
this.count++;
};
/**
* TODO this does not belong here!
*
* @method bindGraphics
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.bindGraphics = function(graphics, webGLData, renderSession)
{
//if(this._currentGraphics === graphics)return;
this._currentGraphics = graphics;
var gl = this.gl;
// bind the graphics object..
var projection = renderSession.projection,
offset = renderSession.offset,
shader;// = renderSession.shaderManager.primitiveShader;
if(webGLData.mode === 1)
{
shader = renderSession.shaderManager.complexPrimitiveShader;
renderSession.shaderManager.setShader( shader );
gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));
gl.uniform3fv(shader.color, webGLData.color);
gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
// now do the rest..
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
else
{
//renderSession.shaderManager.activatePrimitiveShader();
shader = renderSession.shaderManager.primitiveShader;
renderSession.shaderManager.setShader( shader );
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));
gl.uniform1f(shader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
};
/**
* @method popStencil
* @param graphics {Graphics}
* @param webGLData {Array}
* @param renderSession {Object}
*/
PIXI.WebGLStencilManager.prototype.popStencil = function(graphics, webGLData, renderSession)
{
var gl = this.gl;
this.stencilStack.pop();
this.count--;
if(this.stencilStack.length === 0)
{
// the stack is empty!
gl.disable(gl.STENCIL_TEST);
}
else
{
var level = this.count;
this.bindGraphics(graphics, webGLData, renderSession);
gl.colorMask(false, false, false, false);
if(webGLData.mode === 1)
{
this.reverse = !this.reverse;
if(this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
else
{
// console.log("<<>>")
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else
{
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
if(!this.reverse)
{
gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
}
else
{
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
}
};
/**
* Destroys the mask stack.
*
* @method destroy
*/
PIXI.WebGLStencilManager.prototype.destroy = function()
{
this.stencilStack = null;
this.gl = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLShaderManager
* @constructor
* @private
*/
PIXI.WebGLShaderManager = function()
{
/**
* @property maxAttibs
* @type Number
*/
this.maxAttibs = 10;
/**
* @property attribState
* @type Array
*/
this.attribState = [];
/**
* @property tempAttribState
* @type Array
*/
this.tempAttribState = [];
for (var i = 0; i < this.maxAttibs; i++)
{
this.attribState[i] = false;
}
/**
* @property stack
* @type Array
*/
this.stack = [];
};
PIXI.WebGLShaderManager.prototype.constructor = PIXI.WebGLShaderManager;
/**
* Initialises the context and the properties.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
{
this.gl = gl;
// the next one is used for rendering primitives
this.primitiveShader = new PIXI.PrimitiveShader(gl);
// the next one is used for rendering triangle strips
this.complexPrimitiveShader = new PIXI.ComplexPrimitiveShader(gl);
// this shader is used for the default sprite rendering
this.defaultShader = new PIXI.PixiShader(gl);
// this shader is used for the fast sprite rendering
this.fastShader = new PIXI.PixiFastShader(gl);
// the next one is used for rendering triangle strips
this.stripShader = new PIXI.StripShader(gl);
this.setShader(this.defaultShader);
};
/**
* Takes the attributes given in parameters.
*
* @method setAttribs
* @param attribs {Array} attribs
*/
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
{
// reset temp state
var i;
for (i = 0; i < this.tempAttribState.length; i++)
{
this.tempAttribState[i] = false;
}
// set the new attribs
for (i = 0; i < attribs.length; i++)
{
var attribId = attribs[i];
this.tempAttribState[attribId] = true;
}
var gl = this.gl;
for (i = 0; i < this.attribState.length; i++)
{
if(this.attribState[i] !== this.tempAttribState[i])
{
this.attribState[i] = this.tempAttribState[i];
if(this.tempAttribState[i])
{
gl.enableVertexAttribArray(i);
}
else
{
gl.disableVertexAttribArray(i);
}
}
}
};
/**
* Sets the current shader.
*
* @method setShader
* @param shader {Any}
*/
PIXI.WebGLShaderManager.prototype.setShader = function(shader)
{
if(this._currentId === shader._UID)return false;
this._currentId = shader._UID;
this.currentShader = shader;
this.gl.useProgram(shader.program);
this.setAttribs(shader.attributes);
return true;
};
/**
* Destroys this object.
*
* @method destroy
*/
PIXI.WebGLShaderManager.prototype.destroy = function()
{
this.attribState = null;
this.tempAttribState = null;
this.primitiveShader.destroy();
this.complexPrimitiveShader.destroy();
this.defaultShader.destroy();
this.fastShader.destroy();
this.stripShader.destroy();
this.gl = null;
};
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
*
* @class WebGLSpriteBatch
* @private
* @constructor
*/
PIXI.WebGLSpriteBatch = function()
{
/**
* @property vertSize
* @type Number
*/
this.vertSize = 5;
/**
* The number of images in the SpriteBatch before it flushes
* @property size
* @type Number
*/
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
//the total number of bytes in our batch
var numVerts = this.size * 4 * 4 * this.vertSize;
//the total number of indices in our batch
var numIndices = this.size * 6;
/**
* Holds the vertices
*
* @property vertices
* @type ArrayBuffer
*/
this.vertices = new PIXI.ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
* @type Float32Array
*/
this.positions = new PIXI.Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new PIXI.Uint32Array(this.vertices);
/**
* Holds the indices
*
* @property indices
* @type Uint16Array
*/
this.indices = new PIXI.Uint16Array(numIndices);
/**
* @property lastIndexCount
* @type Number
*/
this.lastIndexCount = 0;
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
{
this.indices[i + 0] = j + 0;
this.indices[i + 1] = j + 1;
this.indices[i + 2] = j + 2;
this.indices[i + 3] = j + 0;
this.indices[i + 4] = j + 2;
this.indices[i + 5] = j + 3;
}
/**
* @property drawing
* @type Boolean
*/
this.drawing = false;
/**
* @property currentBatchSize
* @type Number
*/
this.currentBatchSize = 0;
/**
* @property currentBaseTexture
* @type BaseTexture
*/
this.currentBaseTexture = null;
/**
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* @property textures
* @type Array
*/
this.textures = [];
/**
* @property blendModes
* @type Array
*/
this.blendModes = [];
/**
* @property shaders
* @type Array
*/
this.shaders = [];
/**
* @property sprites
* @type Array
*/
this.sprites = [];
/**
* @property defaultShader
* @type AbstractFilter
*/
this.defaultShader = new PIXI.AbstractFilter([
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
]);
};
/**
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
// create a couple of buffers
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// 65535 is max index, so 65535 / 6 = 10922.
//upload the index data
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
this.currentBlendMode = 99999;
var shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = this.defaultShader.fragmentSrc;
shader.uniforms = {};
shader.init();
this.defaultShader.shaders[gl.id] = shader;
};
/**
* @method begin
* @param renderSession {Object} The RenderSession object
*/
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.defaultShader;
this.start();
};
/**
* @method end
*/
PIXI.WebGLSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
* @method render
* @param sprite {Sprite} the sprite to render when using this spritebatch
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
*/
PIXI.WebGLSpriteBatch.prototype.render = function(sprite, matrix)
{
var texture = sprite.texture;
// They provided an alternative rendering matrix, so use it
var wt = sprite.worldTransform;
if (matrix)
{
wt = matrix;
}
// check texture..
if (this.currentBatchSize >= this.size)
{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// get the uvs for the texture
var uvs = texture._uvs;
// if the uvs have not updated then no point rendering just yet!
if (!uvs)
{
return;
}
var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0, w1, h0, h1;
if (texture.trim)
{
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.
var trim = texture.trim;
w1 = trim.x - aX * trim.width;
w0 = w1 + texture.crop.width;
h1 = trim.y - aY * trim.height;
h0 = h1 + texture.crop.height;
}
else
{
w0 = (texture.frame.width) * (1-aX);
w1 = (texture.frame.width) * -aX;
h0 = texture.frame.height * (1-aY);
h1 = texture.frame.height * -aY;
}
var i = this.currentBatchSize * 4 * this.vertSize;
var resolution = texture.baseTexture.resolution;
var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
var colors = this.colors;
var positions = this.positions;
if (this.renderSession.roundPixels)
{
// xy
positions[i] = a * w1 + c * h1 + tx | 0;
positions[i+1] = d * h1 + b * w1 + ty | 0;
// xy
positions[i+5] = a * w0 + c * h1 + tx | 0;
positions[i+6] = d * h1 + b * w0 + ty | 0;
// xy
positions[i+10] = a * w0 + c * h0 + tx | 0;
positions[i+11] = d * h0 + b * w0 + ty | 0;
// xy
positions[i+15] = a * w1 + c * h0 + tx | 0;
positions[i+16] = d * h0 + b * w1 + ty | 0;
}
else
{
// xy
positions[i] = a * w1 + c * h1 + tx;
positions[i+1] = d * h1 + b * w1 + ty;
// xy
positions[i+5] = a * w0 + c * h1 + tx;
positions[i+6] = d * h1 + b * w0 + ty;
// xy
positions[i+10] = a * w0 + c * h0 + tx;
positions[i+11] = d * h0 + b * w0 + ty;
// xy
positions[i+15] = a * w1 + c * h0 + tx;
positions[i+16] = d * h0 + b * w1 + ty;
}
// uv
positions[i+2] = uvs.x0;
positions[i+3] = uvs.y0;
// uv
positions[i+7] = uvs.x1;
positions[i+8] = uvs.y1;
// uv
positions[i+12] = uvs.x2;
positions[i+13] = uvs.y2;
// uv
positions[i+17] = uvs.x3;
positions[i+18] = uvs.y3;
// color and alpha
var tint = sprite.tint;
colors[i+4] = colors[i+9] = colors[i+14] = colors[i+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* Renders a TilingSprite using the spriteBatch.
