mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 14:40:38 +00:00
11539 lines
No EOL
307 KiB
JavaScript
11539 lines
No EOL
307 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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(function(){
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var root = this;
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* @module PIXI
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*/
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var PIXI = PIXI || {};
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/*
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*
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* This file contains a lot of pixi consts which are used across the rendering engine
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* @class Consts
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*/
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PIXI.WEBGL_RENDERER = 0;
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PIXI.CANVAS_RENDERER = 1;
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// useful for testing against if your lib is using pixi.
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PIXI.VERSION = "v1.6.1";
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// the various blend modes supported by pixi
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PIXI.blendModes = {
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NORMAL:0,
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ADD:1,
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MULTIPLY:2,
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SCREEN:3,
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OVERLAY:4,
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DARKEN:5,
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LIGHTEN:6,
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COLOR_DODGE:7,
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COLOR_BURN:8,
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HARD_LIGHT:9,
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SOFT_LIGHT:10,
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DIFFERENCE:11,
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EXCLUSION:12,
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HUE:13,
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SATURATION:14,
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COLOR:15,
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LUMINOSITY:16
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};
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// the scale modes
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PIXI.scaleModes = {
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DEFAULT:0,
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LINEAR:0,
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NEAREST:1
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};
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// used to create uids for various pixi objects..
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PIXI._UID = 0;
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if(typeof(Float32Array) != 'undefined')
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{
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PIXI.Float32Array = Float32Array;
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PIXI.Uint16Array = Uint16Array;
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}
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else
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{
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PIXI.Float32Array = Array;
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PIXI.Uint16Array = Array;
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}
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// interaction frequency
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PIXI.INTERACTION_FREQUENCY = 30;
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PIXI.AUTO_PREVENT_DEFAULT = true;
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PIXI.RAD_TO_DEG = 180 / Math.PI;
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PIXI.DEG_TO_RAD = Math.PI / 180;
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PIXI.dontSayHello = false;
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PIXI.sayHello = function (type)
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{
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if(PIXI.dontSayHello)return;
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if ( navigator.userAgent.toLowerCase().indexOf('chrome') > -1 )
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{
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var args = [
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'%c %c %c Pixi.js ' + PIXI.VERSION + ' - ' + type + ' %c ' + ' %c ' + ' http://www.pixijs.com/ %c %c ♥%c♥%c♥ ',
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'background: #ff66a5',
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'background: #ff66a5',
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'color: #ff66a5; background: #030307;',
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'background: #ff66a5',
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'background: #ffc3dc',
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'background: #ff66a5',
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'color: #ff2424; background: #fff',
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'color: #ff2424; background: #fff',
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'color: #ff2424; background: #fff'
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];
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console.log.apply(console, args);
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}
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else if (window['console'])
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{
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console.log('Pixi.js ' + PIXI.VERSION + ' - http://www.pixijs.com/');
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}
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PIXI.dontSayHello = true;
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};
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @class Point
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* @constructor
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* @param x {Number} position of the point on the x axis
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* @param y {Number} position of the point on the y axis
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*/
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PIXI.Point = function(x, y)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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};
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/**
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* Creates a clone of this point
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*
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* @method clone
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* @return {Point} a copy of the point
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*/
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PIXI.Point.prototype.clone = function()
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{
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return new PIXI.Point(this.x, this.y);
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};
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/**
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* Sets the point to a new x and y position.
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* If y is ommited, both x and y will be set to x.
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*
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* @method set
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* @param [x=0] {Number} position of the point on the x axis
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* @param [y=0] {Number} position of the point on the y axis
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*/
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PIXI.Point.prototype.set = function(x, y)
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{
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this.x = x || 0;
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this.y = y || ( (y !== 0) ? this.x : 0 ) ;
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};
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// constructor
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PIXI.Point.prototype.constructor = PIXI.Point;
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/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
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*
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* @class Rectangle
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* @constructor
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* @param x {Number} The X coord of the upper-left corner of the rectangle
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* @param y {Number} The Y coord of the upper-left corner of the rectangle
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* @param width {Number} The overall width of this rectangle
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* @param height {Number} The overall height of this rectangle
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*/
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PIXI.Rectangle = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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};
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/**
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* Creates a clone of this Rectangle
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*
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* @method clone
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* @return {Rectangle} a copy of the rectangle
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*/
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PIXI.Rectangle.prototype.clone = function()
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{
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return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this Rectangle
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coords are within this Rectangle
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*/
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PIXI.Rectangle.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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var x1 = this.x;
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if(x >= x1 && x <= x1 + this.width)
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{
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var y1 = this.y;
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if(y >= y1 && y <= y1 + this.height)
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{
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return true;
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}
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}
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return false;
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};
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// constructor
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PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;
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PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
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/**
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* @author Adrien Brault <adrien.brault@gmail.com>
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*/
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/**
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* @class Polygon
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* @constructor
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* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
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* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
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* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
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* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
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* Numbers.
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*/
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PIXI.Polygon = function(points)
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{
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//if points isn't an array, use arguments as the array
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if(!(points instanceof Array))
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points = Array.prototype.slice.call(arguments);
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//if this is a flat array of numbers, convert it to points
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if(typeof points[0] === 'number') {
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var p = [];
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for(var i = 0, il = points.length; i < il; i+=2) {
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p.push(
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new PIXI.Point(points[i], points[i + 1])
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);
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}
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points = p;
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}
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this.points = points;
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};
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/**
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* Creates a clone of this polygon
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*
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* @method clone
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* @return {Polygon} a copy of the polygon
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*/
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PIXI.Polygon.prototype.clone = function()
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{
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var points = [];
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for (var i=0; i<this.points.length; i++) {
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points.push(this.points[i].clone());
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}
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return new PIXI.Polygon(points);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this polygon
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coordinates are within this polygon
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*/
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PIXI.Polygon.prototype.contains = function(x, y)
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{
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var inside = false;
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// use some raycasting to test hits
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// https://github.com/substack/point-in-polygon/blob/master/index.js
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for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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var xi = this.points[i].x, yi = this.points[i].y,
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xj = this.points[j].x, yj = this.points[j].y,
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intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
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if(intersect) inside = !inside;
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}
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return inside;
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};
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// constructor
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PIXI.Polygon.prototype.constructor = PIXI.Polygon;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Circle object can be used to specify a hit area for displayObjects
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*
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* @class Circle
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* @constructor
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* @param x {Number} The X coordinate of the center of this circle
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* @param y {Number} The Y coordinate of the center of this circle
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* @param radius {Number} The radius of the circle
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*/
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PIXI.Circle = function(x, y, radius)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property radius
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* @type Number
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* @default 0
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*/
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this.radius = radius || 0;
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};
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/**
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* Creates a clone of this Circle instance
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*
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* @method clone
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* @return {Circle} a copy of the polygon
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*/
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PIXI.Circle.prototype.clone = function()
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{
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return new PIXI.Circle(this.x, this.y, this.radius);
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};
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/**
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* Checks whether the x, and y coordinates passed to this function are contained within this circle
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coordinates are within this polygon
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*/
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PIXI.Circle.prototype.contains = function(x, y)
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{
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if(this.radius <= 0)
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return false;
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var dx = (this.x - x),
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dy = (this.y - y),
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r2 = this.radius * this.radius;
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dx *= dx;
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dy *= dy;
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return (dx + dy <= r2);
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};
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/**
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* Returns the framing rectangle of the circle as a PIXI.Rectangle object
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*
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* @method getBounds
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Circle.prototype.getBounds = function()
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{
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return new PIXI.Rectangle(this.x - this.radius, this.y - this.radius, this.width, this.height);
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};
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// constructor
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PIXI.Circle.prototype.constructor = PIXI.Circle;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Ellipse object can be used to specify a hit area for displayObjects
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*
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* @class Ellipse
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* @constructor
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* @param x {Number} The X coordinate of the center of the ellipse
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* @param y {Number} The Y coordinate of the center of the ellipse
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* @param width {Number} The half width of this ellipse
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* @param height {Number} The half height of this ellipse
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*/
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PIXI.Ellipse = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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};
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/**
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* Creates a clone of this Ellipse instance
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*
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* @method clone
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* @return {Ellipse} a copy of the ellipse
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*/
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PIXI.Ellipse.prototype.clone = function()
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{
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return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this ellipse
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coords are within this ellipse
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*/
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PIXI.Ellipse.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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//normalize the coords to an ellipse with center 0,0
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var normx = ((x - this.x) / this.width),
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normy = ((y - this.y) / this.height);
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normx *= normx;
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normy *= normy;
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return (normx + normy <= 1);
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};
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/**
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* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object
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*
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* @method getBounds
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Ellipse.prototype.getBounds = function()
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{
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return new PIXI.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
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};
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// constructor
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PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
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|
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/**
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|
* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
|
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/**
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* The Matrix class is now an object, which makes it a lot faster,
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* here is a representation of it :
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* | a | b | tx|
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* | c | d | ty|
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* | 0 | 0 | 1 |
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*
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* @class Matrix
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* @constructor
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*/
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PIXI.Matrix = function()
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{
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this.a = 1;
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this.b = 0;
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this.c = 0;
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this.d = 1;
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this.tx = 0;
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this.ty = 0;
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};
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/**
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* Creates a pixi matrix object based on the array given as a parameter
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*
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* @method fromArray
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* @param array {Array} The array that the matrix will be filled with
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*/
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PIXI.Matrix.prototype.fromArray = function(array)
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{
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this.a = array[0];
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this.b = array[1];
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this.c = array[3];
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this.d = array[4];
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this.tx = array[2];
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this.ty = array[5];
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};
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/**
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* Creates an array from the current Matrix object
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*
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* @method toArray
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* @param transpose {Boolean} Whether we need to transpose the matrix or not
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* @return {Array} the newly created array which contains the matrix
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*/
|
|
PIXI.Matrix.prototype.toArray = function(transpose)
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{
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if(!this.array) this.array = new Float32Array(9);
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var array = this.array;
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if(transpose)
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{
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array[0] = this.a;
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array[1] = this.c;
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array[2] = 0;
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array[3] = this.b;
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array[4] = this.d;
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array[5] = 0;
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array[6] = this.tx;
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array[7] = this.ty;
|
|
array[8] = 1;
|
|
}
|
|
else
|
|
{
|
|
array[0] = this.a;
|
|
array[1] = this.b;
|
|
array[2] = this.tx;
|
|
array[3] = this.c;
|
|
array[4] = this.d;
|
|
array[5] = this.ty;
|
|
array[6] = 0;
|
|
array[7] = 0;
|
|
array[8] = 1;
|
|
}
|
|
|
|
return array;
|
|
};
|
|
|
|
PIXI.identityMatrix = new PIXI.Matrix();
|
|
|
|
PIXI.determineMatrixArrayType = function() {
|
|
return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
|
|
};
|
|
|
|
/**
|
|
* The Matrix2 class will choose the best type of array to use between
|
|
* a regular javascript Array and a Float32Array if the latter is available
|
|
*
|
|
* @class Matrix2
|
|
* @constructor
|
|
*/
|
|
PIXI.Matrix2 = PIXI.determineMatrixArrayType();
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The base class for all objects that are rendered on the screen.
|
|
* This is an abstract class and should not be used on its own rather it should be extended.
|
|
*
|
|
* @class DisplayObject
|
|
* @constructor
|
|
*/
|
|
PIXI.DisplayObject = function()
|
|
{
|
|
/**
|
|
* The coordinate of the object relative to the local coordinates of the parent.
|
|
*
|
|
* @property position
|
|
* @type Point
|
|
*/
|
|
this.position = new PIXI.Point();
|
|
|
|
/**
|
|
* The scale factor of the object.
|
|
*
|
|
* @property scale
|
|
* @type Point
|
|
*/
|
|
this.scale = new PIXI.Point(1,1);//{x:1, y:1};
|
|
|
|
/**
|
|
* The pivot point of the displayObject that it rotates around
|
|
*
|
|
* @property pivot
|
|
* @type Point
|
|
*/
|
|
this.pivot = new PIXI.Point(0,0);
|
|
|
|
/**
|
|
* The rotation of the object in radians.
|
|
*
|
|
* @property rotation
|
|
* @type Number
|
|
*/
|
|
this.rotation = 0;
|
|
|
|
/**
|
|
* The opacity of the object.
|
|
*
|
|
* @property alpha
|
|
* @type Number
|
|
*/
|
|
this.alpha = 1;
|
|
|
|
/**
|
|
* The visibility of the object.
|
|
*
|
|
* @property visible
|
|
* @type Boolean
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* This is the defined area that will pick up mouse / touch events. It is null by default.
|
|
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
|
|
*
|
|
* @property hitArea
|
|
* @type Rectangle|Circle|Ellipse|Polygon
|
|
*/
|
|
this.hitArea = null;
|
|
|
|
/**
|
|
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
|
|
*
|
|
* @property buttonMode
|
|
* @type Boolean
|
|
*/
|
|
this.buttonMode = false;
|
|
|
|
/**
|
|
* Can this object be rendered
|
|
*
|
|
* @property renderable
|
|
* @type Boolean
|
|
*/
|
|
this.renderable = false;
|
|
|
|
/**
|
|
* [read-only] The display object container that contains this display object.
|
|
*
|
|
* @property parent
|
|
* @type DisplayObjectContainer
|
|
* @readOnly
|
|
*/
|
|
this.parent = null;
|
|
|
|
/**
|
|
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
|
|
*
|
|
* @property stage
|
|
* @type Stage
|
|
* @readOnly
|
|
*/
|
|
this.stage = null;
|
|
|
|
/**
|
|
* [read-only] The multiplied alpha of the displayObject
|
|
*
|
|
* @property worldAlpha
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.worldAlpha = 1;
|
|
|
|
/**
|
|
* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
|
|
*
|
|
* @property _interactive
|
|
* @type Boolean
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this._interactive = false;
|
|
|
|
/**
|
|
* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
|
|
*
|
|
* @property defaultCursor
|
|
* @type String
|
|
*
|
|
*/
|
|
this.defaultCursor = 'pointer';
|
|
|
|
/**
|
|
* [read-only] Current transform of the object based on world (parent) factors
|
|
*
|
|
* @property worldTransform
|
|
* @type Mat3
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this.worldTransform = new PIXI.Matrix();
|
|
|
|
/**
|
|
* [NYI] Unknown
|
|
*
|
|
* @property color
|
|
* @type Array<>
|
|
* @private
|
|
*/
|
|
this.color = [];
|
|
|
|
/**
|
|
* [NYI] Holds whether or not this object is dynamic, for rendering optimization
|
|
*
|
|
* @property dynamic
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.dynamic = true;
|
|
|
|
// cached sin rotation and cos rotation
|
|
this._sr = 0;
|
|
this._cr = 1;
|
|
|
|
/**
|
|
* The area the filter is applied to like the hitArea this is used as more of an optimisation
|
|
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
|
|
*
|
|
* @property filterArea
|
|
* @type Rectangle
|
|
*/
|
|
this.filterArea = null;//new PIXI.Rectangle(0,0,1,1);
|
|
|
|
/**
|
|
* The original, cached bounds of the object
|
|
*
|
|
* @property _bounds
|
|
* @type Rectangle
|
|
* @private
|
|
*/
|
|
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
|
|
/**
|
|
* The most up-to-date bounds of the object
|
|
*
|
|
* @property _currentBounds
|
|
* @type Rectangle
|
|
* @private
|
|
*/
|
|
this._currentBounds = null;
|
|
/**
|
|
* The original, cached mask of the object
|
|
*
|
|
* @property _currentBounds
|
|
* @type Rectangle
|
|
* @private
|
|
*/
|
|
this._mask = null;
|
|
|
|
this._cacheAsBitmap = false;
|
|
this._cacheIsDirty = false;
|
|
|
|
|
|
/*
|
|
* MOUSE Callbacks
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users clicks on the displayObject with their mouse
|
|
* @method click
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user clicks the mouse down over the sprite
|
|
* @method mousedown
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse that was over the displayObject
|
|
* for this callback to be fired the mouse must have been pressed down over the displayObject
|
|
* @method mouseup
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
|
|
* for this callback to be fired, The touch must have started over the displayObject
|
|
* @method mouseupoutside
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users mouse rolls over the displayObject
|
|
* @method mouseover
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users mouse leaves the displayObject
|
|
* @method mouseout
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
|
|
/*
|
|
* TOUCH Callbacks
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users taps on the sprite with their finger
|
|
* basically a touch version of click
|
|
* @method tap
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user touches over the displayObject
|
|
* @method touchstart
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases a touch over the displayObject
|
|
* @method touchend
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the touch that was over the displayObject
|
|
* for this callback to be fired, The touch must have started over the sprite
|
|
* @method touchendoutside
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
};
|
|
|
|
// constructor
|
|
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
|
|
|
|
/**
|
|
* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
|
* Instead of using this function you can now simply set the interactive property to true or false
|
|
*
|
|
* @method setInteractive
|
|
* @param interactive {Boolean}
|
|
* @deprecated Simply set the `interactive` property directly
|
|
*/
|
|
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
|
|
{
|
|
this.interactive = interactive;
|
|
};
|
|
|
|
/**
|
|
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
|
*
|
|
* @property interactive
|
|
* @type Boolean
|
|
* @default false
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
|
|
get: function() {
|
|
return this._interactive;
|
|
},
|
|
set: function(value) {
|
|
this._interactive = value;
|
|
|
|
// TODO more to be done here..
|
|
// need to sort out a re-crawl!
|
|
if(this.stage)this.stage.dirty = true;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* [read-only] Indicates if the sprite is globaly visible.
|
|
*
|
|
* @property worldVisible
|
|
* @type Boolean
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
|
|
get: function() {
|
|
var item = this;
|
|
|
|
do
|
|
{
|
|
if(!item.visible)return false;
|
|
item = item.parent;
|
|
}
|
|
while(item);
|
|
|
|
return true;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
|
|
* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
|
|
* To remove a mask, set this property to null.
|
|
*
|
|
* @property mask
|
|
* @type Graphics
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
|
|
get: function() {
|
|
return this._mask;
|
|
},
|
|
set: function(value) {
|
|
|
|
if(this._mask)this._mask.isMask = false;
|
|
this._mask = value;
|
|
if(this._mask)this._mask.isMask = true;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Sets the filters for the displayObject.
|
|
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
|
|
* To remove filters simply set this property to 'null'
|
|
* @property filters
|
|
* @type Array An array of filters
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
|
|
get: function() {
|
|
return this._filters;
|
|
},
|
|
set: function(value) {
|
|
|
|
if(value)
|
|
{
|
|
// now put all the passes in one place..
|
|
var passes = [];
|
|
for (var i = 0; i < value.length; i++)
|
|
{
|
|
var filterPasses = value[i].passes;
|
|
for (var j = 0; j < filterPasses.length; j++)
|
|
{
|
|
passes.push(filterPasses[j]);
|
|
}
|
|
}
|
|
|
|
// TODO change this as it is legacy
|
|
this._filterBlock = {target:this, filterPasses:passes};
|
|
}
|
|
|
|
this._filters = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Set weather or not a the display objects is cached as a bitmap.
|
|
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects
|
|
* To remove filters simply set this property to 'null'
|
|
* @property cacheAsBitmap
|
|
* @type Boolean
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', {
|
|
get: function() {
|
|
return this._cacheAsBitmap;
|
|
},
|
|
set: function(value) {
|
|
|
|
if(this._cacheAsBitmap === value)return;
|
|
|
|
if(value)
|
|
{
|
|
//this._cacheIsDirty = true;
|
|
this._generateCachedSprite();
|
|
}
|
|
else
|
|
{
|
|
this._destroyCachedSprite();
|
|
}
|
|
|
|
this._cacheAsBitmap = value;
|
|
}
|
|
});
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype.updateTransform = function()
|
|
{
|
|
// TODO OPTIMIZE THIS!! with dirty
|
|
if(this.rotation !== this.rotationCache)
|
|
{
|
|
|
|
this.rotationCache = this.rotation;
|
|
this._sr = Math.sin(this.rotation);
|
|
this._cr = Math.cos(this.rotation);
|
|
}
|
|
|
|
// var localTransform = this.localTransform//.toArray();
|
|
var parentTransform = this.parent.worldTransform;//.toArray();
|
|
var worldTransform = this.worldTransform;//.toArray();
|
|
|
|
var px = this.pivot.x;
|
|
var py = this.pivot.y;
|
|
|
|
var a00 = this._cr * this.scale.x,
|
|
a01 = -this._sr * this.scale.y,
|
|
a10 = this._sr * this.scale.x,
|
|
a11 = this._cr * this.scale.y,
|
|
a02 = this.position.x - a00 * px - py * a01,
|
|
a12 = this.position.y - a11 * py - px * a10,
|
|
b00 = parentTransform.a, b01 = parentTransform.b,
|
|
b10 = parentTransform.c, b11 = parentTransform.d;
|
|
|
|
worldTransform.a = b00 * a00 + b01 * a10;
|
|
worldTransform.b = b00 * a01 + b01 * a11;
|
|
worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx;
|
|
|
|
worldTransform.c = b10 * a00 + b11 * a10;
|
|
worldTransform.d = b10 * a01 + b11 * a11;
|
|
worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty;
|
|
|
|
this.worldAlpha = this.alpha * this.parent.worldAlpha;
|
|
};
|
|
|
|
/**
|
|
* Retrieves the bounds of the displayObject as a rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
PIXI.DisplayObject.prototype.getBounds = function( matrix )
|
|
{
|
|
matrix = matrix;//just to get passed js hinting (and preserve inheritance)
|
|
return PIXI.EmptyRectangle;
|
|
};
|
|
|
|
/**
|
|
* Retrieves the local bounds of the displayObject as a rectangle object
|
|
*
|
|
* @method getLocalBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
PIXI.DisplayObject.prototype.getLocalBounds = function()
|
|
{
|
|
return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
|
|
};
|
|
|
|
|
|
/**
|
|
* Sets the object's stage reference, the stage this object is connected to
|
|
*
|
|
* @method setStageReference
|
|
* @param stage {Stage} the stage that the object will have as its current stage reference
|
|
*/
|
|
PIXI.DisplayObject.prototype.setStageReference = function(stage)
|
|
{
|
|
this.stage = stage;
|
|
if(this._interactive)this.stage.dirty = true;
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype.generateTexture = function(renderer)
|
|
{
|
|
var bounds = this.getLocalBounds();
|
|
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer);
|
|
renderTexture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );
|
|
|
|
return renderTexture;
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype.updateCache = function()
|
|
{
|
|
this._generateCachedSprite();
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession)
|
|
{
|
|
this._cachedSprite.worldAlpha = this.worldAlpha;
|
|
|
|
if(renderSession.gl)
|
|
{
|
|
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
|
}
|
|
else
|
|
{
|
|
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
|
|
}
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype._generateCachedSprite = function()//renderSession)
|
|
{
|
|
this._cacheAsBitmap = false;
|
|
var bounds = this.getLocalBounds();
|
|
|
|
if(!this._cachedSprite)
|
|
{
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0);//, renderSession.renderer);
|
|
|
|
this._cachedSprite = new PIXI.Sprite(renderTexture);
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0);
|
|
}
|
|
|
|
//REMOVE filter!
|
|
var tempFilters = this._filters;
|
|
this._filters = null;
|
|
|
|
this._cachedSprite.filters = tempFilters;
|
|
this._cachedSprite.texture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );
|
|
|
|
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
|
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
|
|
|
this._filters = tempFilters;
|
|
|
|
this._cacheAsBitmap = true;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._destroyCachedSprite = function()
|
|
{
|
|
if(!this._cachedSprite)return;
|
|
|
|
this._cachedSprite.texture.destroy(true);
|
|
// console.log("DESTROY")
|
|
// let the gc collect the unused sprite
|
|
// TODO could be object pooled!
|
|
this._cachedSprite = null;
|
|
};
|
|
|
|
|
|
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
/**
|
|
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
|
|
get: function() {
|
|
return this.position.x;
|
|
},
|
|
set: function(value) {
|
|
this.position.x = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
|
|
get: function() {
|
|
return this.position.y;
|
|
},
|
|
set: function(value) {
|
|
this.position.y = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
PIXI.DisplayObjectContainer = function()
|
|
{
|
|
PIXI.DisplayObject.call( this );
|
|
|
|
/**
|
|
* [read-only] The array of children of this container.
|
|
*
|
|
* @property children
|
|
* @type Array<DisplayObject>
|
|
* @readOnly
|
|
*/
|
|
this.children = [];
|
|
};
|
|
|
|
// constructor
|
|
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
|
|
PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
|
|
|
|
/**
|
|
* The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
|
|
|
|
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
|
|
get: function() {
|
|
return this.scale.x * this.getLocalBounds().width;
|
|
},
|
|
set: function(value) {
|
|
|
|
var width = this.getLocalBounds().width;
|
|
|
|
if(width !== 0)
|
|
{
|
|
this.scale.x = value / ( width/this.scale.x );
|
|
}
|
|
else
|
|
{
|
|
this.scale.x = 1;
|
|
}
|
|
|
|
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
|
|
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
|
|
get: function() {
|
|
return this.scale.y * this.getLocalBounds().height;
|
|
},
|
|
set: function(value) {
|
|
|
|
var height = this.getLocalBounds().height;
|
|
|
|
if(height !== 0)
|
|
{
|
|
this.scale.y = value / ( height/this.scale.y );
|
|
}
|
|
else
|
|
{
|
|
this.scale.y = 1;
|
|
}
|
|
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param child {DisplayObject} The DisplayObject to add to the container
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|
{
|
|
return this.addChildAt(child, this.children.length);
|
|
};
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
|
|
*
|
|
* @method addChildAt
|
|
* @param child {DisplayObject} The child to add
|
|
* @param index {Number} The index to place the child in
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|
{
|
|
if(index >= 0 && index <= this.children.length)
|
|
{
|
|
if(child.parent)
|
|
{
|
|
child.parent.removeChild(child);
|
|
}
|
|
|
|
child.parent = this;
|
|
|
|
this.children.splice(index, 0, child);
|
|
|
|
if(this.stage)child.setStageReference(this.stage);
|
|
|
|
return child;
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* [NYI] Swaps the depth of 2 displayObjects
|
|
*
|
|
* @method swapChildren
|
|
* @param child {DisplayObject}
|
|
* @param child2 {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
|
|
{
|
|
if(child === child2) {
|
|
return;
|
|
}
|
|
|
|
var index1 = this.children.indexOf(child);
|
|
var index2 = this.children.indexOf(child2);
|
|
|
|
if(index1 < 0 || index2 < 0) {
|
|
throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');
|
|
}
|
|
|
|
this.children[index1] = child2;
|
|
this.children[index2] = child;
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the child at the specified index
|
|
*
|
|
* @method getChildAt
|
|
* @param index {Number} The index to get the child from
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
|
|
{
|
|
if(index >= 0 && index < this.children.length)
|
|
{
|
|
return this.children[index];
|
|
}
|
|
else
|
|
{
|
|
throw new Error('Supplied index does not exist in the child list, or the supplied DisplayObject must be a child of the caller');
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param child {DisplayObject} The DisplayObject to remove
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|
{
|
|
return this.removeChildAt( this.children.indexOf( child ) );
|
|
};
|
|
|
|
/**
|
|
* Removes a child from the specified index position in the child list of the container.
|
|
*
|
|
* @method removeChildAt
|
|
* @param index {Number} The index to get the child from
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeChildAt = function(index)
|
|
{
|
|
var child = this.getChildAt( index );
|
|
if(this.stage)
|
|
child.removeStageReference();
|
|
|
|
child.parent = undefined;
|
|
this.children.splice( index, 1 );
|
|
return child;
|
|
};
|
|
|
|
/**
|
|
* Removes all child instances from the child list of the container.
|
|
*
|
|
* @method removeChildren
|
|
* @param beginIndex {Number} The beginning position. Predefined value is 0.
|
|
* @param endIndex {Number} The ending position. Predefined value is children's array length.
