pixi.js/docs/files/src_pixi_renderers_webgl_WebGLGraphics.js.html
2013-07-02 10:48:05 +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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&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* A set of functions used by the webGL renderer to draw the primitive graphics data
* @class CanvasGraphics
*&#x2F;
PIXI.WebGLGraphics = function()
{
}
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
{
var gl = PIXI.gl;
if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
buffer:gl.createBuffer(),
indexBuffer:gl.createBuffer()};
if(graphics.dirty)
{
graphics.dirty = false;
if(graphics.clearDirty)
{
graphics.clearDirty = false;
graphics._webGL.lastIndex = 0;
graphics._webGL.points = [];
graphics._webGL.indices = [];
}
PIXI.WebGLGraphics.updateGraphics(graphics);
}
PIXI.activatePrimitiveShader();
&#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.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m);
gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y);
gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
&#x2F;&#x2F; WHY DOES THIS LINE NEED TO BE THERE???
gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
&#x2F;&#x2F; its not even used.. but need to be set or it breaks?
&#x2F;&#x2F; only on pc though..
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);
&#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.updateGraphics = 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.fill)
{
if(data.points.length&gt;3)
PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
}
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 || data.type == PIXI.Graphics.ELIP)
{
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
}
};
graphics._webGL.lastIndex = graphics.graphicsData.length;
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);
}
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;
var indices = webGLData.indices;
var vertPos = verts.length&#x2F;6;
&#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);
&#x2F;&#x2F; insert 2 dead triangles..
indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3)
}
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 width = rectData[2];
var height = rectData[3];
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;
var indices = webGLData.indices;
var vecPos = verts.length&#x2F;6;
indices.push(vecPos);
for (var 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)
{
graphicsData.points = [];
for (var 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);
}
}
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
&#x2F;&#x2F; TODO OPTIMISE!
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 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;
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;
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 &#x2F;= dist;
perpy &#x2F;= dist;
perpx *= width;
perpy *= width;
&#x2F;&#x2F; start
verts.push(p1x - perpx , p1y - perpy,
r, g, b, alpha);
verts.push(p1x + perpx , p1y + perpy,
r, g, b, alpha);
for (var 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 &#x2F;= dist;
perpy &#x2F;= dist;
perpx *= width;
perpy *= width;
perp2x = -(p2y - p3y);
perp2y = p2x - p3x;
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
perp2x &#x2F;= dist;
perp2y &#x2F;= 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 (denom == 0) {
denom+=1;
}
px = (b1*c2 - b2*c1)&#x2F;denom;
py = (a2*c1 - a1*c2)&#x2F;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 &#x2F;= dist;
perp3y &#x2F;= 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));&#x2F;&#x2F;, 4);
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 &#x2F;= dist;
perpy &#x2F;= 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 (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) {
return [(hex &gt;&gt; 16 &amp; 0xFF) &#x2F; 255, ( hex &gt;&gt; 8 &amp; 0xFF) &#x2F; 255, (hex &amp; 0xFF)&#x2F; 255];
}
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