*
* @method renderTilingSprite
* @param sprite {TilingSprite} the sprite to render
*/
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(sprite)
{
var texture = sprite.tilingTexture;
// check texture..
if (this.currentBatchSize >= this.size)
{
this.flush();
this.currentBaseTexture = texture.baseTexture;
}
// set the textures uvs temporarily
if (!sprite._uvs)
{
sprite._uvs = new PIXI.TextureUvs();
}
var uvs = sprite._uvs;
var w = texture.baseTexture.width;
var h = texture.baseTexture.height;
// var w = sprite._frame.sourceSizeW;
// var h = sprite._frame.sourceSizeH;
// w = 16;
// h = 16;
sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;
sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;
var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x);
var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y);
var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x);
var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y);
uvs.x0 = 0 - offsetX;
uvs.y0 = 0 - offsetY;
uvs.x1 = (1 * scaleX) - offsetX;
uvs.y1 = 0 - offsetY;
uvs.x2 = (1 * scaleX) - offsetX;
uvs.y2 = (1 * scaleY) - offsetY;
uvs.x3 = 0 - offsetX;
uvs.y3 = (1 * scaleY) - offsetY;
// Get the sprites current alpha and tint and combine them into a single color
var tint = sprite.tint;
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
var positions = this.positions;
var colors = this.colors;
var width = sprite.width;
var height = sprite.height;
// TODO trim??
var aX = sprite.anchor.x;
var aY = sprite.anchor.y;
var w0 = width * (1-aX);
var w1 = width * -aX;
var h0 = height * (1-aY);
var h1 = height * -aY;
var i = this.currentBatchSize * 4 * this.vertSize;
var resolution = texture.baseTexture.resolution;
var wt = sprite.worldTransform;
var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
// xy
positions[i++] = a * w1 + c * h1 + tx;
positions[i++] = d * h1 + b * w1 + ty;
// uv
positions[i++] = uvs.x0;
positions[i++] = uvs.y0;
// color
colors[i++] = color;
// xy
positions[i++] = (a * w0 + c * h1 + tx);
positions[i++] = d * h1 + b * w0 + ty;
// uv
positions[i++] = uvs.x1;
positions[i++] = uvs.y1;
// color
colors[i++] = color;
// xy
positions[i++] = a * w0 + c * h0 + tx;
positions[i++] = d * h0 + b * w0 + ty;
// uv
positions[i++] = uvs.x2;
positions[i++] = uvs.y2;
// color
colors[i++] = color;
// xy
positions[i++] = a * w1 + c * h0 + tx;
positions[i++] = d * h0 + b * w1 + ty;
// uv
positions[i++] = uvs.x3;
positions[i++] = uvs.y3;
// color
colors[i++] = color;
// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};
/**
* Renders the content and empties the current batch.
*
* @method flush
*/
PIXI.WebGLSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize === 0)
{
return;
}
var gl = this.gl;
var shader;
if (this.dirty)
{
this.dirty = false;
// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
shader = this.defaultShader.shaders[gl.id];
// this is the same for each shader?
var stride = this.vertSize * 4;
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
}
// upload the verts to the buffer
if (this.currentBatchSize > (this.size * 0.5))
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
var nextTexture, nextBlendMode, nextShader;
var batchSize = 0;
var start = 0;
var currentBaseTexture = null;
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
var currentShader = null;
var blendSwap = false;
var shaderSwap = false;
var sprite;
for (var i = 0, j = this.currentBatchSize; i < j; i++) {
sprite = this.sprites[i];
if (sprite.tilingTexture)
{
nextTexture = sprite.tilingTexture.baseTexture;
}
else
{
nextTexture = sprite.texture.baseTexture;
}
nextBlendMode = sprite.blendMode;
nextShader = sprite.shader || this.defaultShader;
blendSwap = currentBlendMode !== nextBlendMode;
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
var skip = nextTexture.skipRender;
if (skip && sprite.children.length > 0)
{
skip = false;
}
if ((currentBaseTexture !== nextTexture && !skip) || blendSwap || shaderSwap)
{
this.renderBatch(currentBaseTexture, batchSize, start);
start = i;
batchSize = 0;
currentBaseTexture = nextTexture;
if (blendSwap)
{
currentBlendMode = nextBlendMode;
this.renderSession.blendModeManager.setBlendMode(currentBlendMode);
}
if (shaderSwap)
{
currentShader = nextShader;
shader = currentShader.shaders[gl.id];
if (!shader)
{
shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = currentShader.fragmentSrc;
shader.uniforms = currentShader.uniforms;
shader.init();
currentShader.shaders[gl.id] = shader;
}
// set shader function???
this.renderSession.shaderManager.setShader(shader);
if (shader.dirty)
{
shader.syncUniforms();
}
// both these only need to be set if they are changing..
// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
// TODO - this is temporary!
var offsetVector = this.renderSession.offset;
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
// set the pointers
}
}
batchSize++;
}
this.renderBatch(currentBaseTexture, batchSize, start);
// then reset the batch!
this.currentBatchSize = 0;
};
/**
* @method renderBatch
* @param texture {Texture}
* @param size {Number}
* @param startIndex {Number}
*/
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
{
if (size === 0)
{
return;
}
var gl = this.gl;
// check if a texture is dirty..
if (texture._dirty[gl.id])
{
if (!this.renderSession.renderer.updateTexture(texture))
{
// If updateTexture returns false then we cannot render it, so bail out now
return;
}
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
}
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
// increment the draw count
this.renderSession.drawCount++;
};
/**
* @method stop
*/
PIXI.WebGLSpriteBatch.prototype.stop = function()
{
this.flush();
this.dirty = true;
};
/**
* @method start
*/
PIXI.WebGLSpriteBatch.prototype.start = function()
{
this.dirty = true;
};
/**
* Destroys the SpriteBatch.
*
* @method destroy
*/
PIXI.WebGLSpriteBatch.prototype.destroy = function()
{
this.vertices = null;
this.indices = null;
this.gl.deleteBuffer(this.vertexBuffer);
this.gl.deleteBuffer(this.indexBuffer);
this.currentBaseTexture = null;
this.gl = null;
};
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
*
* Heavily inspired by LibGDX's WebGLSpriteBatch:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
*/
/**
* @class WebGLFastSpriteBatch
* @constructor
*/
PIXI.WebGLFastSpriteBatch = function(gl)
{
/**
* @property vertSize
* @type Number
*/
this.vertSize = 10;
/**
* @property maxSize
* @type Number
*/
this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
/**
* @property size
* @type Number
*/
this.size = this.maxSize;
//the total number of floats in our batch
var numVerts = this.size * 4 * this.vertSize;
//the total number of indices in our batch
var numIndices = this.maxSize * 6;
/**
* Vertex data
* @property vertices
* @type Float32Array
*/
this.vertices = new PIXI.Float32Array(numVerts);
/**
* Index data
* @property indices
* @type Uint16Array
*/
this.indices = new PIXI.Uint16Array(numIndices);
/**
* @property vertexBuffer
* @type Object
*/
this.vertexBuffer = null;
/**
* @property indexBuffer
* @type Object
*/
this.indexBuffer = null;
/**
* @property lastIndexCount
* @type Number
*/
this.lastIndexCount = 0;
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
{
this.indices[i + 0] = j + 0;
this.indices[i + 1] = j + 1;
this.indices[i + 2] = j + 2;
this.indices[i + 3] = j + 0;
this.indices[i + 4] = j + 2;
this.indices[i + 5] = j + 3;
}
/**
* @property drawing
* @type Boolean
*/
this.drawing = false;
/**
* @property currentBatchSize
* @type Number
*/
this.currentBatchSize = 0;
/**
* @property currentBaseTexture
* @type BaseTexture
*/
this.currentBaseTexture = null;
/**
* @property currentBlendMode
* @type Number
*/
this.currentBlendMode = 0;
/**
* @property renderSession
* @type Object
*/
this.renderSession = null;
/**
* @property shader
* @type Object
*/
this.shader = null;
/**
* @property matrix
* @type Matrix
*/
this.matrix = null;
this.setContext(gl);
};
PIXI.WebGLFastSpriteBatch.prototype.constructor = PIXI.WebGLFastSpriteBatch;
/**
* Sets the WebGL Context.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)
{
this.gl = gl;
// create a couple of buffers
this.vertexBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// 65535 is max index, so 65535 / 6 = 10922.
//upload the index data
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
};
/**
* @method begin
* @param spriteBatch {WebGLSpriteBatch}
* @param renderSession {Object}
*/
PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
{
this.renderSession = renderSession;
this.shader = this.renderSession.shaderManager.fastShader;
this.matrix = spriteBatch.worldTransform.toArray(true);
this.start();
};
/**
* @method end
*/
PIXI.WebGLFastSpriteBatch.prototype.end = function()
{
this.flush();
};
/**
* @method render
* @param spriteBatch {WebGLSpriteBatch}
*/
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
{
var children = spriteBatch.children;
var sprite = children[0];
// if the uvs have not updated then no point rendering just yet!
