Source: gfx/core/renderers/webgl/WebGLRenderer.js

var SystemRenderer = require('../SystemRenderer'),
  ShaderManager = require('./managers/ShaderManager'),
  MaskManager = require('./managers/MaskManager'),
  StencilManager = require('./managers/StencilManager'),
  FilterManager = require('./managers/FilterManager'),
  BlendModeManager = require('./managers/BlendModeManager'),
  RenderTarget = require('./utils/RenderTarget'),
  ObjectRenderer = require('./utils/ObjectRenderer'),
  FXAAFilter = require('./filters/FXAAFilter'),
  utils = require('../../utils'),
  CONST = require('../../../const');

/**
 * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer
 * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
 * So no need for Sprite Batches or Sprite Clouds.
 * Don't forget to add the view to your DOM or you will not see anything :)
 *
 * @class
 * @extends SystemRenderer
 * @param [width=0] {number} the width of the canvas view
 * @param [height=0] {number} the height of the canvas view
 * @param [options] {object} The optional renderer parameters
 * @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
 * @param [options.transparent=false] {boolean} If the render view is transparent, default false
 * @param [options.autoResize=false] {boolean} If the render view is automatically resized, default false
 * @param [options.antialias=false] {boolean} sets antialias. If not available natively then FXAA antialiasing is used
 * @param [options.forceFXAA=false] {boolean} forces FXAA antialiasing to be used over native. FXAA is faster, but may not always look as great
 * @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
 * @param [options.clearBeforeRender=true] {boolean} This sets if the CanvasRenderer will clear the canvas or
 *      not before the new render pass. If you wish to set this to false, you *must* set preserveDrawingBuffer to `true`.
 * @param [options.preserveDrawingBuffer=false] {boolean} enables drawing buffer preservation, enable this if
 *      you need to call toDataUrl on the webgl context.
 * @param [options.roundPixels=false] {boolean} If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
 */
class WebGLRenderer extends SystemRenderer {
  constructor(width, height, options = {}) {
    super('WebGL', width, height, options);

    /**
     * The type of this renderer as a standardised const
     *
     * @member {number}
     *
     */
    this.type = CONST.RENDERER_TYPE.WEBGL;

    this.handleContextLost = this.handleContextLost.bind(this);
    this.handleContextRestored = this.handleContextRestored.bind(this);

    this.view.addEventListener('webglcontextlost', this.handleContextLost, false);
    this.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);

    // TODO possibility to force FXAA as it may offer better performance?
    /**
     * Does it use FXAA ?
     *
     * @member {boolean}
     * @private
     */
    this._useFXAA = !!options.forceFXAA && options.antialias;

    /**
     * The fxaa filter
     *
     * @member {FXAAFilter}
     * @private
     */
    this._FXAAFilter = null;

    /**
     * The options passed in to create a new webgl context.
     *
     * @member {object}
     * @private
     */
    this._contextOptions = {
      alpha: this.transparent,
      antialias: options.antialias,
      premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
      stencil: true,
      preserveDrawingBuffer: options.preserveDrawingBuffer,
    };

    /**
     * Counter for the number of draws made each frame
     *
     * @member {number}
     */
    this.drawCount = 0;

    /**
     * Deals with managing the shader programs and their attribs.
     *
     * @member {ShaderManager}
     */
    this.shaderManager = new ShaderManager(this);

    /**
     * Manages the masks using the stencil buffer.
     *
     * @member {MaskManager}
     */
    this.maskManager = new MaskManager(this);

    /**
     * Manages the stencil buffer.
     *
     * @member {StencilManager}
     */
    this.stencilManager = new StencilManager(this);

    /**
     * Manages the filters.
     *
     * @member {FilterManager}
     */
    this.filterManager = new FilterManager(this);


    /**
     * Manages the blendModes
     *
     * @member {BlendModeManager}
     */
    this.blendModeManager = new BlendModeManager(this);

    /**
     * Holds the current render target
     *
     * @member {RenderTarget}
     */
    this.currentRenderTarget = null;

    /**
     * The currently active ObjectRenderer.
     *
     * @member {ObjectRenderer}
     */
    this.currentRenderer = new ObjectRenderer(this);

    this.initPlugins();

    // initialize the context so it is ready for the managers.
    this._createContext();
    this._initContext();

    // map some webGL blend modes..
    this._mapGlModes();

    // track textures in the renderer so we can no longer listen to them on destruction.
    this._managedTextures = [];

    /**
     * An array of render targets
     * @member {RenderTarget[]}
     * @private
     */
    this._renderTargetStack = [];
  }
}

utils.pluginTarget.mixin(WebGLRenderer);

WebGLRenderer.glContextId = 0;

