/*
* StageGL
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module EaselJS
*/
this.createjs = this.createjs||{};
/*
* README IF EDITING:
* Terminology for developers:
*
* Vertex: a point that help defines a shape, 3 per triangle. Usually has an x,y,z but can have more/less info.
* Vertex Property: a piece of information attached to the vertex like a vector3 containing x,y,z
* Index/Indices: used in groups of 3 to define a triangle, points to vertices by their index in an array (some render
* modes do not use these)
* Card: a group of 2 triangles used to display a rectangular image
* U/V: common names for the [0-1] texture co-ordinates on an image
* Batch: a single call to the renderer, best done as little as possible so multiple cards are put into a single batch
* Buffer: WebGL array data
* Program/Shader: For every vertex we run the Vertex shader. The results are used per pixel by the Fragment shader. When
* combined and paired these are a shader "program"
* Texture: WebGL representation of image data and associated extra information
* Slot: A space on the GPU into which textures can be loaded for use in a batch, using "ActiveTexture" switches texture slot.
*/
(function () {
"use strict";
/**
* A StageGL instance is the root level {{#crossLink "Container"}}{{/crossLink}} for an WebGL-optimized display list,
* which is used in place of the usual {{#crossLink "Stage"}}{{/crossLink}}. This class should behave identically to
* a {{#crossLink "Stage"}}{{/crossLink}} except for WebGL-specific functionality.
*
* Each time the {{#crossLink "Stage/tick"}}{{/crossLink}} method is called, the display list is rendered to the
* target <canvas/> instance, ignoring non-WebGL-compatible display objects. On devices and browsers that don't
* support WebGL, content will automatically be rendered to canvas 2D context instead.
*
* <h4>Limitations</h4>
* - {{#crossLink "Shape"}}{{/crossLink}}, {{#crossLink "Shadow"}}{{/crossLink}}, and {{#crossLink "Text"}}{{/crossLink}}
* are not rendered when added to the display list.
* - To display something StageGL cannot render, {{#crossLink "displayObject/cache"}}{{/crossLink}} the object.
* Caches can be rendered regardless of source.
* - Images are wrapped as a webGL "Texture". Each graphics card has a limit to its concurrent Textures, too many
* Textures will noticeably slow performance.
* - Each cache counts as an individual Texture. As such {{#crossLink "SpriteSheet"}}{{/crossLink}} and
* {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}} are recommended practices to help keep texture counts low.
* - To use any image node (DOM Image/Canvas Element) between multiple StageGL instances it must be a
* {{#crossLink "Bitmap/clone"}}{{/crossLink}}, otherwise the GPU texture loading and tracking will get confused.
* - to avoid an up/down scaled render you must call {{#crossLink "StageGL/updateViewport"}}{{/crossLink}} if you
* resize your canvas after making a StageGL instance, this will properly size the WebGL context stored in memory.
* - Best performance in demanding scenarios will come from manual management of texture memory, but it is handled
* automatically by default. See {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}} for details.
*
* <h4>Example</h4>
* This example creates a StageGL instance, adds a child to it, then uses the EaselJS {{#crossLink "Ticker"}}{{/crossLink}}
* to update the child and redraw the stage.
*
* var stage = new createjs.StageGL("canvasElementId");
*
* var image = new createjs.Bitmap("imagePath.png");
* stage.addChild(image);
*
* createjs.Ticker.on("tick", handleTick);
*
* function handleTick(event) {
* image.x += 10;
* stage.update();
* }
*
* <h4>Notes</h4>
* - StageGL is not currently included in the minified version of EaselJS.
* - {{#crossLink "SpriteContainer"}}{{/crossLink}} (the previous approach to WebGL with EaselJS) has been deprecated.
* - Earlier versions of WebGL support in EaselJS (SpriteStage and SpriteContainer) had hard limitations on images
* per container, which have been solved.
*
* @class StageGL
* @extends Stage
* @constructor
* @param {HTMLCanvasElement | String | Object} canvas A canvas object that StageGL will render to, or the string id
* of a canvas object in the current DOM.
* @param {Object} options All the option parameters in a reference object, some are not supported by some browsers.
* @param {Boolean} [options.preserveBuffer=false] If `true`, the canvas is NOT auto-cleared by WebGL (the spec
* discourages setting this to `true`). This is useful if you want persistent draw effects.
* @param {Boolean} [options.antialias=false] Specifies whether or not the browser's WebGL implementation should try
* to perform anti-aliasing. This will also enable linear pixel sampling on power-of-two textures (smoother images).
* @param {Boolean} [options.transparent=false] If `true`, the canvas is transparent. This is <strong>very</strong>
* expensive, and should be used with caution.
* @param {Boolean} [options.premultiply=false] Alters color handling. If `true`, this assumes the shader must
* account for pre-multiplied alpha. This can help avoid visual halo effects with some assets, but may also cause
* problems with other assets.
* @param {Integer} [options.autoPurge=1200] How often the system should automatically dump unused textures with
* `purgeTextures(autoPurge)` every `autoPurge/2` draws. See {{#crossLink "StageGL/purgeTextures"}}{{/crossLink}} for more
* information.
*/
function StageGL(canvas, options) {
this.Stage_constructor(canvas);
if (options !== undefined) {
if (typeof options !== "object"){ throw("Invalid options object"); }
var premultiply = options.premultiply;
var transparent = options.transparent;
var antialias = options.antialias;
var preserveBuffer = options.preserveBuffer;
var autoPurge = options.autoPurge;
}
// public properties:
/**
* Console log potential issues and problems. This is designed to have <em>minimal</em> performance impact, so
* if extensive debugging information is required, this may be inadequate. See {{#crossLink "WebGLInspector"}}{{/crossLink}}
* @property vocalDebug
* @type {Boolean}
* @default false
*/
this.vocalDebug = false;
// private properties:
/**
* Specifies whether or not the canvas is auto-cleared by WebGL. The WebGL spec discourages `true`.
* If true, the canvas is NOT auto-cleared by WebGL. Used when the canvas context is created and requires
* context re-creation to update.
* @property _preserveBuffer
* @protected
* @type {Boolean}
* @default false
*/
this._preserveBuffer = preserveBuffer||false;
/**
* Specifies whether or not the browser's WebGL implementation should try to perform anti-aliasing.
* @property _antialias
* @protected
* @type {Boolean}
* @default false
*/
this._antialias = antialias||false;
/**
* Specifies whether or not the browser's WebGL implementation should be transparent.
* @property _transparent
* @protected
* @type {Boolean}
* @default false
*/
this._transparent = transparent||false;
/**
* Specifies whether or not StageGL is handling colours as premultiplied alpha.
* @property _premultiply
* @protected
* @type {Boolean}
* @default false
*/
this._premultiply = premultiply||false;
/**
* Internal value of {{#crossLink "StageGL/autoPurge"}}{{/crossLink}}
* @property _autoPurge
* @protected
* @type {Integer}
* @default null
*/
this._autoPurge = undefined;
this.autoPurge = autoPurge; //getter/setter handles setting the real value and validating
/**
* The width in px of the drawing surface saved in memory.
* @property _viewportWidth
* @protected
* @type {Number}
* @default 0
*/
this._viewportWidth = 0;
/**
* The height in px of the drawing surface saved in memory.
* @property _viewportHeight
* @protected
* @type {Number}
* @default 0
*/
this._viewportHeight = 0;
/**
* A 2D projection matrix used to convert WebGL's viewspace into canvas co-ordinates. Regular canvas display
* uses Top-Left values of [0,0] where WebGL uses a Center [0,0] Top-Right [1,1] (euclidean) system.
* @property _projectionMatrix
* @protected
* @type {Float32Array}
* @default null
*/
this._projectionMatrix = null;
/**
* The current WebGL canvas context. Often shorthanded to just "gl" in many parts of the code.
* @property _webGLContext
* @protected
* @type {WebGLRenderingContext}
* @default null
*/
this._webGLContext = null;
/**
* The color to use when the WebGL canvas has been cleared. May appear as a background color. Defaults to grey.
* @property _clearColor
* @protected
* @type {Object}
* @default {r: 0.50, g: 0.50, b: 0.50, a: 0.00}
*/
this._clearColor = {r: 0.50, g: 0.50, b: 0.50, a: 0.00};
/**
* The maximum number of cards (aka a single sprite) that can be drawn in one draw call. Use getter/setters to
* modify otherwise internal buffers may be incorrect sizes.
* @property _maxCardsPerBatch
* @protected
* @type {Number}
* @default StageGL.DEFAULT_MAX_BATCH_SIZE (10000)
*/
this._maxCardsPerBatch = StageGL.DEFAULT_MAX_BATCH_SIZE; //TODO: write getter/setters for this
/**
* The shader program used to draw the current batch.
* @property _activeShader
* @protected
* @type {WebGLProgram}
* @default null
*/
this._activeShader = null;
/**
* The vertex position data for the current draw call.
* @property _vertices
* @protected
* @type {Float32Array}
* @default null
*/
this._vertices = null;
/**
* The WebGL buffer attached to {{#crossLink "StageGL/_vertices:property"}}{{/crossLink}}.
* @property _vertexPositionBuffer
* @protected
* @type {WebGLBuffer}
* @default null
*/
this._vertexPositionBuffer = null;
/**
* The vertex U/V data for the current draw call.
* @property _uvs
* @protected
* @type {Float32Array}
* @default null
*/
this._uvs = null;
/**
* The WebGL buffer attached to {{#crossLink "StageGL/_uvs:property"}}{{/crossLink}}.
* @property _uvPositionBuffer
* @protected
* @type {WebGLBuffer}
* @default null
*/
this._uvPositionBuffer = null;
/**
* The vertex indices data for the current draw call.
* @property _indices
* @protected
* @type {Float32Array}
* @default null
*/
this._indices = null;
/**
* The WebGL buffer attached to {{#crossLink "StageGL/_indices:property"}}{{/crossLink}}.