// check texture.
if(!sprite.texture._uvs)return;
this.currentBaseTexture = sprite.texture.baseTexture;
// check blend mode
if(sprite.blendMode !== this.renderSession.blendModeManager.currentBlendMode)
{
this.flush();
this.renderSession.blendModeManager.setBlendMode(sprite.blendMode);
}
for(var i=0,j= children.length; i<j; i++)
{
this.renderSprite(children[i]);
}
this.flush();
};
/**
* @method renderSprite
* @param sprite {Sprite}
*/
PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
{
//sprite = children[i];
if(!sprite.visible)return;
// TODO trim??
if(sprite.texture.baseTexture !== this.currentBaseTexture && !sprite.texture.baseTexture.skipRender)
{
this.flush();
this.currentBaseTexture = sprite.texture.baseTexture;
if(!sprite.texture._uvs)return;
}
var uvs, vertices = this.vertices, width, height, w0, w1, h0, h1, index;
uvs = sprite.texture._uvs;
width = sprite.texture.frame.width;
height = sprite.texture.frame.height;
if (sprite.texture.trim)
{
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
var trim = sprite.texture.trim;
w1 = trim.x - sprite.anchor.x * trim.width;
w0 = w1 + sprite.texture.crop.width;
h1 = trim.y - sprite.anchor.y * trim.height;
h0 = h1 + sprite.texture.crop.height;
}
else
{
w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);
w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;
h0 = sprite.texture.frame.height * (1-sprite.anchor.y);
h1 = sprite.texture.frame.height * -sprite.anchor.y;
}
index = this.currentBatchSize * 4 * this.vertSize;
// xy
vertices[index++] = w1;
vertices[index++] = h1;
vertices[index++] = sprite.position.x;
vertices[index++] = sprite.position.y;
//scale
vertices[index++] = sprite.scale.x;
vertices[index++] = sprite.scale.y;
//rotation
vertices[index++] = sprite.rotation;
// uv
vertices[index++] = uvs.x0;
vertices[index++] = uvs.y1;
// color
vertices[index++] = sprite.alpha;
// xy
vertices[index++] = w0;
vertices[index++] = h1;
vertices[index++] = sprite.position.x;
vertices[index++] = sprite.position.y;
//scale
vertices[index++] = sprite.scale.x;
vertices[index++] = sprite.scale.y;
//rotation
vertices[index++] = sprite.rotation;
// uv
vertices[index++] = uvs.x1;
vertices[index++] = uvs.y1;
// color
vertices[index++] = sprite.alpha;
// xy
vertices[index++] = w0;
vertices[index++] = h0;
vertices[index++] = sprite.position.x;
vertices[index++] = sprite.position.y;
//scale
vertices[index++] = sprite.scale.x;
vertices[index++] = sprite.scale.y;
//rotation
vertices[index++] = sprite.rotation;
// uv
vertices[index++] = uvs.x2;
vertices[index++] = uvs.y2;
// color
vertices[index++] = sprite.alpha;
// xy
vertices[index++] = w1;
vertices[index++] = h0;
vertices[index++] = sprite.position.x;
vertices[index++] = sprite.position.y;
//scale
vertices[index++] = sprite.scale.x;
vertices[index++] = sprite.scale.y;
//rotation
vertices[index++] = sprite.rotation;
// uv
vertices[index++] = uvs.x3;
vertices[index++] = uvs.y3;
// color
vertices[index++] = sprite.alpha;
// increment the batchs
this.currentBatchSize++;
if(this.currentBatchSize >= this.size)
{
this.flush();
}
};
/**
* @method flush
*/
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
{
// If the batch is length 0 then return as there is nothing to draw
if (this.currentBatchSize===0)return;
var gl = this.gl;
// bind the current texture
if(!this.currentBaseTexture._glTextures[gl.id])this.renderSession.renderer.updateTexture(this.currentBaseTexture, gl);
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);
// upload the verts to the buffer
if(this.currentBatchSize > ( this.size * 0.5 ) )
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
}
else
{
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
}
// now draw those suckas!
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
// then reset the batch!
this.currentBatchSize = 0;
// increment the draw count
this.renderSession.drawCount++;
};
/**
* @method stop
*/
PIXI.WebGLFastSpriteBatch.prototype.stop = function()
{
this.flush();
};
/**
* @method start
*/
PIXI.WebGLFastSpriteBatch.prototype.start = function()
{
var gl = this.gl;
// bind the main texture
gl.activeTexture(gl.TEXTURE0);
// bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// set the projection
var projection = this.renderSession.projection;
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
// set the matrix
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
// set the pointers
var stride = this.vertSize * 4;
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class WebGLFilterManager
* @constructor
*/
PIXI.WebGLFilterManager = function()
{
/**
* @property filterStack
* @type Array
*/
this.filterStack = [];
/**
* @property offsetX
* @type Number
*/
this.offsetX = 0;
/**
* @property offsetY
* @type Number
*/
this.offsetY = 0;
};
PIXI.WebGLFilterManager.prototype.constructor = PIXI.WebGLFilterManager;
/**
* Initialises the context and the properties.
*
* @method setContext
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
{
this.gl = gl;
this.texturePool = [];
this.initShaderBuffers();
};
/**
* @method begin
* @param renderSession {RenderSession}
* @param buffer {ArrayBuffer}
*/
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
{
this.renderSession = renderSession;
this.defaultShader = renderSession.shaderManager.defaultShader;
var projection = this.renderSession.projection;
this.width = projection.x * 2;
this.height = -projection.y * 2;
this.buffer = buffer;
};
/**
* Applies the filter and adds it to the current filter stack.
*
* @method pushFilter
* @param filterBlock {Object} the filter that will be pushed to the current filter stack
*/
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
{
var gl = this.gl;
var projection = this.renderSession.projection;
var offset = this.renderSession.offset;
filterBlock._filterArea = filterBlock.target.filterArea || filterBlock.target.getBounds();
// >>> modify by nextht
filterBlock._previous_stencil_mgr = this.renderSession.stencilManager;
this.renderSession.stencilManager = new PIXI.WebGLStencilManager();
this.renderSession.stencilManager.setContext(gl);
gl.disable(gl.STENCIL_TEST);
// <<< modify by nextht
// filter program
// OPTIMISATION - the first filter is free if its a simple color change?
this.filterStack.push(filterBlock);
var filter = filterBlock.filterPasses[0];
this.offsetX += filterBlock._filterArea.x;
this.offsetY += filterBlock._filterArea.y;
var texture = this.texturePool.pop();
if(!texture)
{
texture = new PIXI.FilterTexture(this.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);
}
else
{
texture.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);
}
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
var filterArea = filterBlock._filterArea;// filterBlock.target.getBounds();///filterBlock.target.filterArea;
var padding = filter.padding;
filterArea.x -= padding;
filterArea.y -= padding;
filterArea.width += padding * 2;
filterArea.height += padding * 2;
// cap filter to screen size..
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;
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
// set view port
gl.viewport(0, 0, filterArea.width * this.renderSession.resolution, filterArea.height * this.renderSession.resolution);
projection.x = filterArea.width/2;
projection.y = -filterArea.height/2;
offset.x = -filterArea.x;
offset.y = -filterArea.y;
// update projection
// now restore the regular shader..
// this.renderSession.shaderManager.setShader(this.defaultShader);
//gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
//gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
gl.colorMask(true, true, true, true);
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
filterBlock._glFilterTexture = texture;
};
/**
* Removes the last filter from the filter stack and doesn't return it.
*
* @method popFilter
*/
PIXI.WebGLFilterManager.prototype.popFilter = function()
{
var gl = this.gl;
var filterBlock = this.filterStack.pop();
var filterArea = filterBlock._filterArea;
var texture = filterBlock._glFilterTexture;
var projection = this.renderSession.projection;
var offset = this.renderSession.offset;
if(filterBlock.filterPasses.length > 1)
{
gl.viewport(0, 0, filterArea.width * this.renderSession.resolution, filterArea.height * this.renderSession.resolution);
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);
// now 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.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);
outputTexture.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);
// need to clear this FBO as it may have some left over elements from a previous 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, true);//this.transparent);
}
else
{
var currentFilter = this.filterStack[this.filterStack.length-1];
filterArea = currentFilter._filterArea;
sizeX = filterArea.width;
sizeY = filterArea.height;
offsetX = filterArea.x;
offsetY = filterArea.y;
buffer = currentFilter._glFilterTexture.frameBuffer;
}
// TODO need to remove these global elements..
projection.x = sizeX/2;
projection.y = -sizeY/2;
offset.x = offsetX;
offset.y = offsetY;
filterArea = filterBlock._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 * this.renderSession.resolution, sizeY * this.renderSession.resolution);
// bind the buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
// set the blend mode!
//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
// set texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// >>> modify by nextht
if (this.renderSession.stencilManager) {
this.renderSession.stencilManager.destroy();
}
this.renderSession.stencilManager = filterBlock._previous_stencil_mgr;
filterBlock._previous_stencil_mgr = null;
if (this.renderSession.stencilManager.count > 0) {
gl.enable(gl.STENCIL_TEST);
}
else {
gl.disable(gl.STENCIL_TEST);
}
// <<< modify by nextht
// apply!
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
// now restore the regular shader.. should happen automatically now..
// this.renderSession.shaderManager.setShader(this.defaultShader);
// gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2);
// gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY);
// return the texture to the pool
this.texturePool.push(texture);
filterBlock._glFilterTexture = null;
};
/**
* Applies the filter to the specified area.
*
* @method applyFilterPass
* @param filter {AbstractFilter} the filter that needs to be applied
* @param filterArea {Texture} TODO - might need an update
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
*/
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
{
// use program
var gl = this.gl;
var shader = filter.shaders[gl.id];
if(!shader)
{
shader = new PIXI.PixiShader(gl);
shader.fragmentSrc = filter.fragmentSrc;
shader.uniforms = filter.uniforms;
shader.init();
filter.shaders[gl.id] = shader;
}
// set the shader
this.renderSession.shaderManager.setShader(shader);
// gl.useProgram(shader.program);
gl.uniform2f(shader.projectionVector, width/2, -height/2);
gl.uniform2f(shader.offsetVector, 0,0);
if(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;
}
shader.syncUniforms();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// draw the filter...
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
this.renderSession.drawCount++;
};
/**
* Initialises the shader buffers.