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeChildren = function(beginIndex, endIndex)
|
|
{
|
|
var begin = beginIndex || 0;
|
|
var end = typeof endIndex === 'number' ? endIndex : this.children.length;
|
|
var range = end - begin;
|
|
|
|
if (range > 0 && range <= end)
|
|
{
|
|
var removed = this.children.splice(begin, range);
|
|
for (var i = 0; i < removed.length; i++) {
|
|
var child = removed[i];
|
|
if(this.stage)
|
|
child.removeStageReference();
|
|
child.parent = undefined;
|
|
}
|
|
return removed;
|
|
}
|
|
else
|
|
{
|
|
throw new Error( 'Range Error, numeric values are outside the acceptable range' );
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Updates the container's childrens transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
|
|
{
|
|
//this._currentBounds = null;
|
|
|
|
if(!this.visible)return;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
|
|
|
if(this._cacheAsBitmap)return;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Retrieves the bounds of the displayObjectContainer as a rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.getBounds = function(matrix)
|
|
{
|
|
if(this.children.length === 0)return PIXI.EmptyRectangle;
|
|
|
|
// TODO the bounds have already been calculated this render session so return what we have
|
|
if(matrix)
|
|
{
|
|
var matrixCache = this.worldTransform;
|
|
this.worldTransform = matrix;
|
|
this.updateTransform();
|
|
this.worldTransform = matrixCache;
|
|
}
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var childBounds;
|
|
var childMaxX;
|
|
var childMaxY;
|
|
|
|
var childVisible = false;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
var child = this.children[i];
|
|
|
|
if(!child.visible)continue;
|
|
|
|
childVisible = true;
|
|
|
|
childBounds = this.children[i].getBounds( matrix );
|
|
|
|
minX = minX < childBounds.x ? minX : childBounds.x;
|
|
minY = minY < childBounds.y ? minY : childBounds.y;
|
|
|
|
childMaxX = childBounds.width + childBounds.x;
|
|
childMaxY = childBounds.height + childBounds.y;
|
|
|
|
maxX = maxX > childMaxX ? maxX : childMaxX;
|
|
maxY = maxY > childMaxY ? maxY : childMaxY;
|
|
}
|
|
|
|
if(!childVisible)
|
|
return PIXI.EmptyRectangle;
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.y = minY;
|
|
bounds.width = maxX - minX;
|
|
bounds.height = maxY - minY;
|
|
|
|
// TODO: store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
//this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
PIXI.DisplayObjectContainer.prototype.getLocalBounds = function()
|
|
{
|
|
var matrixCache = this.worldTransform;
|
|
|
|
this.worldTransform = PIXI.identityMatrix;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
|
|
var bounds = this.getBounds();
|
|
|
|
this.worldTransform = matrixCache;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Sets the container's stage reference, the stage this object is connected to
|
|
*
|
|
* @method setStageReference
|
|
* @param stage {Stage} the stage that the container will have as its current stage reference
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.setStageReference = function(stage)
|
|
{
|
|
this.stage = stage;
|
|
if(this._interactive)this.stage.dirty = true;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
var child = this.children[i];
|
|
child.setStageReference(stage);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* removes the current stage reference of the container
|
|
*
|
|
* @method removeStageReference
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeStageReference = function()
|
|
{
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
var child = this.children[i];
|
|
child.removeStageReference();
|
|
}
|
|
|
|
if(this._interactive)this.stage.dirty = true;
|
|
|
|
this.stage = null;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0)return;
|
|
|
|
if(this._cacheAsBitmap)
|
|
{
|
|
this._renderCachedSprite(renderSession);
|
|
return;
|
|
}
|
|
|
|
var i,j;
|
|
|
|
if(this._mask || this._filters)
|
|
{
|
|
|
|
// push filter first as we need to ensure the stencil buffer is correct for any masking
|
|
if(this._filters)
|
|
{
|
|
renderSession.spriteBatch.flush();
|
|
renderSession.filterManager.pushFilter(this._filterBlock);
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.spriteBatch.stop();
|
|
renderSession.maskManager.pushMask(this.mask, renderSession);
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
|
|
// simple render children!
|
|
for(i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
|
if(this._filters)renderSession.filterManager.popFilter();
|
|
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
else
|
|
{
|
|
// simple render children!
|
|
for(i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if(this.visible === false || this.alpha === 0)return;
|
|
|
|
if(this._cacheAsBitmap)
|
|
{
|
|
|
|
this._renderCachedSprite(renderSession);
|
|
return;
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, renderSession.context);
|
|
}
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
var child = this.children[i];
|
|
child._renderCanvas(renderSession);
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession.context);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The Sprite object is the base for all textured objects that are rendered to the screen
|
|
*
|
|
* @class Sprite
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} The texture for this sprite
|
|
*
|
|
* A sprite can be created directly from an image like this :
|
|
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
|
|
* yourStage.addChild(sprite);
|
|
* then obviously don't forget to add it to the stage you have already created
|
|
*/
|
|
PIXI.Sprite = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
/**
|
|
* The anchor sets the origin point of the texture.
|
|
* The default is 0,0 this means the texture's origin is the top left
|
|
* Setting than anchor to 0.5,0.5 means the textures origin is centred
|
|
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
|
|
*
|
|
* @property anchor
|
|
* @type Point
|
|
*/
|
|
this.anchor = new PIXI.Point();
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = texture;
|
|
|
|
/**
|
|
* The width of the sprite (this is initially set by the texture)
|
|
*
|
|
* @property _width
|
|
* @type Number
|
|
* @private
|
|
*/
|
|
this._width = 0;
|
|
|
|
/**
|
|
* The height of the sprite (this is initially set by the texture)
|
|
*
|
|
* @property _height
|
|
* @type Number
|
|
* @private
|
|
*/
|
|
this._height = 0;
|
|
|
|
|
|
/**
|
|
* The tint applied to the sprite. This is a hex value
|
|
*
|
|
* @property tint
|
|
* @type Number
|
|
* @default 0xFFFFFF
|
|
*/
|
|
this.tint = 0xFFFFFF;// * Math.random();
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
if(texture.baseTexture.hasLoaded)
|
|
{
|
|
this.onTextureUpdate();
|
|
}
|
|
else
|
|
{
|
|
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
|
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
|
}
|
|
|
|
this.renderable = true;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Sprite.prototype.constructor = PIXI.Sprite;
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
|
|
get: function() {
|
|
return this.scale.x * this.texture.frame.width;
|
|
},
|
|
set: function(value) {
|
|
this.scale.x = value / this.texture.frame.width;
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The height of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
|
|
get: function() {
|
|
return this.scale.y * this.texture.frame.height;
|
|
},
|
|
set: function(value) {
|
|
this.scale.y = value / this.texture.frame.height;
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Sets the texture of the sprite
|
|
*
|
|
* @method setTexture
|
|
* @param texture {Texture} The PIXI texture that is displayed by the sprite
|
|
*/
|
|
PIXI.Sprite.prototype.setTexture = function(texture)
|
|
{
|
|
this.texture = texture;
|
|
this.cachedTint = 0xFFFFFF;
|
|
};
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.Sprite.prototype.onTextureUpdate = function()
|
|
{
|
|
// so if _width is 0 then width was not set..
|
|
if(this._width)this.scale.x = this._width / this.texture.frame.width;
|
|
if(this._height)this.scale.y = this._height / this.texture.frame.height;
|
|
|
|
|
|
//this.updateFrame = true;
|
|
};
|
|
|
|
/**
|
|
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @param matrix {Matrix} the transformation matrix of the sprite
|
|
* @return {Rectangle} the framing rectangle
|
|
*/
|
|
PIXI.Sprite.prototype.getBounds = function(matrix)
|
|
{
|
|
|
|
var width = this.texture.frame.width;
|
|
var height = this.texture.frame.height;
|
|
|
|
var w0 = width * (1-this.anchor.x);
|
|
var w1 = width * -this.anchor.x;
|
|
|
|
var h0 = height * (1-this.anchor.y);
|
|
var h1 = height * -this.anchor.y;
|
|
|
|
var worldTransform = matrix || this.worldTransform ;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.c;
|
|
var c = worldTransform.b;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
minX = x1 < minX ? x1 : minX;
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y1 < minY ? y1 : minY;
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x1 > maxX ? x1 : maxX;
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y1 > maxY ? y1 : maxY;
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if(!this.visible || this.alpha <= 0)return;
|
|
|
|
var i,j;
|
|
|
|
// do a quick check to see if this element has a mask or a filter.
|
|
if(this._mask || this._filters)
|
|
{
|
|
var spriteBatch = renderSession.spriteBatch;
|
|
|
|
// push filter first as we need to ensure the stencil buffer is correct for any masking
|
|
if(this._filters)
|
|
{
|
|
spriteBatch.flush();
|
|
renderSession.filterManager.pushFilter(this._filterBlock);
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
spriteBatch.stop();
|
|
renderSession.maskManager.pushMask(this.mask, renderSession);
|
|
spriteBatch.start();
|
|
}
|
|
|
|
// add this sprite to the batch
|
|
spriteBatch.render(this);
|
|
|
|
// now loop through the children and make sure they get rendered
|
|
for(i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
// time to stop the sprite batch as either a mask element or a filter draw will happen next
|
|
spriteBatch.stop();
|
|
|
|
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
|
if(this._filters)renderSession.filterManager.popFilter();
|
|
|
|
spriteBatch.start();
|
|
}
|
|
else
|
|
{
|
|
renderSession.spriteBatch.render(this);
|
|
|
|
// simple render children!
|
|
for(i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
}
|
|
|
|
|
|
//TODO check culling
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if (this.visible === false || this.alpha === 0) return;
|
|
|
|
if (this.blendMode !== renderSession.currentBlendMode)
|
|
{
|
|
renderSession.currentBlendMode = this.blendMode;
|
|
renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
|
}
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, renderSession.context);
|
|
}
|
|
|
|
// Ignore null sources
|
|
if (this.texture.valid)
|
|
{
|
|
renderSession.context.globalAlpha = this.worldAlpha;
|
|
|
|
// Allow for pixel rounding
|
|
if (renderSession.roundPixels)
|
|
{
|
|
renderSession.context.setTransform(
|
|
this.worldTransform.a,
|
|
this.worldTransform.c,
|
|
this.worldTransform.b,
|
|
this.worldTransform.d,
|
|
this.worldTransform.tx | 0,
|
|
this.worldTransform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
renderSession.context.setTransform(
|
|
this.worldTransform.a,
|
|
this.worldTransform.c,
|
|
this.worldTransform.b,
|
|
this.worldTransform.d,
|
|
this.worldTransform.tx,
|
|
this.worldTransform.ty);
|
|
}
|
|
|
|
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
|
|
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
|
|
{
|
|
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
|
|
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
|
|
}
|
|
|
|
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
|
|
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
|
|
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
|
|
|
|
if (this.tint !== 0xFFFFFF)
|
|
{
|
|
if (this.cachedTint !== this.tint)
|
|
{
|
|
this.cachedTint = this.tint;
|
|
|
|
// TODO clean up caching - how to clean up the caches?
|
|
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
|
}
|
|
|
|
renderSession.context.drawImage(
|
|
this.tintedTexture,
|
|
0,
|
|
0,
|
|
this.texture.crop.width,
|
|
this.texture.crop.height,
|
|
dx,
|
|
dy,
|
|
this.texture.crop.width,
|
|
this.texture.crop.height);
|
|
}
|
|
else
|
|
{
|
|
renderSession.context.drawImage(
|
|
this.texture.baseTexture.source,
|
|
this.texture.crop.x,
|
|
this.texture.crop.y,
|
|
this.texture.crop.width,
|
|
this.texture.crop.height,
|
|
dx,
|
|
dy,
|
|
this.texture.crop.width,
|
|
this.texture.crop.height);
|
|
}
|
|
}
|
|
|
|
// OVERWRITE
|
|
for (var i = 0, j = this.children.length; i < j; i++)
|
|
{
|
|
this.children[i]._renderCanvas(renderSession);
|
|
}
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession.context);
|
|
}
|
|
};
|
|
|
|
// some helper functions..
|
|
|
|
/**
|
|
*
|
|
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
|
|
* The frame ids are created when a Texture packer file has been loaded
|
|
*
|
|
* @method fromFrame
|
|
* @static
|
|
* @param frameId {String} The frame Id of the texture in the cache
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
|
|
*/
|
|
PIXI.Sprite.fromFrame = function(frameId)
|
|
{
|
|
var texture = PIXI.TextureCache[frameId];
|
|
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
|
|
return new PIXI.Sprite(texture);
|
|
};
|
|
|
|
/**
|
|
*
|
|
* Helper function that creates a sprite that will contain a texture based on an image url
|
|
* If the image is not in the texture cache it will be loaded
|
|
*
|
|
* @method fromImage
|
|
* @static
|
|
* @param imageId {String} The image url of the texture
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
|
|
*/
|
|
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
|
|
{
|
|
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
|
|
return new PIXI.Sprite(texture);
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
|
* built solely for speed, so use when you need a lot of sprites or particles.
|
|
* And it's extremely easy to use :
|
|
|
|
var container = new PIXI.SpriteBatch();
|
|
|
|
stage.addChild(container);
|
|
|
|
for(var i = 0; i < 100; i++)
|
|
{
|
|
var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
|
container.addChild(sprite);
|
|
}
|
|
* And here you have a hundred sprites that will be renderer at the speed of light
|
|
*
|
|
* @class SpriteBatch
|
|
* @constructor
|
|
* @param texture {Texture}
|
|
*/
|
|
PIXI.SpriteBatch = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this);
|
|
|
|
this.textureThing = texture;
|
|
|
|
this.ready = false;
|
|
};
|
|
|
|
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
|
|
|
|
/*
|
|
* Initialises the spriteBatch
|
|
*
|
|
* @method initWebGL
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
|
|
{
|
|
// TODO only one needed for the whole engine really?
|
|
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
|
|
|
|
this.ready = true;
|
|
};
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype.updateTransform = function()
|
|
{
|
|
// TODO dont need to!
|
|
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
|
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
|
|
|
if(!this.ready)this.initWebGL( renderSession.gl );
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);
|
|
|
|
this.fastSpriteBatch.begin(this, renderSession);
|
|
this.fastSpriteBatch.render(this);
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
var context = renderSession.context;
|
|
context.globalAlpha = this.worldAlpha;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call(this);
|
|
|
|
var transform = this.worldTransform;
|
|
// alow for trimming
|
|
|
|
var isRotated = true;
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
var child = this.children[i];
|
|
|
|
if(!child.visible)continue;
|
|
|
|
var texture = child.texture;
|
|
var frame = texture.frame;
|
|
|
|
context.globalAlpha = this.worldAlpha * child.alpha;
|
|
|
|
if(child.rotation % (Math.PI * 2) === 0)
|
|
{
|
|
if(isRotated)
|
|
{
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
isRotated = false;
|
|
}
|
|
|
|
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
|
|
frame.width * child.scale.x,
|
|
frame.height * child.scale.y);
|
|
}
|
|
else
|
|
{
|
|
if(!isRotated)isRotated = true;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call(child);
|
|
|
|
var childTransform = child.worldTransform;
|
|
|
|
// allow for trimming
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx | 0, childTransform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx, childTransform.ty);
|
|
}
|
|
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width) + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height) + 0.5) | 0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
|
|
}
|
|
|
|
// context.restore();
|
|
}
|
|
|
|
// context.restore();
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* This is the base class for creating a pixi.js filter. Currently only webGL supports filters.
|
|
* If you want to make a custom filter this should be your base class.
|
|
* @class AbstractFilter
|
|
* @constructor
|
|
* @param fragmentSrc
|
|
* @param uniforms
|
|
*/
|
|
PIXI.AbstractFilter = function(fragmentSrc, uniforms)
|
|
{
|
|
/**
|
|
* An array of passes - some filters contain a few steps this array simply stores the steps in a liniear fashion.
|
|
* For example the blur filter has two passes blurX and blurY.
|
|
* @property passes
|
|
* @type Array an array of filter objects
|
|
* @private
|
|
*/
|
|
this.passes = [this];
|
|
|
|
/**
|
|
* @property shaders
|
|
* @type Array an array of shaders
|
|
* @private
|
|
*/
|
|
this.shaders = [];
|
|
|
|
this.dirty = true;
|
|
this.padding = 0;
|
|
|
|
/**
|
|
* @property uniforms
|
|
* @type object
|
|
* @private
|
|
*/
|
|
this.uniforms = uniforms || {};
|
|
/**
|
|
* @property fragmentSrc
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this.fragmentSrc = fragmentSrc || [];
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
PIXI.FilterBlock = function()
|
|
{
|
|
this.visible = true;
|
|
this.renderable = true;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* - Modified by Tom Slezakowski http://www.tomslezakowski.com @TomSlezakowski (24/03/2014) - Added dropShadowColor.
|
|
*/
|
|
|
|
/**
|
|
* A Text Object will create a line(s) of text. To split a line you can use '\n'
|
|
* or add a wordWrap property set to true and and wordWrapWidth property with a value
|
|
* in the style object
|
|
*
|
|
* @class Text
|
|
* @extends Sprite
|
|
* @constructor
|
|
* @param text {String} The copy that you would like the text to display
|
|
* @param [style] {Object} The style parameters
|
|
* @param [style.font] {String} default 'bold 20px Arial' The style and size of the font
|
|
* @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'
|
|
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
|
* @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00'
|
|
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
|
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap, it needs wordWrap to be set to true
|
|
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
|
|
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
|
|
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
|
|
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
|
|
*/
|
|
PIXI.Text = function(text, style)
|
|
{
|
|
/**
|
|
* The canvas element that everything is drawn to
|
|
*
|
|
* @property canvas
|
|
* @type HTMLCanvasElement
|
|
*/
|
|
this.canvas = document.createElement('canvas');
|
|
|
|
/**
|
|
* The canvas 2d context that everything is drawn with
|
|
* @property context
|
|
* @type HTMLCanvasElement 2d Context
|
|
*/
|
|
this.context = this.canvas.getContext('2d');
|
|
|
|
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
|
|
|
|
this.setText(text);
|
|
this.setStyle(style);
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype);
|
|
PIXI.Text.prototype.constructor = PIXI.Text;
|
|
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Text.prototype, 'width', {
|
|
get: function() {
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
|
|
return this.scale.x * this.texture.frame.width;
|
|
},
|
|
set: function(value) {
|
|
this.scale.x = value / this.texture.frame.width;
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The height of the Text, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Text.prototype, 'height', {
|
|
get: function() {
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
|
|
return this.scale.y * this.texture.frame.height;
|
|
},
|
|
set: function(value) {
|
|
this.scale.y = value / this.texture.frame.height;
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* Set the style of the text
|
|
*
|
|
* @method setStyle
|
|
* @param [style] {Object} The style parameters
|
|
* @param [style.font='bold 20pt Arial'] {String} The style and size of the font
|
|
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
|
|
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
|
* @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
|
|
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
|
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
|
|
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
|
|
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
|
|
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
|
|
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
|
|
*/
|
|
PIXI.Text.prototype.setStyle = function(style)
|
|
{
|
|
style = style || {};
|
|
style.font = style.font || 'bold 20pt Arial';
|
|
style.fill = style.fill || 'black';
|
|
style.align = style.align || 'left';
|
|
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
|
|
style.strokeThickness = style.strokeThickness || 0;
|
|
style.wordWrap = style.wordWrap || false;
|
|
style.wordWrapWidth = style.wordWrapWidth || 100;
|
|
style.wordWrapWidth = style.wordWrapWidth || 100;
|
|
|
|
style.dropShadow = style.dropShadow || false;
|
|
style.dropShadowAngle = style.dropShadowAngle || Math.PI / 6;
|
|
style.dropShadowDistance = style.dropShadowDistance || 4;
|
|
style.dropShadowColor = style.dropShadowColor || 'black';
|
|
|
|
this.style = style;
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Set the copy for the text object. To split a line you can use '\n'
|
|
*
|
|
* @method setText
|
|
* @param {String} text The copy that you would like the text to display
|
|
*/
|
|
PIXI.Text.prototype.setText = function(text)
|
|
{
|
|
this.text = text.toString() || ' ';
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders text and updates it when needed
|
|
*
|
|
* @method updateText
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateText = function()
|
|
{
|
|
this.context.font = this.style.font;
|
|
|
|
var outputText = this.text;
|
|
|
|
// word wrap
|
|
// preserve original text
|
|
if(this.style.wordWrap)outputText = this.wordWrap(this.text);
|
|
|
|
//split text into lines
|
|
var lines = outputText.split(/(?:\r\n|\r|\n)/);
|
|
|
|
//calculate text width
|
|
var lineWidths = [];
|
|
var maxLineWidth = 0;
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var lineWidth = this.context.measureText(lines[i]).width;
|
|
lineWidths[i] = lineWidth;
|
|
maxLineWidth = Math.max(maxLineWidth, lineWidth);
|
|
}
|
|
|
|
var width = maxLineWidth + this.style.strokeThickness;
|
|
if(this.style.dropShadow)width += this.style.dropShadowDistance;
|
|
|
|
this.canvas.width = width + this.context.lineWidth;
|
|
//calculate text height
|
|
var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness;
|
|
|
|
var height = lineHeight * lines.length;
|
|
if(this.style.dropShadow)height += this.style.dropShadowDistance;
|
|
|
|
this.canvas.height = height;
|
|
|
|
if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
|
|
|
|
this.context.font = this.style.font;
|
|
this.context.strokeStyle = this.style.stroke;
|
|
this.context.lineWidth = this.style.strokeThickness;
|
|
this.context.textBaseline = 'top';
|
|
|
|
var linePositionX;
|
|
var linePositionY;
|
|
|
|
if(this.style.dropShadow)
|
|
{
|
|
this.context.fillStyle = this.style.dropShadowColor;
|
|
|
|
var xShadowOffset = Math.sin(this.style.dropShadowAngle) * this.style.dropShadowDistance;
|
|
var yShadowOffset = Math.cos(this.style.dropShadowAngle) * this.style.dropShadowDistance;
|
|
|
|
for (i = 0; i < lines.length; i++)
|
|
{
|
|
linePositionX = this.style.strokeThickness / 2;
|
|
linePositionY = this.style.strokeThickness / 2 + i * lineHeight;
|
|
|
|
if(this.style.align === 'right')
|
|
{
|
|
linePositionX += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align === 'center')
|
|
{
|
|
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if(this.style.fill)
|
|
{
|
|
this.context.fillText(lines[i], linePositionX + xShadowOffset, linePositionY + yShadowOffset);
|
|
}
|
|
|
|
// if(dropShadow)
|
|
}
|
|
}
|
|
|
|
//set canvas text styles
|
|
this.context.fillStyle = this.style.fill;
|
|
|
|
//draw lines line by line
|
|
for (i = 0; i < lines.length; i++)
|
|
{
|
|
linePositionX = this.style.strokeThickness / 2;
|
|
linePositionY = this.style.strokeThickness / 2 + i * lineHeight;
|
|
|
|
if(this.style.align === 'right')
|
|
{
|
|
linePositionX += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align === 'center')
|
|
{
|
|
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if(this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.context.strokeText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
|
|
if(this.style.fill)
|
|
{
|
|
this.context.fillText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
|
|
// if(dropShadow)
|
|
}
|
|
|
|
|
|
this.updateTexture();
|
|
};
|
|
|
|
/**
|
|
* Updates texture size based on canvas size
|
|
*
|
|
* @method updateTexture
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateTexture = function()
|
|
{
|
|
this.texture.baseTexture.width = this.canvas.width;
|
|
this.texture.baseTexture.height = this.canvas.height;
|
|
this.texture.crop.width = this.texture.frame.width = this.canvas.width;
|
|
this.texture.crop.height = this.texture.frame.height = this.canvas.height;
|
|
|
|
this._width = this.canvas.width;
|
|
this._height = this.canvas.height;
|
|
|
|
this.requiresUpdate = true;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if(this.requiresUpdate)
|
|
{
|
|
this.requiresUpdate = false;
|
|
PIXI.updateWebGLTexture(this.texture.baseTexture, renderSession.gl);
|
|
}
|
|
|
|
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
|
|
};
|
|
|
|
/**
|
|
* Updates the transform of this object
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateTransform = function()
|
|
{
|
|
if(this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
PIXI.Sprite.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
/*
|
|
* http://stackoverflow.com/users/34441/ellisbben
|
|
* great solution to the problem!
|
|
* returns the height of the given font
|
|
*
|
|
* @method determineFontHeight
|
|
* @param fontStyle {Object}
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.determineFontHeight = function(fontStyle)
|
|
{
|
|
// build a little reference dictionary so if the font style has been used return a
|
|
// cached version...
|
|
var result = PIXI.Text.heightCache[fontStyle];
|
|
|
|
if(!result)
|
|
{
|
|
var body = document.getElementsByTagName('body')[0];
|
|
var dummy = document.createElement('div');
|
|
var dummyText = document.createTextNode('M');
|
|
dummy.appendChild(dummyText);
|
|
dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0');
|
|
body.appendChild(dummy);
|
|
|
|
result = dummy.offsetHeight;
|
|
PIXI.Text.heightCache[fontStyle] = result;
|
|
|
|
body.removeChild(dummy);
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Applies newlines to a string to have it optimally fit into the horizontal
|
|
* bounds set by the Text object's wordWrapWidth property.
|
|
*
|
|
* @method wordWrap
|
|
* @param text {String}
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.wordWrap = function(text)
|
|
{
|
|
// Greedy wrapping algorithm that will wrap words as the line grows longer
|
|
// than its horizontal bounds.
|
|
var result = '';
|
|
var lines = text.split('\n');
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var spaceLeft = this.style.wordWrapWidth;
|
|
var words = lines[i].split(' ');
|
|
for (var j = 0; j < words.length; j++)
|
|
{
|
|
var wordWidth = this.context.measureText(words[j]).width;
|
|
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
|
|
if(j === 0 || wordWidthWithSpace > spaceLeft)
|
|
{
|
|
// Skip printing the newline if it's the first word of the line that is
|
|
// greater than the word wrap width.
|
|
if(j > 0)
|
|
{
|
|
result += '\n';
|
|
}
|
|
result += words[j];
|
|
spaceLeft = this.style.wordWrapWidth - wordWidth;
|
|
}
|
|
else
|
|
{
|
|
spaceLeft -= wordWidthWithSpace;
|
|
result += ' ' + words[j];
|
|
}
|
|
}
|
|
|
|
if (i < lines.length-1)
|
|
{
|
|
result += '\n';
|
|
}
|
|
}
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Destroys this text object
|
|
*
|
|
* @method destroy
|
|
* @param destroyBaseTexture {Boolean} whether to destroy the base texture as well
|
|
*/
|
|
PIXI.Text.prototype.destroy = function(destroyBaseTexture)
|
|
{
|
|
// make sure to reset the the context and canvas.. dont want this hanging around in memory!
|
|
this.context = null;
|
|
this.canvas = null;
|
|
|
|
this.texture.destroy(destroyBaseTexture === undefined ? true : destroyBaseTexture);
|
|
};
|
|
|
|
PIXI.Text.heightCache = {};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n'
|
|
* You can generate the fnt files using
|
|
* http://www.angelcode.com/products/bmfont/ for windows or
|
|
* http://www.bmglyph.com/ for mac.
|
|
*
|
|
* @class BitmapText
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param text {String} The copy that you would like the text to display
|
|
* @param style {Object} The style parameters
|
|
* @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
|
|
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
|
*/
|
|
PIXI.BitmapText = function(text, style)
|
|
{
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this._pool = [];
|
|
|
|
this.setText(text);
|
|
this.setStyle(style);
|
|
this.updateText();
|
|
this.dirty = false;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.BitmapText.prototype.constructor = PIXI.BitmapText;
|
|
|
|
/**
|
|
* Set the copy for the text object
|
|
*
|
|
* @method setText
|
|
* @param text {String} The copy that you would like the text to display
|
|
*/
|
|
PIXI.BitmapText.prototype.setText = function(text)
|
|
{
|
|
this.text = text || ' ';
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Set the style of the text
|
|
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
|
|
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
|
*
|
|
* @method setStyle
|
|
* @param style {Object} The style parameters, contained as properties of an object
|
|
*/
|
|
PIXI.BitmapText.prototype.setStyle = function(style)
|
|
{
|
|
style = style || {};
|
|
style.align = style.align || 'left';
|
|
this.style = style;
|
|
|
|
var font = style.font.split(' ');
|
|
this.fontName = font[font.length - 1];
|
|
this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
|
|
|
|
this.dirty = true;
|
|
this.tint = style.tint;
|
|
};
|
|
|
|
/**
|
|
* Renders text and updates it when needed
|
|
*
|
|
* @method updateText
|
|
* @private
|
|
*/
|
|
PIXI.BitmapText.prototype.updateText = function()
|
|
{
|
|
var data = PIXI.BitmapText.fonts[this.fontName];
|
|
var pos = new PIXI.Point();
|
|
var prevCharCode = null;
|
|
var chars = [];
|
|
var maxLineWidth = 0;
|
|
var lineWidths = [];
|
|
var line = 0;
|
|
var scale = this.fontSize / data.size;
|
|
|
|
|
|
for(var i = 0; i < this.text.length; i++)
|
|
{
|
|
var charCode = this.text.charCodeAt(i);
|
|
if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i)))
|
|
{
|
|
lineWidths.push(pos.x);
|
|
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
|
line++;
|
|
|
|
pos.x = 0;
|
|
pos.y += data.lineHeight;
|
|
prevCharCode = null;
|
|
continue;
|
|
}
|
|
|
|
var charData = data.chars[charCode];
|
|
if(!charData) continue;
|
|
|
|
if(prevCharCode && charData[prevCharCode])
|
|
{
|
|
pos.x += charData.kerning[prevCharCode];
|
|
}
|
|
chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)});
|
|
pos.x += charData.xAdvance;
|
|
|
|
prevCharCode = charCode;
|
|
}
|
|
|
|
lineWidths.push(pos.x);
|
|
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
|
|
|
var lineAlignOffsets = [];
|
|
for(i = 0; i <= line; i++)
|
|
{
|
|
var alignOffset = 0;
|
|
if(this.style.align === 'right')
|
|
{
|
|
alignOffset = maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align === 'center')
|
|
{
|
|
alignOffset = (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
lineAlignOffsets.push(alignOffset);
|
|
}
|
|
|
|
var lenChildren = this.children.length;
|
|
var lenChars = chars.length;
|
|
var tint = this.tint || 0xFFFFFF;
|
|
for(i = 0; i < lenChars; i++)
|
|
{
|
|
var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool.
