pixi.js/docs/files/src_pixi_renderers_webgl_utils_WebGLGraphics.js.html
Mat Groves 847eb6c48e Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
2014-01-28 00:08:50 +00:00

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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/WebGLGraphics.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A set of functions used by the webGL renderer to draw the primitive graphics data
*
* @class CanvasGraphics
*/
PIXI.WebGLGraphics = function()
{
};
/**
* Renders the graphics object
*
* @static
* @private
* @method renderGraphics
* @param graphics {Graphics}
* @param projection {Object}
*/
PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)
{
var gl = renderSession.gl;
var projection = renderSession.projection,
offset = renderSession.offset,
shader = renderSession.shaderManager.primitiveShader;
if(!graphics._webGL[gl.id])graphics._webGL[gl.id] = {points:[], indices:[], lastIndex:0,
buffer:gl.createBuffer(),
indexBuffer:gl.createBuffer()};
var webGL = graphics._webGL[gl.id];
if(graphics.dirty)
{
graphics.dirty = false;
if(graphics.clearDirty)
{
graphics.clearDirty = false;
webGL.lastIndex = 0;
webGL.points = [];
webGL.indices = [];
}
PIXI.WebGLGraphics.updateGraphics(graphics, gl);
}
renderSession.shaderManager.activatePrimitiveShader();
// This could be speeded up for sure!
// var m = PIXI.mat3.clone(graphics.worldTransform);
PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
// set the matrix transform
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));
gl.uniform1f(shader.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer);
gl.drawElements(gl.TRIANGLE_STRIP, webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
renderSession.shaderManager.deactivatePrimitiveShader();
// return to default shader...
// PIXI.activateShader(PIXI.defaultShader);
};
/**
* Updates the graphics object
*
* @static
* @private
* @method updateGraphics
* @param graphics {Graphics}
*/
PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
{
var webGL = graphics._webGL[gl.id];
for (var i = webGL.lastIndex; i &lt; graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
if(data.type === PIXI.Graphics.POLY)
{
if(data.fill)
{
if(data.points.length&gt;3)
PIXI.WebGLGraphics.buildPoly(data, webGL);
}
if(data.lineWidth &gt; 0)
{
PIXI.WebGLGraphics.buildLine(data, webGL);
}
}
else if(data.type === PIXI.Graphics.RECT)
{
PIXI.WebGLGraphics.buildRectangle(data, webGL);
}
else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP)
{
PIXI.WebGLGraphics.buildCircle(data, webGL);
}
}
webGL.lastIndex = graphics.graphicsData.length;
webGL.glPoints = new Float32Array(webGL.points);
gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer);
gl.bufferData(gl.ARRAY_BUFFER, webGL.glPoints, gl.STATIC_DRAW);
webGL.glIndicies = new Uint16Array(webGL.indices);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, webGL.glIndicies, gl.STATIC_DRAW);
};
/**
* Builds a rectangle to draw
*
* @static
* @private
* @method buildRectangle
* @param graphics {Graphics}
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
{
// --- //
// need to convert points to a nice regular data
//
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var width = rectData[2];
var height = rectData[3];
if(graphicsData.fill)
{
var color = PIXI.hex2rgb(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;
var indices = webGLData.indices;
var vertPos = verts.length/6;
// start
verts.push(x, y);
verts.push(r, g, b, alpha);
verts.push(x + width, y);
verts.push(r, g, b, alpha);
verts.push(x , y + height);
verts.push(r, g, b, alpha);
verts.push(x + width, y + height);
verts.push(r, g, b, alpha);
// insert 2 dead triangles..
indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3);
}
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
/**
* Builds a circle to draw
*
* @static
* @private
* @method buildCircle
* @param graphics {Graphics}
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{
// --- //
// need to convert points to a nice regular data
//
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var width = rectData[2];
var height = rectData[3];
var totalSegs = 40;
var seg = (Math.PI * 2) / totalSegs ;
var i = 0;
if(graphicsData.fill)
{
var color = PIXI.hex2rgb(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;
var indices = webGLData.indices;
var vecPos = verts.length/6;
indices.push(vecPos);
for (i = 0; i &lt; totalSegs + 1 ; i++)
{
verts.push(x,y, r, g, b, alpha);
verts.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height,
r, g, b, alpha);
indices.push(vecPos++, vecPos++);
}
indices.push(vecPos-1);
}
if(graphicsData.lineWidth)
{
var tempPoints = graphicsData.points;
graphicsData.points = [];
for (i = 0; i &lt; totalSegs + 1; i++)
{
graphicsData.points.push(x + Math.sin(seg * i) * width,
y + Math.cos(seg * i) * height);
}
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
/**
* Builds a line to draw
*
* @static
* @private
* @method buildLine
* @param graphics {Graphics}
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
// TODO OPTIMISE!