*
* @method initShaderBuffers
*/
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
{
var gl = this.gl;
// create some buffers
this.vertexBuffer = gl.createBuffer();
this.uvBuffer = gl.createBuffer();
this.colorBuffer = gl.createBuffer();
this.indexBuffer = gl.createBuffer();
// bind and upload the vertexs..
// keep a reference to the vertexFloatData..
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
// bind and upload the uv buffer
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
1.0, 0xFFFFFF,
1.0, 0xFFFFFF,
1.0, 0xFFFFFF]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colorArray, gl.STATIC_DRAW);
// bind and upload the index
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 1, 3, 2]), gl.STATIC_DRAW);
};
/**
* Destroys the filter and removes it from the filter stack.
*
* @method destroy
*/
PIXI.WebGLFilterManager.prototype.destroy = function()
{
var gl = this.gl;
this.filterStack = null;
this.offsetX = 0;
this.offsetY = 0;
// destroy textures
for (var i = 0; i < this.texturePool.length; i++) {
this.texturePool[i].destroy();
}
this.texturePool = null;
//destroy buffers..
gl.deleteBuffer(this.vertexBuffer);
gl.deleteBuffer(this.uvBuffer);
gl.deleteBuffer(this.colorBuffer);
gl.deleteBuffer(this.indexBuffer);
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class FilterTexture
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/
PIXI.FilterTexture = function(gl, width, height, scaleMode)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
// next time to create a frame buffer and texture
/**
* @property frameBuffer
* @type Any
*/
this.frameBuffer = gl.createFramebuffer();
/**
* @property texture
* @type Any
*/
this.texture = gl.createTexture();
/**
* @property scaleMode
* @type Number
*/
scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
// required for masking a mask??
this.renderBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
this.resize(width, height);
};
PIXI.FilterTexture.prototype.constructor = PIXI.FilterTexture;
/**
* Clears the filter texture.
*
* @method clear
*/
PIXI.FilterTexture.prototype.clear = function()
{
var gl = this.gl;
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
/**
* Resizes the texture to the specified width and height
*
* @method resize
* @param width {Number} the new width of the texture
* @param height {Number} the new height of the texture
*/
PIXI.FilterTexture.prototype.resize = function(width, height)
{
if(this.width === width && this.height === height) return;
this.width = width;
this.height = height;
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width , height , 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// update the stencil buffer width and height
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width , height );
};
/**
* Destroys the filter texture.
*
* @method destroy
*/
PIXI.FilterTexture.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* Creates a Canvas element of the given size.
*
* @class CanvasBuffer
* @constructor
* @param width {Number} the width for the newly created canvas
* @param height {Number} the height for the newly created canvas
*/
PIXI.CanvasBuffer = function(width, height)
{
/**
* The width of the Canvas in pixels.
*
* @property width
* @type Number
*/
this.width = width;
/**
* The height of the Canvas in pixels.
*
* @property height
* @type Number
*/
this.height = height;
/**
* The Canvas object that belongs to this CanvasBuffer.
*
* @property canvas
* @type HTMLCanvasElement
*/
this.canvas = PIXI.CanvasPool.create(this, this.width, this.height);
/**
* A CanvasRenderingContext2D object representing a two-dimensional rendering context.
*
* @property context
* @type CanvasRenderingContext2D
*/
this.context = this.canvas.getContext("2d");
this.canvas.width = width;
this.canvas.height = height;
};
PIXI.CanvasBuffer.prototype.constructor = PIXI.CanvasBuffer;
/**
* Clears the canvas that was created by the CanvasBuffer class.
*
* @method clear
* @private
*/
PIXI.CanvasBuffer.prototype.clear = function()
{
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.clearRect(0,0, this.width, this.height);
};
/**
* Resizes the canvas to the specified width and height.
*
* @method resize
* @param width {Number} the new width of the canvas
* @param height {Number} the new height of the canvas
*/
PIXI.CanvasBuffer.prototype.resize = function(width, height)
{
this.width = this.canvas.width = width;
this.height = this.canvas.height = height;
};
/**
* Frees the canvas up for use again.
*
* @method destroy
*/
PIXI.CanvasBuffer.prototype.destroy = function()
{
PIXI.CanvasPool.remove(this);
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A set of functions used to handle masking.
*
* @class CanvasMaskManager
* @constructor
*/
PIXI.CanvasMaskManager = function()
{
};
PIXI.CanvasMaskManager.prototype.constructor = PIXI.CanvasMaskManager;
/**
* This method adds it to the current stack of masks.
*
* @method pushMask
* @param maskData {Object} the maskData that will be pushed
* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
*/
PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, renderSession) {
var context = renderSession.context;
context.save();
var cacheAlpha = maskData.alpha;
var transform = maskData.worldTransform;
var resolution = renderSession.resolution;
context.setTransform(transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution);
PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
context.clip();
maskData.worldAlpha = cacheAlpha;
};
/**
* Restores the current drawing context to the state it was before the mask was applied.
*
* @method popMask
* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
*/
PIXI.CanvasMaskManager.prototype.popMask = function(renderSession)
{
renderSession.context.restore();
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* Utility methods for Sprite/Texture tinting.
*
* @class CanvasTinter
* @static
*/
PIXI.CanvasTinter = function() {};
/**
* Basically this method just needs a sprite and a color and tints the sprite with the given color.
*
* @method getTintedTexture
* @static
* @param sprite {Sprite} the sprite to tint
* @param color {Number} the color to use to tint the sprite with
* @return {HTMLCanvasElement} The tinted canvas
*/
PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
{
var canvas = sprite.tintedTexture || PIXI.CanvasPool.create(this);
PIXI.CanvasTinter.tintMethod(sprite.texture, color, canvas);
return canvas;
};
/**
* Tint a texture using the "multiply" operation.
*
* @method tintWithMultiply
* @static
* @param texture {Texture} the texture to tint
* @param color {Number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas)
{
var context = canvas.getContext("2d");
var crop = texture.crop;
if (canvas.width !== crop.width || canvas.height !== crop.height)
{
canvas.width = crop.width;
canvas.height = crop.height;
}
context.clearRect(0, 0, crop.width, crop.height);
context.fillStyle = "#" + ("00000" + (color | 0).toString(16)).substr(-6);
context.fillRect(0, 0, crop.width, crop.height);
context.globalCompositeOperation = "multiply";
context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);
context.globalCompositeOperation = "destination-atop";
context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);
};
/**
* Tint a texture pixel per pixel.
*
* @method tintPerPixel
* @static
* @param texture {Texture} the texture to tint
* @param color {Number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas)
{
var context = canvas.getContext("2d");
var crop = texture.crop;
canvas.width = crop.width;
canvas.height = crop.height;
context.globalCompositeOperation = "copy";
context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);
var rgbValues = PIXI.hex2rgb(color);
var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2];
var pixelData = context.getImageData(0, 0, crop.width, crop.height);
var pixels = pixelData.data;
for (var i = 0; i < pixels.length; i += 4)
{
pixels[i + 0] *= r;
pixels[i + 1] *= g;
pixels[i + 2] *= b;
if (!PIXI.CanvasTinter.canHandleAlpha)
{
var alpha = pixels[i + 3];
pixels[i + 0] /= 255 / alpha;
pixels[i + 1] /= 255 / alpha;
pixels[i + 2] /= 255 / alpha;
}
}
context.putImageData(pixelData, 0, 0);
};
/**
* Checks if the browser correctly supports putImageData alpha channels.
*
* @method checkInverseAlpha
* @static
*/
PIXI.CanvasTinter.checkInverseAlpha = function()
{
var canvas = new PIXI.CanvasBuffer(2, 1);
canvas.context.fillStyle = "rgba(10, 20, 30, 0.5)";
// Draw a single pixel
canvas.context.fillRect(0, 0, 1, 1);
// Get the color values
var s1 = canvas.context.getImageData(0, 0, 1, 1);
if (s1 === null)
{
return false;
}
// Plot them to x2
canvas.context.putImageData(s1, 1, 0);
// Get those values
var s2 = canvas.context.getImageData(1, 0, 1, 1);
// Compare and return
return (s2.data[0] === s1.data[0] && s2.data[1] === s1.data[1] && s2.data[2] === s1.data[2] && s2.data[3] === s1.data[3]);
};
/**
* If the browser isn't capable of handling tinting with alpha this will be false.
* This property is only applicable if using tintWithPerPixel.
*
* @property canHandleAlpha
* @type Boolean
* @static
*/
PIXI.CanvasTinter.canHandleAlpha = PIXI.CanvasTinter.checkInverseAlpha();
/**
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.
*
* @property canUseMultiply
* @type Boolean
* @static
*/
PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes();
/**
* The tinting method that will be used.
*
* @method tintMethod
* @static
*/
PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel;
/**
* @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.
* Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
*
* @class CanvasRenderer
* @constructor
* @param game {Phaser.Game} A reference to the Phaser Game instance
*/
PIXI.CanvasRenderer = function (game) {
/**
* @property {Phaser.Game} game - A reference to the Phaser Game instance.
*/
this.game = game;
if (!PIXI.defaultRenderer)
{
PIXI.defaultRenderer = this;
}
/**
* The renderer type.
*
* @property type
* @type Number
*/
this.type = PIXI.CANVAS_RENDERER;
/**
* The resolution of the canvas.
*
* @property resolution
* @type Number
*/
this.resolution = game.resolution;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* 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 = game.clearBeforeRender;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = false;
/**
* The width of the canvas view
*
* @property width
* @type Number
* @default 800
*/
this.width = game.width * this.resolution;
/**
* The height of the canvas view
*
* @property height
* @type Number
* @default 600
*/
this.height = game.height * this.resolution;
/**
* The canvas element that everything is drawn to.
