Docs updated

example updated
misplaced files removed
This commit is contained in:
Mat Groves 2013-06-22 11:46:57 +01:00
parent 72e38cccb0
commit e91be9b53a
100 changed files with 6387 additions and 12207 deletions

View file

@ -49,6 +49,8 @@
<li><a href="..&#x2F;classes/BitmapText.html">BitmapText</a></li>
<li><a href="..&#x2F;classes/CanvasGraphics.html">CanvasGraphics</a></li>
<li><a href="..&#x2F;classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="..&#x2F;classes/CustomRenderable.html">CustomRenderable</a></li>
@ -57,6 +59,8 @@
<li><a href="..&#x2F;classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="..&#x2F;classes/Graphics.html">Graphics</a></li>
<li><a href="..&#x2F;classes/ImageLoader.html">ImageLoader</a></li>
<li><a href="..&#x2F;classes/InteractionData.html">InteractionData</a></li>
@ -143,28 +147,24 @@
*&#x2F;
&#x2F;**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
* A set of functions used by the webGL renderer to draw the primitive graphics data
* @class CanvasGraphics
*&#x2F;
PIXI.WebGLGraphics = function()
{
}
&#x2F;&#x2F; constructor
PIXI.WebGLGraphics.constructor = PIXI.WebGLGraphics;
PIXI.WebGLGraphics.renderGraphics = function(graphics)
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
{
PIXI.activatePrimitiveShader();
var gl = PIXI.gl;
&#x2F;&#x2F; graphicsObject
&#x2F;&#x2F; a collection of &quot;shapes&quot; (mainly lines right now!)
if(!graphics._webGL)graphics._webGL = {points:[], lastPosition:new PIXI.Point(), lastIndex:0, buffer:gl.createBuffer()};
if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
buffer:gl.createBuffer(),
indexBuffer:gl.createBuffer()};
if(graphics.dirty)
{
@ -178,21 +178,32 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics)
graphics._webGL.points = [];
}
PIXI.WebGLGraphics.initGraphics(graphics);
PIXI.WebGLGraphics.updateGraphics(graphics);
}
gl.uniform2f(PIXI.primitiveProgram.projectionVector, 400, 300);
&#x2F;&#x2F; This could be speeded up fo sure!
var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(m);
&#x2F;&#x2F; set the matrix transform for the
gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m);
gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, graphics._webGL.glPoints.length&#x2F;6);
&#x2F;&#x2F; set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
&#x2F;&#x2F; return to default shader...
PIXI.activateDefaultShader();
}
PIXI.WebGLGraphics.initGraphics = function(graphics)
PIXI.WebGLGraphics.updateGraphics = function(graphics)
{
for (var i=graphics._webGL.lastIndex; i &lt; graphics.graphicsData.length; i++)
{
@ -200,6 +211,12 @@ PIXI.WebGLGraphics.initGraphics = function(graphics)
if(data.type == PIXI.Graphics.POLY)
{
if(data.fill)
{
if(data.points.length&gt;3)
PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
}
if(data.lineWidth &gt; 0)
{
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
@ -209,21 +226,24 @@ PIXI.WebGLGraphics.initGraphics = function(graphics)
{
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
}
else if(data.type == PIXI.Graphics.CIRC)
else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP)
{
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
}
};
&#x2F;&#x2F;console.log(graphics._webGL.lastIndex - graphics.graphicsData.length )
graphics._webGL.lastIndex = graphics.graphicsData.length;
&#x2F;&#x2F; convert to points
graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);
var gl = PIXI.gl;
graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);
graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW);
}
@ -243,16 +263,15 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
{
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var verts = webGLData.points;
&#x2F;&#x2F; dead triangle
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(x, y, 1, 1, 1, 1);
var indices = webGLData.indices;
var vertPos = verts.length&#x2F;6;
&#x2F;&#x2F; start
verts.push(x, y);
@ -267,8 +286,8 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
verts.push(x + width, y + height);
verts.push(r, g, b, alpha);
webGLData.lastPosition.x = x + width;
webGLData.lastPosition.y = y + height;
&#x2F;&#x2F; insert 2 dead triangles..
indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3)
}
if(graphicsData.lineWidth)
@ -292,9 +311,10 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var radius = rectData[2];
var width = rectData[2];
var height = rectData[3];
var totalSegs = 40
var totalSegs = 40;
var seg = (Math.PI * 2) &#x2F; totalSegs ;
if(graphicsData.fill)
@ -307,26 +327,24 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
var b = color[2] * alpha;
var verts = webGLData.points;
var indices = webGLData.indices;
var vecPos = verts.length&#x2F;6;
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(x, y, 1, 1, 1, 1);
indices.push(vecPos);
for (var i=0; i &lt; totalSegs + 1 ; i++)
{
verts.push(x,y);
verts.push(r, g, b, alpha);
verts.push(x,y, r, g, b, alpha);
verts.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius);
verts.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height,
r, g, b, alpha);
verts.push(r, g, b, alpha);
indices.push(vecPos++, vecPos++);
};
verts.push(x,y);
verts.push(1, 0, 0, 1);
webGLData.lastPosition.x = x;
webGLData.lastPosition.y = y;
indices.push(vecPos-1);
}
if(graphicsData.lineWidth)
@ -335,8 +353,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
for (var i=0; i &lt; totalSegs + 1; i++)
{
graphicsData.points.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius)
graphicsData.points.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height)
};
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
@ -346,6 +364,8 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
&#x2F;&#x2F; TODO OPTIMISE!
var wrap = true;
var points = graphicsData.points;
if(points.length == 0)return;
@ -370,118 +390,197 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
}
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length &#x2F; 2;
var indexCount = points.length;
var indexStart = verts.length&#x2F;6;
&#x2F;&#x2F; DRAW the Line
var width = graphicsData.lineWidth &#x2F; 2;
&#x2F;&#x2F; sort color
var color = HEXtoRGB(graphicsData.lineColor);
var alpha = graphicsData.lineAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
&#x2F;&#x2F; i = 0 &#x2F;&#x2F;
var point1 = new PIXI.Point( points[0], points[1] );
var point2 = new PIXI.Point( points[2], points[3] );
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
var p1x, p1y, p2x, p2y, p3x, p3y;
var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
var ipx, ipy;
var a1, b1, c1, a2, b2, c2;
var denom, pdist, dist;
perp.x &#x2F;= dist;
perp.y &#x2F;= dist;
perp.x *= width;
perp.y *= width;
p1x = points[0];
p1y = points[1];
&#x2F;&#x2F; insert dead triangle!
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(points[0] - perp.x , points[1] - perp.y, 1, 1, 1, 1);
p2x = points[2];
p2y = points[3];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx &#x2F;= dist;
perpy &#x2F;= dist;
perpx *= width;
perpy *= width;
&#x2F;&#x2F; start
verts.push(points[0] - perp.x , points[1] - perp.y);
verts.push(r, g, b, alpha);
verts.push(p1x - perpx , p1y - perpy,
r, g, b, alpha);
verts.push(points[0] + perp.x , points[1] + perp.y);
verts.push(r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy,
r, g, b, alpha);
for (var i = 1; i &lt; length-1; i++)
{
var point1 = new PIXI.Point( points[(i-1)*2],points[(i-1)*2 + 1] );
var point2 = new PIXI.Point(points[(i)*2],points[(i)*2 + 1] );
var point3 = new PIXI.Point(points[(i+1)*2],points[(i+1)*2 + 1] );
p1x = points[(i-1)*2];
p1y = points[(i-1)*2 + 1];
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
perp.x &#x2F;= dist;
perp.y &#x2F;= dist;
perp.x *= width;
perp.y *= width;
p2x = points[(i)*2]
p2y = points[(i)*2 + 1]
p3x = points[(i+1)*2];
p3y = points[(i+1)*2 + 1];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx &#x2F;= dist;
perpy &#x2F;= dist;
perpx *= width;
perpy *= width;
var perp2 = getPerp(point2, point3);
var dist2 = Math.sqrt(perp2.x*perp2.x + perp2.y*perp2.y);
perp2.x &#x2F;= dist2;
perp2.y &#x2F;= dist2;
perp2.x *= width;
perp2.y *= width;
perp2x = -(p2y - p3y);
perp2y = p2x - p3x;
var p1 = new PIXI.Point(-perp.x+ point2.x , -perp.y+point2.y);
var p1_ = new PIXI.Point(-perp.x+ point1.x, -perp.y+point1.y);
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
perp2x &#x2F;= dist;
perp2y &#x2F;= dist;
perp2x *= width;
perp2y *= width;
var p2 = new PIXI.Point(-perp2.x+ point2.x , -perp2.y+point2.y );