var i = 0;
var points = graphicsData.points;
if(points.length === 0)return;
// if the line width is an odd number add 0.5 to align to a whole pixel
if(graphicsData.lineWidth%2)
{
for (i = 0; i &lt; points.length; i++) {
points[i] += 0.5;
}
}
// get first and last point.. figure out the middle!
var firstPoint = new PIXI.Point( points[0], points[1] );
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
// if the first point is the last point - gonna have issues :)
if(firstPoint.x === lastPoint.x &amp;&amp; firstPoint.y === lastPoint.y)
{
points.pop();
points.pop();
lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
points.unshift(midPointX, midPointY);
points.push(midPointX, midPointY);
}
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
var indexCount = points.length;
var indexStart = verts.length/6;
// DRAW the Line
var width = graphicsData.lineWidth / 2;
// sort color
var color = PIXI.hex2rgb(graphicsData.lineColor);
var alpha = graphicsData.lineAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var px, py, p1x, p1y, p2x, p2y, p3x, p3y;
var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
var a1, b1, c1, a2, b2, c2;
var denom, pdist, dist;
p1x = points[0];
p1y = points[1];
p2x = points[2];
p2y = points[3];
perpx = -(p1y - p2y);
perpy = p1x - p2x;
dist = Math.sqrt(perpx*perpx + perpy*perpy);
perpx /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
// start
verts.push(p1x - perpx , p1y - perpy,
r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy,
r, g, b, alpha);
for (i = 1; i &lt; length-1; i++)
{
p1x = points[(i-1)*2];
p1y = points[(i-1)*2 + 1];
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 /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
perp2x = -(p2y - p3y);
perp2y = p2x - p3x;
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
perp2x /= dist;
perp2y /= dist;
perp2x *= width;
perp2y *= width;
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(Math.abs(denom) &lt; 0.1 )
{
denom+=10.1;
verts.push(p2x - perpx , p2y - perpy,
r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy,
r, g, b, alpha);
continue;
}
px = (b1*c2 - b2*c1)/denom;
py = (a2*c1 - a1*c2)/denom;
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
if(pdist &gt; 140 * 140)
{
perp3x = perpx - perp2x;
perp3y = perpy - perp2y;
dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
perp3x /= dist;
perp3y /= dist;
perp3x *= width;
perp3y *= width;
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x + perp3x, p2y +perp3y);
verts.push(r, g, b, alpha);
verts.push(p2x - perp3x, p2y -perp3y);
verts.push(r, g, b, alpha);
indexCount++;
}
else
{
verts.push(px , py);
verts.push(r, g, b, alpha);
verts.push(p2x - (px-p2x), p2y - (py - p2y));
verts.push(r, g, b, alpha);
}
}
p1x = points[(length-2)*2];
p1y = points[(length-2)*2 + 1];
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 /= dist;
perpy /= dist;
perpx *= width;
perpy *= width;
verts.push(p2x - perpx , p2y - perpy);
verts.push(r, g, b, alpha);
verts.push(p2x + perpx , p2y + perpy);
verts.push(r, g, b, alpha);
indices.push(indexStart);
for (i = 0; i &lt; indexCount; i++)
{
indices.push(indexStart++);
}
indices.push(indexStart-1);
};
/**
* Builds a polygon to draw
*
* @static
* @private
* @method buildPoly
* @param graphics {Graphics}
* @param webGLData {Object}
*/
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
{
var points = graphicsData.points;
if(points.length &lt; 6)return;
// get first and last point.. figure out the middle!
var verts = webGLData.points;
var indices = webGLData.indices;
var length = points.length / 2;
// sort color
var color = PIXI.hex2rgb(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 / 6;
var i = 0;
for (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 (i = 0; i &lt; length; i++)
{
verts.push(points[i * 2], points[i * 2 + 1],
r, g, b, alpha);
}
};
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