|
|
|
|
if (c) c.setTexture(chars[i].texture); // check if got one before.
|
|
else c = new PIXI.Sprite(chars[i].texture); // if no create new one.
|
|
|
|
c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
|
|
c.position.y = chars[i].position.y * scale;
|
|
c.scale.x = c.scale.y = scale;
|
|
c.tint = tint;
|
|
if (!c.parent) this.addChild(c);
|
|
}
|
|
|
|
// remove unnecessary children.
|
|
// and put their into the pool.
|
|
while(this.children.length > lenChars)
|
|
{
|
|
var child = this.getChildAt(this.children.length - 1);
|
|
this._pool.push(child);
|
|
this.removeChild(child);
|
|
}
|
|
|
|
|
|
/**
|
|
* [read-only] The width of the overall text, different from fontSize,
|
|
* which is defined in the style object
|
|
*
|
|
* @property textWidth
|
|
* @type Number
|
|
*/
|
|
this.textWidth = maxLineWidth * scale;
|
|
|
|
/**
|
|
* [read-only] The height of the overall text, different from fontSize,
|
|
* which is defined in the style object
|
|
*
|
|
* @property textHeight
|
|
* @type Number
|
|
*/
|
|
this.textHeight = (pos.y + data.lineHeight) * scale;
|
|
};
|
|
|
|
/**
|
|
* Updates the transform of this object
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.BitmapText.prototype.updateTransform = function()
|
|
{
|
|
if(this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
PIXI.BitmapText.fonts = {};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
|
|
*
|
|
* @class Stage
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
*
|
|
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
|
|
* var stage = new PIXI.Stage(0xFFFFFF);
|
|
* where the parameter given is the background colour of the stage, in hex
|
|
* you will use this stage instance to add your sprites to it and therefore to the renderer
|
|
* Here is how to add a sprite to the stage :
|
|
* stage.addChild(sprite);
|
|
*/
|
|
PIXI.Stage = function(backgroundColor)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
/**
|
|
* [read-only] Current transform of the object based on world (parent) factors
|
|
*
|
|
* @property worldTransform
|
|
* @type Mat3
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this.worldTransform = new PIXI.Matrix();
|
|
|
|
/**
|
|
* Whether or not the stage is interactive
|
|
*
|
|
* @property interactive
|
|
* @type Boolean
|
|
*/
|
|
this.interactive = true;
|
|
|
|
/**
|
|
* The interaction manage for this stage, manages all interactive activity on the stage
|
|
*
|
|
* @property interactionManager
|
|
* @type InteractionManager
|
|
*/
|
|
this.interactionManager = new PIXI.InteractionManager(this);
|
|
|
|
/**
|
|
* Whether the stage is dirty and needs to have interactions updated
|
|
*
|
|
* @property dirty
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.dirty = true;
|
|
|
|
//the stage is its own stage
|
|
this.stage = this;
|
|
|
|
//optimize hit detection a bit
|
|
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
|
|
|
|
this.setBackgroundColor(backgroundColor);
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Stage.prototype.constructor = PIXI.Stage;
|
|
|
|
/**
|
|
* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
|
|
* This is useful for when you have other DOM elements on top of the Canvas element.
|
|
*
|
|
* @method setInteractionDelegate
|
|
* @param domElement {DOMElement} This new domElement which will receive mouse/touch events
|
|
*/
|
|
PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
|
|
{
|
|
this.interactionManager.setTargetDomElement( domElement );
|
|
};
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Stage.prototype.updateTransform = function()
|
|
{
|
|
this.worldAlpha = 1;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
// update interactive!
|
|
this.interactionManager.dirty = true;
|
|
}
|
|
|
|
if(this.interactive)this.interactionManager.update();
|
|
};
|
|
|
|
/**
|
|
* Sets the background color for the stage
|
|
*
|
|
* @method setBackgroundColor
|
|
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
*/
|
|
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|
{
|
|
this.backgroundColor = backgroundColor || 0x000000;
|
|
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
|
|
var hex = this.backgroundColor.toString(16);
|
|
hex = '000000'.substr(0, 6 - hex.length) + hex;
|
|
this.backgroundColorString = '#' + hex;
|
|
};
|
|
|
|
/**
|
|
* This will return the point containing global coords of the mouse.
|
|
*
|
|
* @method getMousePosition
|
|
* @return {Point} The point containing the coords of the global InteractionData position.
|
|
*/
|
|
PIXI.Stage.prototype.getMousePosition = function()
|
|
{
|
|
return this.interactionManager.mouse.global;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
|
|
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
|
|
|
|
// requestAnimationFrame polyfill by Erik Möller. fixes from Paul Irish and Tino Zijdel
|
|
|
|
// MIT license
|
|
|
|
/**
|
|
* A polyfill for requestAnimationFrame
|
|
* You can actually use both requestAnimationFrame and requestAnimFrame,
|
|
* you will still benefit from the polyfill
|
|
*
|
|
* @method requestAnimationFrame
|
|
*/
|
|
/**
|
|
* A polyfill for cancelAnimationFrame
|
|
*
|
|
* @method cancelAnimationFrame
|
|
*/
|
|
var lastTime = 0;
|
|
var vendors = ['ms', 'moz', 'webkit', 'o'];
|
|
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
|
|
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
|
|
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] ||
|
|
window[vendors[x] + 'CancelRequestAnimationFrame'];
|
|
}
|
|
|
|
if (!window.requestAnimationFrame) {
|
|
window.requestAnimationFrame = function(callback) {
|
|
var currTime = new Date().getTime();
|
|
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
|
|
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
|
|
timeToCall);
|
|
lastTime = currTime + timeToCall;
|
|
return id;
|
|
};
|
|
}
|
|
|
|
if (!window.cancelAnimationFrame) {
|
|
window.cancelAnimationFrame = function(id) {
|
|
clearTimeout(id);
|
|
};
|
|
}
|
|
|
|
window.requestAnimFrame = window.requestAnimationFrame;
|
|
|
|
/**
|
|
* Converts a hex color number to an [R, G, B] array
|
|
*
|
|
* @method hex2rgb
|
|
* @param hex {Number}
|
|
*/
|
|
PIXI.hex2rgb = function(hex) {
|
|
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
|
};
|
|
|
|
/**
|
|
* Converts a color as an [R, G, B] array to a hex number
|
|
*
|
|
* @method rgb2hex
|
|
* @param rgb {Array}
|
|
*/
|
|
PIXI.rgb2hex = function(rgb) {
|
|
return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255);
|
|
};
|
|
|
|
/**
|
|
* A polyfill for Function.prototype.bind
|
|
*
|
|
* @method bind
|
|
*/
|
|
if (typeof Function.prototype.bind !== 'function') {
|
|
Function.prototype.bind = (function () {
|
|
var slice = Array.prototype.slice;
|
|
return function (thisArg) {
|
|
var target = this, boundArgs = slice.call(arguments, 1);
|
|
|
|
if (typeof target !== 'function') throw new TypeError();
|
|
|
|
function bound() {
|
|
var args = boundArgs.concat(slice.call(arguments));
|
|
target.apply(this instanceof bound ? this : thisArg, args);
|
|
}
|
|
|
|
bound.prototype = (function F(proto) {
|
|
if (proto) F.prototype = proto;
|
|
if (!(this instanceof F)) return new F();
|
|
})(target.prototype);
|
|
|
|
return bound;
|
|
};
|
|
})();
|
|
}
|
|
|
|
/**
|
|
* A wrapper for ajax requests to be handled cross browser
|
|
*
|
|
* @class AjaxRequest
|
|
* @constructor
|
|
*/
|
|
PIXI.AjaxRequest = function()
|
|
{
|
|
var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE
|
|
|
|
if (window.ActiveXObject)
|
|
{ //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken)
|
|
for (var i=0; i<activexmodes.length; i++)
|
|
{
|
|
try{
|
|
return new window.ActiveXObject(activexmodes[i]);
|
|
}
|
|
catch(e) {
|
|
//suppress error
|
|
}
|
|
}
|
|
}
|
|
else if (window.XMLHttpRequest) // if Mozilla, Safari etc
|
|
{
|
|
return new window.XMLHttpRequest();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
};
|
|
/*
|
|
PIXI.packColorRGBA = function(r, g, b, a)//r, g, b, a)
|
|
{
|
|
// console.log(r, b, c, d)
|
|
return (Math.floor((r)*63) << 18) | (Math.floor((g)*63) << 12) | (Math.floor((b)*63) << 6);// | (Math.floor((a)*63))
|
|
// i = i | (Math.floor((a)*63));
|
|
// return i;
|
|
// var r = (i / 262144.0 ) / 64;
|
|
// var g = (i / 4096.0)%64 / 64;
|
|
// var b = (i / 64.0)%64 / 64;
|
|
// var a = (i)%64 / 64;
|
|
|
|
// console.log(r, g, b, a);
|
|
// return i;
|
|
|
|
};
|
|
*/
|
|
/*
|
|
PIXI.packColorRGB = function(r, g, b)//r, g, b, a)
|
|
{
|
|
return (Math.floor((r)*255) << 16) | (Math.floor((g)*255) << 8) | (Math.floor((b)*255));
|
|
};
|
|
|
|
PIXI.unpackColorRGB = function(r, g, b)//r, g, b, a)
|
|
{
|
|
return (Math.floor((r)*255) << 16) | (Math.floor((g)*255) << 8) | (Math.floor((b)*255));
|
|
};
|
|
*/
|
|
|
|
/**
|
|
* Checks whether the Canvas BlendModes are supported by the current browser
|
|
*
|
|
* @method canUseNewCanvasBlendModes
|
|
* @return {Boolean} whether they are supported
|
|
*/
|
|
PIXI.canUseNewCanvasBlendModes = function()
|
|
{
|
|
var canvas = document.createElement('canvas');
|
|
canvas.width = 1;
|
|
canvas.height = 1;
|
|
var context = canvas.getContext('2d');
|
|
context.fillStyle = '#000';
|
|
context.fillRect(0,0,1,1);
|
|
context.globalCompositeOperation = 'multiply';
|
|
context.fillStyle = '#fff';
|
|
context.fillRect(0,0,1,1);
|
|
return context.getImageData(0,0,1,1).data[0] === 0;
|
|
};
|
|
|
|
/**
|
|
* Given a number, this function returns the closest number that is a power of two
|
|
* this function is taken from Starling Framework as its pretty neat ;)
|
|
*
|
|
* @method getNextPowerOfTwo
|
|
* @param number {Number}
|
|
* @return {Number} the closest number that is a power of two
|
|
*/
|
|
PIXI.getNextPowerOfTwo = function(number)
|
|
{
|
|
if (number > 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj
|
|
return number;
|
|
else
|
|
{
|
|
var result = 1;
|
|
while (result < number) result <<= 1;
|
|
return result;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* https://github.com/mrdoob/eventtarget.js/
|
|
* THankS mr DOob!
|
|
*/
|
|
|
|
/**
|
|
* Adds event emitter functionality to a class
|
|
*
|
|
* @class EventTarget
|
|
* @example
|
|
* function MyEmitter() {
|
|
* PIXI.EventTarget.call(this); //mixes in event target stuff
|
|
* }
|
|
*
|
|
* var em = new MyEmitter();
|
|
* em.emit({ type: 'eventName', data: 'some data' });
|
|
*/
|
|
PIXI.EventTarget = function () {
|
|
|
|
/**
|
|
* Holds all the listeners
|
|
*
|
|
* @property listeners
|
|
* @type Object
|
|
*/
|
|
var listeners = {};
|
|
|
|
/**
|
|
* Adds a listener for a specific event
|
|
*
|
|
* @method addEventListener
|
|
* @param type {string} A string representing the event type to listen for.
|
|
* @param listener {function} The callback function that will be fired when the event occurs
|
|
*/
|
|
this.addEventListener = this.on = function ( type, listener ) {
|
|
|
|
|
|
if ( listeners[ type ] === undefined ) {
|
|
|
|
listeners[ type ] = [];
|
|
|
|
}
|
|
|
|
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
|
|
|
|
listeners[ type ].unshift( listener );
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Fires the event, ie pretends that the event has happened
|
|
*
|
|
* @method dispatchEvent
|
|
* @param event {Event} the event object
|
|
*/
|
|
this.dispatchEvent = this.emit = function ( event ) {
|
|
|
|
if ( !listeners[ event.type ] || !listeners[ event.type ].length ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
for(var i = listeners[ event.type ].length-1; i >= 0; i--) {
|
|
// for(var i = 0, l=listeners[ event.type ].length; i < l; i++) {
|
|
|
|
|
|
listeners[ event.type ][ i ]( event );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Removes the specified listener that was assigned to the specified event type
|
|
*
|
|
* @method removeEventListener
|
|
* @param type {string} A string representing the event type which will have its listener removed
|
|
* @param listener {function} The callback function that was be fired when the event occured
|
|
*/
|
|
this.removeEventListener = this.off = function ( type, listener ) {
|
|
|
|
if ( listeners[ type ] === undefined ) return;
|
|
|
|
var index = listeners[ type ].indexOf( listener );
|
|
|
|
if ( index !== - 1 ) {
|
|
|
|
listeners[ type ].splice( index, 1 );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Removes all the listeners that were active for the specified event type
|
|
*
|
|
* @method removeAllEventListeners
|
|
* @param type {string} A string representing the event type which will have all its listeners removed
|
|
*/
|
|
this.removeAllEventListeners = function( type ) {
|
|
var a = listeners[type];
|
|
if (a)
|
|
a.length = 0;
|
|
};
|
|
};
|
|
|
|
/*
|
|
PolyK library
|
|
url: http://polyk.ivank.net
|
|
Released under MIT licence.
|
|
|
|
Copyright (c) 2012 Ivan Kuckir
|
|
|
|
Permission is hereby granted, free of charge, to any person
|
|
obtaining a copy of this software and associated documentation
|
|
files (the "Software"), to deal in the Software without
|
|
restriction, including without limitation the rights to use,
|
|
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the
|
|
Software is furnished to do so, subject to the following
|
|
conditions:
|
|
|
|
The above copyright notice and this permission notice shall be
|
|
included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
|
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
|
OTHER DEALINGS IN THE SOFTWARE.
|
|
|
|
This is an amazing lib!
|
|
|
|
slightly modified by Mat Groves (matgroves.com);
|
|
*/
|
|
|
|
/**
|
|
* Based on the Polyk library http://polyk.ivank.net released under MIT licence.
|
|
* This is an amazing lib!
|
|
* slightly modified by Mat Groves (matgroves.com);
|
|
* @class PolyK
|
|
*
|
|
*/
|
|
PIXI.PolyK = {};
|
|
|
|
/**
|
|
* Triangulates shapes for webGL graphic fills
|
|
*
|
|
* @method Triangulate
|
|
*
|
|
*/
|
|
PIXI.PolyK.Triangulate = function(p)
|
|
{
|
|
var sign = true;
|
|
|
|
var n = p.length >> 1;
|
|
if(n < 3) return [];
|
|
|
|
var tgs = [];
|
|
var avl = [];
|
|
for(var i = 0; i < n; i++) avl.push(i);
|
|
|
|
i = 0;
|
|
var al = n;
|
|
while(al > 3)
|
|
{
|
|
var i0 = avl[(i+0)%al];
|
|
var i1 = avl[(i+1)%al];
|
|
var i2 = avl[(i+2)%al];
|
|
|
|
var ax = p[2*i0], ay = p[2*i0+1];
|
|
var bx = p[2*i1], by = p[2*i1+1];
|
|
var cx = p[2*i2], cy = p[2*i2+1];
|
|
|
|
var earFound = false;
|
|
if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign))
|
|
{
|
|
earFound = true;
|
|
for(var j = 0; j < al; j++)
|
|
{
|
|
var vi = avl[j];
|
|
if(vi === i0 || vi === i1 || vi === i2) continue;
|
|
|
|
if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {
|
|
earFound = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(earFound)
|
|
{
|
|
tgs.push(i0, i1, i2);
|
|
avl.splice((i+1)%al, 1);
|
|
al--;
|
|
i = 0;
|
|
}
|
|
else if(i++ > 3*al)
|
|
{
|
|
// need to flip flip reverse it!
|
|
// reset!
|
|
if(sign)
|
|
{
|
|
tgs = [];
|
|
avl = [];
|
|
for(i = 0; i < n; i++) avl.push(i);
|
|
|
|
i = 0;
|
|
al = n;
|
|
|
|
sign = false;
|
|
}
|
|
else
|
|
{
|
|
window.console.log("PIXI Warning: shape too complex to fill");
|
|
return [];
|
|
}
|
|
}
|
|
}
|
|
|
|
tgs.push(avl[0], avl[1], avl[2]);
|
|
return tgs;
|
|
};
|
|
|
|
/**
|
|
* Checks whether a point is within a triangle
|
|
*
|
|
* @method _PointInTriangle
|
|
* @param px {Number} x coordinate of the point to test
|
|
* @param py {Number} y coordinate of the point to test
|
|
* @param ax {Number} x coordinate of the a point of the triangle
|
|
* @param ay {Number} y coordinate of the a point of the triangle
|
|
* @param bx {Number} x coordinate of the b point of the triangle
|
|
* @param by {Number} y coordinate of the b point of the triangle
|
|
* @param cx {Number} x coordinate of the c point of the triangle
|
|
* @param cy {Number} y coordinate of the c point of the triangle
|
|
* @private
|
|
*/
|
|
PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
|
|
{
|
|
var v0x = cx-ax;
|
|
var v0y = cy-ay;
|
|
var v1x = bx-ax;
|
|
var v1y = by-ay;
|
|
var v2x = px-ax;
|
|
var v2y = py-ay;
|
|
|
|
var dot00 = v0x*v0x+v0y*v0y;
|
|
var dot01 = v0x*v1x+v0y*v1y;
|
|
var dot02 = v0x*v2x+v0y*v2y;
|
|
var dot11 = v1x*v1x+v1y*v1y;
|
|
var dot12 = v1x*v2x+v1y*v2y;
|
|
|
|
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
|
|
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
|
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
|
|
|
// Check if point is in triangle
|
|
return (u >= 0) && (v >= 0) && (u + v < 1);
|
|
};
|
|
|
|
/**
|
|
* Checks whether a shape is convex
|
|
*
|
|
* @method _convex
|
|
*
|
|
* @private
|
|
*/
|
|
PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
|
|
{
|
|
return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
// TODO Alvin and Mat
|
|
// Should we eventually create a Utils class ?
|
|
// Or just move this file to the pixi.js file ?
|
|
PIXI.initDefaultShaders = function()
|
|
{
|
|
|
|
// PIXI.stripShader = new PIXI.StripShader();
|
|
// PIXI.stripShader.init();
|
|
|
|
};
|
|
|
|
PIXI.CompileVertexShader = function(gl, shaderSrc)
|
|
{
|
|
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
|
|
};
|
|
|
|
PIXI.CompileFragmentShader = function(gl, shaderSrc)
|
|
{
|
|
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
|
|
};
|
|
|
|
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
|
|
{
|
|
var src = shaderSrc.join("\n");
|
|
var shader = gl.createShader(shaderType);
|
|
gl.shaderSource(shader, src);
|
|
gl.compileShader(shader);
|
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
window.console.log(gl.getShaderInfoLog(shader));
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
};
|
|
|
|
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
|
|
{
|
|
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
|
|
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
|
|
|
|
var shaderProgram = gl.createProgram();
|
|
|
|
gl.attachShader(shaderProgram, vertexShader);
|
|
gl.attachShader(shaderProgram, fragmentShader);
|
|
gl.linkProgram(shaderProgram);
|
|
|
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
|
window.console.log("Could not initialise shaders");
|
|
}
|
|
|
|
return shaderProgram;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
|
*/
|
|
|
|
/**
|
|
* @class PixiShader
|
|
* @constructor
|
|
*/
|
|
PIXI.PixiShader = function(gl)
|
|
{
|
|
this._UID = PIXI._UID++;
|
|
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
/**
|
|
* @property {any} program - The WebGL program.
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* @property {array} fragmentSrc - The fragment shader.
|
|
*/
|
|
this.fragmentSrc = [
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying vec4 vColor;',
|
|
'uniform sampler2D uSampler;',
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @property {number} textureCount - A local texture counter for multi-texture shaders.
|
|
*/
|
|
this.textureCount = 0;
|
|
|
|
this.attributes = [];
|
|
|
|
this.init();
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader
|
|
* @method init
|
|
*
|
|
*/
|
|
PIXI.PixiShader.prototype.init = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
|
|
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.dimensions = gl.getUniformLocation(program, 'dimensions');
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
|
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
|
|
|
|
// Begin worst hack eva //
|
|
|
|
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
|
|
// maybe its something to do with the current state of the gl context.
|
|
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
|
|
// If theres any webGL people that know why could happen please help :)
|
|
if(this.colorAttribute === -1)
|
|
{
|
|
this.colorAttribute = 2;
|
|
}
|
|
|
|
this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute];
|
|
|
|
// End worst hack eva //
|
|
|
|
// add those custom shaders!
|
|
for (var key in this.uniforms)
|
|
{
|
|
// get the uniform locations..
|
|
this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
|
|
}
|
|
|
|
this.initUniforms();
|
|
|
|
this.program = program;
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader uniform values.
|
|
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
|
|
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
|
|
*
|
|
* @method initUniforms
|
|
*/
|
|
PIXI.PixiShader.prototype.initUniforms = function()
|
|
{
|
|
this.textureCount = 1;
|
|
var gl = this.gl;
|
|
var uniform;
|
|
|
|
for (var key in this.uniforms)
|
|
{
|
|
uniform = this.uniforms[key];
|
|
|
|
var type = uniform.type;
|
|
|
|
if (type === 'sampler2D')
|
|
{
|
|
uniform._init = false;
|
|
|
|
if (uniform.value !== null)
|
|
{
|
|
this.initSampler2D(uniform);
|
|
}
|
|
}
|
|
else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
|
|
{
|
|
// These require special handling
|
|
uniform.glMatrix = true;
|
|
uniform.glValueLength = 1;
|
|
|
|
if (type === 'mat2')
|
|
{
|
|
uniform.glFunc = gl.uniformMatrix2fv;
|
|
}
|
|
else if (type === 'mat3')
|
|
{
|
|
uniform.glFunc = gl.uniformMatrix3fv;
|
|
}
|
|
else if (type === 'mat4')
|
|
{
|
|
uniform.glFunc = gl.uniformMatrix4fv;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// GL function reference
|
|
uniform.glFunc = gl['uniform' + type];
|
|
|
|
if (type === '2f' || type === '2i')
|
|
{
|
|
uniform.glValueLength = 2;
|
|
}
|
|
else if (type === '3f' || type === '3i')
|
|
{
|
|
uniform.glValueLength = 3;
|
|
}
|
|
else if (type === '4f' || type === '4i')
|
|
{
|
|
uniform.glValueLength = 4;
|
|
}
|
|
else
|
|
{
|
|
uniform.glValueLength = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
|
|
*
|
|
* @method initSampler2D
|
|
*/
|
|
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
|
|
{
|
|
if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
|
|
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
|
|
|
|
// Extended texture data
|
|
if (uniform.textureData)
|
|
{
|
|
var data = uniform.textureData;
|
|
|
|
// GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);
|
|
// GLTextureLinear = mag/min linear, wrap clamp
|
|
// GLTextureNearestRepeat = mag/min NEAREST, wrap repeat
|
|
// GLTextureNearest = mag/min nearest, wrap clamp
|
|
// AudioTexture = whatever + luminance + width 512, height 2, border 0
|
|
// KeyTexture = whatever + luminance + width 256, height 2, border 0
|
|
|
|
// magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST
|
|
// wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT
|
|
|
|
var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;
|
|
var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;
|
|
var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;
|
|
var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;
|
|
var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;
|
|
|
|
if (data.repeat)
|
|
{
|
|
wrapS = gl.REPEAT;
|
|
wrapT = gl.REPEAT;
|
|
}
|
|
|
|
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);
|
|
|
|
if (data.width)
|
|
{
|
|
var width = (data.width) ? data.width : 512;
|
|
var height = (data.height) ? data.height : 2;
|
|
var border = (data.border) ? data.border : 0;
|
|
|
|
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null);
|
|
}
|
|
else
|
|
{
|
|
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source);
|
|
}
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
|
|
}
|
|
|
|
gl.uniform1i(uniform.uniformLocation, this.textureCount);
|
|
|
|
uniform._init = true;
|
|
|
|
this.textureCount++;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the shader uniform values.
|
|
*
|
|
* @method syncUniforms
|
|
*/
|
|
PIXI.PixiShader.prototype.syncUniforms = function()
|
|
{
|
|
this.textureCount = 1;
|
|
var uniform;
|
|
var gl = this.gl;
|
|
|
|
// This would probably be faster in an array and it would guarantee key order
|
|
for (var key in this.uniforms)
|
|
{
|
|
uniform = this.uniforms[key];
|
|
|
|
if (uniform.glValueLength === 1)
|
|
{
|
|
if (uniform.glMatrix === true)
|
|
{
|
|
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);
|
|
}
|
|
else
|
|
{
|
|
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);
|
|
}
|
|
}
|
|
else if (uniform.glValueLength === 2)
|
|
{
|
|
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
|
|
}
|
|
else if (uniform.glValueLength === 3)
|
|
{
|
|
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
|
|
}
|
|
else if (uniform.glValueLength === 4)
|
|
{
|
|
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
|
|
}
|
|
else if (uniform.type === 'sampler2D')
|
|
{
|
|
if (uniform._init)
|
|
{
|
|
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
|
|
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));
|
|
gl.uniform1i(uniform.uniformLocation, this.textureCount);
|
|
this.textureCount++;
|
|
}
|
|
else
|
|
{
|
|
this.initSampler2D(uniform);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroys the shader
|
|
* @method destroy
|
|
*/
|
|
PIXI.PixiShader.prototype.destroy = function()
|
|
{
|
|
this.gl.deleteProgram( this.program );
|
|
this.uniforms = null;
|
|
this.gl = null;
|
|
|
|
this.attributes = null;
|
|
};
|
|
|
|
/**
|
|
* The Default Vertex shader source
|
|
* @property defaultVertexSrc
|
|
* @type String
|
|
*/
|
|
PIXI.PixiShader.defaultVertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec2 aTextureCoord;',
|
|
'attribute vec2 aColor;',
|
|
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
|
|
'varying vec2 vTextureCoord;',
|
|
'varying vec4 vColor;',
|
|
|
|
'const vec2 center = vec2(-1.0, 1.0);',
|
|
|
|
'void main(void) {',
|
|
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
|
|
' vTextureCoord = aTextureCoord;',
|
|
' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
|
|
' vColor = vec4(color * aColor.x, aColor.x);',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
|
*/
|
|
|
|
/**
|
|
* @class PixiFastShader
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.PixiFastShader = function(gl)
|
|
{
|
|
this._UID = PIXI._UID++;
|
|
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
/**
|
|
* @property {any} program - The WebGL program.