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* The canvas 2d context that everything is drawn with
* @property context
* @type CanvasRenderingContext2D
*/
this.context = this.view.getContext("2d", { alpha: this.transparent } );
/**
* Boolean flag controlling canvas refresh.
*
* @property refresh
* @type Boolean
*/
this.refresh = true;
/**
* Internal var.
*
* @property count
* @type Number
*/
this.count = 0;
/**
* Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer
* @property CanvasMaskManager
* @type CanvasMaskManager
*/
this.maskManager = new PIXI.CanvasMaskManager();
/**
* The render session is just a bunch of parameter used for rendering
* @property renderSession
* @type Object
*/
this.renderSession = {
context: this.context,
maskManager: this.maskManager,
scaleMode: null,
smoothProperty: Phaser.Canvas.getSmoothingPrefix(this.context),
/**
* If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Handy for crisp pixel art and speed on legacy devices.
*/
roundPixels: false
};
this.mapBlendModes();
this.resize(this.width, this.height);
};
// constructor
PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
/**
* Renders the Stage to this canvas view
*
* @method render
* @param stage {Stage} the Stage element to be rendered
*/
PIXI.CanvasRenderer.prototype.render = function (stage) {
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.globalAlpha = 1;
this.renderSession.currentBlendMode = 0;
this.renderSession.shakeX = this.game.camera._shake.x;
this.renderSession.shakeY = this.game.camera._shake.y;
this.context.globalCompositeOperation = 'source-over';
if (navigator.isCocoonJS && this.view.screencanvas)
{
this.context.fillStyle = "black";
this.context.clear();
}
if (this.clearBeforeRender)
{
if (this.transparent)
{
this.context.clearRect(0, 0, this.width, this.height);
}
else
{
this.context.fillStyle = stage._bgColor.rgba;
this.context.fillRect(0, 0, this.width , this.height);
}
}
this.renderDisplayObject(stage);
};
/**
* Removes everything from the renderer and optionally removes the Canvas DOM element.
*
* @method destroy
* @param [removeView=true] {boolean} Removes the Canvas element from the DOM.
*/
PIXI.CanvasRenderer.prototype.destroy = function (removeView) {
if (removeView === undefined) { removeView = true; }
if (removeView && this.view.parent)
{
this.view.parent.removeChild(this.view);
}
this.view = null;
this.context = null;
this.maskManager = null;
this.renderSession = null;
};
/**
* Resizes the canvas view to the specified width and height
*
* @method resize
* @param width {Number} the new width of the canvas view
* @param height {Number} the new height of the canvas view
*/
PIXI.CanvasRenderer.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";
}
if (this.renderSession.smoothProperty)
{
this.context[this.renderSession.smoothProperty] = (this.renderSession.scaleMode === PIXI.scaleModes.LINEAR);
}
};
/**
* Renders a display object
*
* @method renderDisplayObject
* @param displayObject {DisplayObject} The displayObject to render
* @param context {CanvasRenderingContext2D} the context 2d method of the canvas
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @private
*/
PIXI.CanvasRenderer.prototype.renderDisplayObject = function (displayObject, context, matrix) {
this.renderSession.context = context || this.context;
this.renderSession.resolution = this.resolution;
displayObject._renderCanvas(this.renderSession, matrix);
};
/**
* Maps Pixi blend modes to canvas blend modes.
*
* @method mapBlendModes
* @private
*/
PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
if (!PIXI.blendModesCanvas)
{
var b = [];
var modes = PIXI.blendModes;
var useNew = PIXI.canUseNewCanvasBlendModes();
b[modes.NORMAL] = 'source-over';
b[modes.ADD] = 'lighter';
b[modes.MULTIPLY] = (useNew) ? 'multiply' : 'source-over';
b[modes.SCREEN] = (useNew) ? 'screen' : 'source-over';
b[modes.OVERLAY] = (useNew) ? 'overlay' : 'source-over';
b[modes.DARKEN] = (useNew) ? 'darken' : 'source-over';
b[modes.LIGHTEN] = (useNew) ? 'lighten' : 'source-over';
b[modes.COLOR_DODGE] = (useNew) ? 'color-dodge' : 'source-over';
b[modes.COLOR_BURN] = (useNew) ? 'color-burn' : 'source-over';
b[modes.HARD_LIGHT] = (useNew) ? 'hard-light' : 'source-over';
b[modes.SOFT_LIGHT] = (useNew) ? 'soft-light' : 'source-over';
b[modes.DIFFERENCE] = (useNew) ? 'difference' : 'source-over';
b[modes.EXCLUSION] = (useNew) ? 'exclusion' : 'source-over';
b[modes.HUE] = (useNew) ? 'hue' : 'source-over';
b[modes.SATURATION] = (useNew) ? 'saturation' : 'source-over';
b[modes.COLOR] = (useNew) ? 'color' : 'source-over';
b[modes.LUMINOSITY] = (useNew) ? 'luminosity' : 'source-over';
PIXI.blendModesCanvas = b;
}
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.BaseTextureCache = {};
PIXI.BaseTextureCacheIdGenerator = 0;
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @class BaseTexture
* @uses EventTarget
* @constructor
* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/
PIXI.BaseTexture = function(source, scaleMode)
{
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = 1;
/**
* [read-only] The width of the base texture set when the image has loaded
*
* @property width
* @type Number
* @readOnly
*/
this.width = 100;
/**
* [read-only] The height of the base texture set when the image has loaded
*
* @property height
* @type Number
* @readOnly
*/
this.height = 100;
/**
* The scale mode to apply when scaling this texture
*
* @property scaleMode
* @type {Number}
* @default PIXI.scaleModes.LINEAR
*/
this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
/**
* [read-only] Set to true once the base texture has loaded
*
* @property hasLoaded
* @type Boolean
* @readOnly
*/
this.hasLoaded = false;
/**
* The image source that is used to create the texture.
*
* @property source
* @type Image
*/
this.source = source;
this._UID = PIXI._UID++;
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
*
* @property premultipliedAlpha
* @type Boolean
* @default true
*/
this.premultipliedAlpha = true;
// used for webGL
/**
* @property _glTextures
* @type Array
* @private
*/
this._glTextures = [];
/**
* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
* Also the texture must be a power of two size to work
*
* @property mipmap
* @type {Boolean}
*/
this.mipmap = false;
/**
* @property _dirty
* @type Array
* @private
*/
this._dirty = [true, true, true, true];
if (!source)
{
return;
}
if ((this.source.complete || this.source.getContext) && this.source.width && this.source.height)
{
this.hasLoaded = true;
this.width = this.source.naturalWidth || this.source.width;
this.height = this.source.naturalHeight || this.source.height;
this.dirty();
}
/**
* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
*
* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
* that has children that you do want to render, without causing a batch flush in the process.
*
* @property skipRender
* @type Boolean
*/
this.skipRender = false;
/**
* @property imageUrl
* @type String
*/
this.imageUrl = null;
/**
* @property _powerOf2
* @type Boolean
* @private
*/
this._powerOf2 = false;
};
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
/**
* Forces this BaseTexture to be set as loaded, with the given width and height.
* Then calls BaseTexture.dirty.
* Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have.
*
* @method forceLoaded
* @param {number} width - The new width to force the BaseTexture to be.
* @param {number} height - The new height to force the BaseTexture to be.
*/
PIXI.BaseTexture.prototype.forceLoaded = function(width, height)
{
this.hasLoaded = true;
this.width = width;
this.height = height;
this.dirty();
};
/**
* Destroys this base texture
*
* @method destroy
*/
PIXI.BaseTexture.prototype.destroy = function()
{
if (this.imageUrl)
{
delete PIXI.BaseTextureCache[this.imageUrl];
delete PIXI.TextureCache[this.imageUrl];
this.imageUrl = null;
if (!navigator.isCocoonJS) this.source.src = '';
}
else if (this.source)
{
PIXI.CanvasPool.removeByCanvas(this.source);
if (this.source._pixiId)
{
delete PIXI.BaseTextureCache[this.source._pixiId];
}
}
this.source = null;
this.unloadFromGPU();
};
/**
* Changes the source image of the texture
*
* @method updateSourceImage
* @param newSrc {String} the path of the image
*/
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
{
this.hasLoaded = false;
this.source.src = null;
this.source.src = newSrc;
};
/**
* Sets all glTextures to be dirty.
*
* @method dirty
*/
PIXI.BaseTexture.prototype.dirty = function()
{
for (var i = 0; i < this._glTextures.length; i++)
{
this._dirty[i] = true;
}
};
/**
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
*
* @method unloadFromGPU
*/
PIXI.BaseTexture.prototype.unloadFromGPU = function()
{
this.dirty();
// delete the webGL textures if any.
for (var i = this._glTextures.length - 1; i >= 0; i--)
{
var glTexture = this._glTextures[i];
var gl = PIXI.glContexts[i];
if(gl && glTexture)
{
gl.deleteTexture(glTexture);
}
}
this._glTextures.length = 0;
this.dirty();
};
/**
* Helper function that creates a base texture from the given image url.
* If the image is not in the base texture cache it will be created and loaded.
*
* @static
* @method fromImage
* @param imageUrl {String} The image url of the texture
* @param crossorigin {Boolean}
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
{
var baseTexture = PIXI.BaseTextureCache[imageUrl];
if(crossorigin === undefined && imageUrl.indexOf('data:') === -1) crossorigin = true;
if(!baseTexture)
{
// new Image() breaks tex loading in some versions of Chrome.
