mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
Fill canvas rendering on WebGL for Graphics GO
This commit is contained in:
parent
011014d645
commit
ac9d8ff44f
9 changed files with 329 additions and 36 deletions
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@ -10,5 +10,6 @@ module.exports = {
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STROKE_CIRCLE: 8,
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STROKE_RECT: 9,
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FILL_PATH: 10,
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STROKE_PATH: 11
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STROKE_PATH: 11,
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FILL_STYLE: 12
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};
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@ -3,6 +3,7 @@ var GameObject = require('../GameObject');
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var Components = require('../../components');
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var Render = require('./GraphicsRender');
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var Commands = require('./Commands');
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var PI2 = 2 * Math.PI;
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var Graphics = new Class({
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@ -78,32 +79,32 @@ var Graphics = new Class({
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fillCircle: function (x, y, radius)
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{
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this.commandBuffer.push(
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Commands.DRAW_CIRCLE,
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x, y, radius
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);
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this.beginPath();
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this.arc(x, y, radius, 0, PI2);
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this.fillPath();
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this.closePath();
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},
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fillRect: function (x, y, width, height)
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{
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this.commandBuffer.push(
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Commands.DRAW_RECT,
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Commands.FILL_RECT,
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x, y, width, height
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);
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},
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strokeCircle: function (x, y, radius)
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{
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this.commandBuffer.push(
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Commands.DRAW_CIRCLE,
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x, y, radius
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);
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this.beginPath();
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this.arc(x, y, radius, 0, PI2);
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this.strokePath();
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this.closePath();
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},
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strokeRect: function (x, y, width, height)
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{
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this.commandBuffer.push(
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Commands.DRAW_RECT,
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Commands.STROKE_RECT,
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x, y, width, height
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);
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},
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@ -103,19 +103,6 @@ var GraphicsCanvasRenderer = function (renderer, src, interpolationPercentage, c
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ctx.lineWidth = lineWidth;
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ctx.stroke();
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break;
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case Commands.FILL_CIRCLE:
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ctx.beginPath();
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ctx.arc(
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commandBuffer[index + 1],
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commandBuffer[index + 2],
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commandBuffer[index + 3],
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0,
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PI2
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);
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ctx.fill();
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ctx.closePath();
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index += 3;
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break;
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case Commands.FILL_RECT:
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ctx.fillRect(
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commandBuffer[index + 1],
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@ -1,9 +1,297 @@
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var Commands = require('./Commands');
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var Earcut = require('./earcut');
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var pathArray = [];
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var cos = Math.cos;
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var sin = Math.sin;
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var Point = function (x, y)
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{
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this.x = x;
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this.y = y;
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};
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var Path = function (x, y)
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{
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this.points = [];
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this.points.push(new Point(x, y));
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};
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var lerp = function (norm, min, max)
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{
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return (max - min) * norm + min;
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};
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var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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if (this.renderMask !== this.renderFlags)
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{
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return;
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}
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var shapeBatch = renderer.shapeBatch;
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var vertexDataBuffer = shapeBatch.vertexDataBuffer;
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var vertexBufferF32 = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var cameraScrollX = camera.scrollX;
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var cameraScrollY = camera.scrollY;
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var srcX = src.x;
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var srcY = src.y;
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var srcScaleX = src.scaleX;
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var srcScaleY = src.scaleY;
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var srcRotation = src.rotation;
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var commandBuffer = src.commandBuffer;
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var value;
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var lineAlpha = 1.0;
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var fillAlpha = 1.0;
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var lineColor = 0;
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var fillColor = 0;
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var lineWidth = 1.0;
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var cameraMatrix = camera.matrix.matrix;
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var a = cameraMatrix[0];
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var b = cameraMatrix[1];
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var c = cameraMatrix[2];
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var d = cameraMatrix[3];
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var e = cameraMatrix[4];
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var f = cameraMatrix[5];
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var lastPath = null;
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var iteration = 0;
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var iterStep = 0.01;
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var tx = 0;
