@smoud/tiny
Version:
Fast and tiny JavaScript library for HTML5 game and playable ads creation.
605 lines (500 loc) • 19.9 kB
JavaScript
import { StencilManager } from './managers/StencilManager';
import { SpriteBatch } from './utils/SpriteBatch';
import { ShaderManager } from './managers/ShaderManager';
import { MaskManager } from './managers/MaskManager';
import { FilterManager } from './managers/FilterManager';
import { BlendModeManager } from './managers/BlendModeManager';
import { Vec2 } from '../../math/Vec2';
import { isPow2 } from '../../utils';
import { SCALE_MODES } from '../../constants';
import { Cache } from '../../loaders/Cache';
import { BLEND_MODES } from '../../constants';
import { Color } from '../../math/Color';
Tiny.glContexts = []; // this is where we store the webGL contexts for easy access.
Tiny.instances = [];
/**
* The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
* So no need for Sprite Batches or Sprite Clouds.
* Don't forget to add the view to your DOM or you will not see anything :)
*
* @class WebGLRenderer
* @constructor
* @param [width=0] {Number} the width of the canvas view
* @param [height=0] {Number} the height of the canvas view
* @param [options] {Object} The optional renderer parameters
* @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
* @param [options.transparent=false] {Boolean} If the render view is transparent, default false
* @param [options.autoResize=false] {Boolean} If the render view is automatically resized, default false
* @param [options.antialias=false] {Boolean} sets antialias (only applicable in chrome at the moment)
* @param [options.preserveDrawingBuffer=false] {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context
* @param [options.resolution=1] {Number} the resolution of the renderer retina would be 2
*/
var WebGLRenderer = function (width, height, options) {
var defaultRenderOptions = {
view: null,
transparent: false,
antialias: false,
preserveDrawingBuffer: false,
resolution: 1,
clearBeforeRender: true,
autoResize: false
};
options = Object.assign({}, defaultRenderOptions, options);
if (!Tiny.defaultRenderer) Tiny.defaultRenderer = this;
/**
* The resolution of the renderer
*
* @property resolution
* @type Number
* @default 1
*/
this.resolution = this._resolution = options.resolution;
// do a catch.. only 1 webGL renderer..
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = options.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = options.autoResize || false;
/**
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
*
* @property preserveDrawingBuffer
* @type Boolean
*/
this.preserveDrawingBuffer = options.preserveDrawingBuffer;
/**
* This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:
* If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).
* If the Stage is transparent, Pixi will clear to the target Stage's background color.
* Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = options.clearBeforeRender;
/**
* The width of the canvas view
*
* @property width
* @type Number
* @default 800
*/
this.width = width || 800;
/**
* The height of the canvas view
*
* @property height
* @type Number
* @default 600
*/
this.height = height || 600;
/**
* The canvas element that everything is drawn to
*
* @property view
* @type HTMLCanvasElement
*/
this.view = options.view || document.createElement('canvas');
this.domElement = this.view;
// deal with losing context..
/**
* @property contextLostBound
* @type Function
*/
this.contextLostBound = this.handleContextLost.bind(this);
/**
* @property contextRestoredBound
* @type Function
*/
this.contextRestoredBound = this.handleContextRestored.bind(this);
this.view.addEventListener('webglcontextlost', this.contextLostBound, false);
this.view.addEventListener('webglcontextrestored', this.contextRestoredBound, false);
/**
* @property _contextOptions
* @type Object
* @private
*/
this._contextOptions = {
alpha: this.transparent,
antialias: options.antialias, // SPEED UP??