var p2_ = new PIXI.Point(-perp2.x+ point3.x , -perp2.y+point3.y );
a1 = (-perpy + p1y) - (-perpy + p2y);
b1 = (-perpx + p2x) - (-perpx + p1x);
c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
a2 = (-perp2y + p3y) - (-perp2y + p2y);
b2 = (-perp2x + p2x) - (-perp2x + p3x);
c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
denom = a1*b2 - a2*b1;
if (denom == 0) {
denom+=1;
}
px = (b1*c2 - b2*c1)&#x2F;denom;
py = (a2*c1 - a1*c2)&#x2F;denom;
var p = lineIntersectLine(p1, p1_, p2, p2_);
var pdist = (p.x -point2.x) * (p.x -point2.x) + (p.y -point2.y) + (p.y -point2.y);
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
if(pdist &gt; 140 * 140)
{
var perp3 = new PIXI.Point(perp.x - perp2.x, perp.y - perp2.y);
var dist3 = Math.sqrt(perp3.x*perp3.x + perp3.y*perp3.y);
perp3.x &#x2F;= dist3;
perp3.y &#x2F;= dist3;
perp3.x *= width;
perp3.y *= width;
perp3x = perpx - perp2x;
perp3y = perpy - perp2y;
verts.push(point2.x - perp3.x, point2.y -perp3.y);
dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
perp3x &#x2F;= dist;
perp3y &#x2F;= dist;
perp3x *= width;
perp3y *= width;
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
verts.push(point2.x + perp3.x, point2.y +perp3.y);
verts.push(p2x + perp3x, p2y +perp3y);
verts.push(r, g, b, alpha);
verts.push(point2.x - perp3.x, point2.y -perp3.y);
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
indexCount++;
}
else
{
verts.push(p.x , p.y);
verts.push(px , py);
verts.push(r, g, b, alpha);
verts.push(point2.x - (p.x-point2.x), point2.y - (p.y - point2.y));&#x2F;&#x2F;, 4);
verts.push(p2x - (px-p2x), p2y - (py - p2y));&#x2F;&#x2F;, 4);
verts.push(r, g, b, alpha);
}
}
var point1 = new PIXI.Point( points[(length-2)*2], points[(length-2)*2 + 1] );
var point2 = new PIXI.Point( points[(length-1)*2], points[(length-1)*2 + 1] );
p1x = points[(length-2)*2]
p1y = points[(length-2)*2 + 1]
var perp = getPerp(point1, point2);
var dist = Math.sqrt(perp.x*perp.x + perp.y*perp.y);
perp.x &#x2F;= dist;
perp.y &#x2F;= dist;
perp.x *= width;
perp.y *= width;
verts.push(point2.x - perp.x , point2.y - perp.y)
p2x = points[(length-1)*2]
p2y = points[(length-1)*2 + 1]
perpx = -(p1y - p2y)
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx &#x2F;= dist;
perpy &#x2F;= dist;
perpx *= width;
perpy *= width;
verts.push(p2x - perpx , p2y - perpy)
verts.push(r, g, b, alpha);
verts.push(point2.x + perp.x , point2.y + perp.y)
verts.push(p2x + perpx , p2y + perpy)
verts.push(r, g, b, alpha);
&#x2F;&#x2F; set last triangle!
webGLData.lastPosition.x = point2.x + perp.x;
webGLData.lastPosition.y = point2.y + perp.y;
indices.push(indexStart);
for (var i=0; i &lt; indexCount; i++)
{
indices.push(indexStart++);
};
indices.push(indexStart-1);
}
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
{
var points = graphicsData.points;
if(points.length &lt; 6)return;
&#x2F;&#x2F; get first and last point.. figure out the middle!
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length &#x2F; 2;
&#x2F;&#x2F; sort color
var color = HEXtoRGB(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var triangles = PIXI.PolyK.Triangulate(points);
var vertPos = verts.length &#x2F; 6;
for (var i=0; i &lt; triangles.length; i+=3)
{
indices.push(triangles[i] + vertPos);
indices.push(triangles[i] + vertPos);
indices.push(triangles[i+1] + vertPos);
indices.push(triangles[i+2] +vertPos);
indices.push(triangles[i+2] + vertPos);
};
for (var i = 0; i &lt; length; i++)
{
verts.push(points[i * 2], points[i * 2 + 1],
r, g, b, alpha);
};
}
function HEXtoRGB(hex) {
@ -489,47 +588,6 @@ function HEXtoRGB(hex) {
}
function normalise(point)
{
var dist = Math.sqrt(point.x * point.x + point.y * point.y);
return new PIXI.Point(point.x &#x2F; dist, point.y &#x2F; dist);
}
function getPerp(point, point2)
{
return new PIXI.Point(-(point.y - point2.y), point.x - point2.x);
}
function lineIntersectLine(A,B,E,F)
{
var ip;
var a1;
var a2;
var b1;
var b2;
var c1;
var c2;
a1= B.y-A.y;
b1= A.x-B.x;
c1= B.x*A.y - A.x*B.y;
a2= F.y-E.y;
b2= E.x-F.x;
c2= F.x*E.y - E.x*F.y;
var denom=a1*b2 - a2*b1;
if (denom == 0) {
&#x2F;&#x2F; return null;
console.log(&quot;!&quot;)
denom+=1;
}
ip=new PIXI.Point();
ip.x=(b1*c2 - b2*c1)&#x2F;denom;
ip.y=(a2*c1 - a1*c2)&#x2F;denom;
return ip;
}