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* @property {array} fragmentSrc - The fragment shader.
|
|
*/
|
|
this.fragmentSrc = [
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying float vColor;',
|
|
'uniform sampler2D uSampler;',
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @property {array} vertexSrc - The vertex shader
|
|
*/
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec2 aPositionCoord;',
|
|
'attribute vec2 aScale;',
|
|
'attribute float aRotation;',
|
|
'attribute vec2 aTextureCoord;',
|
|
'attribute float aColor;',
|
|
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
'uniform mat3 uMatrix;',
|
|
|
|
'varying vec2 vTextureCoord;',
|
|
'varying float vColor;',
|
|
|
|
'const vec2 center = vec2(-1.0, 1.0);',
|
|
|
|
'void main(void) {',
|
|
' vec2 v;',
|
|
' vec2 sv = aVertexPosition * aScale;',
|
|
' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',
|
|
' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',
|
|
' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
|
|
' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
|
|
' vTextureCoord = aTextureCoord;',
|
|
// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
|
|
' vColor = aColor;',
|
|
'}'
|
|
];
|
|
|
|
|
|
/**
|
|
* @property {number} textureCount - A local texture counter for multi-texture shaders.
|
|
*/
|
|
this.textureCount = 0;
|
|
|
|
|
|
this.init();
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader
|
|
* @method init
|
|
*
|
|
*/
|
|
PIXI.PixiFastShader.prototype.init = function()
|
|
{
|
|
|
|
var gl = this.gl;
|
|
|
|
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
|
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
|
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.dimensions = gl.getUniformLocation(program, 'dimensions');
|
|
this.uMatrix = gl.getUniformLocation(program, 'uMatrix');
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord');
|
|
|
|
this.aScale = gl.getAttribLocation(program, 'aScale');
|
|
this.aRotation = gl.getAttribLocation(program, 'aRotation');
|
|
|
|
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
|
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
|
|
|
|
|
|
// Begin worst hack eva //
|
|
|
|
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
|
|
// maybe its somthing to do with the current state of the gl context.
|
|
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
|
|
// If theres any webGL people that know why could happen please help :)
|
|
if(this.colorAttribute === -1)
|
|
{
|
|
this.colorAttribute = 2;
|
|
}
|
|
|
|
this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute];
|
|
|
|
// End worst hack eva //
|
|
|
|
|
|
this.program = program;
|
|
};
|
|
|
|
/**
|
|
* Destroys the shader
|
|
* @method destroy
|
|
*
|
|
*/
|
|
PIXI.PixiFastShader.prototype.destroy = function()
|
|
{
|
|
this.gl.deleteProgram( this.program );
|
|
this.uniforms = null;
|
|
this.gl = null;
|
|
|
|
this.attributes = null;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
PIXI.StripShader = function(gl)
|
|
{
|
|
this._UID = PIXI._UID++;
|
|
|
|
this.gl = gl;
|
|
|
|
/**
|
|
* @property {any} program - The WebGL program.
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* @property {array} fragmentSrc - The fragment shader.
|
|
*/
|
|
this.fragmentSrc = [
|
|
'precision mediump float;',
|
|
'varying vec2 vTextureCoord;',
|
|
// 'varying float vColor;',
|
|
'uniform float alpha;',
|
|
'uniform sampler2D uSampler;',
|
|
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
|
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @property {array} fragmentSrc - The fragment shader.
|
|
*/
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec2 aTextureCoord;',
|
|
'uniform mat3 translationMatrix;',
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
// 'uniform float alpha;',
|
|
// 'uniform vec3 tint;',
|
|
'varying vec2 vTextureCoord;',
|
|
// 'varying vec4 vColor;',
|
|
|
|
'void main(void) {',
|
|
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
|
|
' v -= offsetVector.xyx;',
|
|
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
|
|
' vTextureCoord = aTextureCoord;',
|
|
// ' vColor = aColor * vec4(tint * alpha, alpha);',
|
|
'}'
|
|
];
|
|
|
|
this.init();
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader
|
|
* @method init
|
|
*
|
|
*/
|
|
PIXI.StripShader.prototype.init = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
//this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
|
|
|
this.attributes = [this.aVertexPosition, this.aTextureCoord];
|
|
|
|
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
|
|
this.alpha = gl.getUniformLocation(program, 'alpha');
|
|
|
|
this.program = program;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class PrimitiveShader
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.PrimitiveShader = function(gl)
|
|
{
|
|
this._UID = PIXI._UID++;
|
|
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
/**
|
|
* @property {any} program - The WebGL program.
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* @property fragmentSrc
|
|
* @type Array
|
|
*/
|
|
this.fragmentSrc = [
|
|
'precision mediump float;',
|
|
'varying vec4 vColor;',
|
|
|
|
'void main(void) {',
|
|
' gl_FragColor = vColor;',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @property vertexSrc
|
|
* @type Array
|
|
*/
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
'attribute vec4 aColor;',
|
|
'uniform mat3 translationMatrix;',
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
'uniform float alpha;',
|
|
'uniform vec3 tint;',
|
|
'varying vec4 vColor;',
|
|
|
|
'void main(void) {',
|
|
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
|
|
' v -= offsetVector.xyx;',
|
|
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
|
|
' vColor = aColor * vec4(tint * alpha, alpha);',
|
|
'}'
|
|
];
|
|
|
|
this.init();
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader
|
|
* @method init
|
|
*
|
|
*/
|
|
PIXI.PrimitiveShader.prototype.init = function()
|
|
{
|
|
|
|
var gl = this.gl;
|
|
|
|
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.tintColor = gl.getUniformLocation(program, 'tint');
|
|
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
|
|
this.attributes = [this.aVertexPosition, this.colorAttribute];
|
|
|
|
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
|
|
this.alpha = gl.getUniformLocation(program, 'alpha');
|
|
|
|
this.program = program;
|
|
};
|
|
|
|
/**
|
|
* Destroys the shader
|
|
* @method destroy
|
|
*
|
|
*/
|
|
PIXI.PrimitiveShader.prototype.destroy = function()
|
|
{
|
|
this.gl.deleteProgram( this.program );
|
|
this.uniforms = null;
|
|
this.gl = null;
|
|
|
|
this.attribute = null;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class ComplexPrimitiveShader
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.ComplexPrimitiveShader = function(gl)
|
|
{
|
|
this._UID = PIXI._UID++;
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
/**
|
|
* @property {any} program - The WebGL program.
|
|
*/
|
|
this.program = null;
|
|
|
|
/**
|
|
* @property fragmentSrc
|
|
* @type Array
|
|
*/
|
|
this.fragmentSrc = [
|
|
'precision mediump float;',
|
|
|
|
|
|
|
|
'varying vec4 vColor;',
|
|
|
|
'void main(void) {',
|
|
' gl_FragColor = vColor;',
|
|
'}'
|
|
];
|
|
|
|
/**
|
|
* @property vertexSrc
|
|
* @type Array
|
|
*/
|
|
this.vertexSrc = [
|
|
'attribute vec2 aVertexPosition;',
|
|
//'attribute vec4 aColor;',
|
|
'uniform mat3 translationMatrix;',
|
|
'uniform vec2 projectionVector;',
|
|
'uniform vec2 offsetVector;',
|
|
|
|
'uniform vec3 tint;',
|
|
'uniform float alpha;',
|
|
'uniform vec3 color;',
|
|
|
|
'varying vec4 vColor;',
|
|
|
|
'void main(void) {',
|
|
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
|
|
' v -= offsetVector.xyx;',
|
|
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
|
|
' vColor = vec4(color * alpha * tint, alpha);',//" * vec4(tint * alpha, alpha);',
|
|
'}'
|
|
];
|
|
|
|
this.init();
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader
|
|
* @method init
|
|
*
|
|
*/
|
|
PIXI.ComplexPrimitiveShader.prototype.init = function()
|
|
{
|
|
|
|
var gl = this.gl;
|
|
|
|
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
|
gl.useProgram(program);
|
|
|
|
// get and store the uniforms for the shader
|
|
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
|
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
|
this.tintColor = gl.getUniformLocation(program, 'tint');
|
|
this.color = gl.getUniformLocation(program, 'color');
|
|
|
|
|
|
// get and store the attributes
|
|
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
|
// this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
|
|
|
this.attributes = [this.aVertexPosition, this.colorAttribute];
|
|
|
|
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
|
|
this.alpha = gl.getUniformLocation(program, 'alpha');
|
|
|
|
this.program = program;
|
|
};
|
|
|
|
/**
|
|
* Destroys the shader
|
|
* @method destroy
|
|
*
|
|
*/
|
|
PIXI.ComplexPrimitiveShader.prototype.destroy = function()
|
|
{
|
|
this.gl.deleteProgram( this.program );
|
|
this.uniforms = null;
|
|
this.gl = null;
|
|
|
|
this.attribute = null;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A set of functions used by the webGL renderer to draw the primitive graphics data
|
|
*
|
|
* @class WebGLGraphics
|
|
* @private
|
|
* @static
|
|
*/
|
|
PIXI.WebGLGraphics = function()
|
|
{
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphics
|
|
* @param graphics {Graphics}
|
|
* @param renderSession {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)
|
|
{
|
|
var gl = renderSession.gl;
|
|
var projection = renderSession.projection,
|
|
offset = renderSession.offset,
|
|
shader = renderSession.shaderManager.primitiveShader,
|
|
webGLData;
|
|
|
|
if(graphics.dirty)
|
|
{
|
|
PIXI.WebGLGraphics.updateGraphics(graphics, gl);
|
|
}
|
|
|
|
var webGL = graphics._webGL[gl.id];
|
|
|
|
// This could be speeded up for sure!
|
|
|
|
for (var i = 0; i < webGL.data.length; i++)
|
|
{
|
|
if(webGL.data[i].mode === 1)
|
|
{
|
|
webGLData = webGL.data[i];
|
|
|
|
renderSession.stencilManager.pushStencil(graphics, webGLData, renderSession);
|
|
|
|
// render quad..
|
|
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
|
|
|
|
renderSession.stencilManager.popStencil(graphics, webGLData, renderSession);
|
|
|
|
this.last = webGLData.mode;
|
|
}
|
|
else
|
|
{
|
|
webGLData = webGL.data[i];
|
|
|
|
|
|
renderSession.shaderManager.setShader( shader );//activatePrimitiveShader();
|
|
shader = renderSession.shaderManager.primitiveShader;
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
|
|
|
|
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, webGLData.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, webGLData.indexBuffer);
|
|
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Updates the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method updateGraphics
|
|
* @param graphicsData {Graphics} The graphics object to update
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
|
|
{
|
|
// get the contexts graphics object
|
|
var webGL = graphics._webGL[gl.id];
|
|
// if the graphics object does not exist in the webGL context time to create it!
|
|
if(!webGL)webGL = graphics._webGL[gl.id] = {lastIndex:0, data:[], gl:gl};
|
|
|
|
// flag the graphics as not dirty as we are about to update it...
|
|
graphics.dirty = false;
|
|
|
|
var i;
|
|
|
|
// if the user cleared the graphics object we will need to clear every object
|
|
if(graphics.clearDirty)
|
|
{
|
|
graphics.clearDirty = false;
|
|
|
|
// lop through and return all the webGLDatas to the object pool so than can be reused later on
|
|
for (i = 0; i < webGL.data.length; i++)
|
|
{
|
|
var graphicsData = webGL.data[i];
|
|
graphicsData.reset();
|
|
PIXI.WebGLGraphics.graphicsDataPool.push( graphicsData );
|
|
}
|
|
|
|
// clear the array and reset the index..
|
|
webGL.data = [];
|
|
webGL.lastIndex = 0;
|
|
}
|
|
|
|
|
|
var webGLData;
|
|
|
|
// loop through the graphics datas and construct each one..
|
|
// if the object is a complex fill then the new stencil buffer technique will be used
|
|
// other wise graphics objects will be pushed into a batch..
|
|
for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
|
|
if(data.type === PIXI.Graphics.POLY)
|
|
{
|
|
// MAKE SURE WE HAVE THE CORRECT TYPE..
|
|
if(data.fill)
|
|
{
|
|
if(data.points.length > 6)
|
|
{
|
|
if(data.points.length > 5 * 2)
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1);
|
|
PIXI.WebGLGraphics.buildComplexPoly(data, webGLData);
|
|
}
|
|
else
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);
|
|
PIXI.WebGLGraphics.buildPoly(data, webGLData);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(data.lineWidth > 0)
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);
|
|
PIXI.WebGLGraphics.buildLine(data, webGLData);
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);
|
|
|
|
if(data.type === PIXI.Graphics.RECT)
|
|
{
|
|
PIXI.WebGLGraphics.buildRectangle(data, webGLData);
|
|
}
|
|
else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP)
|
|
{
|
|
PIXI.WebGLGraphics.buildCircle(data, webGLData);
|
|
}
|
|
else if(data.type === PIXI.Graphics.RREC)
|
|
{
|
|
PIXI.WebGLGraphics.buildRoundedRectangle(data, webGLData);
|
|
}
|
|
}
|
|
|
|
|
|
webGL.lastIndex++;
|
|
}
|
|
|
|
// upload all the dirty data...
|
|
for (i = 0; i < webGL.data.length; i++)
|
|
{
|
|
webGLData = webGL.data[i];
|
|
if(webGLData.dirty)webGLData.upload();
|
|
}
|
|
};
|
|
|
|
|
|
PIXI.WebGLGraphics.switchMode = function(webGL, type)
|
|
{
|
|
var webGLData;
|
|
|
|
if(!webGL.data.length)
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(webGL.gl);
|
|
webGLData.mode = type;
|
|
webGL.data.push(webGLData);
|
|
}
|
|
else
|
|
{
|
|
webGLData = webGL.data[webGL.data.length-1];
|
|
|
|
if(webGLData.mode !== type || type === 1)
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(webGL.gl);
|
|
webGLData.mode = type;
|
|
webGL.data.push(webGLData);
|
|
}
|
|
}
|
|
|
|
webGLData.dirty = true;
|
|
|
|
return webGLData;
|
|
};
|
|
|
|
/**
|
|
* Builds a rectangle to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildRectangle
|
|
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
|
|
* @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 rounded rectangle to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildRoundedRectangle
|
|
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
|
|
{
|
|
|
|
var points = graphicsData.points;
|
|
var x = points[0];
|
|
var y = points[1];
|
|
var width = points[2];
|
|
var height = points[3];
|
|
var radius = points[4];
|
|
|
|
|
|
var recPoints = [];
|
|
recPoints.push(x, y + radius);
|
|
recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
|
|
recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
|
|
recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
|
|
recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
|
|
|
|
|
|
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;
|
|
|
|
var triangles = PIXI.PolyK.Triangulate(recPoints);
|
|
|
|
var i = 0;
|
|
for (i = 0; i < triangles.length; i+=3)
|
|
{
|
|
indices.push(triangles[i] + vecPos);
|
|
indices.push(triangles[i] + vecPos);
|
|
indices.push(triangles[i+1] + vecPos);
|
|
indices.push(triangles[i+2] + vecPos);
|
|
indices.push(triangles[i+2] + vecPos);
|
|
}
|
|
|
|
for (i = 0; i < recPoints.length; i++)
|
|
{
|
|
verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
|
|
}
|
|
}
|
|
|
|
if (graphicsData.lineWidth) {
|
|
var tempPoints = graphicsData.points;
|
|
|
|
graphicsData.points = recPoints;
|
|
|
|
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
|
|
|
|
graphicsData.points = tempPoints;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Calcul the points for a quadratic bezier curve. (helper function..)
|
|
* Based on : https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
|
|
*
|
|
* @param {number} fromX Origin point x
|
|
* @param {number} fromY Origin point x
|
|
* @param {number} cpX Control point x
|
|
* @param {number} cpY Control point y
|
|
* @param {number} toX Destination point x
|
|
* @param {number} toY Destination point y
|
|
* @return {number[]}
|
|
*/
|
|
PIXI.WebGLGraphics.quadraticBezierCurve = function(fromX, fromY, cpX, cpY, toX, toY) {
|
|
var xa,
|
|
ya,
|
|
xb,
|
|
yb,
|
|
x,
|
|
y,
|
|
n = 20,
|
|
points = [];
|
|
|
|
function getPt(n1 , n2, perc) {
|
|
var diff = n2 - n1;
|
|
|
|
return n1 + ( diff * perc );
|
|
}
|
|
|
|
var j = 0;
|
|
for (var i = 0; i <= n; i++ )
|
|
{
|
|
j = i / n;
|
|
|
|
// The Green Line
|
|
xa = getPt( fromX , cpX , j );
|
|
ya = getPt( fromY , cpY , j );
|
|
xb = getPt( cpX , toX , j );
|
|
yb = getPt( cpY , toY , j );
|
|
|
|
// The Black Dot
|
|
x = getPt( xa , xb , j );
|
|
y = getPt( ya , yb , j );
|
|
|
|
points.push(x, y);
|
|
}
|
|
return points;
|
|
};
|
|
|
|
/**
|
|
* Builds a circle to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildCircle
|
|
* @param graphicsData {Graphics} The graphics object to draw
|
|
* @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 < 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 < 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 graphicsData {Graphics} The graphics object containing all the necessary properties
|
|
* @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 < 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 && firstPoint.y === lastPoint.y)
|
|
{
|
|
// need to clone as we are going to slightly modify the shape..
|
|
points = points.slice();
|
|
|
|
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 < 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) < 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 > 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 < indexCount; i++)
|
|
{
|
|
indices.push(indexStart++);
|
|
}
|
|
|
|
indices.push(indexStart-1);
|
|
};
|
|
|
|
/**
|
|
* Builds a complex polygon to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildPoly
|
|
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildComplexPoly = function(graphicsData, webGLData)
|
|
{
|
|
|
|
//TODO - no need to copy this as it gets turned into a FLoat32Array anyways..
|
|
var points = graphicsData.points.slice();
|
|
if(points.length < 6)return;
|
|
|
|
// get first and last point.. figure out the middle!
|
|
var indices = webGLData.indices;
|
|
webGLData.points = points;
|
|
webGLData.alpha = graphicsData.fillAlpha;
|
|
webGLData.color = PIXI.hex2rgb(graphicsData.fillColor);
|
|
|
|
/*
|
|
calclate the bounds..
|
|
*/
|
|
var minX = Infinity;
|
|
var maxX = -Infinity;
|
|
|
|
var minY = Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var x,y;
|
|
|
|
// get size..
|
|
for (var i = 0; i < points.length; i+=2)
|
|
{
|
|
x = points[i];
|
|
y = points[i+1];
|
|
|
|
minX = x < minX ? x : minX;
|
|
maxX = x > maxX ? x : maxX;
|
|
|
|
minY = y < minY ? y : minY;
|
|
maxY = y > maxY ? y : maxY;
|
|
}
|
|
|
|
// add a quad to the end cos there is no point making another buffer!
|
|
points.push(minX, minY,
|
|
maxX, minY,
|
|
maxX, maxY,
|
|
minX, maxY);
|
|
|
|
// push a quad onto the end..
|
|
|
|
//TODO - this aint needed!
|
|
var length = points.length / 2;
|
|
for (i = 0; i < length; i++)
|
|
{
|
|
indices.push( i );
|
|
}
|
|
|
|
};
|
|
|
|
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
|
|
{
|
|
var points = graphicsData.points;
|
|
if(points.length < 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 < 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 < length; i++)
|
|
{
|
|
verts.push(points[i * 2], points[i * 2 + 1],
|
|
r, g, b, alpha);
|
|
}
|
|
|
|
};
|
|
|
|
PIXI.WebGLGraphics.graphicsDataPool = [];
|
|
|
|
PIXI.WebGLGraphicsData = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
//TODO does this need to be split before uploding??
|
|
this.color = [0,0,0]; // color split!
|
|
this.points = [];
|
|
this.indices = [];
|
|
this.lastIndex = 0;
|
|
this.buffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
this.mode = 1;
|
|
this.alpha = 1;
|
|
this.dirty = true;
|
|
};
|
|
|
|
PIXI.WebGLGraphicsData.prototype.reset = function()
|
|
{
|
|
this.points = [];
|
|
this.indices = [];
|
|
this.lastIndex = 0;
|
|
};
|
|
|
|
PIXI.WebGLGraphicsData.prototype.upload = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// this.lastIndex = graphics.graphicsData.length;
|
|
this.glPoints = new Float32Array(this.points);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
|
|
|
this.glIndicies = new Uint16Array(this.indices);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
|
|
|
|
this.dirty = false;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
|
|
|
|
/**
|
|
* the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
|
|
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's.
|
|
* So no need for Sprite Batch's or Sprite Cloud's
|
|
* Dont forget to add the view to your DOM or you will not see anything :)
|
|
*
|
|
* @class WebGLRenderer
|
|
* @constructor
|
|
* @param width=0 {Number} the width of the canvas view
|
|
* @param height=0 {Number} the height of the canvas view
|
|
* @param view {HTMLCanvasElement} the canvas to use as a view, optional
|
|
* @param transparent=false {Boolean} If the render view is transparent, default false
|
|
* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
|
|
* @param preserveDrawingBuffer=false {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context
|
|
*
|
|
*/
|
|
PIXI.WebGLRenderer = function(width, height, view, transparent, antialias, preserveDrawingBuffer)
|
|
{
|
|
if(!PIXI.defaultRenderer)
|
|
{
|
|
PIXI.sayHello('webGL');
|
|
PIXI.defaultRenderer = this;
|
|
}
|
|
|
|
this.type = PIXI.WEBGL_RENDERER;
|
|
|
|
// do a catch.. only 1 webGL renderer..
|
|
/**
|
|
* Whether the render view is transparent
|
|
*
|
|
* @property transparent
|
|
* @type Boolean
|
|
*/
|
|
this.transparent = !!transparent;
|
|
|
|
/**
|
|
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
|
|
*
|
|
* @property preserveDrawingBuffer
|
|
* @type Boolean
|
|
*/
|
|
this.preserveDrawingBuffer = preserveDrawingBuffer;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @default 800
|
|
*/
|
|
this.width = width || 800;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @default 600
|
|
*/
|
|
this.height = height || 600;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to
|
|
*
|
|
* @property view
|
|
* @type HTMLCanvasElement
|
|
*/
|
|
this.view = view || document.createElement( 'canvas' );
|
|
this.view.width = this.width;
|
|
this.view.height = this.height;
|
|
|
|
// deal with losing context..
|
|
this.contextLost = this.handleContextLost.bind(this);
|
|
this.contextRestoredLost = this.handleContextRestored.bind(this);
|
|
|
|
this.view.addEventListener('webglcontextlost', this.contextLost, false);
|
|
this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false);
|
|
|
|
this.options = {
|
|
alpha: this.transparent,
|
|
antialias:!!antialias, // SPEED UP??
|
|
premultipliedAlpha:!!transparent,
|
|
stencil:true,
|
|
preserveDrawingBuffer: preserveDrawingBuffer
|
|
};
|
|
|
|
var gl = null;
|
|
|
|
['experimental-webgl', 'webgl'].forEach(function(name) {
|
|
try {
|
|
gl = gl || this.view.getContext(name, this.options);
|
|
} catch(e) {}
|
|
}, this);
|
|
|
|
if (!gl) {
|
|
// fail, not able to get a context
|
|
throw new Error('This browser does not support webGL. Try using the canvas renderer' + this);
|
|
}
|
|
|
|
this.gl = gl;
|
|
this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
|
|
|
|
PIXI.glContexts[this.glContextId] = gl;
|
|
|
|
if(!PIXI.blendModesWebGL)
|
|
{
|
|
PIXI.blendModesWebGL = [];
|
|
|
|
PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
|
}
|
|
|
|
|
|
|
|
|
|
this.projection = new PIXI.Point();
|
|
this.projection.x = this.width/2;
|
|
this.projection.y = -this.height/2;
|
|
|
|
this.offset = new PIXI.Point(0, 0);
|
|
|
|
this.resize(this.width, this.height);
|
|
this.contextLost = false;
|
|
|
|
// time to create the render managers! each one focuses on managine a state in webGL
|
|
this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs
|
|
this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites
|
|
//this.primitiveBatch = new PIXI.WebGLPrimitiveBatch(gl); // primitive batch renderer
|
|
this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer
|
|
this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters
|
|
this.stencilManager = new PIXI.WebGLStencilManager(gl);
|
|
this.blendModeManager = new PIXI.WebGLBlendModeManager(gl);
|
|
|
|
this.renderSession = {};
|
|
this.renderSession.gl = this.gl;
|
|
this.renderSession.drawCount = 0;
|
|
this.renderSession.shaderManager = this.shaderManager;
|
|
this.renderSession.maskManager = this.maskManager;
|
|
this.renderSession.filterManager = this.filterManager;
|
|
this.renderSession.blendModeManager = this.blendModeManager;
|
|
// this.renderSession.primitiveBatch = this.primitiveBatch;
|
|
this.renderSession.spriteBatch = this.spriteBatch;
|
|
this.renderSession.stencilManager = this.stencilManager;
|
|
this.renderSession.renderer = this;
|
|
|
|
gl.useProgram(this.shaderManager.defaultShader.program);
|
|
|
|
gl.disable(gl.DEPTH_TEST);
|
|
gl.disable(gl.CULL_FACE);
|
|
|
|
gl.enable(gl.BLEND);
|
|
gl.colorMask(true, true, true, this.transparent);
|
|
};
|
|
|
|
// constructor
|
|
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
|
|
|
|
/**
|
|
* Renders the stage to its webGL view
|
|
*
|
|
* @method render
|
|
* @param stage {Stage} the Stage element to be rendered
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.render = function(stage)
|
|
{
|
|
if(this.contextLost)return;
|
|
|
|
|
|
// if rendering a new stage clear the batches..
|
|
if(this.__stage !== stage)
|
|
{
|
|
if(stage.interactive)stage.interactionManager.removeEvents();
|
|
|
|
// TODO make this work
|
|
// dont think this is needed any more?
|
|
this.__stage = stage;
|
|
}
|
|
|
|
// update any textures this includes uvs and uploading them to the gpu
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
// update the scene graph
|
|
stage.updateTransform();
|
|
|
|
|
|
// interaction
|
|
if(stage._interactive)
|
|
{
|
|
//need to add some events!
|
|
if(!stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = true;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
// -- Does this need to be set every frame? -- //
|
|
//gl.colorMask(true, true, true, this.transparent);
|
|
gl.viewport(0, 0, this.width, this.height);
|
|
|
|
// make sure we are bound to the main frame buffer
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
|
|
if(this.transparent)
|
|
{
|
|
gl.clearColor(0, 0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1);
|
|
}
|
|
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
this.renderDisplayObject( stage, this.projection );
|
|
|
|
// interaction
|
|
if(stage.interactive)
|
|
{
|
|
//need to add some events!
|
|
if(!stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = true;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = false;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
|
|
/*
|
|
//can simulate context loss in Chrome like so:
|
|
this.view.onmousedown = function(ev) {
|
|
console.dir(this.gl.getSupportedExtensions());
|
|
var ext = (
|
|
gl.getExtension("WEBGL_scompressed_texture_s3tc")
|
|
// gl.getExtension("WEBGL_compressed_texture_s3tc") ||
|
|
// gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") ||
|
|
// gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc")
|
|
);
|
|
console.dir(ext);
|
|
var loseCtx = this.gl.getExtension("WEBGL_lose_context");
|
|
console.log("killing context");
|
|
loseCtx.loseContext();
|
|
setTimeout(function() {
|
|
console.log("restoring context...");
|
|
loseCtx.restoreContext();
|
|
}.bind(this), 1000);
|
|
}.bind(this);
|
|
*/
|
|
};
|
|
|
|
/**
|
|
* Renders a display Object
|
|
*
|
|
* @method renderDIsplayObject
|
|
* @param displayObject {DisplayObject} The DisplayObject to render
|
|
* @param projection {Point} The projection
|
|
* @param buffer {Array} a standard WebGL buffer
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer)
|
|
{
|
|
this.renderSession.blendModeManager.setBlendMode(PIXI.blendModes.NORMAL);
|
|
// reset the render session data..
|
|
this.renderSession.drawCount = 0;
|
|
this.renderSession.currentBlendMode = 9999;
|
|
|
|
this.renderSession.projection = projection;
|
|
this.renderSession.offset = this.offset;
|
|
|
|
// start the sprite batch
|
|
this.spriteBatch.begin(this.renderSession);
|
|
|
|
// this.primitiveBatch.begin(this.renderSession);
|
|
|
|
// start the filter manager
|
|
this.filterManager.begin(this.renderSession, buffer);
|
|
|
|
// render the scene!
|
|
displayObject._renderWebGL(this.renderSession);
|
|
|
|
// finish the sprite batch
|
|
this.spriteBatch.end();
|
|
|
|
// this.primitiveBatch.end();
|
|
};
|
|
|
|
/**
|
|
* Updates the textures loaded into this webgl renderer
|
|
*
|
|
* @static
|
|
* @method updateTextures
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.updateTextures = function()
|
|
{
|
|
var i = 0;
|
|
|
|
//TODO break this out into a texture manager...
|
|
// for (i = 0; i < PIXI.texturesToUpdate.length; i++)
|
|
// PIXI..updateWebGLTexture(PIXI.texturesToUpdate[i], this.gl);
|
|
|
|
|
|
for (i=0; i < PIXI.Texture.frameUpdates.length; i++)
|
|
PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]);
|
|
|
|
for (i = 0; i < PIXI.texturesToDestroy.length; i++)
|
|
PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
|
|
|
|
PIXI.texturesToUpdate.length = 0;
|
|
PIXI.texturesToDestroy.length = 0;
|
|
PIXI.Texture.frameUpdates.length = 0;
|
|
};
|
|
|
|
/**
|
|
* Destroys a loaded webgl texture
|
|
*
|
|
* @method destroyTexture
|
|
* @param texture {Texture} The texture to update
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.destroyTexture = function(texture)
|
|
{
|
|
//TODO break this out into a texture manager...
|
|
|
|
for (var i = texture._glTextures.length - 1; i >= 0; i--)
|
|
{
|
|
var glTexture = texture._glTextures[i];
|
|
var gl = PIXI.glContexts[i];
|
|
|
|
if(gl && glTexture)
|
|
{
|
|
gl.deleteTexture(glTexture);
|
|
}
|
|
}
|
|
|
|
texture._glTextures.length = 0;
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method updateTextureFrame
|
|
* @param texture {Texture} The texture to update the frame from
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.updateTextureFrame = function(texture)
|
|
{
|
|
//texture.updateFrame = false;
|
|
|
|
// now set the uvs. Figured that the uv data sits with a texture rather than a sprite.
|
|
// so uv data is stored on the texture itself
|
|
texture._updateWebGLuvs();
|
|
};
|
|
|
|
/**
|
|
* resizes the webGL view to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the webGL view
|
|
* @param height {Number} the new height of the webGL view
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
this.projection.x = this.width/2;
|
|
this.projection.y = -this.height/2;
|
|
};
|
|
|
|
/**
|
|
* Creates a WebGL texture
|
|
*
|
|
* @method createWebGLTexture
|
|
* @param texture {Texture} the texture to render
|
|
* @param gl {webglContext} the WebGL context
|
|
* @static
|
|
*/
|
|
PIXI.createWebGLTexture = function(texture, gl)
|
|
{
|
|
|
|
|
|
if(texture.hasLoaded)
|
|
{
|
|
texture._glTextures[gl.id] = gl.createTexture();
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
// reguler...
|
|
|
|
if(!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
|
|
texture._dirty[gl.id] = false;
|
|
}
|
|
|
|
return texture._glTextures[gl.id];
|
|
};
|
|
|
|
/**
|
|
* Updates a WebGL texture
|
|
*
|
|
* @method updateWebGLTexture
|
|
* @param texture {Texture} the texture to update
|
|
* @param gl {webglContext} the WebGL context
|
|
* @private
|
|
*/
|
|
PIXI.updateWebGLTexture = function(texture, gl)
|
|
{
|
|
if( texture._glTextures[gl.id] )
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
|
|
// reguler...
|
|
|
|
if(!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
texture._dirty[gl.id] = false;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Handles a lost webgl context
|
|
*
|
|
* @method handleContextLost
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
|
{
|
|
event.preventDefault();
|
|
this.contextLost = true;
|
|
};
|
|
|
|
/**
|
|
* Handles a restored webgl context
|
|
*
|
|
* @method handleContextRestored
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|
{
|
|
|
|
//try 'experimental-webgl'
|
|
try {
|
|
this.gl = this.view.getContext('experimental-webgl', this.options);
|
|
} catch (e) {
|
|
//try 'webgl'
|
|
try {
|
|
this.gl = this.view.getContext('webgl', this.options);
|
|
} catch (e2) {
|
|
// fail, not able to get a context
|
|
throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this);
|
|
}
|
|
}
|
|
|
|
var gl = this.gl;
|
|
gl.id = PIXI.WebGLRenderer.glContextId ++;
|
|
|
|
|
|
|
|
// need to set the context...
|
|
this.shaderManager.setContext(gl);
|
|
this.spriteBatch.setContext(gl);
|
|
this.primitiveBatch.setContext(gl);
|
|
this.maskManager.setContext(gl);
|
|
this.filterManager.setContext(gl);
|
|
|
|
|
|
this.renderSession.gl = this.gl;
|
|
|
|
gl.disable(gl.DEPTH_TEST);
|
|
gl.disable(gl.CULL_FACE);
|
|
|
|
gl.enable(gl.BLEND);
|
|
gl.colorMask(true, true, true, this.transparent);
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
for(var key in PIXI.TextureCache)
|
|
{
|
|
var texture = PIXI.TextureCache[key].baseTexture;
|
|
texture._glTextures = [];
|
|
}
|
|
|
|
/**
|
|
* Whether the context was lost
|
|
* @property contextLost
|
|
* @type Boolean
|
|
*/
|
|
this.contextLost = false;
|
|
|
|
};
|
|
|
|
/**
|
|
* Removes everything from the renderer (event listeners, spritebatch, etc...)