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: options.preserveDrawingBuffer
};
/**
* @property projection
* @type Point
*/
this.projection = new Vec2();
this._projection = new Vec2();
/**
* @property offset
* @type Point
*/
this.offset = new Vec2(0, 0);
this.clearColor = new Color();
// 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 ShaderManager
*/
this.shaderManager = new ShaderManager();
/**
* Manages the rendering of sprites
* @property spriteBatch
* @type SpriteBatch
*/
this.spriteBatch = new SpriteBatch(this);
/**
* Manages the masks using the stencil buffer
* @property maskManager
* @type MaskManager
*/
this.maskManager = new MaskManager();
/**
* Manages the filters
* @property filterManager
* @type FilterManager
*/
this.filterManager = new FilterManager(this);
/**
* Manages the stencil buffer
* @property stencilManager
* @type StencilManager
*/
this.stencilManager = new StencilManager();
/**
* Manages the blendModes
* @property blendModeManager
* @type BlendModeManager
*/
this.blendModeManager = new BlendModeManager(this);
/**
* TODO remove
* @property renderSession
* @type Object
*/
// this.renderSession = {
// gl: this.gl,
// drawCount: 0,
// shaderManager: this.shaderManager,
// maskManager: this.maskManager,
// filterManager: this.filterManager,
// blendModeManager: this.blendModeManager,
// spriteBatch: this.spriteBatch,
// stencilManager: this.stencilManager,
// renderer: this,
// resolution: this.resolution
// };
// time init the context..
this.initContext();
// map some webGL blend modes..
// this.mapBlendModes();
};
// constructor
WebGLRenderer.prototype.constructor = WebGLRenderer;
/**
* @method initContext
*/
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 = WebGLRenderer.glContextId++;
Tiny.glContexts[this.glContextId] = gl;
Tiny.instances[this.glContextId] = this;
// set up the default pixi settings..
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
if (!this.blendModes) {
var blendModes = {};
blendModes[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA];
blendModes[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR];
blendModes[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
blendModes[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
this.blendModes = blendModes;
}
// 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);
};
WebGLRenderer.prototype.setClearColor = function (color) {
this.clearColor = new Color(color);
this.gl.clearColor(this.clearColor.r, this.clearColor.g, this.clearColor.b, this.clearColor.a);
// if (color === null) {
// this.clearColor = null;
// return;
// }
// this.clearColor = color || 0x000000;
// // this.backgroundColorSplit = Tiny.hex2rgb(this.backgroundColor);
// var hex = this.clearColor.toString(16);
// hex = '000000'.substr(0, 6 - hex.length) + hex;
// this._clearColor = '#' + hex;
};
/**
* Renders the stage to its webGL view
*
* @method render
* @param stage {Stage} the Stage element to be rendered
*/
WebGLRenderer.prototype.render = function (scene) {
// no point rendering if our context has been blown up!
if (this.contextLost) return;
// if rendering a new scene clear the batches..
// if (this.__scene !== scene) {
// if (scene.interactive) scene.interactionManager.removeEvents();
// // TODO make this work
// // dont think this is needed any more?
// this.__scene = scene;
// }
// update the scene graph
scene.updateTransform();
var gl = this.gl;
// interaction
// if (scene._interactive) {
// //need to add some events!
// if (!scene._interactiveEventsAdded) {
// scene._interactiveEventsAdded = true;
// scene.interactionManager.setTarget(this);
// }
// } else {
// if (scene._interactiveEventsAdded) {
// scene._interactiveEventsAdded = false;
// scene.interactionManager.setTarget(this);
// }
// }
// -- Does this need to be set every frame? -- //
gl.viewport(0, 0, this._width, this._height);
// make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.clearBeforeRender) {
if (this.transparent) {
gl.clearColor(0, 0, 0, 0);
} else {
// gl.clearColor(this.clearColor.r, this.clearColor.g, this.clearColor.b, this.clearColor.a);
}
gl.clear(gl.COLOR_BUFFER_BIT);
}
this.renderObject(scene, this._projection);
};
/**
* Renders a Display Object.