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var ty = 0;
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var ta = 0;
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var x, y, radius, startAngle, endAngle, anticlockwise;
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var width, height, txw, tyh;
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var vertexCount = shapeBatch.vertexCount;
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var polygon = [];
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var x0, y0, x1, y1, x2, y2;
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var tx0, ty0, tx1, ty1, tx2, ty2;
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var v0, v1, v2;
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var polygonIndex;
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var path;
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var pathLength;
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var point;
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renderer.setBatch(shapeBatch, null);
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for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
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{
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var cmd = commandBuffer[cmdIndex];
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switch(cmd)
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{
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case Commands.ARC:
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x = commandBuffer[cmdIndex + 1];
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y = commandBuffer[cmdIndex + 2];
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radius = commandBuffer[cmdIndex + 3];
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startAngle = commandBuffer[cmdIndex + 4];
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endAngle = commandBuffer[cmdIndex + 5];
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anticlockwise = commandBuffer[cmdIndex + 6];
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while (iteration < 1) {
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ta = lerp(iteration, startAngle, endAngle);
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tx = x + cos(ta) * radius;
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ty = y + sin(ta) * radius;
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if (iteration === 0) {
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lastPath = new Path(tx, ty);
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pathArray.push(lastPath);
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} else {
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lastPath.points.push(new Point(tx, ty));
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}
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iteration += iterStep;
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}
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cmdIndex += 6;
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break;
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case Commands.LINE_STYLE:
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lineWidth = commandBuffer[cmdIndex + 1];
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lineColor = commandBuffer[cmdIndex + 2]
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lineAlpha = commandBuffer[cmdIndex + 3];
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cmdIndex += 3;
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break;
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case Commands.FILL_STYLE:
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fillColor = commandBuffer[cmdIndex + 1];
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fillAlpha = commandBuffer[cmdIndex + 2];
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cmdIndex += 2;
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break;
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case Commands.BEGIN_PATH:
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pathArray.length = 0;
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break;
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case Commands.CLOSE_PATH:
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if (lastPath !== null && lastPath.points.length > 0) {
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var firstPoint = lastPath.points[0];
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var lastPoint = lastPath.points[lastPath.points.length - 1];
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lastPath.points.push(firstPoint);
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lastPath = new Path(x, y);
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pathArray.push(lastPath);
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}
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break;
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case Commands.FILL_PATH:
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for (var pathArrayIndex = 0, pathArrayLength = pathArray.length; pathArrayIndex < pathArrayLength; ++pathArrayIndex)
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{
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path = pathArray[pathArrayIndex].points;
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pathLength = path.length;
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for (var pathIndex = 0; pathIndex < pathLength; ++pathIndex)
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{
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point = path[pathIndex];
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polygon.push(point.x, point.y);
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}
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polygonIndex = Earcut(polygon);
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for (var index = 0, length = polygonIndex.length; index < length; index += 3)
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{
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v0 = polygonIndex[index + 0] * 2;
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v1 = polygonIndex[index + 1] * 2;
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v2 = polygonIndex[index + 2] * 2;
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vertexOffset = vertexDataBuffer.allocate(9 * 3);
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vertexCount += 3;
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x0 = polygon[v0 + 0] - cameraScrollX;
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y0 = polygon[v0 + 1] - cameraScrollY;
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x1 = polygon[v1 + 0] - cameraScrollX;
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y1 = polygon[v1 + 1] - cameraScrollY;
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x2 = polygon[v2 + 0] - cameraScrollX;
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y2 = polygon[v2 + 1] - cameraScrollY;
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tx0 = x0 * a + y0 * c + e;
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ty0 = x0 * b + y0 * d + f;
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tx1 = x1 * a + y1 * c + e;
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ty1 = x1 * b + y1 * d + f;
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tx2 = x2 * a + y2 * c + e;
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ty2 = x2 * b + y2 * d + f;
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vertexBufferF32[vertexOffset++] = tx0;
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vertexBufferF32[vertexOffset++] = ty0;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = tx1;
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vertexBufferF32[vertexOffset++] = ty1;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = tx2;
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vertexBufferF32[vertexOffset++] = ty2;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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}
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polygon.length = 0;
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}
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break;
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case Commands.STROKE_PATH:
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break;
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case Commands.FILL_RECT:
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vertexOffset = vertexDataBuffer.allocate(9 * 6);
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vertexCount += 6;
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x = commandBuffer[cmdIndex + 1] - cameraScrollX;
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y = commandBuffer[cmdIndex + 2] - cameraScrollY;
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xw = x + commandBuffer[cmdIndex + 3];
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yh = y + commandBuffer[cmdIndex + 4];
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tx = x * a + y * c + e;
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ty = x * b + y * d + f;
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txw = xw * a + yh * c + e;
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tyh = xw * b + yh * d + f;
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = ty;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = tx;