* @property _textureIndexBuffer
* @protected
* @type {WebGLBuffer}
* @default null
*/
this._textureIndexBuffer = null;
/**
* The vertices data for the current draw call.
* @property _alphas
* @protected
* @type {Float32Array}
* @default null
*/
this._alphas = null;
/**
* The WebGL buffer attached to {{#crossLink "StageGL/_alphas:property"}}{{/crossLink}}.
* @property _alphaBuffer
* @protected
* @type {WebGLBuffer}
* @default null
*/
this._alphaBuffer = null;
/**
* An index based lookup of every WebGL Texture currently in use.
* @property _drawTexture
* @protected
* @type {Array}
*/
this._textureDictionary = [];
/**
* A string based lookup hash of which index a texture is stored at in the dictionary. The lookup string is
* often the src url.
* @property _textureIDs
* @protected
* @type {Object}
*/
this._textureIDs = {};
/**
* An array of all the textures currently loaded into the GPU. The index in the array matches the GPU index.
* @property _batchTextures
* @protected
* @type {Array}
*/
this._batchTextures = [];
/**
* An array of all the simple filler textures used to prevent issues with missing textures in a batch.
* @property _baseTextures
* @protected
* @type {Array}
*/
this._baseTextures = [];
/**
* The number of concurrent textures the GPU can handle. This value is dynamically set from WebGL during initialization
* via `gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)`. The WebGL spec states that the lowest guaranteed value is 8,
* but it could be higher. Do not set this value higher than the value returned by the GPU. Setting it lower will
* probably reduce performance, but may be advisable to reserve slots for custom filter work.
* NOTE: Can also act as a length for {{#crossLink "StageGL/_batchTextures:property"}}.
* @property _batchTextureCount
* @protected
* @type {Number}
* @default 8
*/
this._batchTextureCount = 8;
/**
* The location at which the last texture was inserted into a GPU slot in {{#crossLink "StageGL/_batchTextures:property"}}{{/crossLink}}.
* Manual control of this variable can yield improvements in performance by intelligently replacing textures
* inside a batch to reduce texture re-load. It is impossible to write automated general use code, as it requires
* display list look ahead inspection and/or render foreknowledge.
* @property _lastTextureInsert
* @protected
* @type {Number}
* @default -1
*/
this._lastTextureInsert = -1;
/**
* The current batch being drawn, A batch consists of a call to `drawElements` on the GPU. Many of these calls
* can occur per draw.
* @property _batchId
* @protected
* @type {Number}
* @default 0
*/
this._batchID = 0;
/**
* The current draw being performed, may contain multiple batches. Comparing to {{#crossLink "StageGL/_batchID:property"}}{{/crossLink}}
* can reveal batching efficiency.
* @property _drawID
* @protected
* @type {Number}
* @default 0
*/
this._drawID = 0;
/**
* Used to prevent textures in certain GPU slots from being replaced by an insert.
* @property _slotBlackList
* @protected
* @type {Array}
*/
this._slotBlacklist = [];
/**
* Used to prevent nested draw calls from accidentally overwriting drawing information by tracking depth.
* @property _isDrawing
* @protected
* @type {Number}
* @default 0
*/
this._isDrawing = 0;
/**
* Used to ensure every canvas used as a texture source has a unique ID.
* @property _lastTrackedCanvas
* @protected
* @type {Number}
* @default 0
*/
this._lastTrackedCanvas = 0;
/**
* Controls whether final rendering output of a {{#crossLink "cacheDraw"}}{{/crossLink}} is the canvas or a render
* texture. See the {{#crossLink "cache"}}{{/crossLink}} function modifications for full implications and discussion.
* @property isCacheControlled
* @protected
* @type {Boolean}
* @default false
* @todo LM: is this supposed to be _isCacheControlled since its private?
*/
this.isCacheControlled = false;
/**
* Used to counter-position the object being cached so it aligns with the cache surface. Additionally ensures
* that all rendering starts with a top level container.
* @property _cacheContainer
* @protected
* @type {Container}
* @default An instance of an EaselJS Container.
*/
this._cacheContainer = new createjs.Container();
// and begin
this._initializeWebGL();
}
var p = createjs.extend(StageGL, createjs.Stage);
// static methods:
/**
* Calculate the U/V co-ordinate based info for sprite frames. Instead of pixel count it uses a 0-1 space. Also includes
* the ability to get info back for a specific frame, or only calculate that one frame.
*
* //generate UV rects for all entries
* StageGL.buildUVRects( spriteSheetA );
* //generate all, fetch the first
* var firstFrame = StageGL.buildUVRects( spriteSheetB, 0 );
* //generate the rect for just a single frame for performance's sake
* var newFrame = StageGL.buildUVRects( dynamicSpriteSheet, newFrameIndex, true );
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method buildUVRects
* @param {SpriteSheet} spritesheet The spritesheet to find the frames on
* @param {int} [target=-1] The index of the frame to return
* @param {Boolean} [onlyTarget=false] Whether "target" is the only frame that gets calculated
* @static
* @return {Object} the target frame if supplied and present or a generic frame {t, l, b, r}
*/
StageGL.buildUVRects = function (spritesheet, target, onlyTarget) {
if (!spritesheet || !spritesheet._frames) { return null; }
if (target === undefined) { target = -1; }
if (onlyTarget === undefined) { onlyTarget = false; }
var start = (target != -1 && onlyTarget)?(target):(0);
var end = (target != -1 && onlyTarget)?(target+1):(spritesheet._frames.length);
for (var i=start; i<end; i++) {
var f = spritesheet._frames[i];
if (f.uvRect || f.image.width <= 0 || f.image.height <= 0) { continue; }
var r = f.rect;
f.uvRect = {
t: r.y / f.image.height,
l: r.x / f.image.width,
b: (r.y + r.height) / f.image.height,
r: (r.x + r.width) / f.image.width
};
}
return spritesheet._frames[(target != -1) ? target : 0].uvRect || {t:0, l:0, b:1, r:1};
};
/**
* Test a context to see if it has WebGL enabled on it.
* @method isWebGLActive
* @param {CanvasContext} ctx The context to test
* @static
* @return {Boolean} Whether WebGL is enabled
*/
StageGL.isWebGLActive = function (ctx) {
return ctx &&
ctx instanceof WebGLRenderingContext &&
typeof WebGLRenderingContext !== 'undefined';
};
// static properties:
/**
* The number of properties defined per vertex (x, y, textureU, textureV, textureIndex, alpha)
* @property VERTEX_PROPERTY_COUNT
* @static
* @final
* @type {Number}
* @default 6
* @readonly
*/
StageGL.VERTEX_PROPERTY_COUNT = 6;
/**
* The number of triangle indices it takes to form a Card. 3 per triangle, 2 triangles.
* @property INDICIES_PER_CARD
* @static
* @final
* @type {Number}
* @default 6
* @readonly
*/
StageGL.INDICIES_PER_CARD = 6;
/**
* The default value for the maximum number of cards we want to process in a batch. See
* {{#crossLink "StageGL/WEBGL_MAX_INDEX_NUM:property"}}{{/crossLink}} for a hard limit.
* @property DEFAULT_MAX_BATCH_SIZE
* @static
* @final
* @type {Number}
* @default 10000
* @readonly
*/
StageGL.DEFAULT_MAX_BATCH_SIZE = 10000;
/**
* The maximum size WebGL allows for element index numbers. Uses a 16 bit unsigned integer. It takes 6 indices to
* make a unique card.
* @property WEBGL_MAX_INDEX_NUM
* @static
* @final
* @type {Number}
* @default 65536
* @readonly
*/
StageGL.WEBGL_MAX_INDEX_NUM = Math.pow(2, 16);
/**
* Default U/V rect for dealing with full coverage from an image source.
* @property UV_RECT
* @static
* @final
* @type {Object}
* @default {t:0, l:0, b:1, r:1}
* @readonly
*/
StageGL.UV_RECT = {t:0, l:0, b:1, r:1};
try {
/**
* Vertex positions for a card that covers the entire render. Used with render targets primarily.
* @property COVER_VERT
* @static
* @final
* @type {Float32Array}
* @readonly
*/
StageGL.COVER_VERT = new Float32Array([
-1, 1, //TL
1, 1, //TR
-1, -1, //BL
1, 1, //TR
1, -1, //BR
-1, -1 //BL
]);
/**
* U/V for {{#crossLink "StageGL/COVER_VERT:property"}}{{/crossLink}}.
* @property COVER_UV
* @static
* @final
* @type {Float32Array}
* @readonly
*/
StageGL.COVER_UV = new Float32Array([
0, 0, //TL
1, 0, //TR
0, 1, //BL
1, 0, //TR
1, 1, //BR
0, 1 //BL
]);
/**
* Flipped U/V for {{#crossLink "StageGL:COVER_VERT:property"}}{{/crossLink}}.
* @property COVER_UV_FLIP
* @static
* @final
* @type {Float32Array}
* @readonly
*/
StageGL.COVER_UV_FLIP = new Float32Array([
0, 1, //TL
1, 1, //TR
0, 0, //BL
1, 1, //TR
1, 0, //BR
0, 0 //BL
]);
} catch(e) { /* Breaking in older browsers, but those browsers wont run StageGL so no recovery or warning needed */ }
/**
* Portion of the shader that contains the "varying" properties required in both vertex and fragment shaders. The
* regular shader is designed to render all expected objects. Shader code may contain templates that are replaced
* pre-compile.
* @property REGULAR_VARYING_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.REGULAR_VARYING_HEADER = (
"precision mediump float;" +
"varying vec2 vTextureCoord;" +
"varying lowp float indexPicker;" +
"varying lowp float alphaValue;"
);
/**
* Actual full header for the vertex shader. Includes the varying header. The regular shader is designed to render
* all expected objects. Shader code may contain templates that are replaced pre-compile.
