pixi.js/docs/files/src_pixi_renderers_webgl_WebGLGraphics.js.html
Mat Groves 72e38cccb0 Graphics shape fill added
shaders optimised - removed need for 4x4 matrix
draw elipse added
any shape can now be filled
2013-06-21 18:37:14 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;WebGLGraphics.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#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
*&#x2F;
PIXI.WebGLGraphics = function()
{
}
&#x2F;&#x2F; constructor
PIXI.WebGLGraphics.constructor = PIXI.WebGLGraphics;
PIXI.WebGLGraphics.renderGraphics = function(graphics)
{
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.dirty)
{
graphics.dirty = false;
if(graphics.clearDirty)
{
graphics.clearDirty = false;
graphics._webGL.lastIndex = 0;
graphics._webGL.points = [];
}
PIXI.WebGLGraphics.initGraphics(graphics);
}
gl.uniform2f(PIXI.primitiveProgram.projectionVector, 400, 300);
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);
PIXI.activateDefaultShader();
}
PIXI.WebGLGraphics.initGraphics = function(graphics)
{
for (var i=graphics._webGL.lastIndex; i &lt; graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
if(data.type == PIXI.Graphics.POLY)
{
if(data.lineWidth &gt; 0)
{
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
}
}
else if(data.type == PIXI.Graphics.RECT)
{
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
}
else if(data.type == PIXI.Graphics.CIRC)
{
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;
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);
}
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
{
&#x2F;&#x2F; --- &#x2F;&#x2F;
&#x2F;&#x2F; need to convert points to a nice regular data
&#x2F;&#x2F;
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 = 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);
&#x2F;&#x2F; 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);
webGLData.lastPosition.x = x + width;
webGLData.lastPosition.y = y + height;
}
if(graphicsData.lineWidth)
{
graphicsData.points = [x, y,
x + width, y,
x + width, y + height,
x, y + height,
x, y];
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
}
}
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{
&#x2F;&#x2F; --- &#x2F;&#x2F;
&#x2F;&#x2F; need to convert points to a nice regular data
&#x2F;&#x2F;
var rectData = graphicsData.points;
var x = rectData[0];
var y = rectData[1];
var radius = rectData[2];
var totalSegs = 40
var seg = (Math.PI * 2) &#x2F; totalSegs ;
if(graphicsData.fill)
{
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;
verts.push(webGLData.lastPosition.x, webGLData.lastPosition.y, 1, 1, 1, 1);
verts.push(x, y, 1, 1, 1, 1);
for (var i=0; i &lt; totalSegs + 1 ; i++)
{
verts.push(x,y);
verts.push(r, g, b, alpha);
verts.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius);
verts.push(r, g, b, alpha);
};
verts.push(x,y);
verts.push(1, 0, 0, 1);
webGLData.lastPosition.x = x;
webGLData.lastPosition.y = y;
}
if(graphicsData.lineWidth)
{
graphicsData.points = [];
for (var i=0; i &lt; totalSegs + 1; i++)
{
graphicsData.points.push(x + Math.sin(seg * i) * radius,
y + Math.cos(seg * i) * radius)
};
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
}
}
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
var wrap = true;
var points = graphicsData.points;
if(points.length == 0)return;
&#x2F;&#x2F; 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] );
&#x2F;&#x2F; if the first point is the last point - goona 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 length = points.length &#x2F; 2;
&#x2F;&#x2F; DRAW the Line
var width = graphicsData.lineWidth &#x2F; 2;
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);
perp.x &#x2F;= dist;
perp.y &#x2F;= dist;
perp.x *= width;
perp.y *= width;
&#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);
&#x2F;&#x2F; start
verts.push(points[0] - perp.x , points[1] - perp.y);
verts.push(r, g, b, alpha);
verts.push(points[0] + perp.x , points[1] + perp.y);
verts.push(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] );
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;
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;
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);
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 );
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);
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;
verts.push(point2.x - perp3.x, point2.y -perp3.y);
verts.push(r, g, b, alpha);
verts.push(point2.x + perp3.x, point2.y +perp3.y);
verts.push(r, g, b, alpha);
verts.push(point2.x - perp3.x, point2.y -perp3.y);
verts.push(r, g, b, alpha);
}
else
{
verts.push(p.x , p.y);
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(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] );
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)
verts.push(r, g, b, alpha);
verts.push(point2.x + perp.x , point2.y + perp.y)
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;
}
function HEXtoRGB(hex) {
return [(hex &gt;&gt; 16 &amp; 0xFF) &#x2F; 255, ( hex &gt;&gt; 8 &amp; 0xFF) &#x2F; 255, (hex &amp; 0xFF)&#x2F; 255];
}
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;
}
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