// See https://code.google.com/p/chromium/issues/detail?id=238071
var image = new Image();
if (crossorigin)
{
image.crossOrigin = '';
}
image.src = imageUrl;
baseTexture = new PIXI.BaseTexture(image, scaleMode);
baseTexture.imageUrl = imageUrl;
PIXI.BaseTextureCache[imageUrl] = baseTexture;
// if there is an @2x at the end of the url we are going to assume its a highres image
if( imageUrl.indexOf(PIXI.RETINA_PREFIX + '.') !== -1)
{
baseTexture.resolution = 2;
}
}
return baseTexture;
};
/**
* Helper function that creates a base texture from the given canvas element.
*
* @static
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
{
if (!canvas._pixiId)
{
canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++;
}
if (canvas.width === 0)
{
canvas.width = 1;
}
if (canvas.height === 0)
{
canvas.height = 1;
}
var baseTexture = PIXI.BaseTextureCache[canvas._pixiId];
if (!baseTexture)
{
baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
PIXI.BaseTextureCache[canvas._pixiId] = baseTexture;
}
return baseTexture;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.TextureCache = {};
PIXI.FrameCache = {};
/**
* TextureSilentFail is a boolean that defaults to `false`.
* If `true` then `PIXI.Texture.setFrame` will no longer throw an error if the texture dimensions are incorrect.
* Instead `Texture.valid` will be set to `false` (#1556)
*
* @type {boolean}
*/
PIXI.TextureSilentFail = false;
PIXI.TextureCacheIdGenerator = 0;
/**
* A texture stores the information that represents an image or part of an image. It cannot be added
* to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used.
*
* @class Texture
* @uses EventTarget
* @constructor
* @param baseTexture {BaseTexture} The base texture source to create the texture from
* @param frame {Rectangle} The rectangle frame of the texture to show
* @param [crop] {Rectangle} The area of original texture
* @param [trim] {Rectangle} Trimmed texture rectangle
*/
PIXI.Texture = function(baseTexture, frame, crop, trim)
{
/**
* Does this Texture have any frame data assigned to it?
*
* @property noFrame
* @type Boolean
*/
this.noFrame = false;
if (!frame)
{
this.noFrame = true;
frame = new PIXI.Rectangle(0,0,1,1);
}
if (baseTexture instanceof PIXI.Texture)
{
baseTexture = baseTexture.baseTexture;
}
/**
* The base texture that this texture uses.
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = baseTexture;
/**
* The frame specifies the region of the base texture that this texture uses
*
* @property frame
* @type Rectangle
*/
this.frame = frame;
/**
* The texture trim data.
*
* @property trim
* @type Rectangle
*/
this.trim = trim;
/**
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
*
* @property valid
* @type Boolean
*/
this.valid = false;
/**
* Is this a tiling texture? As used by the likes of a TilingSprite.
*
* @property isTiling
* @type Boolean
*/
this.isTiling = false;
/**
* This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
*
* @property requiresUpdate
* @type Boolean
*/
this.requiresUpdate = false;
/**
* This will let a renderer know that a tinted parent has updated its texture.
*
* @property requiresReTint
* @type Boolean
*/
this.requiresReTint = false;
/**
* The WebGL UV data cache.
*
* @property _uvs
* @type Object
* @private
*/
this._uvs = null;
/**
* The width of the Texture in pixels.
*
* @property width
* @type Number
*/
this.width = 0;
/**
* The height of the Texture in pixels.
*
* @property height
* @type Number
*/
this.height = 0;
/**
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
*
* @property crop
* @type Rectangle
*/
this.crop = crop || new PIXI.Rectangle(0, 0, 1, 1);
if (baseTexture.hasLoaded)
{
if (this.noFrame) frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);
this.setFrame(frame);
}
};
PIXI.Texture.prototype.constructor = PIXI.Texture;
/**
* Called when the base texture is loaded
*
* @method onBaseTextureLoaded
* @private
*/
PIXI.Texture.prototype.onBaseTextureLoaded = function()
{
var baseTexture = this.baseTexture;
if (this.noFrame)
{
this.frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
this.setFrame(this.frame);
};
/**
* Destroys this texture
*
* @method destroy
* @param destroyBase {Boolean} Whether to destroy the base texture as well
*/
PIXI.Texture.prototype.destroy = function(destroyBase)
{
if (destroyBase) this.baseTexture.destroy();
this.valid = false;
};
/**
* Specifies the region of the baseTexture that this texture will use.
*
* @method setFrame
* @param frame {Rectangle} The frame of the texture to set it to
*/
PIXI.Texture.prototype.setFrame = function(frame)
{
this.noFrame = false;
this.frame = frame;
this.width = frame.width;
this.height = frame.height;
this.crop.x = frame.x;
this.crop.y = frame.y;
this.crop.width = frame.width;
this.crop.height = frame.height;
if (!this.trim && (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height))
{
if (!PIXI.TextureSilentFail)
{
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
}
this.valid = false;
return;
}
this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;
if (this.trim)
{
this.width = this.trim.width;
this.height = this.trim.height;
this.frame.width = this.trim.width;
this.frame.height = this.trim.height;
}
if (this.valid) this._updateUvs();
};
/**
* Updates the internal WebGL UV cache.
*
* @method _updateUvs
* @private
*/
PIXI.Texture.prototype._updateUvs = function()
{
if(!this._uvs)this._uvs = new PIXI.TextureUvs();
var frame = this.crop;
var tw = this.baseTexture.width;
var th = this.baseTexture.height;
this._uvs.x0 = frame.x / tw;
this._uvs.y0 = frame.y / th;
this._uvs.x1 = (frame.x + frame.width) / tw;
this._uvs.y1 = frame.y / th;
this._uvs.x2 = (frame.x + frame.width) / tw;
this._uvs.y2 = (frame.y + frame.height) / th;
this._uvs.x3 = frame.x / tw;
this._uvs.y3 = (frame.y + frame.height) / th;
};
/**
* Helper function that creates a Texture object from the given image url.
* If the image is not in the texture cache it will be created and loaded.
*
* @static
* @method fromImage
* @param imageUrl {String} The image url of the texture
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {Texture}
*/
PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
{
var texture = PIXI.TextureCache[imageUrl];
if(!texture)
{
texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
PIXI.TextureCache[imageUrl] = texture;
}
return texture;
};
/**
* Helper function that returns a Texture objected based on the given frame id.
* If the frame id is not in the texture cache an error will be thrown.
*
* @static
* @method fromFrame
* @param frameId {String} The frame id of the texture
* @return {Texture}
*/
PIXI.Texture.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ');
return texture;
};
/**
* Helper function that creates a new a Texture based on the given canvas element.
*
* @static
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {Texture}
*/
PIXI.Texture.fromCanvas = function(canvas, scaleMode)
{
var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);
return new PIXI.Texture(baseTexture);
};
/**
* Adds a texture to the global PIXI.TextureCache. This cache is shared across the whole PIXI object.
*
* @static
* @method addTextureToCache
* @param texture {Texture} The Texture to add to the cache.
* @param id {String} The id that the texture will be stored against.
*/
PIXI.Texture.addTextureToCache = function(texture, id)
{
PIXI.TextureCache[id] = texture;
};
/**
* Remove a texture from the global PIXI.TextureCache.
*
* @static
* @method removeTextureFromCache
* @param id {String} The id of the texture to be removed
* @return {Texture} The texture that was removed
*/
PIXI.Texture.removeTextureFromCache = function(id)
{
var texture = PIXI.TextureCache[id];
delete PIXI.TextureCache[id];
delete PIXI.BaseTextureCache[id];
return texture;
};
PIXI.TextureUvs = function()
{
this.x0 = 0;
this.y0 = 0;
this.x1 = 0;
this.y1 = 0;
this.x2 = 0;
this.y2 = 0;
this.x3 = 0;
this.y3 = 0;
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.
*
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
*
* A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:
*
* var renderTexture = new PIXI.RenderTexture(800, 600);
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
* sprite.position.x = 800/2;
* sprite.position.y = 600/2;
* sprite.anchor.x = 0.5;
* sprite.anchor.y = 0.5;
* renderTexture.render(sprite);
*
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:
*
* var doc = new PIXI.DisplayObjectContainer();
* doc.addChild(sprite);
* renderTexture.render(doc); // Renders to center of renderTexture
*
* @class RenderTexture
* @extends Texture
* @constructor
* @param width {Number} The width of the render texture
* @param height {Number} The height of the render texture
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param resolution {Number} The resolution of the texture being generated
*/
PIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution)
{
/**
* The with of the render texture
*
* @property width
* @type Number
*/
this.width = width || 100;
/**
* The height of the render texture
*
* @property height
* @type Number
*/
this.height = height || 100;
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = resolution || 1;
/**
* The framing rectangle of the render texture
*
* @property frame
* @type Rectangle
*/
this.frame = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
/**
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
*
* @property crop
* @type Rectangle
*/
this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
/**
* The base texture object that this texture uses
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
this.baseTexture._glTextures = [];
this.baseTexture.resolution = this.resolution;
this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
this.baseTexture.hasLoaded = true;
PIXI.Texture.call(this,
this.baseTexture,
new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution)
);
/**
* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
*
* @property renderer
* @type CanvasRenderer|WebGLRenderer
*/
this.renderer = renderer || PIXI.defaultRenderer;
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
var gl = this.renderer.gl;
this.baseTexture._dirty[gl.id] = false;
this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode);
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
this.render = this.renderWebGL;
this.projection = new PIXI.Point(this.width * 0.5, -this.height * 0.5);
}
else
{
this.render = this.renderCanvas;
this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
this.baseTexture.source = this.textureBuffer.canvas;
}
/**
* @property valid
* @type Boolean
*/
this.valid = true;
this.tempMatrix = new Phaser.Matrix();
this._updateUvs();
};
PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
/**
* Resizes the RenderTexture.
*
* @method resize
* @param width {Number} The width to resize to.
* @param height {Number} The height to resize to.
* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
*/
PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
{
if (width === this.width && height === this.height)return;
this.valid = (width > 0 && height > 0);
this.width = width;
this.height = height;
this.frame.width = this.crop.width = width * this.resolution;
this.frame.height = this.crop.height = height * this.resolution;
if (updateBase)
{
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
}
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
}
if(!this.valid)return;
this.textureBuffer.resize(this.width, this.height);
};
/**
* Clears the RenderTexture.
*
* @method clear
*/
PIXI.RenderTexture.prototype.clear = function()
{
if (!this.valid)
{
return;
}
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
}
this.textureBuffer.clear();
};
/**
* This function will draw the display object to the texture.
*
* @method renderWebGL
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
* @private
*/
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear)
{
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
wt.translate(0, this.projection.y * 2);
if (matrix)
{
wt.append(matrix);
}
wt.scale(1, -1);
// Time to update all the children of the displayObject with the new matrix.
for (var i = 0; i < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
// Time for the webGL fun stuff!
var gl = this.renderer.gl;
gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );
if (clear)
{
this.textureBuffer.clear();
}
this.renderer.spriteBatch.dirty = true;
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
this.renderer.spriteBatch.dirty = true;
};
/**
* This function will draw the display object to the texture.
*
* @method renderCanvas
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
* @private
*/
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clear)
{
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
if (matrix)
{
wt.append(matrix);
}
// Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)
for (var i = 0; i < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
if (clear)
{
this.textureBuffer.clear();
}
var realResolution = this.renderer.resolution;
this.renderer.resolution = this.resolution;
this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
this.renderer.resolution = realResolution;
};
/**
* Will return a HTML Image of the texture
*
* @method getImage
* @return {Image}
*/
PIXI.RenderTexture.prototype.getImage = function()
{
var image = new Image();
image.src = this.getBase64();
return image;
};
/**
* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
*
* @method getBase64
* @return {String} A base64 encoded string of the texture.
*/
PIXI.RenderTexture.prototype.getBase64 = function()
{
return this.getCanvas().toDataURL();
};
/**
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
*
* @method getCanvas
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
PIXI.RenderTexture.prototype.getCanvas = function()
{
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
var gl = this.renderer.gl;
var width = this.textureBuffer.width;
var height = this.textureBuffer.height;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var tempCanvas = new PIXI.CanvasBuffer(width, height);
var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
canvasData.data.set(webGLPixels);
tempCanvas.context.putImageData(canvasData, 0, 0);
return tempCanvas.canvas;
}
else
{
return this.textureBuffer.canvas;
}
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* This is the base class for creating a PIXI filter. Currently only webGL supports filters.
* If you want to make a custom filter this should be your base class.
* @class AbstractFilter
* @constructor
* @param fragmentSrc {Array} The fragment source in an array of strings.
* @param uniforms {Object} An object containing the uniforms for this filter.
*/
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.
* For example the blur filter has two passes blurX and blurY.
* @property passes
* @type Array(Filter)
* @private
*/
this.passes = [this];
/**
* @property shaders
* @type Array(Shader)
* @private
*/
this.shaders = [];
/**
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* @property padding
* @type Number
*/
this.padding = 0;
/**
* @property uniforms
* @type object
* @private
*/
this.uniforms = uniforms || {};
/**
* @property fragmentSrc
* @type Array
* @private
*/
this.fragmentSrc = fragmentSrc || [];
};
PIXI.AbstractFilter.prototype.constructor = PIXI.AbstractFilter;
/**
* Syncs the uniforms between the class object and the shaders.
*
* @method syncUniforms
*/
PIXI.AbstractFilter.prototype.syncUniforms = function()
{
for(var i=0,j=this.shaders.length; i<j; i++)
{
this.shaders[i].dirty = true;
}
};
/*
PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
{
// TODO :)
};
*/
/**
* @author Mat Groves http://matgroves.com/
*/
/**
*
* @class Strip
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture to use
* @param width {Number} the width
* @param height {Number} the height
*
*/
PIXI.Strip = function(texture)
{
PIXI.DisplayObjectContainer.call( this );
/**
* The texture of the strip
*
* @property texture
* @type Texture
*/
this.texture = texture;
// set up the main bits..
this.uvs = new PIXI.Float32Array([0, 1,
1, 1,
1, 0,
0, 1]);
this.vertices = new PIXI.Float32Array([0, 0,
100, 0,
100, 100,
0, 100]);
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
/**
* Whether the strip is dirty or not
*
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
*
* @property canvasPadding
* @type Number
*/
this.canvasPadding = 0;
this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
};
// constructor
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Strip.prototype.constructor = PIXI.Strip;
PIXI.Strip.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha <= 0)return;
// render triangle strip..
renderSession.spriteBatch.stop();
// init! init!
if(!this._vertexBuffer)this._initWebGL(renderSession);
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
this._renderStrip(renderSession);
///renderSession.shaderManager.activateDefaultShader();
renderSession.spriteBatch.start();
//TODO check culling
};
PIXI.Strip.prototype._initWebGL = function(renderSession)
{
// build the strip!
var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
PIXI.Strip.prototype._renderStrip = function(renderSession)
{
var gl = renderSession.gl;
var projection = renderSession.projection,
offset = renderSession.offset,
shader = renderSession.shaderManager.stripShader;
var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
renderSession.blendModeManager.setBlendMode(this.blendMode);
// set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if(!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
//console.log(gl.TRIANGLE_STRIP)
//
//
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
PIXI.Strip.prototype._renderCanvas = function(renderSession)
{
var context = renderSession.context;
var transform = this.worldTransform;
var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);
}
else
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);
}
if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
{
this._renderCanvasTriangleStrip(context);
}
else
{
this._renderCanvasTriangles(context);
}
};
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var length = vertices.length / 2;
this.count++;
for (var i = 0; i < length - 2; i++) {
// draw some triangles!
var index = i * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
}
};
PIXI.Strip.prototype._renderCanvasTriangles = function(context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var indices = this.indices;
var length = indices.length;
this.count++;
for (var i = 0; i < length; i += 3) {
// draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
}
};
PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
{
var textureSource = this.texture.baseTexture.source;
var textureWidth = this.texture.width;
var textureHeight = this.texture.height;
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
if (this.canvasPadding > 0) {
var paddingX = this.canvasPadding / this.worldTransform.a;
var paddingY = this.canvasPadding / this.worldTransform.d;
var centerX = (x0 + x1 + x2) / 3;
var centerY = (y0 + y1 + y2) / 3;
var normX = x0 - centerX;
var normY = y0 - centerY;
var dist = Math.sqrt(normX * normX + normY * normY);
x0 = centerX + (normX / dist) * (dist + paddingX);
y0 = centerY + (normY / dist) * (dist + paddingY);
//
normX = x1 - centerX;
normY = y1 - centerY;
dist = Math.sqrt(normX * normX + normY * normY);
x1 = centerX + (normX / dist) * (dist + paddingX);
y1 = centerY + (normY / dist) * (dist + paddingY);
normX = x2 - centerX;
normY = y2 - centerY;
dist = Math.sqrt(normX * normX + normY * normY);
x2 = centerX + (normX / dist) * (dist + paddingX);
y2 = centerY + (normY / dist) * (dist + paddingY);
}
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
context.clip();
// Compute matrix transform
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
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.drawImage(textureSource, 0, 0);
context.restore();
};
/**
* Renders a flat strip
*
* @method renderStripFlat
* @param strip {Strip} The Strip to render
* @private
*/
PIXI.Strip.prototype.renderStripFlat = function(strip)
{
var context = this.context;
var vertices = strip.vertices;
var length = vertices.length/2;
this.count++;
context.beginPath();
for (var i=1; i < length-2; i++)
{
// draw some triangles!
var index = i*2;
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
}
context.fillStyle = '#FF0000';
context.fill();
context.closePath();
};
/*
PIXI.Strip.prototype.setTexture = function(texture)
{
//TODO SET THE TEXTURES
//TODO VISIBILITY
// stop current texture
this.texture = texture;
this.width = texture.frame.width;
this.height = texture.frame.height;
this.updateFrame = true;
};
*/
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Strip.prototype.onTextureUpdate = function()
{
this.updateFrame = true;
};
/**
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
PIXI.Strip.prototype.getBounds = function(matrix)
{
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i < n; i += 2)
{
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty;
minX = x < minX ? x : minX;
minY = y < minY ? y : minY;
maxX = x > maxX ? x : maxX;
maxY = y > maxY ? y : maxY;
}
if (minX === -Infinity || maxY === Infinity)
{
return PIXI.EmptyRectangle;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* Different drawing buffer modes supported
*
* @property
* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
* @static
*/
PIXI.Strip.DrawModes = {
TRIANGLE_STRIP: 0,
TRIANGLES: 1
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @copyright Mat Groves, Rovanion Luckey
*/
/**
*
* @class Rope
* @constructor
* @extends Strip
* @param {Texture} texture - The texture to use on the rope.
* @param {Array} points - An array of {PIXI.Point}.