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.destroy = function()
|
|
{
|
|
|
|
// deal with losing context..
|
|
|
|
// remove listeners
|
|
this.view.removeEventListener('webglcontextlost', this.contextLost);
|
|
this.view.removeEventListener('webglcontextrestored', this.contextRestoredLost);
|
|
|
|
PIXI.glContexts[this.glContextId] = null;
|
|
|
|
this.projection = null;
|
|
this.offset = null;
|
|
|
|
// time to create the render managers! each one focuses on managine a state in webGL
|
|
this.shaderManager.destroy();
|
|
this.spriteBatch.destroy();
|
|
this.primitiveBatch.destroy();
|
|
this.maskManager.destroy();
|
|
this.filterManager.destroy();
|
|
|
|
this.shaderManager = null;
|
|
this.spriteBatch = null;
|
|
this.maskManager = null;
|
|
this.filterManager = null;
|
|
|
|
this.gl = null;
|
|
//
|
|
this.renderSession = null;
|
|
};
|
|
|
|
|
|
PIXI.WebGLRenderer.glContextId = 0;
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLMaskManager
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @private
|
|
*/
|
|
PIXI.WebGLBlendModeManager = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.currentBlendMode = 99999;
|
|
};
|
|
|
|
/**
|
|
* Sets-up the given blendMode from WebGL's point of view
|
|
* @method setBlendMode
|
|
*
|
|
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
|
|
*/
|
|
PIXI.WebGLBlendModeManager.prototype.setBlendMode = function(blendMode)
|
|
{
|
|
if(this.currentBlendMode === blendMode)return false;
|
|
// console.log("SWAP!")
|
|
this.currentBlendMode = blendMode;
|
|
|
|
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
|
|
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
|
|
|
return true;
|
|
};
|
|
|
|
PIXI.WebGLBlendModeManager.prototype.destroy = function()
|
|
{
|
|
this.gl = null;
|
|
};
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLMaskManager
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @private
|
|
*/
|
|
PIXI.WebGLMaskManager = function(gl)
|
|
{
|
|
this.maskStack = [];
|
|
this.maskPosition = 0;
|
|
|
|
this.setContext(gl);
|
|
|
|
this.reverse = false;
|
|
this.count = 0;
|
|
};
|
|
|
|
/**
|
|
* Sets the drawing context to the one given in parameter
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLMaskManager.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
};
|
|
|
|
/**
|
|
* Applies the Mask and adds it to the current filter stack
|
|
* @method pushMask
|
|
* @param maskData {Array}
|
|
* @param renderSession {RenderSession}
|
|
*/
|
|
PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
|
|
{
|
|
var gl = renderSession.gl;
|
|
|
|
if(maskData.dirty)
|
|
{
|
|
PIXI.WebGLGraphics.updateGraphics(maskData, gl);
|
|
}
|
|
|
|
if(!maskData._webGL[gl.id].data.length)return;
|
|
|
|
renderSession.stencilManager.pushStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);
|
|
};
|
|
|
|
/**
|
|
* Removes the last filter from the filter stack and doesn't return it
|
|
* @method popMask
|
|
*
|
|
* @param renderSession {RenderSession} an object containing all the useful parameters
|
|
*/
|
|
PIXI.WebGLMaskManager.prototype.popMask = function(maskData, renderSession)
|
|
{
|
|
var gl = this.gl;
|
|
renderSession.stencilManager.popStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);
|
|
};
|
|
|
|
|
|
/**
|
|
* Destroys the mask stack
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLMaskManager.prototype.destroy = function()
|
|
{
|
|
this.maskStack = null;
|
|
this.gl = null;
|
|
};
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
//BA0285
|
|
//Intercontinental Hotel, 888 Howard Street
|
|
//San Francisco
|
|
|
|
/**
|
|
* @class WebGLStencilManager
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @private
|
|
*/
|
|
PIXI.WebGLStencilManager = function(gl)
|
|
{
|
|
|
|
this.stencilStack = [];
|
|
this.setContext(gl);
|
|
this.reverse = true;
|
|
this.count = 0;
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the drawing context to the one given in parameter
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLStencilManager.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
};
|
|
|
|
/**
|
|
* Applies the Mask and adds it to the current filter stack
|
|
* @method pushMask
|
|
* @param maskData {Array}
|
|
* @param renderSession {RenderSession}
|
|
*/
|
|
PIXI.WebGLStencilManager.prototype.pushStencil = function(graphics, webGLData, renderSession)
|
|
{
|
|
var gl = this.gl;
|
|
this.bindGraphics(graphics, webGLData, renderSession);
|
|
|
|
if(this.stencilStack.length === 0)
|
|
{
|
|
gl.enable(gl.STENCIL_TEST);
|
|
gl.clear(gl.STENCIL_BUFFER_BIT);
|
|
this.reverse = true;
|
|
this.count = 0;
|
|
}
|
|
|
|
this.stencilStack.push(webGLData);
|
|
|
|
var level = this.count;
|
|
|
|
gl.colorMask(false, false, false, false);
|
|
|
|
gl.stencilFunc(gl.ALWAYS,0,0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
|
|
|
|
// draw the triangle strip!
|
|
|
|
if(webGLData.mode === 1)
|
|
{
|
|
|
|
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
if(this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
|
|
}
|
|
|
|
// draw a quad to increment..
|
|
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
|
|
|
|
if(this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
|
|
}
|
|
|
|
this.reverse = !this.reverse;
|
|
}
|
|
else
|
|
{
|
|
if(!this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
|
|
}
|
|
|
|
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
if(!this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
|
|
}
|
|
}
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
|
|
|
this.count++;
|
|
};
|
|
|
|
//TODO this does not belong here!
|
|
PIXI.WebGLStencilManager.prototype.bindGraphics = function(graphics, webGLData, renderSession)
|
|
{
|
|
//if(this._currentGraphics === graphics)return;
|
|
this._currentGraphics = graphics;
|
|
|
|
var gl = this.gl;
|
|
|
|
// bind the graphics object..
|
|
var projection = renderSession.projection,
|
|
offset = renderSession.offset,
|
|
shader;// = renderSession.shaderManager.primitiveShader;
|
|
|
|
if(webGLData.mode === 1)
|
|
{
|
|
shader = renderSession.shaderManager.complexPrimativeShader;
|
|
|
|
renderSession.shaderManager.setShader( shader );
|
|
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
|
|
|
|
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.uniform3fv(shader.color, webGLData.color);
|
|
|
|
gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
|
|
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
|
|
|
|
|
|
// now do the rest..
|
|
// set the index buffer!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
|
|
}
|
|
else
|
|
{
|
|
//renderSession.shaderManager.activatePrimitiveShader();
|
|
shader = renderSession.shaderManager.primitiveShader;
|
|
renderSession.shaderManager.setShader( shader );
|
|
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
|
|
|
|
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, webGLData.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, webGLData.indexBuffer);
|
|
}
|
|
};
|
|
|
|
PIXI.WebGLStencilManager.prototype.popStencil = function(graphics, webGLData, renderSession)
|
|
{
|
|
var gl = this.gl;
|
|
this.stencilStack.pop();
|
|
|
|
this.count--;
|
|
|
|
if(this.stencilStack.length === 0)
|
|
{
|
|
// the stack is empty!
|
|
gl.disable(gl.STENCIL_TEST);
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
var level = this.count;
|
|
|
|
this.bindGraphics(graphics, webGLData, renderSession);
|
|
|
|
gl.colorMask(false, false, false, false);
|
|
|
|
if(webGLData.mode === 1)
|
|
{
|
|
this.reverse = !this.reverse;
|
|
|
|
if(this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
|
|
}
|
|
|
|
// draw a quad to increment..
|
|
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
|
|
|
|
gl.stencilFunc(gl.ALWAYS,0,0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
|
|
|
|
// draw the triangle strip!
|
|
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
if(!this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level, 0xFF);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// console.log("<<>>")
|
|
if(!this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
|
|
}
|
|
|
|
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
if(!this.reverse)
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
|
|
}
|
|
else
|
|
{
|
|
gl.stencilFunc(gl.EQUAL,level, 0xFF);
|
|
}
|
|
}
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
|
|
|
|
|
}
|
|
|
|
//renderSession.shaderManager.deactivatePrimitiveShader();
|
|
};
|
|
|
|
/**
|
|
* Destroys the mask stack
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLStencilManager.prototype.destroy = function()
|
|
{
|
|
this.maskStack = null;
|
|
this.gl = null;
|
|
};
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLShaderManager
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @private
|
|
*/
|
|
PIXI.WebGLShaderManager = function(gl)
|
|
{
|
|
|
|
this.maxAttibs = 10;
|
|
this.attribState = [];
|
|
this.tempAttribState = [];
|
|
this.shaderMap = [];
|
|
|
|
for (var i = 0; i < this.maxAttibs; i++) {
|
|
this.attribState[i] = false;
|
|
}
|
|
|
|
this.setContext(gl);
|
|
// the final one is used for the rendering strips
|
|
};
|
|
|
|
|
|
/**
|
|
* Initialises the context and the properties
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @param transparent {Boolean} Whether or not the drawing context should be transparent
|
|
*/
|
|
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// the next one is used for rendering primatives
|
|
this.primitiveShader = new PIXI.PrimitiveShader(gl);
|
|
|
|
// the next one is used for rendering triangle strips
|
|
this.complexPrimativeShader = new PIXI.ComplexPrimitiveShader(gl);
|
|
|
|
// this shader is used for the default sprite rendering
|
|
this.defaultShader = new PIXI.PixiShader(gl);
|
|
|
|
// this shader is used for the fast sprite rendering
|
|
this.fastShader = new PIXI.PixiFastShader(gl);
|
|
|
|
// the next one is used for rendering triangle strips
|
|
this.stripShader = new PIXI.StripShader(gl);
|
|
this.setShader(this.defaultShader);
|
|
};
|
|
|
|
|
|
/**
|
|
* Takes the attributes given in parameters
|
|
* @method setAttribs
|
|
* @param attribs {Array} attribs
|
|
*/
|
|
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
|
|
{
|
|
// reset temp state
|
|
|
|
var i;
|
|
|
|
for (i = 0; i < this.tempAttribState.length; i++)
|
|
{
|
|
this.tempAttribState[i] = false;
|
|
}
|
|
|
|
// set the new attribs
|
|
for (i = 0; i < attribs.length; i++)
|
|
{
|
|
var attribId = attribs[i];
|
|
this.tempAttribState[attribId] = true;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
for (i = 0; i < this.attribState.length; i++)
|
|
{
|
|
if(this.attribState[i] !== this.tempAttribState[i])
|
|
{
|
|
this.attribState[i] = this.tempAttribState[i];
|
|
|
|
if(this.tempAttribState[i])
|
|
{
|
|
gl.enableVertexAttribArray(i);
|
|
}
|
|
else
|
|
{
|
|
gl.disableVertexAttribArray(i);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
PIXI.WebGLShaderManager.prototype.setShader = function(shader)
|
|
{
|
|
if(this._currentId === shader._UID)return false;
|
|
|
|
this._currentId = shader._UID;
|
|
|
|
this.currentShader = shader;
|
|
|
|
this.gl.useProgram(shader.program);
|
|
this.setAttribs(shader.attributes);
|
|
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Destroys
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLShaderManager.prototype.destroy = function()
|
|
{
|
|
this.attribState = null;
|
|
|
|
this.tempAttribState = null;
|
|
|
|
this.primitiveShader.destroy();
|
|
|
|
this.defaultShader.destroy();
|
|
|
|
this.fastShader.destroy();
|
|
|
|
this.stripShader.destroy();
|
|
|
|
this.gl = null;
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves
|
|
*
|
|
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
|
* for creating the original pixi version!
|
|
*
|
|
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
|
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class WebGLSpriteBatch
|
|
* @private
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*
|
|
*/
|
|
PIXI.WebGLSpriteBatch = function(gl)
|
|
{
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @property vertSize
|
|
* @type Number
|
|
*/
|
|
this.vertSize = 6;
|
|
|
|
/**
|
|
* The number of images in the SpriteBatch before it flushes
|
|
* @property size
|
|
* @type Number
|
|
*/
|
|
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
|
|
|
|
//the total number of floats in our batch
|
|
var numVerts = this.size * 4 * this.vertSize;
|
|
//the total number of indices in our batch
|
|
var numIndices = this.size * 6;
|
|
|
|
//vertex data
|
|
|
|
/**
|
|
* Holds the vertices
|
|
*
|
|
* @property vertices
|
|
* @type Float32Array
|
|
*/
|
|
this.vertices = new Float32Array(numVerts);
|
|
|
|
//index data
|
|
/**
|
|
* Holds the indices
|
|
*
|
|
* @property indices
|
|
* @type Uint16Array
|
|
*/
|
|
this.indices = new Uint16Array(numIndices);
|
|
|
|
this.lastIndexCount = 0;
|
|
|
|
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
|
{
|
|
this.indices[i + 0] = j + 0;
|
|
this.indices[i + 1] = j + 1;
|
|
this.indices[i + 2] = j + 2;
|
|
this.indices[i + 3] = j + 0;
|
|
this.indices[i + 4] = j + 2;
|
|
this.indices[i + 5] = j + 3;
|
|
}
|
|
|
|
|
|
this.drawing = false;
|
|
this.currentBatchSize = 0;
|
|
this.currentBaseTexture = null;
|
|
|
|
this.setContext(gl);
|
|
|
|
this.dirty = true;
|
|
|
|
this.textures = [];
|
|
this.blendModes = [];
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method setContext
|
|
*
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// create a couple of buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// 65535 is max index, so 65535 / 6 = 10922.
|
|
|
|
|
|
//upload the index data
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
|
|
this.currentBlendMode = 99999;
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method begin
|
|
*
|
|
* @param renderSession {RenderSession} the RenderSession
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.shader = this.renderSession.shaderManager.defaultShader;
|
|
|
|
this.start();
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method end
|
|
*
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.end = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method render
|
|
*
|
|
* @param sprite {Sprite} the sprite to render when using this spritebatch
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|
{
|
|
var texture = sprite.texture;
|
|
|
|
//TODO set blend modes..
|
|
// check texture..
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
//return;
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// get the uvs for the texture
|
|
var uvs = texture._uvs;
|
|
// if the uvs have not updated then no point rendering just yet!
|
|
if(!uvs)return;
|
|
|
|
// get the sprites current alpha
|
|
var alpha = sprite.worldAlpha;
|
|
var tint = sprite.tint;
|
|
|
|
var verticies = this.vertices;
|
|
|
|
|
|
// TODO trim??
|
|
var aX = sprite.anchor.x;
|
|
var aY = sprite.anchor.y;
|
|
|
|
var w0, w1, h0, h1;
|
|
|
|
if (texture.trim)
|
|
{
|
|
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
|
var trim = texture.trim;
|
|
|
|
w1 = trim.x - aX * trim.width;
|
|
w0 = w1 + texture.crop.width;
|
|
|
|
h1 = trim.y - aY * trim.height;
|
|
h0 = h1 + texture.crop.height;
|
|
|
|
}
|
|
else
|
|
{
|
|
w0 = (texture.frame.width ) * (1-aX);
|
|
w1 = (texture.frame.width ) * -aX;
|
|
|
|
h0 = texture.frame.height * (1-aY);
|
|
h1 = texture.frame.height * -aY;
|
|
}
|
|
|
|
var index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
var worldTransform = sprite.worldTransform;
|
|
|
|
var a = worldTransform.a;//[0];
|
|
var b = worldTransform.c;//[3];
|
|
var c = worldTransform.b;//[1];
|
|
var d = worldTransform.d;//[4];
|
|
var tx = worldTransform.tx;//[2];
|
|
var ty = worldTransform.ty;///[5];
|
|
|
|
// xy
|
|
verticies[index++] = a * w1 + c * h1 + tx;
|
|
verticies[index++] = d * h1 + b * w1 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x0;
|
|
verticies[index++] = uvs.y0;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = a * w0 + c * h1 + tx;
|
|
verticies[index++] = d * h1 + b * w0 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x1;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = a * w0 + c * h0 + tx;
|
|
verticies[index++] = d * h0 + b * w0 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x2;
|
|
verticies[index++] = uvs.y2;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = a * w1 + c * h0 + tx;
|
|
verticies[index++] = d * h0 + b * w1 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x3;
|
|
verticies[index++] = uvs.y3;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// increment the batchsize
|
|
this.textures[this.currentBatchSize] = sprite.texture.baseTexture;
|
|
this.blendModes[this.currentBatchSize] = sprite.blendMode;
|
|
|
|
this.currentBatchSize++;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders a tilingSprite using the spriteBatch
|
|
* @method renderTilingSprite
|
|
*
|
|
* @param sprite {TilingSprite} the tilingSprite to render
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
|
|
{
|
|
var texture = tilingSprite.tilingTexture;
|
|
|
|
|
|
// check texture..
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
//return;
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// set the textures uvs temporarily
|
|
// TODO create a separate texture so that we can tile part of a texture
|
|
|
|
if(!tilingSprite._uvs)tilingSprite._uvs = new PIXI.TextureUvs();
|
|
|
|
var uvs = tilingSprite._uvs;
|
|
|
|
tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x;
|
|
tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y;
|
|
|
|
var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x);
|
|
var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y);
|
|
|
|
var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
|
|
var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);
|
|
|
|
uvs.x0 = 0 - offsetX;
|
|
uvs.y0 = 0 - offsetY;
|
|
|
|
uvs.x1 = (1 * scaleX) - offsetX;
|
|
uvs.y1 = 0 - offsetY;
|
|
|
|
uvs.x2 = (1 * scaleX) - offsetX;
|
|
uvs.y2 = (1 * scaleY) - offsetY;
|
|
|
|
uvs.x3 = 0 - offsetX;
|
|
uvs.y3 = (1 *scaleY) - offsetY;
|
|
|
|
// get the tilingSprites current alpha
|
|
var alpha = tilingSprite.worldAlpha;
|
|
var tint = tilingSprite.tint;
|
|
|
|
var verticies = this.vertices;
|
|
|
|
var width = tilingSprite.width;
|
|
var height = tilingSprite.height;
|
|
|
|
// TODO trim??
|
|
var aX = tilingSprite.anchor.x;
|
|
var aY = tilingSprite.anchor.y;
|
|
var w0 = width * (1-aX);
|
|
var w1 = width * -aX;
|
|
|
|
var h0 = height * (1-aY);
|
|
var h1 = height * -aY;
|
|
|
|
var index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
var worldTransform = tilingSprite.worldTransform;
|
|
|
|
var a = worldTransform.a;//[0];
|
|
var b = worldTransform.c;//[3];
|
|
var c = worldTransform.b;//[1];
|
|
var d = worldTransform.d;//[4];
|
|
var tx = worldTransform.tx;//[2];
|
|
var ty = worldTransform.ty;///[5];
|
|
|
|
// xy
|
|
verticies[index++] = a * w1 + c * h1 + tx;
|
|
verticies[index++] = d * h1 + b * w1 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x0;
|
|
verticies[index++] = uvs.y0;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = (a * w0 + c * h1 + tx);
|
|
verticies[index++] = d * h1 + b * w0 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x1;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = a * w0 + c * h0 + tx;
|
|
verticies[index++] = d * h0 + b * w0 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x2;
|
|
verticies[index++] = uvs.y2;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// xy
|
|
verticies[index++] = a * w1 + c * h0 + tx;
|
|
verticies[index++] = d * h0 + b * w1 + ty;
|
|
// uv
|
|
verticies[index++] = uvs.x3;
|
|
verticies[index++] = uvs.y3;
|
|
// color
|
|
verticies[index++] = alpha;
|
|
verticies[index++] = tint;
|
|
|
|
// increment the batchs
|
|
this.textures[this.currentBatchSize] = texture.baseTexture;
|
|
this.blendModes[this.currentBatchSize] = tilingSprite.blendMode;
|
|
this.currentBatchSize++;
|
|
};
|
|
|
|
|
|
/**
|
|
* Renders the content and empties the current batch
|
|
*
|
|
* @method flush
|
|
*
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.flush = function()
|
|
{
|
|
// If the batch is length 0 then return as there is nothing to draw
|
|
if (this.currentBatchSize===0)return;
|
|
|
|
var gl = this.gl;
|
|
|
|
this.renderSession.shaderManager.setShader(this.renderSession.shaderManager.defaultShader);
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
// bind the main texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// bind the buffers
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// set the projection
|
|
var projection = this.renderSession.projection;
|
|
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
|
|
|
|
// set the pointers
|
|
var stride = this.vertSize * 4;
|
|
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
|
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
|
gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
|
|
|
|
}
|
|
|
|
// upload the verts to the buffer
|
|
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
|
{
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
}
|
|
else
|
|
{
|
|
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
}
|
|
|
|
var nextTexture, nextBlendMode;
|
|
var batchSize = 0;
|
|
var start = 0;
|
|
|
|
var currentBaseTexture = null;
|
|
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
|
|
|
|
for (var i = 0, j = this.currentBatchSize; i < j; i++) {
|
|
|
|
nextTexture = this.textures[i];
|
|
nextBlendMode = this.blendModes[i];
|
|
|
|
if(currentBaseTexture !== nextTexture || currentBlendMode !== nextBlendMode)
|
|
{
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
start = i;
|
|
batchSize = 0;
|
|
currentBaseTexture = nextTexture;
|
|
currentBlendMode = nextBlendMode;
|
|
|
|
this.renderSession.blendModeManager.setBlendMode( currentBlendMode );
|
|
}
|
|
|
|
batchSize++;
|
|
}
|
|
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
// then reset the batch!
|
|
this.currentBatchSize = 0;
|
|
};
|
|
|
|
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
|
|
{
|
|
if(size === 0)return;
|
|
|
|
var gl = this.gl;
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id] || PIXI.createWebGLTexture(texture, gl));
|
|
|
|
// check if a texture is dirty..
|
|
if(texture._dirty[gl.id])
|
|
{
|
|
PIXI.updateWebGLTexture(this.currentBaseTexture, gl);
|
|
}
|
|
|
|
// now draw those suckas!
|
|
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
|
|
|
|
// increment the draw count
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method stop
|
|
*
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.stop = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method start
|
|
*
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.start = function()
|
|
{
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Destroys the SpriteBatch
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.destroy = function()
|
|
{
|
|
|
|
this.vertices = null;
|
|
this.indices = null;
|
|
|
|
this.gl.deleteBuffer( this.vertexBuffer );
|
|
this.gl.deleteBuffer( this.indexBuffer );
|
|
|
|
this.currentBaseTexture = null;
|
|
|
|
this.gl = null;
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves
|
|
*
|
|
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
|
* for creating the original pixi version!
|
|
*
|
|
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
|
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
|
*/
|
|
|
|
PIXI.WebGLFastSpriteBatch = function(gl)
|
|
{
|
|
|
|
|
|
this.vertSize = 10;
|
|
this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
|
|
this.size = this.maxSize;
|
|
|
|
//the total number of floats in our batch
|
|
var numVerts = this.size * 4 * this.vertSize;
|
|
//the total number of indices in our batch
|
|
var numIndices = this.maxSize * 6;
|
|
|
|
//vertex data
|
|
this.vertices = new Float32Array(numVerts);
|
|
//index data
|
|
this.indices = new Uint16Array(numIndices);
|
|
|
|
this.vertexBuffer = null;
|
|
this.indexBuffer = null;
|
|
|
|
this.lastIndexCount = 0;
|
|
|
|
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
|
{
|
|
this.indices[i + 0] = j + 0;
|
|
this.indices[i + 1] = j + 1;
|
|
this.indices[i + 2] = j + 2;
|
|
this.indices[i + 3] = j + 0;
|
|
this.indices[i + 4] = j + 2;
|
|
this.indices[i + 5] = j + 3;
|
|
}
|
|
|
|
this.drawing = false;
|
|
this.currentBatchSize = 0;
|
|
this.currentBaseTexture = null;
|
|
|
|
this.currentBlendMode = 0;
|
|
this.renderSession = null;
|
|
|
|
|
|
this.shader = null;
|
|
|
|
this.matrix = null;
|
|
|
|
this.setContext(gl);
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// create a couple of buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// 65535 is max index, so 65535 / 6 = 10922.
|
|
|
|
|
|
//upload the index data
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.shader = this.renderSession.shaderManager.fastShader;
|
|
|
|
this.matrix = spriteBatch.worldTransform.toArray(true);
|
|
|
|
this.start();
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.end = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
|
|
{
|
|
|
|
var children = spriteBatch.children;
|
|
var sprite = children[0];
|
|
|
|
// if the uvs have not updated then no point rendering just yet!
|
|
|
|
// check texture.
|
|
if(!sprite.texture._uvs)return;
|
|
|
|
this.currentBaseTexture = sprite.texture.baseTexture;
|
|
|
|
// check blend mode
|
|
if(sprite.blendMode !== this.renderSession.blendModeManager.currentBlendMode)
|
|
{
|
|
this.flush();
|
|
this.renderSession.blendModeManager.setBlendMode(sprite.blendMode);
|
|
}
|
|
|
|
for(var i=0,j= children.length; i<j; i++)
|
|
{
|
|
this.renderSprite(children[i]);
|
|
}
|
|
|
|
this.flush();
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
|
{
|
|
//sprite = children[i];
|
|
if(!sprite.visible)return;
|
|
|
|
// TODO trim??