* @property REGULAR_VERTEX_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.REGULAR_VERTEX_HEADER = (
StageGL.REGULAR_VARYING_HEADER +
"attribute vec2 vertexPosition;" +
"attribute vec2 uvPosition;" +
"attribute lowp float textureIndex;" +
"attribute lowp float objectAlpha;" +
"uniform mat4 pMatrix;"
);
/**
* Actual full header for the fragment shader. Includes the varying header. The regular shader is designed to render
* all expected objects. Shader code may contain templates that are replaced pre-compile.
* @property REGULAR_FRAGMENT_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.REGULAR_FRAGMENT_HEADER = (
StageGL.REGULAR_VARYING_HEADER +
"uniform sampler2D uSampler[{{count}}];"
);
/**
* Body of the vertex shader. The regular shader is designed to render all expected objects. Shader code may contain
* templates that are replaced pre-compile.
* @property REGULAR_VERTEX_BODY
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.REGULAR_VERTEX_BODY = (
"void main(void) {" +
//DHG TODO: This doesn't work. Must be something wrong with the hand built matrix see js... bypass for now
//vertexPosition, round if flag
//"gl_Position = pMatrix * vec4(vertexPosition.x, vertexPosition.y, 0.0, 1.0);" +
"gl_Position = vec4("+
"(vertexPosition.x * pMatrix[0][0]) + pMatrix[3][0]," +
"(vertexPosition.y * pMatrix[1][1]) + pMatrix[3][1]," +
"pMatrix[3][2]," +
"1.0" +
");" +
"alphaValue = objectAlpha;" +
"indexPicker = textureIndex;" +
"vTextureCoord = uvPosition;" +
"}"
);
/**
* Body of the fragment shader. The regular shader is designed to render all expected objects. Shader code may
* contain templates that are replaced pre-compile.
* @property REGULAR_FRAGMENT_BODY
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.REGULAR_FRAGMENT_BODY = (
"void main(void) {" +
"vec4 color = vec4(1.0, 0.0, 0.0, 1.0);" +
"if (indexPicker <= 0.5) {" +
"color = texture2D(uSampler[0], vTextureCoord);" +
"{{alternates}}" +
"}" +
"{{fragColor}}" +
"}"
);
StageGL.REGULAR_FRAG_COLOR_NORMAL = (
"gl_FragColor = vec4(color.rgb, color.a * alphaValue);"
);
StageGL.REGULAR_FRAG_COLOR_PREMULTIPLY = (
"if(color.a > 0.0035) {" + // 1/255 = 0.0039, so ignore any value below 1 because it's probably noise
"gl_FragColor = vec4(color.rgb/color.a, color.a * alphaValue);" +
"} else {" +
"gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);" +
"}"
);
//TODO: DHG: a real particle shader
/**
* @property PARTICLE_VERTEX_BODY
* @todo
* @final
* @static
* @type {String}
* @readonly
*/
StageGL.PARTICLE_VERTEX_BODY = (
StageGL.REGULAR_VERTEX_BODY
);
/**
* @property PARTICLE_FRAGMENT_BODY
* @todo
* @final
* @static
* @type {String}
* @readonly
*/
StageGL.PARTICLE_FRAGMENT_BODY = (
StageGL.REGULAR_FRAGMENT_BODY
);
/**
* Portion of the shader that contains the "varying" properties required in both vertex and fragment shaders. The
* cover shader is designed to be a simple vertex/uv only texture render that covers the render surface. Shader
* code may contain templates that are replaced pre-compile.
* @property COVER_VARYING_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.COVER_VARYING_HEADER = (
"precision mediump float;" +
"varying highp vec2 vRenderCoord;" +
"varying highp vec2 vTextureCoord;"
);
/**
* Actual full header for the vertex shader. Includes the varying header. The cover shader is designed to be a
* simple vertex/uv only texture render that covers the render surface. Shader code may contain templates that are
* replaced pre-compile.
* @property COVER_VERTEX_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.COVER_VERTEX_HEADER = (
StageGL.COVER_VARYING_HEADER +
"attribute vec2 vertexPosition;" +
"attribute vec2 uvPosition;" +
"uniform float uUpright;"
);
/**
* Actual full header for the fragment shader. Includes the varying header. The cover shader is designed to be a
* simple vertex/uv only texture render that covers the render surface. Shader code may contain templates that are
* replaced pre-compile.
* @property COVER_FRAGMENT_HEADER
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.COVER_FRAGMENT_HEADER = (
StageGL.COVER_VARYING_HEADER +
"uniform sampler2D uSampler;"
);
/**
* Body of the vertex shader. The cover shader is designed to be a simple vertex/uv only texture render that covers
* the render surface. Shader code may contain templates that are replaced pre-compile.
* @property COVER_VERTEX_BODY
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.COVER_VERTEX_BODY = (
"void main(void) {" +
"gl_Position = vec4(vertexPosition.x, vertexPosition.y, 0.0, 1.0);" +
"vRenderCoord = uvPosition;" +
"vTextureCoord = vec2(uvPosition.x, abs(uUpright - uvPosition.y));" +
"}"
);
/**
* Body of the fragment shader. The cover shader is designed to be a simple vertex/uv only texture render that
* covers the render surface. Shader code may contain templates that are replaced pre-compile.
* @property COVER_FRAGMENT_BODY
* @static
* @final
* @type {String}
* @readonly
*/
StageGL.COVER_FRAGMENT_BODY = (
"void main(void) {" +
"vec4 color = texture2D(uSampler, vRenderCoord);" +
"gl_FragColor = color;" +
"}"
);
// events:
/**
* Dispatched each update immediately before the canvas is cleared and the display list is drawn to it. You can call
* {{#crossLink "Event/preventDefault"}}{{/crossLink}} on the event to cancel the draw.
* @event drawstart
*/
/**
* Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored.
* @event drawend
*/
// getter / setters:
p._get_isWebGL = function () {
return !!this._webGLContext;
};
p._set_autoPurge = function (value) {
value = isNaN(value)?1200:value;
if (value != -1) {
value = value<10?10:value;
}
this._autoPurge = value;
};
p._get_autoPurge = function () {
return Number(this._autoPurge);
};
try {
Object.defineProperties(p, {
/**
* Indicates whether WebGL is being used for rendering. For example, this would be `false` if WebGL is not
* supported in the browser.
* @property isWebGL
* @type {Boolean}
* @readonly
*/
isWebGL: { get: p._get_isWebGL },
/**
* Specifies whether or not StageGL is automatically purging unused textures. Higher numbers purge less
* often. Values below 10 are upgraded to 10, and -1 disables this feature.
* @property autoPurge
* @protected
* @type {Integer}
* @default 1000
*/
autoPurge: { get: p._get_autoPurge, set: p._set_autoPurge }
});
} catch (e) {} // TODO: use Log
// constructor methods:
/**
* Create and properly initialize the WebGL instance.
* @method _initializeWebGL
* @protected
* @return {WebGLRenderingContext}
*/
p._initializeWebGL = function () {
if (this.canvas) {
if (!this._webGLContext || this._webGLContext.canvas !== this.canvas) {
// A context hasn't been defined yet,
// OR the defined context belongs to a different canvas, so reinitialize.
// defaults and options
var options = {
depth: false, // Disable the depth buffer as it isn't used.
alpha: this._transparent, // Make the canvas background transparent.
stencil: true,
antialias: this._antialias,
premultipliedAlpha: this._premultiply, // Assume the drawing buffer contains colors with premultiplied alpha.
preserveDrawingBuffer: this._preserveBuffer
};
var gl = this._webGLContext = this._fetchWebGLContext(this.canvas, options);
if (!gl) { return null; }
this.updateSimultaneousTextureCount(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS));
this._maxTextureSlots = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
this._createBuffers(gl);
this._initTextures(gl);
gl.disable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._premultiply);
//gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
this._webGLContext.clearColor(this._clearColor.r, this._clearColor.g, this._clearColor.b, this._clearColor.a);
this.updateViewport(this._viewportWidth || this.canvas.width, this._viewportHeight || this.canvas.height);
}
} else {
this._webGLContext = null;
}
return this._webGLContext;
};
// public methods:
/**
* Docced in superclass
*/
p.update = function (props) {
if (!this.canvas) { return; }
if (this.tickOnUpdate) { this.tick(props); }
this.dispatchEvent("drawstart");
if (this.autoClear) { this.clear(); }
if (this._webGLContext) {
// Use WebGL.
this._batchDraw(this, this._webGLContext);
if (this._autoPurge != -1 && !(this._drawID%((this._autoPurge/2)|0))) {
this.purgeTextures(this._autoPurge);
}
} else {
// Use 2D.
var ctx = this.canvas.getContext("2d");
ctx.save();
this.updateContext(ctx);
this.draw(ctx, false);
ctx.restore();
}
this.dispatchEvent("drawend");
};
/**
* Docced in superclass
*/
p.clear = function () {
if (!this.canvas) { return; }
if (StageGL.isWebGLActive(this._webGLContext)) {
var gl = this._webGLContext;
var cc = this._clearColor;
var adjust = this._transparent ? cc.a : 1.0;
// Use WebGL settings; adjust for pre multiplied alpha appropriate to scenario
this._webGLContext.clearColor(cc.r * adjust, cc.g * adjust, cc.b * adjust, adjust);
gl.clear(gl.COLOR_BUFFER_BIT);
this._webGLContext.clearColor(cc.r, cc.g, cc.b, cc.a);
} else {
// Use 2D.
this.Stage_clear();
}
};
/**
* Draws the stage into the supplied context if possible. Many WebGL properties only exist on their context. As such
* you cannot share contexts among many StageGLs and each context requires a unique StageGL instance. Contexts that
* don't match the context managed by this StageGL will be treated as a 2D context.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D | WebGLRenderingContext} context The context object to draw into.