*
*/
PIXI.Rope = function(texture, points)
{
PIXI.Strip.call( this, texture );
this.points = points;
this.vertices = new PIXI.Float32Array(points.length * 4);
this.uvs = new PIXI.Float32Array(points.length * 4);
this.colors = new PIXI.Float32Array(points.length * 2);
this.indices = new PIXI.Uint16Array(points.length * 2);
this.refresh();
};
// constructor
PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
PIXI.Rope.prototype.constructor = PIXI.Rope;
/*
* Refreshes
*
* @method refresh
*/
PIXI.Rope.prototype.refresh = function()
{
var points = this.points;
if(points.length < 1) return;
var uvs = this.uvs;
var lastPoint = points[0];
var indices = this.indices;
var colors = this.colors;
this.count-=0.2;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
colors[0] = 1;
colors[1] = 1;
indices[0] = 0;
indices[1] = 1;
var total = points.length,
point, index, amount;
for (var i = 1; i < total; i++)
{
point = points[i];
index = i * 4;
// time to do some smart drawing!
amount = i / (total-1);
if(i%2)
{
uvs[index] = amount;
uvs[index+1] = 0;
uvs[index+2] = amount;
uvs[index+3] = 1;
}
else
{
uvs[index] = amount;
uvs[index+1] = 0;
uvs[index+2] = amount;
uvs[index+3] = 1;
}
index = i * 2;
colors[index] = 1;
colors[index+1] = 1;
index = i * 2;
indices[index] = index;
indices[index + 1] = index + 1;
lastPoint = point;
}
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.Rope.prototype.updateTransform = function()
{
var points = this.points;
if(points.length < 1)return;
var lastPoint = points[0];
var nextPoint;
var perp = {x:0, y:0};
this.count-=0.2;
var vertices = this.vertices;
var total = points.length,
point, index, ratio, perpLength, num;
for (var i = 0; i < total; i++)
{
point = points[i];
index = i * 4;
if(i < points.length-1)
{
nextPoint = points[i+1];
}
else
{
nextPoint = point;
}
perp.y = -(nextPoint.x - lastPoint.x);
perp.x = nextPoint.y - lastPoint.y;
ratio = (1 - (i / (total-1))) * 10;
if(ratio > 1) ratio = 1;
perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
perp.x /= perpLength;
perp.y /= perpLength;
perp.x *= num;
perp.y *= num;
vertices[index] = point.x + perp.x;
vertices[index+1] = point.y + perp.y;
vertices[index+2] = point.x - perp.x;
vertices[index+3] = point.y - perp.y;
lastPoint = point;
}
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
/*
* Sets the texture that the Rope will use
*
* @method setTexture
* @param texture {Texture} the texture that will be used
*/
PIXI.Rope.prototype.setTexture = function(texture)
{
// stop current texture
this.texture = texture;
//this.updateFrame = true;
};
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class TilingSprite
* @extends Sprite
* @constructor
* @param texture {Texture} the texture of the tiling sprite
* @param width {Number} the width of the tiling sprite
* @param height {Number} the height of the tiling sprite
*/
PIXI.TilingSprite = function(texture, width, height)
{
PIXI.Sprite.call(this, texture);
/**
* The width of the tiling sprite
*
* @property width
* @type Number
*/
this._width = width || 128;
/**
* The height of the tiling sprite
*
* @property height
* @type Number
*/
this._height = height || 128;
/**
* The scaling of the image that is being tiled
*
* @property tileScale
* @type Point
*/
this.tileScale = new PIXI.Point(1, 1);
/**
* A point that represents the scale of the texture object
*
* @property tileScaleOffset
* @type Point
*/
this.tileScaleOffset = new PIXI.Point(1, 1);
/**
* The offset position of the image that is being tiled
*
* @property tilePosition
* @type Point
*/
this.tilePosition = new PIXI.Point();
/**
* Whether this sprite is renderable or not
*
* @property renderable
* @type Boolean
* @default true
*/
this.renderable = true;
/**
* The tint applied to the sprite. This is a hex value
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually
* debug the texture being used.
*
* @property textureDebug
* @type Boolean
*/
this.textureDebug = false;
/**
* The blend mode to be applied to the sprite
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* The CanvasBuffer object that the tiled texture is drawn to.
*
* @property canvasBuffer
* @type PIXI.CanvasBuffer
*/
this.canvasBuffer = null;
/**
* An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
*
* @property tilingTexture
* @type PIXI.Texture
*/
this.tilingTexture = null;
/**
* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
*
* @property tilePattern
* @type PIXI.Texture
*/
this.tilePattern = null;
/**
* If true the TilingSprite will run generateTexture on its **next** render pass.
* This is set by the likes of Phaser.LoadTexture.setFrame.
*
* @property refreshTexture
* @type Boolean
* @default true
*/
this.refreshTexture = true;
this.frameWidth = 0;
this.frameHeight = 0;
};
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
PIXI.TilingSprite.prototype.setTexture = function(texture)
{
if (this.texture !== texture)
{
this.texture = texture;
this.refreshTexture = true;
this.cachedTint = 0xFFFFFF;
}
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
{
if (!this.visible || !this.renderable || this.alpha === 0)
{
return;
}
if (this._mask)
{
renderSession.spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
renderSession.spriteBatch.start();
}
if (this._filters)
{
renderSession.spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
if (this.refreshTexture)
{
this.generateTilingTexture(true, renderSession);
if (this.tilingTexture)
{
if (this.tilingTexture.needsUpdate)
{
renderSession.renderer.updateTexture(this.tilingTexture.baseTexture);
this.tilingTexture.needsUpdate = false;
}
}
else
{
return;
}
}
renderSession.spriteBatch.renderTilingSprite(this);
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
if (this._filters)
{
renderSession.filterManager.popFilter();
}
if (this._mask)
{
renderSession.maskManager.popMask(this._mask, renderSession);
}
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
{
if (!this.visible || !this.renderable || this.alpha === 0)
{
return;
}
var context = renderSession.context;
if (this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession);
}
context.globalAlpha = this.worldAlpha;
var wt = this.worldTransform;
var resolution = renderSession.resolution;
var tx = (wt.tx * resolution) + renderSession.shakeX;
var ty = (wt.ty * resolution) + renderSession.shakeY;
context.setTransform(wt.a * resolution, wt.b * resolution, wt.c * resolution, wt.d * resolution, tx, ty);
if (this.refreshTexture)
{
this.generateTilingTexture(false, renderSession);
if (this.tilingTexture)
{
this.tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
}
else
{
return;
}
}
var sessionBlendMode = renderSession.currentBlendMode;
// Check blend mode
if (this.blendMode !== renderSession.currentBlendMode)
{
renderSession.currentBlendMode = this.blendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
var tilePosition = this.tilePosition;
var tileScale = this.tileScale;
tilePosition.x %= this.tilingTexture.baseTexture.width;
tilePosition.y %= this.tilingTexture.baseTexture.height;
// Translate
context.scale(tileScale.x, tileScale.y);
context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height));
context.fillStyle = this.tilePattern;
var tx = -tilePosition.x;
var ty = -tilePosition.y;
var tw = this._width / tileScale.x;
var th = this._height / tileScale.y;
// Allow for pixel rounding
if (renderSession.roundPixels)
{
tx |= 0;
ty |= 0;
tw |= 0;
th |= 0;
}
context.fillRect(tx, ty, tw, th);
// Translate back again
context.scale(1 / tileScale.x, 1 / tileScale.y);
context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));
if (this._mask)
{
renderSession.maskManager.popMask(renderSession);
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i]._renderCanvas(renderSession);
}
// Reset blend mode
if (sessionBlendMode !== this.blendMode)
{
renderSession.currentBlendMode = sessionBlendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[sessionBlendMode];
}
};
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.TilingSprite.prototype.onTextureUpdate = function()
{
// overriding the sprite version of this!
};
/**
*
* @method generateTilingTexture
*
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
* @param renderSession {RenderSession}
*/
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo, renderSession)
{
if (!this.texture.baseTexture.hasLoaded)
{
return;
}
var texture = this.texture;
var frame = texture.frame;
var targetWidth = this._frame.sourceSizeW || this._frame.width;
var targetHeight = this._frame.sourceSizeH || this._frame.height;
var dx = 0;
var dy = 0;
if (this._frame.trimmed)
{
dx = this._frame.spriteSourceSizeX;
dy = this._frame.spriteSourceSizeY;
}
if (forcePowerOfTwo)
{
targetWidth = PIXI.getNextPowerOfTwo(targetWidth);
targetHeight = PIXI.getNextPowerOfTwo(targetHeight);
}
if (this.canvasBuffer)
{
this.canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);
this.tilingTexture.isTiling = true;
this.tilingTexture.needsUpdate = true;
}
if (this.textureDebug)
{
this.canvasBuffer.context.strokeStyle = '#00ff00';
this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);
}
// If a sprite sheet we need this:
var w = texture.crop.width;
var h = texture.crop.height;
if (w !== targetWidth || h !== targetHeight)
{
w = targetWidth;
h = targetHeight;
}
this.canvasBuffer.context.drawImage(texture.baseTexture.source,
texture.crop.x,
texture.crop.y,
texture.crop.width,
texture.crop.height,
dx,
dy,
w,
h);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
this.refreshTexture = false;
this.tilingTexture.baseTexture._powerOf2 = true;
};
/**
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
*
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
PIXI.TilingSprite.prototype.getBounds = function()
{
var width = this._width;
var height = this._height;
var w0 = width * (1-this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
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;
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
PIXI.TilingSprite.prototype.destroy = function () {
PIXI.Sprite.prototype.destroy.call(this);
if (this.canvasBuffer)
{
this.canvasBuffer.destroy();
this.canvasBuffer = null;
}
this.tileScale = null;
this.tileScaleOffset = null;
this.tilePosition = null;
if (this.tilingTexture)
{
this.tilingTexture.destroy(true);
this.tilingTexture = null;
}
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
get: function() {
return this._width;
},
set: function(value) {
this._width = value;
}
});
/**
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
get: function() {
return this._height;
},
set: function(value) {
this._height = value;
}
});
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
if (typeof exports !== 'undefined') {
if (typeof module !== 'undefined' && module.exports) {
exports = module.exports = PIXI;
}
exports.PIXI = PIXI;
} else if (typeof define !== 'undefined' && define.amd) {
define('PIXI', (function() { return root.PIXI = PIXI; })() );
} else {
root.PIXI = PIXI;
}
return PIXI;
}).call(this);