|
|
if(sprite.texture.baseTexture !== this.currentBaseTexture)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = sprite.texture.baseTexture;
|
|
|
|
if(!sprite.texture._uvs)return;
|
|
}
|
|
|
|
var uvs, verticies = this.vertices, width, height, w0, w1, h0, h1, index;
|
|
|
|
uvs = sprite.texture._uvs;
|
|
|
|
|
|
width = sprite.texture.frame.width;
|
|
height = sprite.texture.frame.height;
|
|
|
|
if (sprite.texture.trim)
|
|
{
|
|
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
|
var trim = sprite.texture.trim;
|
|
|
|
w1 = trim.x - sprite.anchor.x * trim.width;
|
|
w0 = w1 + sprite.texture.crop.width;
|
|
|
|
h1 = trim.y - sprite.anchor.y * trim.height;
|
|
h0 = h1 + sprite.texture.crop.height;
|
|
}
|
|
else
|
|
{
|
|
w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);
|
|
w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;
|
|
|
|
h0 = sprite.texture.frame.height * (1-sprite.anchor.y);
|
|
h1 = sprite.texture.frame.height * -sprite.anchor.y;
|
|
}
|
|
|
|
index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
// xy
|
|
verticies[index++] = w1;
|
|
verticies[index++] = h1;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x0;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w0;
|
|
verticies[index++] = h1;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x1;
|
|
verticies[index++] = uvs.y1;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w0;
|
|
verticies[index++] = h0;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x2;
|
|
verticies[index++] = uvs.y2;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
|
|
|
|
|
|
// xy
|
|
verticies[index++] = w1;
|
|
verticies[index++] = h0;
|
|
|
|
verticies[index++] = sprite.position.x;
|
|
verticies[index++] = sprite.position.y;
|
|
|
|
//scale
|
|
verticies[index++] = sprite.scale.x;
|
|
verticies[index++] = sprite.scale.y;
|
|
|
|
//rotation
|
|
verticies[index++] = sprite.rotation;
|
|
|
|
// uv
|
|
verticies[index++] = uvs.x3;
|
|
verticies[index++] = uvs.y3;
|
|
// color
|
|
verticies[index++] = sprite.alpha;
|
|
|
|
// increment the batchs
|
|
this.currentBatchSize++;
|
|
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
}
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
|
|
{
|
|
|
|
// If the batch is length 0 then return as there is nothing to draw
|
|
if (this.currentBatchSize===0)return;
|
|
|
|
var gl = this.gl;
|
|
|
|
// bind the current texture
|
|
|
|
if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);
|
|
|
|
// upload the verts to the buffer
|
|
|
|
|
|
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
|
{
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
}
|
|
else
|
|
{
|
|
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
}
|
|
|
|
|
|
// now draw those suckas!
|
|
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
|
|
|
|
// then reset the batch!
|
|
this.currentBatchSize = 0;
|
|
|
|
// increment the draw count
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.stop = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
PIXI.WebGLFastSpriteBatch.prototype.start = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// bind the main texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// bind the buffers
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// set the projection
|
|
var projection = this.renderSession.projection;
|
|
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
|
|
|
|
// set the matrix
|
|
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
|
|
|
|
// set the pointers
|
|
var stride = this.vertSize * 4;
|
|
|
|
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
|
gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
|
gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
|
|
gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
|
|
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
|
|
gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class WebGLFilterManager
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @param transparent {Boolean} Whether or not the drawing context should be transparent
|
|
* @private
|
|
*/
|
|
PIXI.WebGLFilterManager = function(gl, transparent)
|
|
{
|
|
this.transparent = transparent;
|
|
|
|
this.filterStack = [];
|
|
|
|
this.offsetX = 0;
|
|
this.offsetY = 0;
|
|
|
|
this.setContext(gl);
|
|
};
|
|
|
|
// API
|
|
/**
|
|
* Initialises the context and the properties
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.texturePool = [];
|
|
|
|
this.initShaderBuffers();
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @method begin
|
|
* @param renderSession {RenderSession}
|
|
* @param buffer {ArrayBuffer}
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.defaultShader = renderSession.shaderManager.defaultShader;
|
|
|
|
var projection = this.renderSession.projection;
|
|
// console.log(this.width)
|
|
this.width = projection.x * 2;
|
|
this.height = -projection.y * 2;
|
|
this.buffer = buffer;
|
|
};
|
|
|
|
/**
|
|
* Applies the filter and adds it to the current filter stack
|
|
* @method pushFilter
|
|
* @param filterBlock {Object} the filter that will be pushed to the current filter stack
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
var projection = this.renderSession.projection;
|
|
var offset = this.renderSession.offset;
|
|
|
|
filterBlock._filterArea = filterBlock.target.filterArea || filterBlock.target.getBounds();
|
|
|
|
|
|
// filter program
|
|
// OPTIMISATION - the first filter is free if its a simple color change?
|
|
this.filterStack.push(filterBlock);
|
|
|
|
var filter = filterBlock.filterPasses[0];
|
|
|
|
this.offsetX += filterBlock._filterArea.x;
|
|
this.offsetY += filterBlock._filterArea.y;
|
|
|
|
var texture = this.texturePool.pop();
|
|
if(!texture)
|
|
{
|
|
texture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
|
}
|
|
else
|
|
{
|
|
texture.resize(this.width, this.height);
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
|
|
|
var filterArea = filterBlock._filterArea;// filterBlock.target.getBounds();///filterBlock.target.filterArea;
|
|
|
|
var padding = filter.padding;
|
|
filterArea.x -= padding;
|
|
filterArea.y -= padding;
|
|
filterArea.width += padding * 2;
|
|
filterArea.height += padding * 2;
|
|
|
|
// cap filter to screen size..
|
|
if(filterArea.x < 0)filterArea.x = 0;
|
|
if(filterArea.width > this.width)filterArea.width = this.width;
|
|
if(filterArea.y < 0)filterArea.y = 0;
|
|
if(filterArea.height > this.height)filterArea.height = this.height;
|
|
|
|
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
|
|
|
|
// set view port
|
|
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
|
|
|
projection.x = filterArea.width/2;
|
|
projection.y = -filterArea.height/2;
|
|
|
|
offset.x = -filterArea.x;
|
|
offset.y = -filterArea.y;
|
|
|
|
// update projection
|
|
// now restore the regular shader..
|
|
this.renderSession.shaderManager.setShader(this.defaultShader);
|
|
gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
|
|
gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
gl.clearColor(0,0,0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
filterBlock._glFilterTexture = texture;
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
* Removes the last filter from the filter stack and doesn't return it
|
|
* @method popFilter
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.popFilter = function()
|
|
{
|
|
var gl = this.gl;
|
|
var filterBlock = this.filterStack.pop();
|
|
var filterArea = filterBlock._filterArea;
|
|
var texture = filterBlock._glFilterTexture;
|
|
var projection = this.renderSession.projection;
|
|
var offset = this.renderSession.offset;
|
|
|
|
if(filterBlock.filterPasses.length > 1)
|
|
{
|
|
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
|
|
this.vertexArray[0] = 0;
|
|
this.vertexArray[1] = filterArea.height;
|
|
|
|
this.vertexArray[2] = filterArea.width;
|
|
this.vertexArray[3] = filterArea.height;
|
|
|
|
this.vertexArray[4] = 0;
|
|
this.vertexArray[5] = 0;
|
|
|
|
this.vertexArray[6] = filterArea.width;
|
|
this.vertexArray[7] = 0;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
// now set the uvs..
|
|
this.uvArray[2] = filterArea.width/this.width;
|
|
this.uvArray[5] = filterArea.height/this.height;
|
|
this.uvArray[6] = filterArea.width/this.width;
|
|
this.uvArray[7] = filterArea.height/this.height;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
|
|
|
var inputTexture = texture;
|
|
var outputTexture = this.texturePool.pop();
|
|
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
|
outputTexture.resize(this.width, this.height);
|
|
|
|
// need to clear this FBO as it may have some left over elements from a previous filter.
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
gl.disable(gl.BLEND);
|
|
|
|
for (var i = 0; i < filterBlock.filterPasses.length-1; i++)
|
|
{
|
|
var filterPass = filterBlock.filterPasses[i];
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
|
|
|
// set texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
|
|
|
|
// draw texture..
|
|
//filterPass.applyFilterPass(filterArea.width, filterArea.height);
|
|
this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);
|
|
|
|
// swap the textures..
|
|
var temp = inputTexture;
|
|
inputTexture = outputTexture;
|
|
outputTexture = temp;
|
|
}
|
|
|
|
gl.enable(gl.BLEND);
|
|
|
|
texture = inputTexture;
|
|
this.texturePool.push(outputTexture);
|
|
}
|
|
|
|
var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1];
|
|
|
|
this.offsetX -= filterArea.x;
|
|
this.offsetY -= filterArea.y;
|
|
|
|
|
|
var sizeX = this.width;
|
|
var sizeY = this.height;
|
|
|
|
var offsetX = 0;
|
|
var offsetY = 0;
|
|
|
|
var buffer = this.buffer;
|
|
|
|
// time to render the filters texture to the previous scene
|
|
if(this.filterStack.length === 0)
|
|
{
|
|
gl.colorMask(true, true, true, true);//this.transparent);
|
|
}
|
|
else
|
|
{
|
|
var currentFilter = this.filterStack[this.filterStack.length-1];
|
|
filterArea = currentFilter._filterArea;
|
|
|
|
sizeX = filterArea.width;
|
|
sizeY = filterArea.height;
|
|
|
|
offsetX = filterArea.x;
|
|
offsetY = filterArea.y;
|
|
|
|
buffer = currentFilter._glFilterTexture.frameBuffer;
|
|
}
|
|
|
|
|
|
|
|
// TODO need toremove thease global elements..
|
|
projection.x = sizeX/2;
|
|
projection.y = -sizeY/2;
|
|
|
|
offset.x = offsetX;
|
|
offset.y = offsetY;
|
|
|
|
filterArea = filterBlock._filterArea;
|
|
|
|
var x = filterArea.x-offsetX;
|
|
var y = filterArea.y-offsetY;
|
|
|
|
// update the buffers..
|
|
// make sure to flip the y!
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
|
|
this.vertexArray[0] = x;
|
|
this.vertexArray[1] = y + filterArea.height;
|
|
|
|
this.vertexArray[2] = x + filterArea.width;
|
|
this.vertexArray[3] = y + filterArea.height;
|
|
|
|
this.vertexArray[4] = x;
|
|
this.vertexArray[5] = y;
|
|
|
|
this.vertexArray[6] = x + filterArea.width;
|
|
this.vertexArray[7] = y;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
|
|
this.uvArray[2] = filterArea.width/this.width;
|
|
this.uvArray[5] = filterArea.height/this.height;
|
|
this.uvArray[6] = filterArea.width/this.width;
|
|
this.uvArray[7] = filterArea.height/this.height;
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
|
|
|
//console.log(this.vertexArray)
|
|
//console.log(this.uvArray)
|
|
//console.log(sizeX + " : " + sizeY)
|
|
|
|
gl.viewport(0, 0, sizeX, sizeY);
|
|
|
|
// bind the buffer
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
|
|
|
|
// set the blend mode!
|
|
//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
|
|
|
// set texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
|
|
|
// apply!
|
|
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
|
|
|
|
// now restore the regular shader..
|
|
this.renderSession.shaderManager.setShader(this.defaultShader);
|
|
gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2);
|
|
gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY);
|
|
|
|
// return the texture to the pool
|
|
this.texturePool.push(texture);
|
|
filterBlock._glFilterTexture = null;
|
|
};
|
|
|
|
|
|
/**
|
|
* Applies the filter to the specified area
|
|
* @method applyFilterPass
|
|
* @param filter {AbstractFilter} the filter that needs to be applied
|
|
* @param filterArea {texture} TODO - might need an update
|
|
* @param width {Number} the horizontal range of the filter
|
|
* @param height {Number} the vertical range of the filter
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
|
|
{
|
|
// use program
|
|
var gl = this.gl;
|
|
var shader = filter.shaders[gl.id];
|
|
|
|
if(!shader)
|
|
{
|
|
shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc = filter.fragmentSrc;
|
|
shader.uniforms = filter.uniforms;
|
|
shader.init();
|
|
|
|
filter.shaders[gl.id] = shader;
|
|
}
|
|
|
|
// set the shader
|
|
this.renderSession.shaderManager.setShader(shader);
|
|
|
|
// gl.useProgram(shader.program);
|
|
|
|
gl.uniform2f(shader.projectionVector, width/2, -height/2);
|
|
gl.uniform2f(shader.offsetVector, 0,0);
|
|
|
|
if(filter.uniforms.dimensions)
|
|
{
|
|
filter.uniforms.dimensions.value[0] = this.width;//width;
|
|
filter.uniforms.dimensions.value[1] = this.height;//height;
|
|
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
|
|
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
|
|
}
|
|
|
|
// console.log(this.uvArray )
|
|
shader.syncUniforms();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
// draw the filter...
|
|
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
/**
|
|
* Initialises the shader buffers
|
|
* @method initShaderBuffers
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// create some buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.uvBuffer = gl.createBuffer();
|
|
this.colorBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
|
|
// bind and upload the vertexs..
|
|
// keep a reference to the vertexFloatData..
|
|
this.vertexArray = new Float32Array([0.0, 0.0,
|
|
1.0, 0.0,
|
|
0.0, 1.0,
|
|
1.0, 1.0]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(
|
|
gl.ARRAY_BUFFER,
|
|
this.vertexArray,
|
|
gl.STATIC_DRAW);
|
|
|
|
|
|
// bind and upload the uv buffer
|
|
this.uvArray = new Float32Array([0.0, 0.0,
|
|
1.0, 0.0,
|
|
0.0, 1.0,
|
|
1.0, 1.0]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
gl.bufferData(
|
|
gl.ARRAY_BUFFER,
|
|
this.uvArray,
|
|
gl.STATIC_DRAW);
|
|
|
|
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF,
|
|
1.0, 0xFFFFFF]);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
gl.bufferData(
|
|
gl.ARRAY_BUFFER,
|
|
this.colorArray,
|
|
gl.STATIC_DRAW);
|
|
|
|
// bind and upload the index
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(
|
|
gl.ELEMENT_ARRAY_BUFFER,
|
|
new Uint16Array([0, 1, 2, 1, 3, 2]),
|
|
gl.STATIC_DRAW);
|
|
};
|
|
|
|
/**
|
|
* Destroys the filter and removes it from the filter stack
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLFilterManager.prototype.destroy = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
this.filterStack = null;
|
|
|
|
this.offsetX = 0;
|
|
this.offsetY = 0;
|
|
|
|
// destroy textures
|
|
for (var i = 0; i < this.texturePool.length; i++) {
|
|
this.texturePool[i].destroy();
|
|
}
|
|
|
|
this.texturePool = null;
|
|
|
|
//destroy buffers..
|
|
gl.deleteBuffer(this.vertexBuffer);
|
|
gl.deleteBuffer(this.uvBuffer);
|
|
gl.deleteBuffer(this.colorBuffer);
|
|
gl.deleteBuffer(this.indexBuffer);
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* @class FilterTexture
|
|
* @constructor
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
* @param width {Number} the horizontal range of the filter
|
|
* @param height {Number} the vertical range of the filter
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @private
|
|
*/
|
|
PIXI.FilterTexture = function(gl, width, height, scaleMode)
|
|
{
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
// next time to create a frame buffer and texture
|
|
this.frameBuffer = gl.createFramebuffer();
|
|
this.texture = gl.createTexture();
|
|
|
|
scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
|
|
|
|
// required for masking a mask??
|
|
this.renderBuffer = gl.createRenderbuffer();
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
|
|
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
|
|
|
|
this.resize(width, height);
|
|
};
|
|
|
|
|
|
/**
|
|
* Clears the filter texture
|
|
* @method clear
|
|
*/
|
|
PIXI.FilterTexture.prototype.clear = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
gl.clearColor(0,0,0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
};
|
|
|
|
/**
|
|
* Resizes the texture to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the texture
|
|
* @param height {Number} the new height of the texture
|
|
*/
|
|
PIXI.FilterTexture.prototype.resize = function(width, height)
|
|
{
|
|
if(this.width === width && this.height === height) return;
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
var gl = this.gl;
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
// update the stencil buffer width and height
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
|
|
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
|
|
};
|
|
|
|
/**
|
|
* Destroys the filter texture
|
|
* @method destroy
|
|
*/
|
|
PIXI.FilterTexture.prototype.destroy = function()
|
|
{
|
|
var gl = this.gl;
|
|
gl.deleteFramebuffer( this.frameBuffer );
|
|
gl.deleteTexture( this.texture );
|
|
|
|
this.frameBuffer = null;
|
|
this.texture = null;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves
|
|
*
|
|
*
|
|
*/
|
|
/**
|
|
* A set of functions used to handle masking
|
|
*
|
|
* @class CanvasMaskManager
|
|
*/
|
|
PIXI.CanvasMaskManager = function()
|
|
{
|
|
|
|
};
|
|
|
|
/**
|
|
* This method adds it to the current stack of masks
|
|
*
|
|
* @method pushMask
|
|
* @param maskData the maskData that will be pushed
|
|
* @param context {Context2D} the 2d drawing method of the canvas
|
|
*/
|
|
PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context)
|
|
{
|
|
context.save();
|
|
|
|
var cacheAlpha = maskData.alpha;
|
|
var transform = maskData.worldTransform;
|
|
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
|
|
PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
|
|
|
|
context.clip();
|
|
|
|
maskData.worldAlpha = cacheAlpha;
|
|
};
|
|
|
|
/**
|
|
* Restores the current drawing context to the state it was before the mask was applied
|
|
*
|
|
* @method popMask
|
|
* @param context {Context2D} the 2d drawing method of the canvas
|
|
*/
|
|
PIXI.CanvasMaskManager.prototype.popMask = function(context)
|
|
{
|
|
context.restore();
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves
|
|
*
|
|
*
|
|
*/
|
|
|
|
/**
|
|
* @class CanvasTinter
|
|
* @constructor
|
|
* @static
|
|
*/
|
|
PIXI.CanvasTinter = function()
|
|
{
|
|
/// this.textureCach
|
|
};
|
|
|
|
//PIXI.CanvasTinter.cachTint = true;
|
|
|
|
|
|
/**
|
|
* Basically this method just needs a sprite and a color and tints the sprite
|
|
* with the given color
|
|
*
|
|
* @method getTintedTexture
|
|
* @param sprite {Sprite} the sprite to tint
|
|
* @param color {Number} the color to use to tint the sprite with
|
|
*/
|
|
PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
|
|
{
|
|
|
|
var texture = sprite.texture;
|
|
|
|
color = PIXI.CanvasTinter.roundColor(color);
|
|
|
|
var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
|
|
|
texture.tintCache = texture.tintCache || {};
|
|
|
|
if(texture.tintCache[stringColor]) return texture.tintCache[stringColor];
|
|
|
|
// clone texture..
|
|
var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas");
|
|
|
|
//PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas);
|
|
|
|
|
|
PIXI.CanvasTinter.tintMethod(texture, color, canvas);
|
|
|
|
if(PIXI.CanvasTinter.convertTintToImage)
|
|
{
|
|
// is this better?
|
|
var tintImage = new Image();
|
|
tintImage.src = canvas.toDataURL();
|
|
|
|
texture.tintCache[stringColor] = tintImage;
|
|
}
|
|
else
|
|
{
|
|
|
|
texture.tintCache[stringColor] = canvas;
|
|
// if we are not converting the texture to an image then we need to lose the reference to the canvas
|
|
PIXI.CanvasTinter.canvas = null;
|
|
|
|
}
|
|
|
|
return canvas;
|
|
};
|
|
|
|
/**
|
|
* Tint a texture using the "multiply" operation
|
|
* @method tintWithMultiply
|
|
* @param texture {texture} the texture to tint
|
|
* @param color {Number} the color to use to tint the sprite with
|
|
* @param canvas {HTMLCanvasElement} the current canvas
|
|
*/
|
|
PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas)
|
|
{
|
|
var context = canvas.getContext( "2d" );
|
|
|
|
var frame = texture.frame;
|
|
|
|
canvas.width = frame.width;
|
|
canvas.height = frame.height;
|
|
|
|
context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
|
|
|
context.fillRect(0, 0, frame.width, frame.height);
|
|
|
|
context.globalCompositeOperation = "multiply";
|
|
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
0,
|
|
0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
context.globalCompositeOperation = "destination-atop";
|
|
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
0,
|
|
0,
|
|
frame.width,
|
|
frame.height);
|
|
};
|
|
|
|
/**
|
|
* Tint a texture using the "overlay" operation
|
|
* @method tintWithOverlay
|
|
* @param texture {texture} the texture to tint
|
|
* @param color {Number} the color to use to tint the sprite with
|
|
* @param canvas {HTMLCanvasElement} the current canvas
|
|
*/
|
|
PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas)
|
|
{
|
|
var context = canvas.getContext( "2d" );
|
|
|
|
var frame = texture.frame;
|
|
|
|
canvas.width = frame.width;
|
|
canvas.height = frame.height;
|
|
|
|
|
|
|
|
context.globalCompositeOperation = "copy";
|
|
context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
|
context.fillRect(0, 0, frame.width, frame.height);
|
|
|
|
context.globalCompositeOperation = "destination-atop";
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
0,
|
|
0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
|
|
//context.globalCompositeOperation = "copy";
|
|
|
|
};
|
|
|
|
/**
|
|
* Tint a texture pixel per pixel
|
|
* @method tintPerPixel
|
|
* @param texture {texture} the texture to tint
|
|
* @param color {Number} the color to use to tint the sprite with
|
|
* @param canvas {HTMLCanvasElement} the current canvas
|
|
*/
|
|
PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas)
|
|
{
|
|
var context = canvas.getContext( "2d" );
|
|
|
|
var frame = texture.frame;
|
|
|
|
canvas.width = frame.width;
|
|
canvas.height = frame.height;
|
|
|
|
context.globalCompositeOperation = "copy";
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
0,
|
|
0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
var rgbValues = PIXI.hex2rgb(color);
|
|
var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2];
|
|
|
|
var pixelData = context.getImageData(0, 0, frame.width, frame.height);
|
|
|
|
var pixels = pixelData.data;
|
|
|
|
for (var i = 0; i < pixels.length; i += 4)
|
|
{
|
|
pixels[i+0] *= r;
|
|
pixels[i+1] *= g;
|
|
pixels[i+2] *= b;
|
|
}
|
|
|
|
context.putImageData(pixelData, 0, 0);
|
|
};
|
|
|
|
/**
|
|
* Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel
|
|
* @method roundColor
|
|
* @param color {number} the color to round, should be a hex color
|
|
*/
|
|
PIXI.CanvasTinter.roundColor = function(color)
|
|
{
|
|
var step = PIXI.CanvasTinter.cacheStepsPerColorChannel;
|
|
|
|
var rgbValues = PIXI.hex2rgb(color);
|
|
|
|
rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step);
|
|
rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step);
|
|
rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step);
|
|
|
|
return PIXI.rgb2hex(rgbValues);
|
|
};
|
|
|
|
/**
|
|
*
|
|
* Number of steps which will be used as a cap when rounding colors
|
|
*
|
|
* @property cacheStepsPerColorChannel
|
|
* @type Number
|
|
*/
|
|
PIXI.CanvasTinter.cacheStepsPerColorChannel = 8;
|
|
/**
|
|
*
|
|
* Number of steps which will be used as a cap when rounding colors
|
|
*
|
|
* @property convertTintToImage
|
|
* @type Boolean
|
|
*/
|
|
PIXI.CanvasTinter.convertTintToImage = false;
|
|
|
|
/**
|
|
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method
|
|
*
|
|
* @property canUseMultiply
|
|
* @type Boolean
|
|
*/
|
|
PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes();
|
|
|
|
PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel;
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
|
|
* Dont forget to add the view to your DOM or you will not see anything :)
|
|
*
|
|
* @class CanvasRenderer
|
|
* @constructor
|
|
* @param width=800 {Number} the width of the canvas view
|
|
* @param height=600 {Number} the height of the canvas view
|
|
* @param [view] {HTMLCanvasElement} the canvas to use as a view, optional
|
|
* @param [transparent=false] {Boolean} the transparency of the render view, default false
|
|
*/
|
|
PIXI.CanvasRenderer = function(width, height, view, transparent)
|
|
{
|
|
if(!PIXI.defaultRenderer)
|
|
{
|
|
PIXI.sayHello("Canvas");
|
|
PIXI.defaultRenderer = this;
|
|
}
|
|
|
|
this.type = PIXI.CANVAS_RENDERER;
|
|
|
|
/**
|
|
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
|
|
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
|
|
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
|
|
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
|
|
*
|
|
* @property clearBeforeRender
|
|
* @type Boolean
|
|
* @default
|
|
*/
|
|
this.clearBeforeRender = true;
|
|
|
|
/**
|
|
* Whether the render view is transparent
|
|
*
|
|
* @property transparent
|
|
* @type Boolean
|
|
*/
|
|
this.transparent = !!transparent;
|
|
|
|
if(!PIXI.blendModesCanvas)
|
|
{
|
|
PIXI.blendModesCanvas = [];
|
|
|
|
if(PIXI.canUseNewCanvasBlendModes())
|
|
{
|
|
PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK???
|
|
PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "multiply";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "screen";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "overlay";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "darken";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "lighten";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "color-dodge";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "color-burn";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "hard-light";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "soft-light";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "difference";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "exclusion";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "hue";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "saturation";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "color";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "luminosity";
|
|
}
|
|
else
|
|
{
|
|
// this means that the browser does not support the cool new blend modes in canvas "cough" ie "cough"
|
|
PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK???
|
|
PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "source-over";
|
|
PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "source-over";
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @default 800
|
|
*/
|
|
this.width = width || 800;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @default 600
|
|
*/
|
|
this.height = height || 600;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to
|
|
*
|
|
* @property view
|
|
* @type HTMLCanvasElement
|
|
*/
|
|
this.view = view || document.createElement( "canvas" );
|
|
|
|
/**
|
|
* The canvas 2d context that everything is drawn with
|
|
* @property context
|
|
* @type HTMLCanvasElement 2d Context
|
|
*/
|
|
this.context = this.view.getContext( "2d", { alpha: this.transparent } );
|
|
|
|
this.refresh = true;
|
|
// hack to enable some hardware acceleration!
|
|
//this.view.style["transform"] = "translatez(0)";
|
|
|
|
this.view.width = this.width;
|
|
this.view.height = this.height;
|
|
this.count = 0;
|
|
|
|
/**
|
|
* Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer
|
|
* @property CanvasMaskManager
|
|
* @type CanvasMaskManager
|
|
*/
|
|
this.maskManager = new PIXI.CanvasMaskManager();
|
|
|
|
/**
|
|
* The render session is just a bunch of parameter used for rendering
|
|
* @property renderSession
|
|
* @type Object
|
|
*/
|
|
this.renderSession = {
|
|
context: this.context,
|
|
maskManager: this.maskManager,
|
|
scaleMode: null,
|
|
smoothProperty: null,
|
|
|
|
/**
|
|
* If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
|
|
* Handy for crisp pixel art and speed on legacy devices.
|
|
*
|
|
*/
|
|
roundPixels: false
|
|
};
|
|
|
|
if("imageSmoothingEnabled" in this.context)
|
|
this.renderSession.smoothProperty = "imageSmoothingEnabled";
|
|
else if("webkitImageSmoothingEnabled" in this.context)
|
|
this.renderSession.smoothProperty = "webkitImageSmoothingEnabled";
|
|
else if("mozImageSmoothingEnabled" in this.context)
|
|
this.renderSession.smoothProperty = "mozImageSmoothingEnabled";
|
|
else if("oImageSmoothingEnabled" in this.context)
|
|
this.renderSession.smoothProperty = "oImageSmoothingEnabled";
|
|
};
|
|
|
|
// constructor
|
|
PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
|
|
|
|
/**
|
|
* Renders the stage to its canvas view
|
|
*
|
|
* @method render
|
|
* @param stage {Stage} the Stage element to be rendered
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.render = function(stage)
|
|
{
|
|
// update textures if need be
|
|
PIXI.texturesToUpdate.length = 0;
|
|
PIXI.texturesToDestroy.length = 0;
|
|
|
|
stage.updateTransform();
|
|
|
|
this.context.setTransform(1,0,0,1,0,0);
|
|
this.context.globalAlpha = 1;
|
|
|
|
if (navigator.isCocoonJS && this.view.screencanvas) {
|
|
this.context.fillStyle = "black";
|
|
this.context.clear();
|
|
}
|
|
|
|
if (!this.transparent && this.clearBeforeRender)
|
|
{
|
|
this.context.fillStyle = stage.backgroundColorString;
|
|
this.context.fillRect(0, 0, this.width, this.height);
|
|
}
|
|
else if (this.transparent && this.clearBeforeRender)
|
|
{
|
|
this.context.clearRect(0, 0, this.width, this.height);
|
|
}
|
|
|
|
this.renderDisplayObject(stage);
|
|
|
|
// run interaction!