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vertexBufferF32[vertexOffset++] = ty;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = tyh;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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vertexBufferF32[vertexOffset++] = txw;
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vertexBufferF32[vertexOffset++] = ty;
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vertexBufferU32[vertexOffset++] = fillColor;
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vertexBufferF32[vertexOffset++] = fillAlpha;
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vertexBufferF32[vertexOffset++] = srcX;
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vertexBufferF32[vertexOffset++] = srcY;
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vertexBufferF32[vertexOffset++] = srcScaleX;
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vertexBufferF32[vertexOffset++] = srcScaleY;
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vertexBufferF32[vertexOffset++] = srcRotation;
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cmdIndex += 4;
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break;
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case Commands.STROKE_CIRCLE:
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cmdIndex += 3;
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break;
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case Commands.STROKE_RECT:
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cmdIndex += 4;
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break;
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case Commands.LINE_TO:
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if (lastPath !== null) {
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lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]));
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} else {
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
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pathArray.push(lastPath);
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}
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cmdIndex += 2;
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break;
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case Commands.MOVE_TO:
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
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pathArray.push(lastPath);
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cmdIndex += 2;
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break;
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default:
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console.error('Phaser: Invalid Graphics Command ID ' + cmd);
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break;
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}
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}
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shapeBatch.vertexCount = vertexCount;
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pathArray.length = 0;
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}
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module.exports = GraphicsWebGLRenderer;
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1
v3/src/gameobjects/graphics/earcut.js
Normal file
1
v3/src/gameobjects/graphics/earcut.js
Normal file
File diff suppressed because one or more lines are too long
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@ -1,7 +1,8 @@
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module.exports = [
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'precision mediump float;',
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'varying vec4 v_color;',
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'varying float v_alpha;',
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'void main() {',
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' gl_FragColor = v_color;',
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' gl_FragColor = vec4(v_color.bgr, v_alpha);',
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'}'
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].join('\n');
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@ -62,7 +62,11 @@ ShapeBatch.prototype = {
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var program = CreateProgram(gl, vertShader, fragShader);
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var attribArray = [
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CreateAttribDesc(gl, program, 'a_position', 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 0),
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CreateAttribDesc(gl, program, 'a_color', 4, gl.FLOAT, true, CONST.VERTEX_SIZE, 8),
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CreateAttribDesc(gl, program, 'a_color', 4, gl.UNSIGNED_BYTE, true, CONST.VERTEX_SIZE, 8),
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CreateAttribDesc(gl, program, 'a_alpha', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 12),
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CreateAttribDesc(gl, program, 'a_translate', 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 16),
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CreateAttribDesc(gl, program, 'a_scale', 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 24),
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CreateAttribDesc(gl, program, 'a_rotation', 1, gl.FLOAT, false, CONST.VERTEX_SIZE, 32),
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];
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var vertexArray = new VertexArray(CreateBuffer(gl, gl.ARRAY_BUFFER, gl.STREAM_DRAW, null, vertexDataBuffer.getByteCapacity()), attribArray);
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var viewMatrixLocation = gl.getUniformLocation(program, 'u_view_matrix');
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@ -108,11 +112,13 @@ ShapeBatch.prototype = {
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var gl = this.glContext;
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var vertexDataBuffer = this.vertexDataBuffer;
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if (this.vertexCount > 0)
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertexDataBuffer.getUsedBufferAsFloat());
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gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
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vertexDataBuffer.clear();
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this.vertexCount = 0;
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}
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},
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resize: function (width, height, resolution)
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@ -2,9 +2,18 @@ module.exports = [
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'uniform mat4 u_view_matrix;',
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'attribute vec2 a_position;',
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'attribute vec4 a_color;',
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'attribute float a_alpha;',
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'attribute vec2 a_translate;',
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'attribute vec2 a_scale;',
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'attribute float a_rotation;',
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'varying vec4 v_color;',
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'varying float v_alpha;',
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'void main () {',
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' gl_Position = u_view_matrix * vec4(a_position, 1.0, 1.0);',
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' float c = cos(a_rotation);',
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' float s = sin(a_rotation);',
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' vec2 t_position = vec2(a_position.x * c - a_position.y * s, a_position.x * s + a_position.y * c);',
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' gl_Position = u_view_matrix * vec4(t_position * a_scale + a_translate, 1.0, 1.0);',
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' v_color = a_color;',
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' v_alpha = a_alpha;',
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'}'
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].join('\n');
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@ -3,14 +3,13 @@ var VertexShader = require('./VertexShader');
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var CONST = {
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// VERTEX_SIZE = sizeof(vec2) + sizeof(uint32)
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VERTEX_SIZE: 12,
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VERTEX_SIZE: 36,
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// How many 32-bit components does the vertex have.
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SHAPE_VERTEX_COMPONENT_COUNT: 5,
|
||||
SHAPE_VERTEX_COMPONENT_COUNT: 9,
|
||||
|
||||
// Can't be bigger than 10,000 since index are 16-bit
|
||||
MAX_VERTICES: 10000,
|
||||
MAX_VERTICES: 1000000,
|
||||
|
||||
VERTEX_SHADER_SOURCE: VertexShader,
|
||||
FRAGMENT_SHADER_SOURCE: FragmentShader
|
||||
|
|
Loading…
Reference in a new issue