* @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For
* example, used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
* @return {Boolean} If the draw was handled by this function
*/
p.draw = function (context, ignoreCache) {
if (context === this._webGLContext && StageGL.isWebGLActive(this._webGLContext)) {
var gl = this._webGLContext;
this._batchDraw(this, gl, ignoreCache);
return true;
} else {
return this.Stage_draw(context, ignoreCache);
}
};
/**
* Draws the target into the correct context, be it a canvas or Render Texture using WebGL.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method cacheDraw
* @param {DisplayObject} target The object we're drawing into cache.
* For example, used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
* @param {Array} filters The filters we're drawing into cache.
* @param {BitmapCache} manager The BitmapCache instance looking after the cache
* @return {Boolean} If the draw was handled by this function
*/
p.cacheDraw = function (target, filters, manager) {
if (StageGL.isWebGLActive(this._webGLContext)) {
var gl = this._webGLContext;
this._cacheDraw(gl, target, filters, manager);
return true;
} else {
return false;
}
};
/**
* Blocks, or frees a texture "slot" on the GPU. Can be useful if you are overflowing textures. When overflowing
* textures they are re-uploaded to the GPU every time they're encountered, this can be expensive with large textures.
* By blocking the slot you reduce available slots, potentially increasing draw calls, but mostly you prevent a
* texture being re-uploaded if it would have moved slots due to overflow.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* For example, block the slot a background image is stored in so there is less re-loading of that image.
* @method protectTextureSlot
* @param {Number} id The slot to be affected
* @param {Boolean} [lock=false] Whether this slot is the one being locked.
*/
p.protectTextureSlot = function (id, lock) {
if (id > this._maxTextureSlots || id < 0) {
throw "Slot outside of acceptable range";
}
this._slotBlacklist[id] = !!lock;
};
/**
* Render textures can't draw into themselves so any item being used for renderTextures needs two to alternate between.
* This function creates, gets, and toggles the render surface between the two.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method getTargetRenderTexture
* @param {DisplayObject} target The object associated with the render textures, usually a cached object.
* @param {Number} w The width to create the texture at.
* @param {Number} h The height to create the texture at.
* @return {Objet}
* @todo fill in return type
*/
p.getTargetRenderTexture = function (target, w, h) {
var result, toggle = false;
var gl = this._webGLContext;
if (target.__lastRT !== undefined && target.__lastRT === target.__rtA) { toggle = true; }
if (!toggle) {
if (target.__rtA === undefined) {
target.__rtA = this.getRenderBufferTexture(w, h);
} else {
if (w != target.__rtA._width || h != target.__rtA._height) {
this.resizeTexture(target.__rtA, w, h);
}
this.setTextureParams(gl);
}
result = target.__rtA;
} else {
if (target.__rtB === undefined) {
target.__rtB = this.getRenderBufferTexture(w, h);
} else {
if (w != target.__rtB._width || h != target.__rtB._height) {
this.resizeTexture(target.__rtB, w, h);
}
this.setTextureParams(gl);
}
result = target.__rtB;
}
if (!result) {
throw "Problems creating render textures, known causes include using too much VRAM by not releasing WebGL texture instances";
}
target.__lastRT = result;
return result;
};
/**
* For every image encountered StageGL registers and tracks it automatically. This tracking can cause memory leaks
* if not purged. StageGL, by default, automatically purges them. This does have a cost and may unfortunately find
* false positives. This function is for manual management of this memory instead of the automatic system controlled
* by the {{#crossLink "StageGL/autoPurge:property"}}{{/crossLink}} property.
*
* This function will recursively remove all textures found on the object, its children, cache, etc. It will uncache
* objects and remove any texture it finds REGARDLESS of whether it is currently in use elsewhere. It is up to the
* developer to ensure that a texture in use is not removed.
*
* Textures in use, or to be used again shortly, should not be removed. This is simply for performance reasons.
* Removing a texture in use will cause the texture to have to be re-uploaded slowing rendering.
* @method releaseTexture
* @param {DisplayObject | Texture | Image | Canvas} item An object that used the texture to be discarded.
*/
p.releaseTexture = function (item) {
var i, l;
if (!item) { return; }
// this is a container object
if (item.children) {
for (i = 0, l = item.children.length; i < l; i++) {
this.releaseTexture(item.children[i]);
}
}
// this has a cache canvas
if (item.cacheCanvas) {
item.uncache();
}
var foundImage = undefined;
if (item._storeID !== undefined) {
// this is a texture itself
if (item === this._textureDictionary[item._storeID]) {
this._killTextureObject(item);
item._storeID = undefined;
return;
}
// this is an image or canvas
foundImage = item;
} else if (item._webGLRenderStyle === 2) {
// this is a Bitmap class
foundImage = item.image;
} else if (item._webGLRenderStyle === 1) {
// this is a SpriteSheet, we can't tell which image we used from the list easily so remove them all!
for (i = 0, l = item.spriteSheet._images.length; i < l; i++) {
this.releaseTexture(item.spriteSheet._images[i]);
}
return;
}
// did we find anything
if (foundImage === undefined) {
if (this.vocalDebug) {
console.log("No associated texture found on release");
}
return;
}
// remove it
this._killTextureObject(this._textureDictionary[foundImage._storeID]);
foundImage._storeID = undefined;
};
/**
* Similar to {{#crossLink "releaseTexture"}}{{/crossLink}}, but this function differs by searching for textures to
* release. It works by assuming that it can purge any texture which was last used more than "count" draw calls ago.
* Because this process is unaware of the objects and whether they may be used on your stage, false positives can
* occur. It is recommended to manually manage your memory with {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}},
* however, there are many use cases where this is simpler and error-free. This process is also run by default under
* the hood to prevent leaks. To disable it see the {{#crossLink "StageGL/autoPurge:property"}}{{/crossLink}} property.
* @method purgeTextures
* @param {Number} [count=100] How many renders ago the texture was last used
*/
p.purgeTextures = function (count) {
if (count == undefined){ count = 100; }
var dict = this._textureDictionary;
var l = dict.length;
for (var i= 0; i<l; i++) {
var item = dict[i];
if (!item) { continue; }
if (item._drawID + count <= this._drawID) { // use draw not batch as draw is more indicative of time
this._killTextureObject(item);
}
}
};
/**
* Try to set the max textures the system can handle. It should default to the hardware maximum, and lower values
* may limit performance. Some devices have been known to mis-report their max textures, or you may need a standard
* baseline cross devices for testing. Barring the previous suggestions, there is little need to call this function
* as the library will automatically try to find the best value.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method updateSimultaneousTextureCount
* @param {Number} [count=1] The number of textures intended for simultaneous loading.
*/
p.updateSimultaneousTextureCount = function (count) {
// TODO: DHG: make sure API works in all instances, may be some issues with buffers etc I haven't foreseen
var gl = this._webGLContext;
var success = false;
if (count < 1 || isNaN(count)) { count = 1; }
this._batchTextureCount = count;
while (!success) {
try {
this._activeShader = this._fetchShaderProgram(gl);
success = true;
} catch(e) {
if (this._batchTextureCount == 1) {
throw "Cannot compile shader " + e;
}
this._batchTextureCount -= 4;
if (this._batchTextureCount < 1) { this._batchTextureCount = 1; }
if (this.vocalDebug) {
console.log("Reducing desired texture count due to errors: " + this._batchTextureCount);
}
}
}
};
/**
* Update the WebGL viewport. Note that this does <strong>not</strong> update the canvas element's width/height, but
* the render surface's instead. This is necessary after manually resizing the canvas element on the DOM to avoid a
* up/down scaled render.
* @method updateViewport
* @param {Integer} width The width of the render surface in pixels.
* @param {Integer} height The height of the render surface in pixels.
*/
p.updateViewport = function (width, height) {
this._viewportWidth = width|0;
this._viewportHeight = height|0;
var gl = this._webGLContext;
if (gl) {
gl.viewport(0, 0, this._viewportWidth, this._viewportHeight);
// WebGL works with a -1,1 space on its screen. It also follows Y-Up
// we need to flip the y, scale and then translate the co-ordinates to match this
// additionally we offset into they Y so the polygons are inside the camera's "clipping" plane
this._projectionMatrix = new Float32Array([
2 / this._viewportWidth, 0, 0, 0,
0, -2 / this._viewportHeight, 1, 0,
0, 0, 1, 0,
-1, 1, 0.1, 0
]);
// create the flipped version for use with render texture flipping
// DHG: this would be a slice/clone but some platforms don't offer them for Float32Array
this._projectionMatrixFlip = new Float32Array([0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0]);
this._projectionMatrixFlip.set(this._projectionMatrix);
this._projectionMatrixFlip[5] *= -1;
this._projectionMatrixFlip[13] *= -1;
}
};
/**
* Fetches the shader compiled and set up to work with the provided filter/object. The shader is compiled on first
* use and returned on subsequent calls.
* @method getFilterShader
* @param {Filter|Object} filter The object which will provide the information needed to construct the filter shader.
* @return {WebGLProgram}
*/
p.getFilterShader = function (filter) {
if (!filter) { filter = this; }
var gl = this._webGLContext;
var targetShader = this._activeShader;
if (filter._builtShader) {
targetShader = filter._builtShader;
if (filter.shaderParamSetup) {
gl.useProgram(targetShader);
filter.shaderParamSetup(gl, this, targetShader);
}
} else {
try {
targetShader = this._fetchShaderProgram(
gl, "filter",
filter.VTX_SHADER_BODY, filter.FRAG_SHADER_BODY,
filter.shaderParamSetup && filter.shaderParamSetup.bind(filter)
);
filter._builtShader = targetShader;
targetShader._name = filter.toString();
} catch (e) {
console && console.log("SHADER SWITCH FAILURE", e);
}
}
return targetShader;
};
/**
* Returns a base texture that has no image or data loaded. Not intended for loading images. It may return `null`
* in some error cases, and trying to use a "null" texture can cause renders to fail.