|
|
if(stage.interactive)
|
|
{
|
|
//need to add some events!
|
|
if(!stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = true;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
|
|
// remove frame updates..
|
|
if(PIXI.Texture.frameUpdates.length > 0)
|
|
{
|
|
PIXI.Texture.frameUpdates.length = 0;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Resizes the canvas view to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the canvas view
|
|
* @param height {Number} the new height of the canvas view
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
};
|
|
|
|
/**
|
|
* Renders a display object
|
|
*
|
|
* @method renderDisplayObject
|
|
* @param displayObject {DisplayObject} The displayObject to render
|
|
* @param context {Context2D} the context 2d method of the canvas
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context)
|
|
{
|
|
// no longer recursive!
|
|
//var transform;
|
|
//var context = this.context;
|
|
|
|
this.renderSession.context = context || this.context;
|
|
displayObject._renderCanvas(this.renderSession);
|
|
};
|
|
|
|
/**
|
|
* Renders a flat strip
|
|
*
|
|
* @method renderStripFlat
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
|
|
{
|
|
var context = this.context;
|
|
var verticies = strip.verticies;
|
|
|
|
var length = verticies.length/2;
|
|
this.count++;
|
|
|
|
context.beginPath();
|
|
for (var i=1; i < length-2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
|
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
}
|
|
|
|
context.fillStyle = "#FF0000";
|
|
context.fill();
|
|
context.closePath();
|
|
};
|
|
|
|
/**
|
|
* Renders a strip
|
|
*
|
|
* @method renderStrip
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
|
{
|
|
var context = this.context;
|
|
|
|
// draw triangles!!
|
|
var verticies = strip.verticies;
|
|
var uvs = strip.uvs;
|
|
|
|
var length = verticies.length/2;
|
|
this.count++;
|
|
|
|
for (var i = 1; i < length-2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
|
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
|
|
|
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
|
|
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
// Compute matrix transform
|
|
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
|
|
var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
|
|
var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
|
|
var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
|
|
var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
|
|
var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
|
|
var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
|
|
|
|
context.transform(deltaA / delta, deltaD / delta,
|
|
deltaB / delta, deltaE / delta,
|
|
deltaC / delta, deltaF / delta);
|
|
|
|
context.drawImage(strip.texture.baseTexture.source, 0, 0);
|
|
context.restore();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Creates a Canvas element of the given size
|
|
*
|
|
* @method CanvasBuffer
|
|
* @param width {Number} the width for the newly created canvas
|
|
* @param height {Number} the height for the newly created canvas
|
|
* @static
|
|
* @private
|
|
*/
|
|
PIXI.CanvasBuffer = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.canvas = document.createElement( "canvas" );
|
|
this.context = this.canvas.getContext( "2d" );
|
|
|
|
this.canvas.width = width;
|
|
this.canvas.height = height;
|
|
};
|
|
|
|
/**
|
|
* Clears the canvas that was created by the CanvasBuffer class
|
|
*
|
|
* @method clear
|
|
* @private
|
|
*/
|
|
PIXI.CanvasBuffer.prototype.clear = function()
|
|
{
|
|
this.context.clearRect(0,0, this.width, this.height);
|
|
};
|
|
|
|
/**
|
|
* Resizes the canvas that was created by the CanvasBuffer class to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the canvas
|
|
* @param height {Number} the new height of the canvas
|
|
* @private
|
|
*/
|
|
|
|
PIXI.CanvasBuffer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = this.canvas.width = width;
|
|
this.height = this.canvas.height = height;
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* A set of functions used by the canvas renderer to draw the primitive graphics data
|
|
*
|
|
* @class CanvasGraphics
|
|
*/
|
|
PIXI.CanvasGraphics = function()
|
|
{
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
* Renders the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphics
|
|
* @param graphics {Graphics} the actual graphics object to render
|
|
* @param context {Context2D} the 2d drawing method of the canvas
|
|
*/
|
|
PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|
{
|
|
var worldAlpha = graphics.worldAlpha;
|
|
var color = '';
|
|
|
|
for (var i = 0; i < graphics.graphicsData.length; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
var points = data.points;
|
|
|
|
context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
|
|
|
|
context.lineWidth = data.lineWidth;
|
|
|
|
if(data.type === PIXI.Graphics.POLY)
|
|
{
|
|
context.beginPath();
|
|
|
|
context.moveTo(points[0], points[1]);
|
|
|
|
for (var j=1; j < points.length/2; j++)
|
|
{
|
|
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
|
}
|
|
|
|
// if the first and last point are the same close the path - much neater :)
|
|
if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
|
|
{
|
|
context.closePath();
|
|
}
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
else if(data.type === PIXI.Graphics.RECT)
|
|
{
|
|
|
|
if(data.fillColor || data.fillColor === 0)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fillRect(points[0], points[1], points[2], points[3]);
|
|
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.strokeRect(points[0], points[1], points[2], points[3]);
|
|
}
|
|
|
|
}
|
|
else if(data.type === PIXI.Graphics.CIRC)
|
|
{
|
|
// TODO - need to be Undefined!
|
|
context.beginPath();
|
|
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
|
context.closePath();
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
else if(data.type === PIXI.Graphics.ELIP)
|
|
{
|
|
|
|
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
|
|
|
var ellipseData = data.points;
|
|
|
|
var w = ellipseData[2] * 2;
|
|
var h = ellipseData[3] * 2;
|
|
|
|
var x = ellipseData[0] - w/2;
|
|
var y = ellipseData[1] - h/2;
|
|
|
|
context.beginPath();
|
|
|
|
var kappa = 0.5522848,
|
|
ox = (w / 2) * kappa, // control point offset horizontal
|
|
oy = (h / 2) * kappa, // control point offset vertical
|
|
xe = x + w, // x-end
|
|
ye = y + h, // y-end
|
|
xm = x + w / 2, // x-middle
|
|
ym = y + h / 2; // y-middle
|
|
|
|
context.moveTo(x, ym);
|
|
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
|
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
|
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
|
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
|
|
|
context.closePath();
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
else if (data.type === PIXI.Graphics.RREC)
|
|
{
|
|
var rx = points[0];
|
|
var ry = points[1];
|
|
var width = points[2];
|
|
var height = points[3];
|
|
var radius = points[4];
|
|
|
|
var maxRadius = Math.min(width, height) / 2 | 0;
|
|
radius = radius > maxRadius ? maxRadius : radius;
|
|
|
|
context.beginPath();
|
|
context.moveTo(rx, ry + radius);
|
|
context.lineTo(rx, ry + height - radius);
|
|
context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
|
|
context.lineTo(rx + width - radius, ry + height);
|
|
context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
|
|
context.lineTo(rx + width, ry + radius);
|
|
context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
|
|
context.lineTo(rx + radius, ry);
|
|
context.quadraticCurveTo(rx, ry, rx, ry + radius);
|
|
context.closePath();
|
|
|
|
if(data.fillColor || data.fillColor === 0)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Renders a graphics mask
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphicsMask
|
|
* @param graphics {Graphics} the graphics which will be used as a mask
|
|
* @param context {Context2D} the context 2d method of the canvas
|
|
*/
|
|
PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
|
{
|
|
var len = graphics.graphicsData.length;
|
|
|
|
if(len === 0) return;
|
|
|
|
if(len > 1)
|
|
{
|
|
len = 1;
|
|
window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object');
|
|
}
|
|
|
|
for (var i = 0; i < 1; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
var points = data.points;
|
|
|
|
if(data.type === PIXI.Graphics.POLY)
|
|
{
|
|
context.beginPath();
|
|
context.moveTo(points[0], points[1]);
|
|
|
|
for (var j=1; j < points.length/2; j++)
|
|
{
|
|
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
|
}
|
|
|
|
// if the first and last point are the same close the path - much neater :)
|
|
if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
|
|
{
|
|
context.closePath();
|
|
}
|
|
|
|
}
|
|
else if(data.type === PIXI.Graphics.RECT)
|
|
{
|
|
context.beginPath();
|
|
context.rect(points[0], points[1], points[2], points[3]);
|
|
context.closePath();
|
|
}
|
|
else if(data.type === PIXI.Graphics.CIRC)
|
|
{
|
|
// TODO - need to be Undefined!
|
|
context.beginPath();
|
|
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
|
context.closePath();
|
|
}
|
|
else if(data.type === PIXI.Graphics.ELIP)
|
|
{
|
|
|
|
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
|
var ellipseData = data.points;
|
|
|
|
var w = ellipseData[2] * 2;
|
|
var h = ellipseData[3] * 2;
|
|
|
|
var x = ellipseData[0] - w/2;
|
|
var y = ellipseData[1] - h/2;
|
|
|
|
context.beginPath();
|
|
|
|
var kappa = 0.5522848,
|
|
ox = (w / 2) * kappa, // control point offset horizontal
|
|
oy = (h / 2) * kappa, // control point offset vertical
|
|
xe = x + w, // x-end
|
|
ye = y + h, // y-end
|
|
xm = x + w / 2, // x-middle
|
|
ym = y + h / 2; // y-middle
|
|
|
|
context.moveTo(x, ym);
|
|
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
|
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
|
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
|
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
|
context.closePath();
|
|
}
|
|
else if (data.type === PIXI.Graphics.RREC)
|
|
{
|
|
var rx = points[0];
|
|
var ry = points[1];
|
|
var width = points[2];
|
|
var height = points[3];
|
|
var radius = points[4];
|
|
|
|
var maxRadius = Math.min(width, height) / 2 | 0;
|
|
radius = radius > maxRadius ? maxRadius : radius;
|
|
|
|
context.beginPath();
|
|
context.moveTo(rx, ry + radius);
|
|
context.lineTo(rx, ry + height - radius);
|
|
context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
|
|
context.lineTo(rx + width - radius, ry + height);
|
|
context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
|
|
context.lineTo(rx + width, ry + radius);
|
|
context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
|
|
context.lineTo(rx + radius, ry);
|
|
context.quadraticCurveTo(rx, ry, rx, ry + radius);
|
|
context.closePath();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* The Graphics class contains a set of methods that you can use to create primitive shapes and lines.
|
|
* It is important to know that with the webGL renderer only simple polygons can be filled at this stage
|
|
* Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png
|
|
*
|
|
* @class Graphics
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
*/
|
|
PIXI.Graphics = function()
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
this.renderable = true;
|
|
|
|
/**
|
|
* The alpha of the fill of this graphics object
|
|
*
|
|
* @property fillAlpha
|
|
* @type Number
|
|
*/
|
|
this.fillAlpha = 1;
|
|
|
|
/**
|
|
* The width of any lines drawn
|
|
*
|
|
* @property lineWidth
|
|
* @type Number
|
|
*/
|
|
this.lineWidth = 0;
|
|
|
|
/**
|
|
* The color of any lines drawn
|
|
*
|
|
* @property lineColor
|
|
* @type String
|
|
*/
|
|
this.lineColor = "black";
|
|
|
|
/**
|
|
* Graphics data
|
|
*
|
|
* @property graphicsData
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this.graphicsData = [];
|
|
|
|
|
|
/**
|
|
* The tint applied to the graphic shape. This is a hex value
|
|
*
|
|
* @property tint
|
|
* @type Number
|
|
* @default 0xFFFFFF
|
|
*/
|
|
this.tint = 0xFFFFFF;// * Math.random();
|
|
|
|
/**
|
|
* The blend mode to be applied to the graphic shape
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
/**
|
|
* Current path
|
|
*
|
|
* @property currentPath
|
|
* @type Object
|
|
* @private
|
|
*/
|
|
this.currentPath = {points:[]};
|
|
|
|
/**
|
|
* Array containing some WebGL-related properties used by the WebGL renderer
|
|
*
|
|
* @property _webGL
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this._webGL = [];
|
|
|
|
/**
|
|
* Whether this shape is being used as a mask
|
|
*
|
|
* @property isMask
|
|
* @type isMask
|
|
*/
|
|
this.isMask = false;
|
|
|
|
/**
|
|
* The bounds of the graphic shape as rectangle object
|
|
*
|
|
* @property bounds
|
|
* @type Rectangle
|
|
*/
|
|
this.bounds = null;
|
|
|
|
/**
|
|
* the bounds' padding used for bounds calculation
|
|
*
|
|
* @property boundsPadding
|
|
* @type Number
|
|
*/
|
|
this.boundsPadding = 10;
|
|
|
|
/**
|
|
* Used to detect if the graphics object has changed if this is set to true then the graphics object will be recalculated
|
|
*
|
|
* @type {Boolean}
|
|
*/
|
|
this.dirty = true;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
|
|
|
/**
|
|
* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
|
|
* This is useful if your graphics element does not change often as it will speed up the rendering of the object
|
|
* It is also usful as the graphics object will always be antialiased because it will be rendered using canvas
|
|
* Not recommended if you are constanly redrawing the graphics element.
|
|
*
|
|
* @property cacheAsBitmap
|
|
* @default false
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
|
|
get: function() {
|
|
return this._cacheAsBitmap;
|
|
},
|
|
set: function(value) {
|
|
this._cacheAsBitmap = value;
|
|
|
|
if(this._cacheAsBitmap)
|
|
{
|
|
this._generateCachedSprite();
|
|
}
|
|
else
|
|
{
|
|
this.destroyCachedSprite();
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
|
|
*
|
|
* @method lineStyle
|
|
* @param lineWidth {Number} width of the line to draw, will update the object's stored style
|
|
* @param color {Number} color of the line to draw, will update the object's stored style
|
|
* @param alpha {Number} alpha of the line to draw, will update the object's stored style
|
|
*/
|
|
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
|
|
{
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.lineWidth = lineWidth || 0;
|
|
this.lineColor = color || 0;
|
|
this.lineAlpha = (arguments.length < 3) ? 1 : alpha;
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Moves the current drawing position to (x, y).
|
|
*
|
|
* @method moveTo
|
|
* @param x {Number} the X coordinate to move to
|
|
* @param y {Number} the Y coordinate to move to
|
|
*/
|
|
PIXI.Graphics.prototype.moveTo = function(x, y)
|
|
{
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
|
|
|
this.currentPath.points.push(x, y);
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws a line using the current line style from the current drawing position to (x, y);
|
|
* the current drawing position is then set to (x, y).
|
|
*
|
|
* @method lineTo
|
|
* @param x {Number} the X coordinate to draw to
|
|
* @param y {Number} the Y coordinate to draw to
|
|
*/
|
|
PIXI.Graphics.prototype.lineTo = function(x, y)
|
|
{
|
|
this.currentPath.points.push(x, y);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Calculate the points for a quadratic bezier curve.
|
|
* Based on : https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
|
|
*
|
|
* @method quadraticCurveTo
|
|
* @param {number} cpX Control point x
|
|
* @param {number} cpY Control point y
|
|
* @param {number} toX Destination point x
|
|
* @param {number} toY Destination point y
|
|
* @return {PIXI.Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)
|
|
{
|
|
if( this.currentPath.points.length === 0)this.moveTo(0,0);
|
|
|
|
var xa,
|
|
ya,
|
|
n = 20,
|
|
points = this.currentPath.points;
|
|
if(points.length === 0)this.moveTo(0, 0);
|
|
|
|
|
|
var fromX = points[points.length-2];
|
|
var fromY = points[points.length-1];
|
|
|
|
var j = 0;
|
|
for (var i = 1; i <= n; i++ )
|
|
{
|
|
j = i / n;
|
|
|
|
xa = fromX + ( (cpX - fromX) * j );
|
|
ya = fromY + ( (cpY - fromY) * j );
|
|
|
|
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
|
|
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
|
|
}
|
|
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Calculate the points for a bezier curve.
|
|
*
|
|
* @method bezierCurveTo
|
|
* @param {number} cpX Control point x
|
|
* @param {number} cpY Control point y
|
|
* @param {number} cpX2 Second Control point x
|
|
* @param {number} cpY2 Second Control point y
|
|
* @param {number} toX Destination point x
|
|
* @param {number} toY Destination point y
|
|
* @return {PIXI.Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)
|
|
{
|
|
if( this.currentPath.points.length === 0)this.moveTo(0,0);
|
|
|
|
var n = 20,
|
|
dt,
|
|
dt2,
|
|
dt3,
|
|
t2,
|
|
t3,
|
|
points = this.currentPath.points;
|
|
|
|
var fromX = points[points.length-2];
|
|
var fromY = points[points.length-1];
|
|
|
|
var j = 0;
|
|
|
|
for (var i=1; i<n; i++)
|
|
{
|
|
j = i / n;
|
|
|
|
dt = (1 - j);
|
|
dt2 = dt * dt;
|
|
dt3 = dt2 * dt;
|
|
|
|
t2 = j * j;
|
|
t3 = t2 * j;
|
|
|
|
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
|
|
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
|
|
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/*
|
|
* the arcTo() method creates an arc/curve between two tangents on the canvas.
|
|
*
|
|
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
|
|
*
|
|
* @method arcTo
|
|
* @param {number} x1 The x-coordinate of the beginning of the arc
|
|
* @param {number} y1 The y-coordinate of the beginning of the arc
|
|
* @param {number} x2 The x-coordinate of the end of the arc
|
|
* @param {number} y2 The y-coordinate of the end of the arc
|
|
* @param {number} radius The radius of the arc
|
|
* @return {PIXI.Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)
|
|
{
|
|
// check that path contains subpaths
|
|
if( this.currentPath.points.length === 0)this.moveTo(x1, y1);
|
|
|
|
var points = this.currentPath.points;
|
|
var fromX = points[points.length-2];
|
|
var fromY = points[points.length-1];
|
|
|
|
// points.push( x1, y1);
|
|
|
|
var a1 = fromY - y1;
|
|
var b1 = fromX - x1;
|
|
var a2 = y2 - y1;
|
|
var b2 = x2 - x1;
|
|
var mm = Math.abs(a1 * b2 - b1 * a2);
|
|
|
|
if (mm < 1.0e-8 || radius === 0)
|
|
{
|
|
points.push(x1, y1);
|
|
}
|
|
else
|
|
{
|
|
var dd = a1 * a1 + b1 * b1;
|
|
var cc = a2 * a2 + b2 * b2;
|
|
var tt = a1 * a2 + b1 * b2;
|
|
var k1 = radius * Math.sqrt(dd) / mm;
|
|
var k2 = radius * Math.sqrt(cc) / mm;
|
|
var j1 = k1 * tt / dd;
|
|
var j2 = k2 * tt / cc;
|
|
var cx = k1 * b2 + k2 * b1;
|
|
var cy = k1 * a2 + k2 * a1;
|
|
var px = b1 * (k2 + j1);
|
|
var py = a1 * (k2 + j1);
|
|
var qx = b2 * (k1 + j2);
|
|
var qy = a2 * (k1 + j2);
|
|
var startAngle = Math.atan2(py - cy, px - cx);
|
|
var endAngle = Math.atan2(qy - cy, qx - cx);
|
|
// not required?
|
|
// points.push(px + x1 , py + y1);
|
|
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* The arc() method creates an arc/curve (used to create circles, or parts of circles).
|
|
*
|
|
* @method arc
|
|
* @param {number} cx The x-coordinate of the center of the circle
|
|
* @param {number} cy The y-coordinate of the center of the circle
|
|
* @param {number} radius The radius of the circle
|
|
* @param {number} startAngle The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
|
|
* @param {number} endAngle The ending angle, in radians
|
|
* @param {number} anticlockwise Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
|
|
* @return {PIXI.Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise)
|
|
{
|
|
var startX = cx + Math.cos(startAngle) * radius;
|
|
var startY = cy + Math.sin(startAngle) * radius;
|
|
|
|
var points = this.currentPath.points;
|
|
|
|
if(points.length !== 0 && points[points.length-2] !== startX || points[points.length-1] !== startY)
|
|
{
|
|
this.moveTo(startX, startY);
|
|
points = this.currentPath.points;
|
|
}
|
|
|
|
if (startAngle === endAngle)return this;
|
|
|
|
if( !anticlockwise && endAngle <= startAngle )
|
|
{
|
|
endAngle += Math.PI * 2;
|
|
}
|
|
else if( anticlockwise && startAngle <= endAngle )
|
|
{
|
|
startAngle += Math.PI * 2;
|
|
}
|
|
|
|
var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle);
|
|
var segs = ( Math.abs(sweep)/ (Math.PI * 2) ) * 40;
|
|
|
|
if( sweep === 0 ) return this;
|
|
|
|
var theta = sweep/(segs*2);
|
|
var theta2 = theta*2;
|
|
|
|
var cTheta = Math.cos(theta);
|
|
var sTheta = Math.sin(theta);
|
|
|
|
var segMinus = segs - 1;
|
|
|
|
var remainder = ( segMinus % 1 ) / segMinus;
|
|
|
|
for(var i=0; i<=segMinus; i++)
|
|
{
|
|
var real = i + remainder * i;
|
|
|
|
|
|
var angle = ((theta) + startAngle + (theta2 * real));
|
|
|
|
var c = Math.cos(angle);
|
|
var s = -Math.sin(angle);
|
|
|
|
points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx,
|
|
( (cTheta * -s) + (sTheta * c) ) * radius + cy);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws a line using the current line style from the current drawing position to (x, y);
|
|
* the current drawing position is then set to (x, y).
|
|
*
|
|
* @method lineTo
|
|
* @param x {Number} the X coordinate to draw to
|
|
* @param y {Number} the Y coordinate to draw to
|
|
*/
|
|
PIXI.Graphics.prototype.drawPath = function(path)
|
|
{
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
|
|
this.currentPath.points = this.currentPath.points.concat(path);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
|
* (such as lineTo() or drawCircle()) use when drawing.
|
|
*
|
|
* @method beginFill
|
|
* @param color {Number} the color of the fill
|
|
* @param alpha {Number} the alpha of the fill
|
|
*/
|
|
PIXI.Graphics.prototype.beginFill = function(color, alpha)
|
|
{
|
|
|
|
this.filling = true;
|
|
this.fillColor = color || 0;
|
|
this.fillAlpha = (arguments.length < 2) ? 1 : alpha;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
|
*
|
|
* @method endFill
|
|
*/
|
|
PIXI.Graphics.prototype.endFill = function()
|
|
{
|
|
this.filling = false;
|
|
this.fillColor = null;
|
|
this.fillAlpha = 1;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* @method drawRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
*/
|
|
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
|
|
{
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, width, height], type:PIXI.Graphics.RECT};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* @method drawRoundedRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
* @param radius {Number} Radius of the rectangle corners
|
|
*/
|
|
PIXI.Graphics.prototype.drawRoundedRect = function( x, y, width, height, radius )
|
|
{
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, width, height, radius], type:PIXI.Graphics.RREC};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws a circle.
|
|
*
|
|
* @method drawCircle
|
|
* @param x {Number} The X coordinate of the center of the circle
|
|
* @param y {Number} The Y coordinate of the center of the circle
|
|
* @param radius {Number} The radius of the circle
|
|
*/
|
|
PIXI.Graphics.prototype.drawCircle = function(x, y, radius)
|
|
{
|
|
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, radius, radius], type:PIXI.Graphics.CIRC};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws an ellipse.
|
|
*
|
|
* @method drawEllipse
|
|
* @param x {Number} The X coordinate of the center of the ellipse
|
|
* @param y {Number} The Y coordinate of the center of the ellipse
|
|
* @param width {Number} The half width of the ellipse
|
|
* @param height {Number} The half height of the ellipse
|
|
*/
|
|
PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)
|
|
{
|
|
|
|
if (!this.currentPath.points.length) this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, width, height], type:PIXI.Graphics.ELIP};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
|
*
|
|
* @method clear
|
|
*/
|
|
PIXI.Graphics.prototype.clear = function()
|
|
{
|
|
this.lineWidth = 0;
|
|
this.filling = false;
|
|
|
|
this.dirty = true;
|
|
this.clearDirty = true;
|
|
this.graphicsData = [];
|
|
|
|
this.bounds = null; //new PIXI.Rectangle();
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Useful function that returns a texture of the graphics object that can then be used to create sprites
|
|
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
|
|
*
|
|
* @method generateTexture
|
|
* @return {Texture} a texture of the graphics object
|
|
*/
|
|
PIXI.Graphics.prototype.generateTexture = function()
|
|
{
|
|
var bounds = this.getBounds();
|
|
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
|
|
canvasBuffer.context.translate(-bounds.x,-bounds.y);
|
|
|
|
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
|
|
|
|
return texture;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
|
|
|
|
|
|
if(this._cacheAsBitmap)
|
|
{
|
|
|
|
if(this.dirty)
|
|
{
|
|
this._generateCachedSprite();
|
|
// we will also need to update the texture on the gpu too!
|
|
PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl);
|
|
|
|
this.dirty = false;
|
|
}
|
|
|
|
this._cachedSprite.alpha = this.alpha;
|
|
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
renderSession.spriteBatch.stop();
|
|
renderSession.blendModeManager.setBlendMode(this.blendMode);
|
|
|
|
if(this._mask)renderSession.maskManager.pushMask(this._mask, renderSession);
|
|
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
|
|
|
|
// check blend mode
|
|
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
|
|
{
|
|
renderSession.spriteBatch.currentBlendMode = this.blendMode;
|
|
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
|
|
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
|
}
|
|
|
|
// for (var i = this.graphicsData.length - 1; i >= 0; i--) {
|
|
// this.graphicsData[i]
|
|
|
|
// };
|
|
|
|
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
|
|
|
|
// only render if it has children!
|
|
if(this.children.length)
|
|
{
|
|
renderSession.spriteBatch.start();
|
|
|
|
// simple render children!
|
|
for(var i=0, j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
}
|
|
|
|
if(this._filters)renderSession.filterManager.popFilter();
|
|
if(this._mask)renderSession.maskManager.popMask(this.mask, renderSession);
|
|
|
|
renderSession.drawCount++;
|
|
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
|
|
|
|
var context = renderSession.context;
|
|
var transform = this.worldTransform;
|
|
|
|
if(this.blendMode !== renderSession.currentBlendMode)
|
|
{
|
|
renderSession.currentBlendMode = this.blendMode;
|
|
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, renderSession.context);
|
|
}
|
|
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
PIXI.CanvasGraphics.renderGraphics(this, context);
|
|
|
|
// simple render children!
|
|
for(var i=0, j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderCanvas(renderSession);
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession.context);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Retrieves the bounds of the graphic shape as a rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
PIXI.Graphics.prototype.getBounds = function( matrix )
|
|
{
|
|
if(!this.bounds)this.updateBounds();
|
|
|
|
var w0 = this.bounds.x;
|
|
var w1 = this.bounds.width + this.bounds.x;
|
|
|
|
var h0 = this.bounds.y;
|
|
var h1 = this.bounds.height + this.bounds.y;
|
|
|
|
var worldTransform = matrix || this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.c;
|
|
var c = worldTransform.b;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = x1;
|
|
var maxY = y1;
|
|
|
|
var minX = x1;
|
|
var minY = y1;
|
|
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Update the bounds of the object
|
|
*
|
|
* @method updateBounds
|
|
*/
|
|
PIXI.Graphics.prototype.updateBounds = function()
|
|
{
|
|
|
|
var minX = Infinity;
|
|
var maxX = -Infinity;
|
|
|
|
var minY = Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var points, x, y, w, h;
|
|
|
|
for (var i = 0; i < this.graphicsData.length; i++) {
|
|
var data = this.graphicsData[i];
|
|
var type = data.type;
|
|
var lineWidth = data.lineWidth;
|
|
|
|
points = data.points;
|
|
|
|
if(type === PIXI.Graphics.RECT)
|
|
{
|
|
x = points[0] - lineWidth/2;
|
|
y = points[1] - lineWidth/2;
|
|
w = points[2] + lineWidth;
|
|
h = points[3] + lineWidth;
|
|
|
|
minX = x < minX ? x : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y < minY ? x : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP)
|
|
{
|
|
x = points[0];
|
|
y = points[1];
|
|
w = points[2] + lineWidth/2;
|
|
h = points[3] + lineWidth/2;
|
|
|
|
minX = x - w < minX ? x - w : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y - h < minY ? y - h : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else
|
|
{
|
|
// POLY
|
|
for (var j = 0; j < points.length; j+=2)
|
|
{
|
|
|
|
x = points[j];
|
|
y = points[j+1];
|
|
minX = x-lineWidth < minX ? x-lineWidth : minX;
|
|
maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
|
|
|
|
minY = y-lineWidth < minY ? y-lineWidth : minY;
|
|
maxY = y+lineWidth > maxY ? y+lineWidth : maxY;
|
|
}
|
|
}
|
|
}
|
|
|
|
var padding = this.boundsPadding;
|
|
this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2);
|
|
};
|
|
|
|
|
|
/**
|
|
* Generates the cached sprite when the sprite has cacheAsBitmap = true
|
|
*
|
|
* @method _generateCachedSprite
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype._generateCachedSprite = function()
|
|
{
|
|
var bounds = this.getLocalBounds();
|
|
|
|
if(!this._cachedSprite)
|
|
{
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
|
|
this._cachedSprite = new PIXI.Sprite(texture);
|
|
this._cachedSprite.buffer = canvasBuffer;
|
|
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
|
|
}
|
|
|
|
// leverage the anchor to account for the offset of the element
|
|
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
|
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
|
|
|
// this._cachedSprite.buffer.context.save();
|
|
this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
|
|
|
|
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
|
|
this._cachedSprite.alpha = this.alpha;
|
|
|
|
// this._cachedSprite.buffer.context.restore();
|
|
};
|
|
|
|
PIXI.Graphics.prototype.destroyCachedSprite = function()
|
|
{
|
|
this._cachedSprite.texture.destroy(true);
|
|
|
|
// let the gc collect the unused sprite
|
|
// TODO could be object pooled!
|
|
this._cachedSprite = null;
|
|
};
|
|
|
|
|
|
// SOME TYPES:
|
|
PIXI.Graphics.POLY = 0;
|
|
PIXI.Graphics.RECT = 1;
|
|
PIXI.Graphics.CIRC = 2;
|
|
PIXI.Graphics.ELIP = 3;
|
|
PIXI.Graphics.RREC = 4;
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class Strip
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} The texture to use
|
|
* @param width {Number} the width
|
|
* @param height {Number} the height
|
|
*
|
|
*/
|
|
PIXI.Strip = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
this.texture = texture;
|
|
|
|
// set up the main bits..
|
|
this.uvs = new PIXI.Float32Array([0, 1,
|
|
1, 1,
|
|
1, 0,
|
|
0,1]);
|
|
|
|
this.verticies = new PIXI.Float32Array([0, 0,
|
|
100,0,
|
|
100,100,
|
|
0, 100]);
|
|
|
|
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
|
|
|
|
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
|
|
|
|
|
|
this.dirty = true;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.Strip.prototype.constructor = PIXI.Strip;
|
|
|
|
PIXI.Strip.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if(!this.visible || this.alpha <= 0)return;
|
|
// render triangle strip..
