var SystemRenderer = require('../SystemRenderer'),
ShaderManager = require('./managers/ShaderManager'),
MaskManager = require('./managers/MaskManager'),
StencilManager = require('./managers/StencilManager'),
FilterManager = require('./managers/FilterManager'),
BlendModeManager = require('./managers/BlendModeManager'),
RenderTarget = require('./utils/RenderTarget'),
ObjectRenderer = require('./utils/ObjectRenderer'),
FXAAFilter = require('./filters/FXAAFilter'),
utils = require('../../utils'),
CONST = require('../../const');
/**
* The WebGLRenderer draws the scene 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
* @memberof PIXI
* @extends PIXI.SystemRenderer
* @param [width=0] {number} the width of the canvas view
* @param [height=0] {number} the height of the canvas view
* @param [options] {object} The optional renderer parameters
* @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
* @param [options.transparent=false] {boolean} If the render view is transparent, default false
* @param [options.autoResize=false] {boolean} If the render view is automatically resized, default false
* @param [options.antialias=false] {boolean} sets antialias. If not available natively then FXAA antialiasing is used
* @param [options.forceFXAA=false] {boolean} forces FXAA antialiasing to be used over native. FXAA is faster, but may not always look as great
* @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
* @param [options.clearBeforeRender=true] {boolean} This sets if the CanvasRenderer will clear the canvas or
* not before the new render pass. If you wish to set this to false, you *must* set preserveDrawingBuffer to `true`.
* @param [options.preserveDrawingBuffer=false] {boolean} enables drawing buffer preservation, enable this if
* you need to call toDataUrl on the webgl context.
* @param [options.roundPixels=false] {boolean} If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
*/
function WebGLRenderer(width, height, options)
{
options = options || {};
SystemRenderer.call(this, 'WebGL', width, height, options);
/**
* The type of this renderer as a standardised const
*
* @member {number}
*
*/
this.type = CONST.RENDERER_TYPE.WEBGL;
this.handleContextLost = this.handleContextLost.bind(this);
this.handleContextRestored = this.handleContextRestored.bind(this);
this.view.addEventListener('webglcontextlost', this.handleContextLost, false);
this.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);
//TODO possibility to force FXAA as it may offer better performance?
/**
* Does it use FXAA ?
*
* @member {boolean}
* @private
*/
this._useFXAA = !!options.forceFXAA && options.antialias;
/**
* The fxaa filter
*
* @member {PIXI.FXAAFilter}
* @private
*/
this._FXAAFilter = null;
/**
* The options passed in to create a new webgl context.
*
* @member {object}
* @private
*/
this._contextOptions = {
alpha: this.transparent,
antialias: options.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: options.preserveDrawingBuffer
};
/**
* Counter for the number of draws made each frame
*
* @member {number}
*/
this.drawCount = 0;
/**
* Deals with managing the shader programs and their attribs.
*
* @member {PIXI.ShaderManager}
*/
this.shaderManager = new ShaderManager(this);
/**
* Manages the masks using the stencil buffer.
*
* @member {PIXI.MaskManager}
*/
this.maskManager = new MaskManager(this);
/**
* Manages the stencil buffer.
*
* @member {PIXI.StencilManager}
*/
this.stencilManager = new StencilManager(this);
/**
* Manages the filters.
*
* @member {PIXI.FilterManager}
*/
this.filterManager = new FilterManager(this);
/**
* Manages the blendModes
*
* @member {PIXI.BlendModeManager}
*/
this.blendModeManager = new BlendModeManager(this);
/**
* Holds the current render target
*
* @member {PIXI.RenderTarget}
*/
this.currentRenderTarget = null;
/**
* The currently active ObjectRenderer.
*
* @member {PIXI.ObjectRenderer}
*/
this.currentRenderer = new ObjectRenderer(this);
this.initPlugins();
// initialize the context so it is ready for the managers.
this._createContext();
this._initContext();
// map some webGL blend modes..
this._mapGlModes();
// track textures in the renderer so we can no longer listen to them on destruction.
this._managedTextures = [];
/**
* An array of render targets
* @member {PIXI.RenderTarget[]}
* @private
*/
this._renderTargetStack = [];
}
// constructor
WebGLRenderer.prototype = Object.create(SystemRenderer.prototype);
WebGLRenderer.prototype.constructor = WebGLRenderer;
module.exports = WebGLRenderer;
utils.pluginTarget.mixin(WebGLRenderer);
WebGLRenderer.glContextId = 0;
/**
* Creates the gl context.