* @method getBaseTexture
* @param {uint} [w=1] The width of the texture in pixels, defaults to 1
* @param {uint} [h=1] The height of the texture in pixels, defaults to 1
*/
p.getBaseTexture = function (w, h) {
var width = Math.ceil(w > 0 ? w : 1) || 1;
var height = Math.ceil(h > 0 ? h : 1) || 1;
var gl = this._webGLContext;
var texture = gl.createTexture();
this.resizeTexture(texture, width, height);
this.setTextureParams(gl, false);
return texture;
};
/**
* Resizes a supplied texture element. May generate invalid textures in some error cases such as; when the texture
* is too large, when an out of texture memory error occurs, or other error scenarios. Trying to use an invalid texture
* can cause renders to hard stop on some devices. Check the WebGL bound texture after running this function.
*
* NOTE: The supplied texture must have been made with the WebGL "texImage2D" function, all default APIs in StageGL
* use this, so this note only matters for library developers and plugins.
*
* @protected
* @method resizeTexture
* @param {WebGLTexture} texture The GL Texture to be modified.
* @param {uint} [width=1] The width of the texture in pixels, defaults to 1
* @param {uint} [height=1] The height of the texture in pixels, defaults to 1
*/
p.resizeTexture = function (texture, width,height) {
var gl = this._webGLContext;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D, // target
0, // level of detail
gl.RGBA, // internal format
width, height, 0, // width, height, border (only for array/null sourced textures)
gl.RGBA, // format (match internal format)
gl.UNSIGNED_BYTE, // type of texture(pixel color depth)
null // image data, we can do null because we're doing array data
);
texture.width = width;
texture.height = height;
};
/**
* Returns a base texture (see {{#crossLink "StageGL/getBaseTexture"}}{{/crossLink}}) for details. Also includes an
* attached and linked render buffer in `texture._frameBuffer`. RenderTextures can be thought of as an internal
* canvas on the GPU that can be drawn to.
* @method getRenderBufferTexture
* @param {Number} w The width of the texture in pixels.
* @param {Number} h The height of the texture in pixels.
* @return {Texture} the basic texture instance with a render buffer property.
*/
p.getRenderBufferTexture = function (w, h) {
var gl = this._webGLContext;
// get the texture
var renderTexture = this.getBaseTexture(w, h);
if (!renderTexture) { return null; }
// get the frame buffer
var frameBuffer = gl.createFramebuffer();
if (!frameBuffer) { return null; }
// set its width and height for spoofing as an image
renderTexture.width = w;
renderTexture.height = h;
// attach frame buffer to texture and provide cross links to look up each other
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTexture, 0);
frameBuffer._renderTexture = renderTexture;
renderTexture._frameBuffer = frameBuffer;
// these keep track of themselves simply to reduce complexity of some lookup code
renderTexture._storeID = this._textureDictionary.length;
this._textureDictionary[renderTexture._storeID] = renderTexture;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return renderTexture;
};
/**
* Common utility function used to apply the correct texture processing parameters for the bound texture.
* @method setTextureParams
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {Boolean} [isPOT=false] Marks whether the texture is "Power of Two", this may allow better quality AA.
*/
p.setTextureParams = function (gl, isPOT) {
if (isPOT && this._antialias) {
//non POT linear works in some devices, but performance is NOT good, investigate
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, 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);
};
/**
* Changes the webGL clear, aka "background" color to the provided value. A transparent clear is recommended, as
* non-transparent colours may create undesired boxes around some visuals.
*
* The clear color will also be used for filters and other "render textures". The stage background will ignore the
* transparency value and display a solid color normally. For the stage to recognize and use transparency it must be
* created with the transparent flag set to `true` (see {{#crossLink "StageGL/constructor"}}{{/crossLink}})).
*
* Using "transparent white" to demonstrate, the valid data formats are as follows:
* <ul>
* <li>"#FFF"</li>
* <li>"#FFFFFF"</li>
* <li>"#FFFFFF00"</li>
* <li>"rgba(255,255,255,0.0)"</li>
* </ul>
* @method setClearColor
* @param {String|int} [color=0x00000000] The new color to use as the background
*/
p.setClearColor = function (color) {
var r, g, b, a, output;
if (typeof color == "string") {
if (color.indexOf("#") == 0) {
if (color.length == 4) {
color = "#" + color.charAt(1)+color.charAt(1) + color.charAt(2)+color.charAt(2) + color.charAt(3)+color.charAt(3)
}
r = Number("0x"+color.slice(1, 3))/255;
g = Number("0x"+color.slice(3, 5))/255;
b = Number("0x"+color.slice(5, 7))/255;
a = Number("0x"+color.slice(7, 9))/255;
} else if (color.indexOf("rgba(") == 0) {
output = color.slice(5, -1).split(",");
r = Number(output[0])/255;
g = Number(output[1])/255;
b = Number(output[2])/255;
a = Number(output[3]);
}
} else { // >>> is an unsigned shift which is what we want as 0x80000000 and up are negative values
r = ((color & 0xFF000000) >>> 24)/255;
g = ((color & 0x00FF0000) >>> 16)/255;
b = ((color & 0x0000FF00) >>> 8)/255;
a = (color & 0x000000FF)/255;
}
this._clearColor.r = r || 0;
this._clearColor.g = g || 0;
this._clearColor.b = b || 0;
this._clearColor.a = a || 0;
if (!this._webGLContext) { return; }
this._webGLContext.clearColor(this._clearColor.r, this._clearColor.g, this._clearColor.b, this._clearColor.a);
};
/**
* docced in subclass
*/
p.toString = function () {
return "[StageGL (name="+ this.name +")]";
};
// private methods:
/**
* Sets up and returns the WebGL context for the canvas. May return undefined in error scenarios. These can include
* situations where the canvas element already has a context, 2D or GL.
* @param {Canvas} canvas The DOM canvas element to attach to
* @param {Object} options The options to be handed into the WebGL object, see WebGL spec
* @method _fetchWebGLContext
* @protected
* @return {WebGLRenderingContext} The WebGL context, may return undefined in error scenarios
*/
p._fetchWebGLContext = function (canvas, options) {
var gl;
try {
gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
} catch (e) {
// don't do anything in catch, null check will handle it
}
if (!gl) {
var msg = "Could not initialize WebGL";
console.error?console.error(msg):console.log(msg);
} else {
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
}
return gl;
};
/**
* Create the completed Shader Program from the vertex and fragment shaders. Allows building of custom shaders for
* filters. Once compiled, shaders are saved so. If the Shader code requires dynamic alterations re-run this function
* to generate a new shader.
* @method _fetchShaderProgram
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {String} [shaderName="regular"] Working values: "regular", "override", and "filter". Which type of shader to build.
* Filter and override both accept the custom params. Regular and override have all features. Filter is a special case reduced feature shader meant to be over-ridden.
* @param {String} [customVTX] Extra vertex shader information to replace a regular draw, see
* {{#crossLink "StageGL/COVER_VERTEX_BODY"}}{{/crossLink}} for default and {{#crossLink "Filter"}}{{/crossLink}} for examples.
* @param {String} [customFRAG] Extra fragment shader information to replace a regular draw, see
* {{#crossLink "StageGL/COVER_FRAGMENT_BODY"}}{{/crossLink}} for default and {{#crossLink "Filter"}}{{/crossLink}} for examples.
* @param {Function} [shaderParamSetup] Function to run so custom shader parameters can get applied for the render.
* @protected
* @return {WebGLProgram} The compiled and linked shader
*/
p._fetchShaderProgram = function (gl, shaderName, customVTX, customFRAG, shaderParamSetup) {
gl.useProgram(null); // safety to avoid collisions
// build the correct shader string out of the right headers and bodies
var targetFrag, targetVtx;
switch (shaderName) {
case "filter":
targetVtx = StageGL.COVER_VERTEX_HEADER + (customVTX || StageGL.COVER_VERTEX_BODY);
targetFrag = StageGL.COVER_FRAGMENT_HEADER + (customFRAG || StageGL.COVER_FRAGMENT_BODY);
break;
case "particle": //TODO
targetVtx = StageGL.REGULAR_VERTEX_HEADER + StageGL.PARTICLE_VERTEX_BODY;
targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + StageGL.PARTICLE_FRAGMENT_BODY;
break;
case "override":
targetVtx = StageGL.REGULAR_VERTEX_HEADER + (customVTX || StageGL.REGULAR_VERTEX_BODY);
targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + (customFRAG || StageGL.REGULAR_FRAGMENT_BODY);
break;
case "regular":
default:
targetVtx = StageGL.REGULAR_VERTEX_HEADER + StageGL.REGULAR_VERTEX_BODY;
targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + StageGL.REGULAR_FRAGMENT_BODY;
break;
}
// create the separate vars
var vertexShader = this._createShader(gl, gl.VERTEX_SHADER, targetVtx);
var fragmentShader = this._createShader(gl, gl.FRAGMENT_SHADER, targetFrag);
// link them together
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
shaderProgram._type = shaderName;
// check compile status
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
gl.useProgram(this._activeShader);
throw gl.getProgramInfoLog(shaderProgram);
}
// set up the parameters on the shader
gl.useProgram(shaderProgram);
switch (shaderName) {
case "filter":
// get the places in memory the shader is stored so we can feed information into them
// then save it off on the shader because it's so tied to the shader itself
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.uvPositionAttribute = gl.getAttribLocation(shaderProgram, "uvPosition");
gl.enableVertexAttribArray(shaderProgram.uvPositionAttribute);
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
gl.uniform1i(shaderProgram.samplerUniform, 0);
shaderProgram.uprightUniform = gl.getUniformLocation(shaderProgram, "uUpright");
gl.uniform1f(shaderProgram.uprightUniform, 0);
// if there's some custom attributes be sure to hook them up
if (shaderParamSetup) {
shaderParamSetup(gl, this, shaderProgram);
}
break;
case "override":
case "particle":
case "regular":
default:
// get the places in memory the shader is stored so we can feed information into them
// then save it off on the shader because it's so tied to the shader itself
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.uvPositionAttribute = gl.getAttribLocation(shaderProgram, "uvPosition");
gl.enableVertexAttribArray(shaderProgram.uvPositionAttribute);
shaderProgram.textureIndexAttribute = gl.getAttribLocation(shaderProgram, "textureIndex");
gl.enableVertexAttribArray(shaderProgram.textureIndexAttribute);
shaderProgram.alphaAttribute = gl.getAttribLocation(shaderProgram, "objectAlpha");
gl.enableVertexAttribArray(shaderProgram.alphaAttribute);
var samplers = [];
for (var i = 0; i < this._batchTextureCount; i++) {
samplers[i] = i;
}
shaderProgram.samplerData = samplers;
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
gl.uniform1iv(shaderProgram.samplerUniform, samplers);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "pMatrix");
break;
}
gl.useProgram(this._activeShader);
return shaderProgram;
};
/**
* Creates a shader from the specified string replacing templates. Template items are defined via `{{` `key` `}}``.