/**
 * Creates the gl context.
 *
 * @private
 */
WebGLRenderer.prototype._createContext = function() {
  var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions);
  this.gl = gl;

  if (!gl) {
        // fail, not able to get a context
    throw new Error('This browser does not support webGL. Try using the canvas renderer');
  }

  this.glContextId = WebGLRenderer.glContextId++;
  gl.id = this.glContextId;
  gl.renderer = this;
};

/**
 * Creates the WebGL context
 *
 * @private
 */
WebGLRenderer.prototype._initContext = function() {
  var gl = this.gl;

    // set up the default pixi settings..
  gl.disable(gl.DEPTH_TEST);
  gl.disable(gl.CULL_FACE);
  gl.enable(gl.BLEND);

  this.renderTarget = new RenderTarget(gl, this.width, this.height, null, this.resolution, true);

  this.setRenderTarget(this.renderTarget);

  this.emit('context', gl);

    // setup the width/height properties and gl viewport
  this.resize(this.width, this.height);

  if (!this._useFXAA) {
    this._useFXAA = (this._contextOptions.antialias && ! gl.getContextAttributes().antialias);
  }


  if (this._useFXAA) {
    window.console.warn('FXAA antialiasing being used instead of native antialiasing');
    this._FXAAFilter = [new FXAAFilter()];
  }
};

/**
 * Renders the object to its webGL view
 *
 * @param object {DisplayObject} the object to be rendered
 */
WebGLRenderer.prototype.render = function(object) {

  this.emit('prerender');

    // no point rendering if our context has been blown up!
  if (this.gl.isContextLost()) {
    return;
  }

  this.drawCount = 0;

  this._lastObjectRendered = object;

  if (this._useFXAA) {
    this._FXAAFilter[0].uniforms.resolution.value.x = this.width;
    this._FXAAFilter[0].uniforms.resolution.value.y = this.height;
    object.filterArea = this.renderTarget.size;
    object.filters = this._FXAAFilter;
  }

  var cacheParent = object.parent;
  object.parent = this._tempDisplayObjectParent;

    // update the scene graph
  object.updateTransform();

  object.parent = cacheParent;

  var gl = this.gl;

    // make sure we are bound to the main frame buffer
  this.setRenderTarget(this.renderTarget);

  if (this.clearBeforeRender) {
    if (this.transparent) {
      gl.clearColor(0, 0, 0, 0);
    }
    else {
      gl.clearColor(this._backgroundColorRgb[0], this._backgroundColorRgb[1], this._backgroundColorRgb[2], 1);
    }

    gl.clear(gl.COLOR_BUFFER_BIT);
  }

  this.renderDisplayObject(object, this.renderTarget);// this.projection);

  this.emit('postrender');
};

/**
 * Renders a Display Object.
 *
 * @param displayObject {DisplayObject} The DisplayObject to render
 * @param renderTarget {RenderTarget} The render target to use to render this display object
 *
 */
WebGLRenderer.prototype.renderDisplayObject = function(displayObject, renderTarget, clear) {
  // TODO is this needed...
  // this.blendModeManager.setBlendMode(CONST.BLEND_MODES.NORMAL);
  this.setRenderTarget(renderTarget);

  if (clear) {
    renderTarget.clear();
  }

  // start the filter manager
  this.filterManager.setFilterStack(renderTarget.filterStack);

  // render the scene!
  displayObject.renderWebGL(this);

  // finish the current renderer..
  this.currentRenderer.flush();
};

/**
 * Changes the current renderer to the one given in parameter
 *
 * @param objectRenderer {ObjectRenderer} The object renderer to use.
 */
WebGLRenderer.prototype.setObjectRenderer = function(objectRenderer) {
  if (this.currentRenderer === objectRenderer) {
    return;
  }

  this.currentRenderer.stop();
  this.currentRenderer = objectRenderer;
  this.currentRenderer.start();
};

/**
 * Changes the current render target to the one given in parameter
 *
 * @param renderTarget {RenderTarget} the new render target
 */
WebGLRenderer.prototype.setRenderTarget = function(renderTarget) {
  if (this.currentRenderTarget === renderTarget) {
    return;
  }
    // TODO - maybe down the line this should be a push pos thing? Leaving for now though.
  this.currentRenderTarget = renderTarget;
  this.currentRenderTarget.activate();
  this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);
};


/**
 * Resizes the webGL view to the specified width and height.
 *
 * @param width {number} the new width of the webGL view
 * @param height {number} the new height of the webGL view
 */
WebGLRenderer.prototype.resize = function(width, height) {
  SystemRenderer.prototype.resize.call(this, width, height);

  this.filterManager.resize(width, height);
  this.renderTarget.resize(width, height);

  if (this.currentRenderTarget === this.renderTarget) {
    this.renderTarget.activate();
    this.gl.viewport(0, 0, this.width, this.height);
  }
};