*
* @private
*/
WebGLRenderer.prototype._createContext = 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 = WebGLRenderer.glContextId++;
gl.id = this.glContextId;
gl.renderer = this;
};
/**
* Creates the WebGL context
*
* @private
*/
WebGLRenderer.prototype._initContext = function ()
{
var gl = this.gl;
// set up the default pixi settings..
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
this.renderTarget = new RenderTarget(gl, this.width, this.height, null, this.resolution, true);
this.setRenderTarget(this.renderTarget);
this.emit('context', gl);
// setup the width/height properties and gl viewport
this.resize(this.width, this.height);
if(!this._useFXAA)
{
this._useFXAA = (this._contextOptions.antialias && ! gl.getContextAttributes().antialias);
}
if(this._useFXAA)
{
window.console.warn('FXAA antialiasing being used instead of native antialiasing');
this._FXAAFilter = [new FXAAFilter()];
}
};
/**
* Renders the object to its webGL view
*
* @param object {PIXI.DisplayObject} the object to be rendered
*/
WebGLRenderer.prototype.render = function (object)
{
this.emit('prerender');
// no point rendering if our context has been blown up!
if (this.gl.isContextLost())
{
return;
}
this.drawCount = 0;
this._lastObjectRendered = object;
if(this._useFXAA)
{
this._FXAAFilter[0].uniforms.resolution.value.x = this.width;
this._FXAAFilter[0].uniforms.resolution.value.y = this.height;
object.filterArea = this.renderTarget.size;
object.filters = this._FXAAFilter;
}
var cacheParent = object.parent;
object.parent = this._tempDisplayObjectParent;
// update the scene graph
object.updateTransform();
object.parent = cacheParent;
var gl = this.gl;
// make sure we are bound to the main frame buffer
this.setRenderTarget(this.renderTarget);
if (this.clearBeforeRender)
{
if (this.transparent)
{
gl.clearColor(0, 0, 0, 0);
}
else
{
gl.clearColor(this._backgroundColorRgb[0], this._backgroundColorRgb[1], this._backgroundColorRgb[2], 1);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
this.renderDisplayObject(object, this.renderTarget);//this.projection);
this.emit('postrender');
};
/**
* Renders a Display Object.
*
* @param displayObject {PIXI.DisplayObject} The DisplayObject to render
* @param renderTarget {PIXI.RenderTarget} The render target to use to render this display object
*
*/
WebGLRenderer.prototype.renderDisplayObject = function (displayObject, renderTarget, clear)//projection, buffer)
{
// TODO is this needed...
//this.blendModeManager.setBlendMode(CONST.BLEND_MODES.NORMAL);
this.setRenderTarget(renderTarget);
if(clear)
{
renderTarget.clear();
}
// start the filter manager
this.filterManager.setFilterStack( renderTarget.filterStack );
// render the scene!
displayObject.renderWebGL(this);
// finish the current renderer..
this.currentRenderer.flush();
};
/**
* Changes the current renderer to the one given in parameter
*
* @param objectRenderer {PIXI.ObjectRenderer} The object renderer to use.
*/
WebGLRenderer.prototype.setObjectRenderer = function (objectRenderer)
{
if (this.currentRenderer === objectRenderer)
{
return;
}
this.currentRenderer.stop();
this.currentRenderer = objectRenderer;
this.currentRenderer.start();
};
/**
* Changes the current render target to the one given in parameter
*
* @param renderTarget {PIXI.RenderTarget} the new render target
*/
WebGLRenderer.prototype.setRenderTarget = function (renderTarget)
{
if( this.currentRenderTarget === renderTarget)
{
return;
}
// TODO - maybe down the line this should be a push pos thing? Leaving for now though.
this.currentRenderTarget = renderTarget;
this.currentRenderTarget.activate();
this.stencilManager.setMaskStack( renderTarget.stencilMaskStack );
};
/**
* Resizes the webGL view to the specified width and height.