* @method _createShader
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {Number} type The type of shader to create. gl.VERTEX_SHADER | gl.FRAGMENT_SHADER
* @param {String} str The definition for the shader.
* @return {WebGLShader}
* @protected
*/
p._createShader = function (gl, type, str) {
// inject the static number
str = str.replace(/{{count}}/g, this._batchTextureCount);
// resolve issue with no dynamic samplers by creating correct samplers in if else chain
// TODO: WebGL 2.0 does not need this support
var insert = "";
for (var i = 1; i<this._batchTextureCount; i++) {
insert += "} else if (indexPicker <= "+ i +".5) { color = texture2D(uSampler["+ i +"], vTextureCoord);";
}
str = str.replace(/{{alternates}}/g, insert);
str = str.replace(/{{fragColor}}/g, this._premultiply ? StageGL.REGULAR_FRAG_COLOR_PREMULTIPLY : StageGL.REGULAR_FRAG_COLOR_NORMAL);
// actually compile the shader
var shader = gl.createShader(type);
gl.shaderSource(shader, str);
gl.compileShader(shader);
// check compile status
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(shader);
}
return shader;
};
/**
* Sets up the necessary vertex property buffers, including position and U/V.
* @method _createBuffers
* @param {WebGLRenderingContext} gl
* @protected
*/
p._createBuffers = function (gl) {
var groupCount = this._maxCardsPerBatch * StageGL.INDICIES_PER_CARD;
var groupSize, i, l;
// INFO:
// all buffers are created using this pattern
// create a WebGL buffer
// attach it to context
// figure out how many parts it has to an entry
// fill it with empty data to reserve the memory
// attach the empty data to the GPU
// track the sizes on the buffer object
// INFO:
// a single buffer may be optimal in some situations and would be approached like this,
// currently not implemented due to lack of need and potential complications with drawCover
// var vertexBuffer = this._vertexBuffer = gl.createBuffer();
// gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// groupSize = 2 + 2 + 1 + 1; //x/y, u/v, index, alpha
// var vertexData = this._vertexData = new Float32Array(groupCount * groupSize);
// for (i=0; i<vertexData.length; i+=groupSize) {
// vertexData[i+0] = vertexData[i+1] = 0;
// vertexData[i+2] = vertexData[i+3] = 0.5;
// vertexData[i+4] = 0;
// vertexData[i+5] = 1;
// }
// vertexBuffer.itemSize = groupSize;
// vertexBuffer.numItems = groupCount;
// TODO bechmark and test using unified buffer
// the actual position information
var vertexPositionBuffer = this._vertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
groupSize = 2;
var vertices = this._vertices = new Float32Array(groupCount * groupSize);
for (i=0, l=vertices.length; i<l; i+=groupSize) { vertices[i] = vertices[i+1] = 0; }
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
vertexPositionBuffer.itemSize = groupSize;
vertexPositionBuffer.numItems = groupCount;
// where on the texture it gets its information
var uvPositionBuffer = this._uvPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
groupSize = 2;
var uvs = this._uvs = new Float32Array(groupCount * groupSize);
for (i=0, l=uvs.length; i<l; i+=groupSize) { uvs[i] = uvs[i+1] = 0; }
gl.bufferData(gl.ARRAY_BUFFER, uvs, gl.DYNAMIC_DRAW);
uvPositionBuffer.itemSize = groupSize;
uvPositionBuffer.numItems = groupCount;
// what texture it should use
var textureIndexBuffer = this._textureIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
groupSize = 1;
var indices = this._indices = new Float32Array(groupCount * groupSize);
for (i=0, l=indices.length; i<l; i++) { indices[i] = 0; }
gl.bufferData(gl.ARRAY_BUFFER, indices, gl.DYNAMIC_DRAW);
textureIndexBuffer.itemSize = groupSize;
textureIndexBuffer.numItems = groupCount;
// what alpha it should have
var alphaBuffer = this._alphaBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer);
groupSize = 1;
var alphas = this._alphas = new Float32Array(groupCount * groupSize);
for (i=0, l=alphas.length; i<l; i++) { alphas[i] = 1; }
gl.bufferData(gl.ARRAY_BUFFER, alphas, gl.DYNAMIC_DRAW);
alphaBuffer.itemSize = groupSize;
alphaBuffer.numItems = groupCount;
};
/**
* Do all the setup steps for textures in the system.
* @method _initTextures
* @protected
*/
p._initTextures = function () {
//TODO: DHG: add a cleanup routine in here in case this happens mid stream
// reset counters
this._lastTextureInsert = -1;
// clear containers
this._textureDictionary = [];
this._textureIDs = {};
this._baseTextures = [];
this._batchTextures = [];
// fill in blanks as it helps the renderer be stable while textures are loading and reduces need for safety code
for (var i=0; i<this._batchTextureCount;i++) {
var tex = this.getBaseTexture();
this._baseTextures[i] = this._batchTextures[i] = tex;
if (!tex) {
throw "Problems creating basic textures, known causes include using too much VRAM by not releasing WebGL texture instances";
}
}
};
/**
* Load a specific texture, accounting for potential delay, as it might not be preloaded.
* @method _loadTextureImage
* @param {WebGLRenderingContext} gl
* @param {Image} image Actual image to be loaded
* @return {WebGLTexture} The resulting Texture object
* @protected
*/
p._loadTextureImage = function (gl, image) {
var src = image.src;
if (!src) {
// one time canvas property setup
image._isCanvas = true;
src = image.src = "canvas_" + this._lastTrackedCanvas++;
}
// put the texture into our storage system
var storeID = this._textureIDs[src];
if (storeID === undefined) {
storeID = this._textureIDs[src] = this._textureDictionary.length;
}
if (this._textureDictionary[storeID] === undefined) {
this._textureDictionary[storeID] = this.getBaseTexture();
}
var texture = this._textureDictionary[storeID];
if (texture) {
// get texture params all set up
texture._batchID = this._batchID;
texture._storeID = storeID;
texture._imageData = image;
this._insertTextureInBatch(gl, texture);
// get the data into the texture or wait for it to load
image._storeID = storeID;
if (image.complete || image.naturalWidth || image._isCanvas) { // is it already loaded
this._updateTextureImageData(gl, image);
} else {
image.addEventListener("load", this._updateTextureImageData.bind(this, gl, image));
}
} else {
// we really really should have a texture, try to recover the error by using a saved empty texture so we don't crash
var msg = "Problem creating desired texture, known causes include using too much VRAM by not releasing WebGL texture instances";
(console.error && console.error(msg)) || console.log(msg);
texture = this._baseTextures[0];
texture._batchID = this._batchID;
texture._storeID = -1;
texture._imageData = texture;
this._insertTextureInBatch(gl, texture);
}
return texture;
};
/**
* Necessary to upload the actual image data to the GPU. Without this the texture will be blank. Called automatically
* in most cases due to loading and caching APIs. Flagging an image source with `_invalid = true` will trigger this
* next time the image is rendered.
* @param {WebGLRenderingContext} gl
* @param {Image | Canvas} image The image data to be uploaded
* @protected
*/
p._updateTextureImageData = function (gl, image) {
// the bitwise & is intentional, cheap exponent 2 check
var isNPOT = (image.width & image.width-1) || (image.height & image.height-1);
var texture = this._textureDictionary[image._storeID];
gl.activeTexture(gl.TEXTURE0 + texture._activeIndex);
gl.bindTexture(gl.TEXTURE_2D, texture);
texture.isPOT = !isNPOT;
this.setTextureParams(gl, texture.isPOT);
try {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
} catch(e) {
var errString = "\nAn error has occurred. This is most likely due to security restrictions on WebGL images with local or cross-domain origins";
if(console.error) {
//TODO: LM: I recommend putting this into a log function internally, since you do it so often, and each is implemented differently.
console.error(errString);
console.error(e);
} else if (console) {
console.log(errString);
console.log(e);
}
}
image._invalid = false;
texture._w = image.width;
texture._h = image.height;
if (this.vocalDebug) {
if (isNPOT) {
console.warn("NPOT(Non Power of Two) Texture: "+ image.src);
}
if (image.width > gl.MAX_TEXTURE_SIZE || image.height > gl.MAX_TEXTURE_SIZE){
console && console.error("Oversized Texture: "+ image.width+"x"+image.height +" vs "+ gl.MAX_TEXTURE_SIZE +"max");
}
}
};
/**
* Adds the texture to a spot in the current batch, forcing a draw if no spots are free.
* @method _insertTextureInBatch
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {WebGLTexture} texture The texture to be inserted.