/**
 * Updates and/or Creates a WebGL texture for the renderer's context.
 *
 * @param texture {BaseTexture|Texture} the texture to update
 */
WebGLRenderer.prototype.updateTexture = function(texture) {
  texture = texture.baseTexture || texture;

  if (!texture.hasLoaded) {
    return;
  }

  var gl = this.gl;

  if (!texture._glTextures[gl.id]) {
    texture._glTextures[gl.id] = gl.createTexture();
    texture.on('update', this.updateTexture, this);
    texture.on('dispose', this.destroyTexture, this);
    this._managedTextures.push(texture);
  }


  gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);

  gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);

  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === CONST.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);


  if (texture.mipmap && texture.isPowerOfTwo) {
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
    gl.generateMipmap(gl.TEXTURE_2D);
  }
  else {
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === CONST.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
  }

  if (!texture.isPowerOfTwo) {
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  }
  else {
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
  }

  return texture._glTextures[gl.id];
};

/**
 * Deletes the texture from WebGL
 *
 * @param texture {BaseTexture|Texture} the texture to destroy
 */
WebGLRenderer.prototype.destroyTexture = function(texture, _skipRemove) {
  texture = texture.baseTexture || texture;

  if (!texture.hasLoaded) {
    return;
  }

  if (texture._glTextures[this.gl.id]) {
    this.gl.deleteTexture(texture._glTextures[this.gl.id]);
    delete texture._glTextures[this.gl.id];

    if (!_skipRemove) {
      var i = this._managedTextures.indexOf(texture);
      if (i !== -1) {
        utils.removeItems(this._managedTextures, i, 1);
      }
    }
  }
};

/**
 * Handles a lost webgl context
 *
 * @private
 */
WebGLRenderer.prototype.handleContextLost = function(event) {
  event.preventDefault();
};

/**
 * Handles a restored webgl context
 *
 * @private
 */
WebGLRenderer.prototype.handleContextRestored = function() {
  this._initContext();

    // empty all the old gl textures as they are useless now
  for (var i = 0; i < this._managedTextures.length; ++i) {
    var texture = this._managedTextures[i];
    if (texture._glTextures[this.gl.id]) {
      delete texture._glTextures[this.gl.id];
    }
  }
};

/**
 * Removes everything from the renderer (event listeners, spritebatch, etc...)
 *
 * @param [removeView=false] {boolean} Removes the Canvas element from the DOM.
 */
WebGLRenderer.prototype.destroy = function(removeView) {
  this.destroyPlugins();

    // remove listeners
  this.view.removeEventListener('webglcontextlost', this.handleContextLost);
  this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);

    // destroy managed textures
  for (var i = 0; i < this._managedTextures.length; ++i) {
    var texture = this._managedTextures[i];
    this.destroyTexture(texture, true);
    texture.off('update', this.updateTexture, this);
    texture.off('dispose', this.destroyTexture, this);
  }

    // call base destroy
  SystemRenderer.prototype.destroy.call(this, removeView);

  this.uid = 0;

    // destroy the managers
  this.shaderManager.destroy();
  this.maskManager.destroy();
  this.stencilManager.destroy();
  this.filterManager.destroy();
  this.blendModeManager.destroy();

  this.shaderManager = null;
  this.maskManager = null;
  this.filterManager = null;
  this.blendModeManager = null;
  this.currentRenderer = null;

  this.handleContextLost = null;
  this.handleContextRestored = null;

  this._contextOptions = null;

  this._managedTextures = null;

  this.drawCount = 0;

  this.gl.useProgram(null);

  this.gl.flush();

  this.gl = null;
};

/**
 * Maps Pixi blend modes to WebGL blend modes. It works only for pre-multiplied textures.
 *
 * @private
 */
WebGLRenderer.prototype._mapGlModes = function() {
  var gl = this.gl;

  if (!this.blendModes) {
    this.blendModes = {};

    this.blendModes[CONST.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA];
    this.blendModes[CONST.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR];
    this.blendModes[CONST.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
    this.blendModes[CONST.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
  }

  if (!this.drawModes) {
    this.drawModes = {};

    this.drawModes[CONST.DRAW_MODES.POINTS] = gl.POINTS;
    this.drawModes[CONST.DRAW_MODES.LINES] = gl.LINES;
    this.drawModes[CONST.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP;
    this.drawModes[CONST.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP;
    this.drawModes[CONST.DRAW_MODES.TRIANGLES] = gl.TRIANGLES;
    this.drawModes[CONST.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP;
    this.drawModes[CONST.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN;
  }
};

module.exports = WebGLRenderer;