*
* @method renderObject
* @param displayObject {DisplayObject} The DisplayObject to render
* @param projection {Point} The projection
* @param buffer {Array} a standard WebGL buffer
*/
WebGLRenderer.prototype.renderObject = function (displayObject, projection, buffer) {
this.blendModeManager.setBlendMode(BLEND_MODES.NORMAL);
// reset the render session data..
this.drawCount = 0;
// make sure to flip the Y if using a render texture..
this.flipY = buffer ? -1 : 1;
// set the default projection
this.projection = projection || this._projection;
//set the default offset
// this.offset = this.offset;
// start the sprite batch
this.spriteBatch.begin(this);
// start the filter manager
this.filterManager.begin(this, buffer);
// render the scene!
displayObject.render(this);
// finish the sprite batch
this.spriteBatch.flush();
};
/**
* 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
*/
WebGLRenderer.prototype.resize = function (width, height) {
this.width = width;
this.height = height;
this._width = width = Math.floor(width * this._resolution);
this._height = height = Math.floor(height * this._resolution);
var view = this.view;
view.width = width;
view.height = height;
if (this.autoResize) {
view.style.width = this.width + 'px';
view.style.height = this.height + 'px';
}
this.gl.viewport(0, 0, width, height);
this._projection.x = this.width / 2;
this._projection.y = -this.height / 2;
};
WebGLRenderer.prototype.setPixelRatio = function (resolution) {
this._resolution = this.resolution = resolution;
this.resize(this.width, this.height);
// var view = this.domElement;
// view.width = Math.floor(this.width * this._resolution);
// view.height = Math.floor(this.height * this._resolution);
};
/**
* Updates and Creates a WebGL texture for the renderers context.
*
* @method updateTexture
* @param texture {Texture} the texture to update
*/
WebGLRenderer.prototype.updateTexture = function (texture) {
if (!texture.valid) return;
var gl = this.gl;
if (!texture._glTextures[gl.id]) texture._glTextures[gl.id] = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER,
texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST
);
if (texture.mipmap && isPow2(texture.width) && isPow2(texture.height)) {
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
texture.scaleMode === 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 === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST
);
}
// reguler...
if (!texture._powerOf2) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
texture._dirty[gl.id] = false;
return texture._glTextures[gl.id];
};
/**
* Handles a lost webgl context
*
* @method handleContextLost
* @param event {Event}
* @private
*/
WebGLRenderer.prototype.handleContextLost = function (event) {
event.preventDefault();
this.contextLost = true;
};
/**
* Handles a restored webgl context
*
* @method handleContextRestored
* @param event {Event}
* @private
*/
WebGLRenderer.prototype.handleContextRestored = function () {
this.initContext();
// empty all the ol gl textures as they are useless now
for (var key in Cache.image) {
Cache.image[key]._glTextures = [];
}
this.contextLost = false;
};
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @method destroy
*/
WebGLRenderer.prototype.destroy = function (removeView) {
// remove listeners
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
Tiny.glContexts[this.glContextId] = null;
this.projection = null;
this.offset = null;
// time to create the render managers! each one focuses on managine a state in webGL
this.shaderManager.destroy();
this.spriteBatch.destroy();
this.maskManager.destroy();
this.filterManager.destroy();
this.shaderManager = null;
this.spriteBatch = null;
this.maskManager = null;
this.filterManager = null;
this.gl = null;
if (removeView !== false && this.domElement.parentNode) {
this.domElement.parentNode.removeChild(this.domElement);
}
// this.renderSession = null;
};
/**
* Maps Pixi blend modes to WebGL blend modes.
*
* @method mapBlendModes
*/
// WebGLRenderer.prototype.mapBlendModes = function () {
// var gl = this.gl;
// if (!Tiny.blendModesWebGL) {
// Tiny.blendModesWebGL = [];
// Tiny.blendModesWebGL[Tiny.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
// Tiny.blendModesWebGL[Tiny.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// Tiny.blendModesWebGL[Tiny.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
// }
// };
WebGLRenderer.glContextId = 0;
export { WebGLRenderer };