*
* @param width {number} the new width of the webGL view
* @param height {number} the new height of the webGL view
*/
WebGLRenderer.prototype.resize = function (width, height)
{
SystemRenderer.prototype.resize.call(this, width, height);
this.filterManager.resize(width, height);
this.renderTarget.resize(width, height);
if(this.currentRenderTarget === this.renderTarget)
{
this.renderTarget.activate();
this.gl.viewport(0, 0, this.width, this.height);
}
};
/**
* Updates and/or Creates a WebGL texture for the renderer's context.
*
* @param texture {PIXI.BaseTexture|PIXI.Texture} the texture to update
*/
WebGLRenderer.prototype.updateTexture = function (texture)
{
texture = texture.baseTexture || texture;
if (!texture.hasLoaded)
{
return;
}
var gl = this.gl;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
texture.on('update', this.updateTexture, this);
texture.on('dispose', this.destroyTexture, this);
this._managedTextures.push(texture);
}
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 === CONST.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && texture.isPowerOfTwo)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.SCALE_MODES.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 === CONST.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture.isPowerOfTwo)
{
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);
}
return texture._glTextures[gl.id];
};
/**
* Deletes the texture from WebGL
*
* @param texture {PIXI.BaseTexture|PIXI.Texture} the texture to destroy
*/
WebGLRenderer.prototype.destroyTexture = function (texture, _skipRemove)
{
texture = texture.baseTexture || texture;
if (!texture.hasLoaded)
{
return;
}
if (texture._glTextures[this.gl.id])
{
this.gl.deleteTexture(texture._glTextures[this.gl.id]);
delete texture._glTextures[this.gl.id];
if (!_skipRemove)
{
var i = this._managedTextures.indexOf(texture);
if (i !== -1) {
utils.removeItems(this._managedTextures, i, 1);
}
}
}
};
/**
* Handles a lost webgl context
*
* @private
*/
WebGLRenderer.prototype.handleContextLost = function (event)
{
event.preventDefault();
};
/**
* Handles a restored webgl context
*
* @private
*/
WebGLRenderer.prototype.handleContextRestored = function ()
{
this._initContext();
// empty all the old gl textures as they are useless now
for (var i = 0; i < this._managedTextures.length; ++i)
{
var texture = this._managedTextures[i];
if (texture._glTextures[this.gl.id])
{
delete texture._glTextures[this.gl.id];
}
}
};
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @param [removeView=false] {boolean} Removes the Canvas element from the DOM.
*/
WebGLRenderer.prototype.destroy = function (removeView)
{
this.destroyPlugins();
// remove listeners
this.view.removeEventListener('webglcontextlost', this.handleContextLost);
this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);
// destroy managed textures
for (var i = 0; i < this._managedTextures.length; ++i)
{
var texture = this._managedTextures[i];
this.destroyTexture(texture, true);
texture.off('update', this.updateTexture, this);
texture.off('dispose', this.destroyTexture, this);
}
// call base destroy
SystemRenderer.prototype.destroy.call(this, removeView);
this.uid = 0;
// destroy the managers
this.shaderManager.destroy();
this.maskManager.destroy();
this.stencilManager.destroy();
this.filterManager.destroy();
this.blendModeManager.destroy();
this.shaderManager = null;
this.maskManager = null;
this.filterManager = null;
this.blendModeManager = null;
this.currentRenderer = null;
this.handleContextLost = null;
this.handleContextRestored = null;
this._contextOptions = null;
this._managedTextures = null;
this.drawCount = 0;
this.gl.useProgram(null);
this.gl.flush();
this.gl = null;
};
/**
* Maps Pixi blend modes to WebGL blend modes. It works only for pre-multiplied textures.
*
* @private
*/
WebGLRenderer.prototype._mapGlModes = function ()
{
var gl = this.gl;
if (!this.blendModes)
{
this.blendModes = {};
this.blendModes[CONST.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA];
this.blendModes[CONST.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR];
this.blendModes[CONST.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes[CONST.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
}
if (!this.drawModes)
{
this.drawModes = {};
this.drawModes[CONST.DRAW_MODES.POINTS] = gl.POINTS;
this.drawModes[CONST.DRAW_MODES.LINES] = gl.LINES;
this.drawModes[CONST.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP;
this.drawModes[CONST.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP;
this.drawModes[CONST.DRAW_MODES.TRIANGLES] = gl.TRIANGLES;
this.drawModes[CONST.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP;
this.drawModes[CONST.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN;
}
};