* @protected
*/
p._insertTextureInBatch = function (gl, texture) {
// if it wasn't used last batch
if (this._batchTextures[texture._activeIndex] !== texture) {
// we've got to find it a a spot.
var found = -1;
var start = (this._lastTextureInsert+1) % this._batchTextureCount;
var look = start;
do {
if (this._batchTextures[look]._batchID != this._batchID && !this._slotBlacklist[look]) {
found = look;
break;
}
look = (look+1) % this._batchTextureCount;
} while (look !== start);
// we couldn't find anywhere for it go, meaning we're maxed out
if (found === -1) {
this.batchReason = "textureOverflow";
this._drawBuffers(gl); // <------------------------------------------------------------------------
this.batchCardCount = 0;
found = start;
}
// lets put it into that spot
this._batchTextures[found] = texture;
texture._activeIndex = found;
var image = texture._imageData;
if (image && image._invalid && texture._drawID !== undefined) {
this._updateTextureImageData(gl, image);
} else {
gl.activeTexture(gl.TEXTURE0 + found);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.setTextureParams(gl);
}
this._lastTextureInsert = found;
} else {
var image = texture._imageData;
if (texture._storeID != undefined && image && image._invalid) {
this._updateTextureImageData(gl, image);
}
}
texture._drawID = this._drawID;
texture._batchID = this._batchID;
};
/**
* Remove and clean the texture, expects a texture and is inflexible. Mostly for internal use, recommended to call
* {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}} instead as it will call this with the correct texture object(s).
* Note: Testing shows this may not happen immediately, have to wait frames for WebGL to have actually adjust memory.
* @method _killTextureObject
* @param {Texture} tex The texture to be cleaned out
* @protected
*/
p._killTextureObject = function (tex) {
if (!tex) { return; }
var gl = this._webGLContext;
// remove linkage
if (tex._storeID !== undefined && tex._storeID >= 0) {
this._textureDictionary[tex._storeID] = undefined;
for (var n in this._textureIDs) {
if (this._textureIDs[n] == tex._storeID) { delete this._textureIDs[n]; }
}
if(tex._imageData) { tex._imageData._storeID = undefined; }
tex._imageData = tex._storeID = undefined;
}
// make sure to drop it out of an active slot
if (tex._activeIndex !== undefined && this._batchTextures[tex._activeIndex] === tex) {
this._batchTextures[tex._activeIndex] = this._baseTextures[tex._activeIndex];
}
// remove buffers if present
try {
if (tex._frameBuffer) { gl.deleteFramebuffer(tex._frameBuffer); }
tex._frameBuffer = undefined;
} catch(e) {
/* suppress delete errors because it's already gone or didn't need deleting probably */
if (this.vocalDebug) { console.log(e); }
}
// remove entry
try {
gl.deleteTexture(tex);
} catch(e) {
/* suppress delete errors because it's already gone or didn't need deleting probably */
if (this.vocalDebug) { console.log(e); }
}
};
/**
* Store or restore current batch textures into a backup array
* @method _backupBatchTextures
* @param {Boolean} restore Perform a restore instead of a store.
* @param {Array} [target=this._backupTextures] Where to perform the backup, defaults to internal backup.
* @protected
*/
p._backupBatchTextures = function (restore, target) {
var gl = this._webGLContext;
if (!this._backupTextures) { this._backupTextures = []; }
if (target === undefined) { target = this._backupTextures; }
for (var i=0; i<this._batchTextureCount; i++) {
gl.activeTexture(gl.TEXTURE0 + i);
if (restore) {
this._batchTextures[i] = target[i];
} else {
target[i] = this._batchTextures[i];
this._batchTextures[i] = this._baseTextures[i];
}
gl.bindTexture(gl.TEXTURE_2D, this._batchTextures[i]);
this.setTextureParams(gl, this._batchTextures[i].isPOT);
}
if (restore && target === this._backupTextures) { this._backupTextures = []; }
};
/**
* Begin the drawing process for a regular render.
* @method _batchDraw
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {Stage || Container} sceneGraph {{#crossLink "Container"}}{{/crossLink}} object with all that needs to rendered, preferably a Stage.
* @param {Boolean} ignoreCache
* @protected
*/
p._batchDraw = function (sceneGraph, gl, ignoreCache) {
if (this._isDrawing > 0) {
this._drawBuffers(gl);
}
this._isDrawing++;
this._drawID++;
this.batchCardCount = 0;
this.depth = 0;
this._appendToBatchGroup(sceneGraph, gl, new createjs.Matrix2D(), this.alpha, ignoreCache);
this.batchReason = "drawFinish";
this._drawBuffers(gl); // <--------------------------------------------------------
this._isDrawing--;
};
/**
* Perform the drawing process to fill a specific cache texture, including applying filters.
* @method _cacheDraw
* @param {DisplayObject} target The object we're drawing into the cache. For example, used for drawing the cache
* (to prevent it from simply drawing an existing cache back into itself).
* @param {Array} filters The filters we're drawing into cache.
* @param {BitmapCache} manager The BitmapCache instance looking after the cache
* @protected
*/
p._cacheDraw = function (gl, target, filters, manager) {
/*
Implicitly there are 4 modes to this function: filtered-sameContext, filtered-uniqueContext, sameContext, uniqueContext.
Each situation must be handled slightly differently as 'sameContext' or 'uniqueContext' define how the output works,
one drawing directly into the main context and the other drawing into a stored renderTexture respectively.
When the draw is a 'filtered' draw, the filters are applied sequentially and will draw into saved textures repeatedly.
Once the final filter is done the final output is treated depending upon whether it is a same or unique context.
The internal complexity comes from reducing over-draw, shared code, and issues like textures needing to be flipped
sometimes when written to render textures.
*/
var renderTexture;
var shaderBackup = this._activeShader;
var blackListBackup = this._slotBlacklist;
var lastTextureSlot = this._maxTextureSlots-1;
var wBackup = this._viewportWidth, hBackup = this._viewportHeight;
// protect the last slot so that we have somewhere to bind the renderTextures so it doesn't get upset
this.protectTextureSlot(lastTextureSlot, true);
// create offset container for drawing item
var mtx = target.getMatrix();
mtx = mtx.clone();
mtx.scale(1/manager.scale, 1/manager.scale);
mtx = mtx.invert();
mtx.translate(-manager.offX/manager.scale*target.scaleX, -manager.offY/manager.scale*target.scaleY);
var container = this._cacheContainer;
container.children = [target];
container.transformMatrix = mtx;
this._backupBatchTextures(false);
if (filters && filters.length) {
this._drawFilters(target, filters, manager);
} else {
// is this for another stage or mine?
if (this.isCacheControlled) {
// draw item to canvas I -> C
gl.clear(gl.COLOR_BUFFER_BIT);
this._batchDraw(container, gl, true);
} else {
gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
target.cacheCanvas = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
renderTexture = target.cacheCanvas;
// draw item to render texture I -> T
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
this.updateViewport(manager._drawWidth, manager._drawHeight);
this._projectionMatrix = this._projectionMatrixFlip;
gl.clear(gl.COLOR_BUFFER_BIT);
this._batchDraw(container, gl, true);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.updateViewport(wBackup, hBackup);
}
}
this._backupBatchTextures(true);
this.protectTextureSlot(lastTextureSlot, false);
this._activeShader = shaderBackup;
this._slotBlacklist = blackListBackup;
};
/**
* Sub portion of _cacheDraw, split off for readability. Do not call independently.
* @method _drawFilters
* @param {DisplayObject} target The object we're drawing with a filter.
* @param {Array} filters The filters we're drawing into cache.
* @param {BitmapCache} manager The BitmapCache instance looking after the cache
*/
p._drawFilters = function (target, filters, manager) {
var gl = this._webGLContext;
var renderTexture;
var lastTextureSlot = this._maxTextureSlots-1;
var wBackup = this._viewportWidth, hBackup = this._viewportHeight;
var container = this._cacheContainer;
var filterCount = filters.length;
// we don't know which texture slot we're dealing with previously and we need one out of the way
// once we're using that slot activate it so when we make and bind our RenderTexture it's safe there
gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
// draw item to render texture I -> T
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
this.updateViewport(manager._drawWidth, manager._drawHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
this._batchDraw(container, gl, true);
// bind the result texture to slot 0 as all filters and cover draws assume original content is in slot 0
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, renderTexture);
this.setTextureParams(gl);
var flipY = false;
var i = 0, filter = filters[i];
do { // this is safe because we wouldn't be in apply filters without a filter count of at least 1
// swap to correct shader
this._activeShader = this.getFilterShader(filter);
if (!this._activeShader) { continue; }
// now the old result is stored in slot 0, make a new render texture
gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
// draw result to render texture R -> T
gl.viewport(0, 0, manager._drawWidth, manager._drawHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawCover(gl, flipY);
// bind the result texture to slot 0 as all filters and cover draws assume original content is in slot 0
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, renderTexture);
this.setTextureParams(gl);
// use flipping to keep things upright, things already cancel out on a single filter
// this needs to be here as multiPass is not accurate to _this_ frame until after shader acquisition
if (filterCount > 1 || filters[0]._multiPass) {
flipY = !flipY;
}
// work through the multipass if it's there, otherwise move on
filter = filter._multiPass !== null ? filter._multiPass : filters[++i];
} while (filter);
// is this for another stage or mine
if (this.isCacheControlled) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.updateViewport(wBackup, hBackup);
// draw result to canvas R -> C
this._activeShader = this.getFilterShader(this);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawCover(gl, flipY);
} else {
//TODO: DHG: this is less than ideal. A flipped initial render for this circumstance might help. Adjust the perspective matrix?
if (flipY) {
gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
this._activeShader = this.getFilterShader(this);
gl.viewport(0, 0, manager._drawWidth, manager._drawHeight);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawCover(gl, !flipY);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.updateViewport(wBackup, hBackup);
// make sure the last texture is the active thing to draw
target.cacheCanvas = renderTexture;
}
};
/**
* Add all the contents of a container to the pending buffers, called recursively on each container. This may
* trigger a draw if a buffer runs out of space. This is the main workforce of the render loop.
* @method _appendToBatchGroup
* @param {Container} container The {{#crossLink "Container"}}{{/crossLink}} that contains everything to be drawn.
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {Matrix2D} concatMtx The effective (concatenated) transformation matrix when beginning this container
* @param {Number} concatAlpha The effective (concatenated) alpha when beginning this container
* @param {Boolean} ignoreCache Don't use an element's cache during this draw
* @protected
*/
p._appendToBatchGroup = function (container, gl, concatMtx, concatAlpha, ignoreCache) {
// sort out shared properties
if (!container._glMtx) { container._glMtx = new createjs.Matrix2D(); }
var cMtx = container._glMtx;
cMtx.copy(concatMtx);
if (container.transformMatrix) {
cMtx.appendMatrix(container.transformMatrix);
} else {
cMtx.appendTransform(
container.x, container.y,
container.scaleX, container.scaleY,
container.rotation, container.skewX, container.skewY,
container.regX, container.regY
);
}
// sub components of figuring out the position an object holds
var subL, subT, subR, subB;
// actually apply its data to the buffers
var l = container.children.length;
for (var i = 0; i < l; i++) {
var item = container.children[i];
if (!(item.visible && concatAlpha)) { continue; }
if (!item.cacheCanvas || ignoreCache) {
if (item._updateState){
item._updateState();
}
if (item.children) {
this._appendToBatchGroup(item, gl, cMtx, item.alpha * concatAlpha);
continue;
}
}
// check for overflowing batch, if yes then force a render
// TODO: DHG: consider making this polygon count dependant for things like vector draws
if (this.batchCardCount+1 > this._maxCardsPerBatch) {
this.batchReason = "vertexOverflow";
this._drawBuffers(gl); // <------------------------------------------------------------
this.batchCardCount = 0;
}
// keep track of concatenated position
if (!item._glMtx) { item._glMtx = new createjs.Matrix2D(); }
var iMtx = item._glMtx;
iMtx.copy(cMtx);
if (item.transformMatrix) {
iMtx.appendMatrix(item.transformMatrix);
} else {
iMtx.appendTransform(
item.x, item.y,
item.scaleX, item.scaleY,
item.rotation, item.skewX, item.skewY,
item.regX, item.regY
);
}
var uvRect, texIndex, image, frame, texture, src;
var useCache = item.cacheCanvas && !ignoreCache;
if (item._webGLRenderStyle === 2 || useCache) { // BITMAP / Cached Canvas
image = (ignoreCache?false:item.cacheCanvas) || item.image;
} else if (item._webGLRenderStyle === 1) { // SPRITE
frame = item.spriteSheet.getFrame(item.currentFrame); //TODO: Faster way?
if (frame === null) { continue; }
image = frame.image;
} else { // MISC (DOM objects render themselves later)
continue;
}
var uvs = this._uvs;
var vertices = this._vertices;
var texI = this._indices;
var alphas = this._alphas;
// calculate texture
if (!image) { continue; }
if (image._storeID === undefined) {
// this texture is new to us so load it and add it to the batch
texture = this._loadTextureImage(gl, image);
this._insertTextureInBatch(gl, texture);
} else {
// fetch the texture (render textures know how to look themselves up to simplify this logic)
texture = this._textureDictionary[image._storeID];
if (!texture){
if (this.vocalDebug){ console.log("Texture should not be looked up while not being stored."); }
continue;
}
// put it in the batch if needed
if (texture._batchID !== this._batchID) {
this._insertTextureInBatch(gl, texture);
}
}
texIndex = texture._activeIndex;
if (item._webGLRenderStyle === 2 || useCache) { // BITMAP / Cached Canvas
if (!useCache && item.sourceRect) {
// calculate uvs
if (!item._uvRect) { item._uvRect = {}; }
src = item.sourceRect;
uvRect = item._uvRect;
uvRect.t = (src.y)/image.height;
uvRect.l = (src.x)/image.width;
uvRect.b = (src.y + src.height)/image.height;
uvRect.r = (src.x + src.width)/image.width;
// calculate vertices
subL = 0; subT = 0;
subR = src.width+subL; subB = src.height+subT;
} else {
// calculate uvs
uvRect = StageGL.UV_RECT;
// calculate vertices
if (useCache) {
src = item.bitmapCache;
subL = src.x+(src._filterOffX/src.scale); subT = src.y+(src._filterOffY/src.scale);
subR = (src._drawWidth/src.scale)+subL; subB = (src._drawHeight/src.scale)+subT;
} else {
subL = 0; subT = 0;
subR = image.width+subL; subB = image.height+subT;
}
}
} else if (item._webGLRenderStyle === 1) { // SPRITE
var rect = frame.rect;
// calculate uvs
uvRect = frame.uvRect;
if (!uvRect) {
uvRect = StageGL.buildUVRects(item.spriteSheet, item.currentFrame, false);
}
// calculate vertices
subL = -frame.regX; subT = -frame.regY;
subR = rect.width-frame.regX; subB = rect.height-frame.regY;
}
// These must be calculated here else a forced draw might happen after they're set
var offV1 = this.batchCardCount*StageGL.INDICIES_PER_CARD; // offset for 1 component vectors
var offV2 = offV1*2; // offset for 2 component vectors
//DHG: See Matrix2D.transformPoint for why this math specifically
// apply vertices
vertices[offV2] = subL *iMtx.a + subT *iMtx.c +iMtx.tx; vertices[offV2+1] = subL *iMtx.b + subT *iMtx.d +iMtx.ty;
vertices[offV2+2] = subL *iMtx.a + subB *iMtx.c +iMtx.tx; vertices[offV2+3] = subL *iMtx.b + subB *iMtx.d +iMtx.ty;
vertices[offV2+4] = subR *iMtx.a + subT *iMtx.c +iMtx.tx; vertices[offV2+5] = subR *iMtx.b + subT *iMtx.d +iMtx.ty;
vertices[offV2+6] = vertices[offV2+2]; vertices[offV2+7] = vertices[offV2+3];
vertices[offV2+8] = vertices[offV2+4]; vertices[offV2+9] = vertices[offV2+5];
vertices[offV2+10] = subR *iMtx.a + subB *iMtx.c +iMtx.tx; vertices[offV2+11] = subR *iMtx.b + subB *iMtx.d +iMtx.ty;
// apply uvs
uvs[offV2] = uvRect.l; uvs[offV2+1] = uvRect.t;
uvs[offV2+2] = uvRect.l; uvs[offV2+3] = uvRect.b;
uvs[offV2+4] = uvRect.r; uvs[offV2+5] = uvRect.t;
uvs[offV2+6] = uvRect.l; uvs[offV2+7] = uvRect.b;
uvs[offV2+8] = uvRect.r; uvs[offV2+9] = uvRect.t;
uvs[offV2+10] = uvRect.r; uvs[offV2+11] = uvRect.b;
// apply texture
texI[offV1] = texI[offV1+1] = texI[offV1+2] = texI[offV1+3] = texI[offV1+4] = texI[offV1+5] = texIndex;
// apply alpha
alphas[offV1] = alphas[offV1+1] = alphas[offV1+2] = alphas[offV1+3] = alphas[offV1+4] = alphas[offV1+5] = item.alpha * concatAlpha;
this.batchCardCount++;
}
};
/**
* Draws all the currently defined cards in the buffer to the render surface.
* @method _drawBuffers
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @protected
*/
p._drawBuffers = function (gl) {
if (this.batchCardCount <= 0) { return; } // prevents error logs on stages filled with un-renederable content.
if (this.vocalDebug) {
console.log("Draw["+ this._drawID +":"+ this._batchID +"] : "+ this.batchReason);
}
var shaderProgram = this._activeShader;
var vertexPositionBuffer = this._vertexPositionBuffer;
var textureIndexBuffer = this._textureIndexBuffer;
var uvPositionBuffer = this._uvPositionBuffer;
var alphaBuffer = this._alphaBuffer;
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._vertices);
gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
gl.vertexAttribPointer(shaderProgram.textureIndexAttribute, textureIndexBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._indices);
gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
gl.vertexAttribPointer(shaderProgram.uvPositionAttribute, uvPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._uvs);
gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer);
gl.vertexAttribPointer(shaderProgram.alphaAttribute, alphaBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._alphas);
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, gl.FALSE, this._projectionMatrix);
for (var i = 0; i < this._batchTextureCount; i++) {
var texture = this._batchTextures[i];
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, texture);
this.setTextureParams(gl, texture.isPOT);
}
gl.drawArrays(gl.TRIANGLES, 0, this.batchCardCount*StageGL.INDICIES_PER_CARD);
this._batchID++;
};
/**
* Draws a card that covers the entire render surface. Mainly used for filters.
* @method _drawBuffers
* @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
* @param {Boolean} flipY Covers are used for things like RenderTextures and because of 3D vs Canvas space this can
* end up meaning the `y` space sometimes requires flipping in the render.
* @protected
*/
p._drawCover = function (gl, flipY) {
if (this._isDrawing > 0) {
this._drawBuffers(gl);
}
if (this.vocalDebug) {
console.log("Draw["+ this._drawID +":"+ this._batchID +"] : "+ "Cover");
}
var shaderProgram = this._activeShader;
var vertexPositionBuffer = this._vertexPositionBuffer;
var uvPositionBuffer = this._uvPositionBuffer;
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, StageGL.COVER_VERT);
gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
gl.vertexAttribPointer(shaderProgram.uvPositionAttribute, uvPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, flipY?StageGL.COVER_UV_FLIP:StageGL.COVER_UV);
gl.uniform1i(shaderProgram.samplerUniform, 0);
gl.uniform1f(shaderProgram.uprightUniform, flipY?0:1);
gl.drawArrays(gl.TRIANGLES, 0, StageGL.INDICIES_PER_CARD);
};
createjs.StageGL = createjs.promote(StageGL, "Stage");
}());