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
// init! init!
|
|
if(!this._vertexBuffer)this._initWebGL(renderSession);
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
|
|
|
|
this._renderStrip(renderSession);
|
|
|
|
///renderSession.shaderManager.activateDefaultShader();
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
//TODO check culling
|
|
};
|
|
|
|
PIXI.Strip.prototype._initWebGL = function(renderSession)
|
|
{
|
|
// build the strip!
|
|
var gl = renderSession.gl;
|
|
|
|
this._vertexBuffer = gl.createBuffer();
|
|
this._indexBuffer = gl.createBuffer();
|
|
this._uvBuffer = gl.createBuffer();
|
|
this._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderStrip = function(renderSession)
|
|
{
|
|
var gl = renderSession.gl;
|
|
var projection = renderSession.projection,
|
|
offset = renderSession.offset,
|
|
shader = renderSession.shaderManager.stripShader;
|
|
|
|
|
|
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
|
|
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
|
|
// set uniforms
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
|
|
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
|
|
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
|
|
gl.uniform1f(shader.alpha, 1);
|
|
|
|
if(!this.dirty)
|
|
{
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.texture.baseTexture, gl));
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
this.dirty = false;
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.texture.baseTexture, gl));
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
}
|
|
//console.log(gl.TRIANGLE_STRIP)
|
|
//
|
|
//
|
|
gl.drawElements(gl.TRIANGLE_STRIP, this.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
var context = renderSession.context;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx | 0, transform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
}
|
|
|
|
var strip = this;
|
|
// draw triangles!!
|
|
var verticies = strip.verticies;
|
|
var uvs = strip.uvs;
|
|
|
|
var length = verticies.length/2;
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length-2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
|
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
|
|
|
if(true)
|
|
{
|
|
|
|
//expand();
|
|
var centerX = (x0 + x1 + x2)/3;
|
|
var centerY = (y0 + y1 + y2)/3;
|
|
|
|
var normX = x0 - centerX;
|
|
var normY = y0 - centerY;
|
|
|
|
var dist = Math.sqrt( normX * normX + normY * normY );
|
|
x0 = centerX + (normX / dist) * (dist + 3);
|
|
y0 = centerY + (normY / dist) * (dist + 3);
|
|
|
|
//
|
|
|
|
normX = x1 - centerX;
|
|
normY = y1 - centerY;
|
|
|
|
dist = Math.sqrt( normX * normX + normY * normY );
|
|
x1 = centerX + (normX / dist) * (dist + 3);
|
|
y1 = centerY + (normY / dist) * (dist + 3);
|
|
|
|
normX = x2 - centerX;
|
|
normY = y2 - centerY;
|
|
|
|
dist = Math.sqrt( normX * normX + normY * normY );
|
|
x2 = centerX + (normX / dist) * (dist + 3);
|
|
y2 = centerY + (normY / dist) * (dist + 3);
|
|
|
|
}
|
|
|
|
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
|
|
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
// Compute matrix transform
|
|
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
|
|
var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
|
|
var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
|
|
var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
|
|
var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
|
|
var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
|
|
var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
|
|
|
|
context.transform(deltaA / delta, deltaD / delta,
|
|
deltaB / delta, deltaE / delta,
|
|
deltaC / delta, deltaF / delta);
|
|
|
|
context.drawImage(strip.texture.baseTexture.source, 0, 0);
|
|
context.restore();
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Sets the texture that the Strip will use
|
|
*
|
|
* @method setTexture
|
|
* @param texture {Texture} the texture that will be used
|
|
* @private
|
|
*/
|
|
|
|
/*
|
|
PIXI.Strip.prototype.setTexture = function(texture)
|
|
{
|
|
//TODO SET THE TEXTURES
|
|
//TODO VISIBILITY
|
|
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.width = texture.frame.width;
|
|
this.height = texture.frame.height;
|
|
this.updateFrame = true;
|
|
};
|
|
*/
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
|
|
PIXI.Strip.prototype.onTextureUpdate = function()
|
|
{
|
|
this.updateFrame = true;
|
|
};
|
|
/* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class Rope
|
|
* @constructor
|
|
* @param texture {Texture} The texture to use
|
|
* @param points {Array}
|
|
*
|
|
*/
|
|
PIXI.Rope = function(texture, points)
|
|
{
|
|
PIXI.Strip.call( this, texture );
|
|
this.points = points;
|
|
|
|
this.verticies = new PIXI.Float32Array(points.length * 4);
|
|
this.uvs = new PIXI.Float32Array(points.length * 4);
|
|
this.colors = new PIXI.Float32Array(points.length * 2);
|
|
this.indices = new PIXI.Uint16Array(points.length * 2);
|
|
|
|
|
|
this.refresh();
|
|
};
|
|
|
|
|
|
// constructor
|
|
PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
|
|
PIXI.Rope.prototype.constructor = PIXI.Rope;
|
|
|
|
/*
|
|
* Refreshes
|
|
*
|
|
* @method refresh
|
|
*/
|
|
PIXI.Rope.prototype.refresh = function()
|
|
{
|
|
var points = this.points;
|
|
if(points.length < 1) return;
|
|
|
|
var uvs = this.uvs;
|
|
|
|
var lastPoint = points[0];
|
|
var indices = this.indices;
|
|
var colors = this.colors;
|
|
|
|
this.count-=0.2;
|
|
|
|
uvs[0] = 0;
|
|
uvs[1] = 0;
|
|
uvs[2] = 0;
|
|
uvs[3] = 1;
|
|
|
|
colors[0] = 1;
|
|
colors[1] = 1;
|
|
|
|
indices[0] = 0;
|
|
indices[1] = 1;
|
|
|
|
var total = points.length,
|
|
point, index, amount;
|
|
|
|
for (var i = 1; i < total; i++)
|
|
{
|
|
point = points[i];
|
|
index = i * 4;
|
|
// time to do some smart drawing!
|
|
amount = i / (total-1);
|
|
|
|
if(i%2)
|
|
{
|
|
uvs[index] = amount;
|
|
uvs[index+1] = 0;
|
|
|
|
uvs[index+2] = amount;
|
|
uvs[index+3] = 1;
|
|
}
|
|
else
|
|
{
|
|
uvs[index] = amount;
|
|
uvs[index+1] = 0;
|
|
|
|
uvs[index+2] = amount;
|
|
uvs[index+3] = 1;
|
|
}
|
|
|
|
index = i * 2;
|
|
colors[index] = 1;
|
|
colors[index+1] = 1;
|
|
|
|
index = i * 2;
|
|
indices[index] = index;
|
|
indices[index + 1] = index + 1;
|
|
|
|
lastPoint = point;
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Rope.prototype.updateTransform = function()
|
|
{
|
|
|
|
var points = this.points;
|
|
if(points.length < 1)return;
|
|
|
|
var lastPoint = points[0];
|
|
var nextPoint;
|
|
var perp = {x:0, y:0};
|
|
|
|
this.count-=0.2;
|
|
|
|
var verticies = this.verticies;
|
|
var total = points.length,
|
|
point, index, ratio, perpLength, num;
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
point = points[i];
|
|
index = i * 4;
|
|
|
|
if(i < points.length-1)
|
|
{
|
|
nextPoint = points[i+1];
|
|
}
|
|
else
|
|
{
|
|
nextPoint = point;
|
|
}
|
|
|
|
perp.y = -(nextPoint.x - lastPoint.x);
|
|
perp.x = nextPoint.y - lastPoint.y;
|
|
|
|
ratio = (1 - (i / (total-1))) * 10;
|
|
|
|
if(ratio > 1) ratio = 1;
|
|
|
|
perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
|
|
num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
|
|
perp.x /= perpLength;
|
|
perp.y /= perpLength;
|
|
|
|
perp.x *= num;
|
|
perp.y *= num;
|
|
|
|
verticies[index] = point.x + perp.x;
|
|
verticies[index+1] = point.y + perp.y;
|
|
verticies[index+2] = point.x - perp.x;
|
|
verticies[index+3] = point.y - perp.y;
|
|
|
|
lastPoint = point;
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
|
};
|
|
/*
|
|
* Sets the texture that the Rope will use
|
|
*
|
|
* @method setTexture
|
|
* @param texture {Texture} the texture that will be used
|
|
*/
|
|
PIXI.Rope.prototype.setTexture = function(texture)
|
|
{
|
|
// stop current texture
|
|
this.texture = texture;
|
|
//this.updateFrame = true;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*
|
|
* @class TilingSprite
|
|
* @extends Sprite
|
|
* @constructor
|
|
* @param texture {Texture} the texture of the tiling sprite
|
|
* @param width {Number} the width of the tiling sprite
|
|
* @param height {Number} the height of the tiling sprite
|
|
*/
|
|
PIXI.TilingSprite = function(texture, width, height)
|
|
{
|
|
PIXI.Sprite.call( this, texture);
|
|
|
|
/**
|
|
* The with of the tiling sprite
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this._width = width || 100;
|
|
|
|
/**
|
|
* The height of the tiling sprite
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this._height = height || 100;
|
|
|
|
/**
|
|
* The scaling of the image that is being tiled
|
|
*
|
|
* @property tileScale
|
|
* @type Point
|
|
*/
|
|
this.tileScale = new PIXI.Point(1,1);
|
|
|
|
/**
|
|
* A point that represents the scale of the texture object
|
|
*
|
|
* @property tileScaleOffset
|
|
* @type Point
|
|
*/
|
|
this.tileScaleOffset = new PIXI.Point(1,1);
|
|
|
|
/**
|
|
* The offset position of the image that is being tiled
|
|
*
|
|
* @property tilePosition
|
|
* @type Point
|
|
*/
|
|
this.tilePosition = new PIXI.Point(0,0);
|
|
|
|
/**
|
|
* Whether this sprite is renderable or not
|
|
*
|
|
* @property renderable
|
|
* @type Boolean
|
|
* @default true
|
|
*/
|
|
this.renderable = true;
|
|
|
|
/**
|
|
* The tint applied to the sprite. This is a hex value
|
|
*
|
|
* @property tint
|
|
* @type Number
|
|
* @default 0xFFFFFF
|
|
*/
|
|
this.tint = 0xFFFFFF;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
|
|
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
|
|
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
|
|
get: function() {
|
|
return this._width;
|
|
},
|
|
set: function(value) {
|
|
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
|
|
get: function() {
|
|
return this._height;
|
|
},
|
|
set: function(value) {
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
PIXI.TilingSprite.prototype.setTexture = function(texture)
|
|
{
|
|
if (this.texture === texture) return;
|
|
|
|
this.texture = texture;
|
|
|
|
this.refreshTexture = true;
|
|
|
|
this.cachedTint = 0xFFFFFF;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if (this.visible === false || this.alpha === 0) return;
|
|
var i,j;
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.spriteBatch.stop();
|
|
renderSession.maskManager.pushMask(this.mask, renderSession);
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
|
|
if (this._filters)
|
|
{
|
|
renderSession.spriteBatch.flush();
|
|
renderSession.filterManager.pushFilter(this._filterBlock);
|
|
}
|
|
|
|
|
|
|
|
if (!this.tilingTexture || this.refreshTexture)
|
|
{
|
|
this.generateTilingTexture(true);
|
|
|
|
if (this.tilingTexture && this.tilingTexture.needsUpdate)
|
|
{
|
|
//TODO - tweaking
|
|
PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
|
|
this.tilingTexture.needsUpdate = false;
|
|
// this.tilingTexture._uvs = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
renderSession.spriteBatch.renderTilingSprite(this);
|
|
}
|
|
// simple render children!
|
|
for (i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
if (this._filters) renderSession.filterManager.popFilter();
|
|
if (this._mask) renderSession.maskManager.popMask(renderSession);
|
|
|
|
renderSession.spriteBatch.start();
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if (this.visible === false || this.alpha === 0)return;
|
|
|
|
var context = renderSession.context;
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, context);
|
|
}
|
|
|
|
context.globalAlpha = this.worldAlpha;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
var i,j;
|
|
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx , transform.ty);
|
|
|
|
if (!this.__tilePattern || this.refreshTexture)
|
|
{
|
|
this.generateTilingTexture(false);
|
|
|
|
if (this.tilingTexture)
|
|
{
|
|
this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check blend mode
|
|
if (this.blendMode !== renderSession.currentBlendMode)
|
|
{
|
|
renderSession.currentBlendMode = this.blendMode;
|
|
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
|
}
|
|
|
|
var tilePosition = this.tilePosition;
|
|
var tileScale = this.tileScale;
|
|
|
|
tilePosition.x %= this.tilingTexture.baseTexture.width;
|
|
tilePosition.y %= this.tilingTexture.baseTexture.height;
|
|
|
|
// offset
|
|
context.scale(tileScale.x,tileScale.y);
|
|
context.translate(tilePosition.x, tilePosition.y);
|
|
|
|
context.fillStyle = this.__tilePattern;
|
|
|
|
// make sure to account for the anchor point..
|
|
context.fillRect(-tilePosition.x + (this.anchor.x * -this._width),
|
|
-tilePosition.y + (this.anchor.y * -this._height),
|
|
this._width / tileScale.x,
|
|
this._height / tileScale.y);
|
|
|
|
context.scale(1 / tileScale.x, 1 / tileScale.y);
|
|
context.translate(-tilePosition.x, -tilePosition.y);
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession.context);
|
|
}
|
|
|
|
for (i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderCanvas(renderSession);
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the framing rectangle
|
|
*/
|
|
PIXI.TilingSprite.prototype.getBounds = function()
|
|
{
|
|
var width = this._width;
|
|
var height = this._height;
|
|
|
|
var w0 = width * (1-this.anchor.x);
|
|
var w1 = width * -this.anchor.x;
|
|
|
|
var h0 = height * (1-this.anchor.y);
|
|
var h1 = height * -this.anchor.y;
|
|
|
|
var worldTransform = this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.c;
|
|
var c = worldTransform.b;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
minX = x1 < minX ? x1 : minX;
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y1 < minY ? y1 : minY;
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x1 > maxX ? x1 : maxX;
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y1 > maxY ? y1 : maxY;
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype.onTextureUpdate = function()
|
|
{
|
|
// overriding the sprite version of this!
|
|
};
|
|
|
|
|
|
/**
|
|
*
|
|
* @method generateTilingTexture
|
|
*
|
|
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
|
|
*/
|
|
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
|
|
{
|
|
if (!this.texture.baseTexture.hasLoaded) return;
|
|
|
|
var texture = this.texture;
|
|
var frame = texture.frame;
|
|
var targetWidth, targetHeight;
|
|
|
|
// Check that the frame is the same size as the base texture.
|
|
var isFrame = frame.width !== texture.baseTexture.width || frame.height !== texture.baseTexture.height;
|
|
|
|
var newTextureRequired = false;
|
|
|
|
if (!forcePowerOfTwo)
|
|
{
|
|
if (isFrame)
|
|
{
|
|
targetWidth = frame.width;
|
|
targetHeight = frame.height;
|
|
|
|
newTextureRequired = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
|
|
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
|
|
|
|
if (frame.width !== targetWidth || frame.height !== targetHeight) newTextureRequired = true;
|
|
}
|
|
|
|
if (newTextureRequired)
|
|
{
|
|
var canvasBuffer;
|
|
|
|
if (this.tilingTexture && this.tilingTexture.isTiling)
|
|
{
|
|
canvasBuffer = this.tilingTexture.canvasBuffer;
|
|
canvasBuffer.resize(targetWidth, targetHeight);
|
|
this.tilingTexture.baseTexture.width = targetWidth;
|
|
this.tilingTexture.baseTexture.height = targetHeight;
|
|
this.tilingTexture.needsUpdate = true;
|
|
}
|
|
else
|
|
{
|
|
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
|
|
|
|
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
this.tilingTexture.canvasBuffer = canvasBuffer;
|
|
this.tilingTexture.isTiling = true;
|
|
}
|
|
|
|
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
|
texture.crop.x,
|
|
texture.crop.y,
|
|
texture.crop.width,
|
|
texture.crop.height,
|
|
0,
|
|
0,
|
|
targetWidth,
|
|
targetHeight);
|
|
|
|
this.tileScaleOffset.x = frame.width / targetWidth;
|
|
this.tileScaleOffset.y = frame.height / targetHeight;
|
|
}
|
|
else
|
|
{
|
|
// TODO - switching?
|
|
if (this.tilingTexture && this.tilingTexture.isTiling)
|
|
{
|
|
// destroy the tiling texture!
|
|
// TODO could store this somewhere?
|
|
this.tilingTexture.destroy(true);
|
|
}
|
|
|
|
this.tileScaleOffset.x = 1;
|
|
this.tileScaleOffset.y = 1;
|
|
this.tilingTexture = texture;
|
|
}
|
|
|
|
this.refreshTexture = false;
|
|
this.tilingTexture.baseTexture._powerOf2 = true;
|
|
};
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.BaseTextureCache = {};
|
|
PIXI.texturesToUpdate = [];
|
|
PIXI.texturesToDestroy = [];
|
|
|
|
PIXI.BaseTextureCacheIdGenerator = 0;
|
|
|
|
/**
|
|
* A texture stores the information that represents an image. All textures have a base texture
|
|
*
|
|
* @class BaseTexture
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param source {String} the source object (image or canvas)
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
*/
|
|
PIXI.BaseTexture = function(source, scaleMode)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
/**
|
|
* [read-only] The width of the base texture set when the image has loaded
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.width = 100;
|
|
|
|
/**
|
|
* [read-only] The height of the base texture set when the image has loaded
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.height = 100;
|
|
|
|
/**
|
|
* The scale mode to apply when scaling this texture
|
|
* @property scaleMode
|
|
* @type PIXI.scaleModes
|
|
* @default PIXI.scaleModes.LINEAR
|
|
*/
|
|
this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
|
|
|
/**
|
|
* [read-only] Describes if the base texture has loaded or not
|
|
*
|
|
* @property hasLoaded
|
|
* @type Boolean
|
|
* @readOnly
|
|
*/
|
|
this.hasLoaded = false;
|
|
|
|
/**
|
|
* The source that is loaded to create the texture
|
|
*
|
|
* @property source
|
|
* @type Image
|
|
*/
|
|
this.source = source;
|
|
|
|
//TODO will be used for futer pixi 1.5...
|
|
this.id = PIXI.BaseTextureCacheIdGenerator++;
|
|
|
|
/**
|
|
* Controls if RGB channels should be premultiplied by Alpha (WebGL only)
|
|
*
|
|
* @property
|
|
* @type Boolean
|
|
* @default TRUE
|
|
*/
|
|
this.premultipliedAlpha = true;
|
|
|
|
// used for webGL
|
|
this._glTextures = [];
|
|
|
|
// used for webGL teture updateing...
|
|
this._dirty = [];
|
|
|
|
if(!source)return;
|
|
|
|
if((this.source.complete || this.source.getContext) && this.source.width && this.source.height)
|
|
{
|
|
this.hasLoaded = true;
|
|
this.width = this.source.width;
|
|
this.height = this.source.height;
|
|
|
|
PIXI.texturesToUpdate.push(this);
|
|
}
|
|
else
|
|
{
|
|
|
|
var scope = this;
|
|
this.source.onload = function() {
|
|
|
|
scope.hasLoaded = true;
|
|
scope.width = scope.source.width;
|
|
scope.height = scope.source.height;
|
|
|
|
for (var i = 0; i < scope._glTextures.length; i++)
|
|
{
|
|
scope._dirty[i] = true;
|
|
}
|
|
|
|
// add it to somewhere...
|
|
scope.dispatchEvent( { type: 'loaded', content: scope } );
|
|
};
|
|
this.source.onerror = function() {
|
|
scope.dispatchEvent( { type: 'error', content: scope } );
|
|
};
|
|
}
|
|
|
|
this.imageUrl = null;
|
|
this._powerOf2 = false;
|
|
|
|
|
|
|
|
};
|
|
|
|
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
|
|
|
|
/**
|
|
* Destroys this base texture
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.BaseTexture.prototype.destroy = function()
|
|
{
|
|
if(this.imageUrl)
|
|
{
|
|
delete PIXI.BaseTextureCache[this.imageUrl];
|
|
delete PIXI.TextureCache[this.imageUrl];
|
|
this.imageUrl = null;
|
|
this.source.src = null;
|
|
}
|
|
else if (this.source && this.source._pixiId)
|
|
{
|
|
delete PIXI.BaseTextureCache[this.source._pixiId];
|
|
}
|
|
this.source = null;
|
|
PIXI.texturesToDestroy.push(this);
|
|
};
|
|
|
|
/**
|
|
* Changes the source image of the texture
|
|
*
|
|
* @method updateSourceImage
|
|
* @param newSrc {String} the path of the image
|
|
*/
|
|
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
|
|
{
|
|
this.hasLoaded = false;
|
|
this.source.src = null;
|
|
this.source.src = newSrc;
|
|
};
|
|
|
|
/**
|
|
* Helper function that returns a base texture based on an image url
|
|
* If the image is not in the base texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromImage
|
|
* @param imageUrl {String} The image url of the texture
|
|
* @param crossorigin {Boolean}
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @return BaseTexture
|
|
*/
|
|
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
|
|
{
|
|
var baseTexture = PIXI.BaseTextureCache[imageUrl];
|
|
|
|
if(crossorigin === undefined && imageUrl.indexOf('data:') === -1) crossorigin = true;
|
|
|
|
if(!baseTexture)
|
|
{
|
|
// new Image() breaks tex loading in some versions of Chrome.
|
|
// See https://code.google.com/p/chromium/issues/detail?id=238071
|
|
var image = new Image();//document.createElement('img');
|
|
if (crossorigin)
|
|
{
|
|
image.crossOrigin = '';
|
|
}
|
|
image.src = imageUrl;
|
|
baseTexture = new PIXI.BaseTexture(image, scaleMode);
|
|
baseTexture.imageUrl = imageUrl;
|
|
PIXI.BaseTextureCache[imageUrl] = baseTexture;
|
|
}
|
|
|
|
return baseTexture;
|
|
};
|
|
|
|
/**
|
|
* Helper function that returns a base texture based on a canvas element
|
|
* If the image is not in the base texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromCanvas
|
|
* @param canvas {Canvas} The canvas element source of the texture
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @return BaseTexture
|
|
*/
|
|
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
|
|
{
|
|
if(!canvas._pixiId)
|
|
{
|
|
canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++;
|
|
}
|
|
|
|
var baseTexture = PIXI.BaseTextureCache[canvas._pixiId];
|
|
|
|
if(!baseTexture)
|
|
{
|
|
baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
|
|
PIXI.BaseTextureCache[canvas._pixiId] = baseTexture;
|
|
}
|
|
|
|
return baseTexture;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.TextureCache = {};
|
|
PIXI.FrameCache = {};
|
|
|
|
PIXI.TextureCacheIdGenerator = 0;
|
|
|
|
/**
|
|
* A texture stores the information that represents an image or part of an image. It cannot be added
|
|
* to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
|
|
*
|
|
* @class Texture
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param baseTexture {BaseTexture} The base texture source to create the texture from
|
|
* @param frame {Rectangle} The rectangle frame of the texture to show
|
|
*/
|
|
PIXI.Texture = function(baseTexture, frame)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
/**
|
|
* Does this Texture have any frame data assigned to it?
|
|
*
|
|
* @property noFrame
|
|
* @type Boolean
|
|
*/
|
|
this.noFrame = false;
|
|
|
|
if (!frame)
|
|
{
|
|
this.noFrame = true;
|
|
frame = new PIXI.Rectangle(0,0,1,1);
|
|
}
|
|
|
|
if (baseTexture instanceof PIXI.Texture)
|
|
{
|
|
baseTexture = baseTexture.baseTexture;
|
|
}
|
|
|
|
/**
|
|
* The base texture that this texture uses.
|
|
*
|
|
* @property baseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.baseTexture = baseTexture;
|
|
|
|
/**
|
|
* The frame specifies the region of the base texture that this texture uses
|
|
*
|
|
* @property frame
|
|
* @type Rectangle
|
|
*/
|
|
this.frame = frame;
|
|
|
|
/**
|
|
* The trim point
|
|
*
|
|
* @property trim
|
|
* @type Rectangle
|
|
*/
|
|
this.trim = null;
|
|
|
|
/**
|
|
* This will let the renderer know if the texture is valid. If its not then it cannot be rendered.
|
|
*
|
|
* @property valid
|
|
* @type Boolean
|
|
*/
|
|
this.valid = false;
|
|
|
|
/**
|
|
* The context scope under which events are run.
|
|
*
|
|
* @property scope
|
|
* @type Object
|
|
*/
|
|
this.scope = this;
|
|
|
|
/**
|
|
* The WebGL UV data cache.
|
|
*
|
|
* @private
|
|
* @property _uvs
|
|
* @type Object
|
|
*/
|
|
this._uvs = null;
|
|
|
|
/**
|
|
* The width of the Texture in pixels.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this.width = 0;
|
|
|
|
/**
|
|
* The height of the Texture in pixels.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this.height = 0;
|
|
|
|
/**
|
|
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
|
|
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
|
|
*
|
|
* @property crop
|
|
* @type Rectangle
|
|
*/
|
|
this.crop = new PIXI.Rectangle(0, 0, 1, 1);
|
|
|
|
if (baseTexture.hasLoaded)
|
|
{
|
|
if (this.noFrame) frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);
|
|
this.setFrame(frame);
|
|
}
|
|
else
|
|
{
|
|
var scope = this;
|
|
baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); });
|
|
}
|
|
};
|
|
|
|
PIXI.Texture.prototype.constructor = PIXI.Texture;
|
|
|
|
/**
|
|
* Called when the base texture is loaded
|
|
*
|
|
* @method onBaseTextureLoaded
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.Texture.prototype.onBaseTextureLoaded = function()
|
|
{
|
|
var baseTexture = this.baseTexture;
|
|
baseTexture.removeEventListener('loaded', this.onLoaded);
|
|
|
|
if (this.noFrame) this.frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);
|
|
|
|
this.setFrame(this.frame);
|
|
|
|
this.scope.dispatchEvent( { type: 'update', content: this } );
|
|
};
|
|
|
|
/**
|
|
* Destroys this texture
|
|
*
|
|
* @method destroy
|
|
* @param destroyBase {Boolean} Whether to destroy the base texture as well
|
|
*/
|
|
PIXI.Texture.prototype.destroy = function(destroyBase)
|
|
{
|
|
if (destroyBase) this.baseTexture.destroy();
|
|
|
|
this.valid = false;
|
|
};
|
|
|
|
/**
|
|
* Specifies the region of the baseTexture that this texture will use.
|
|
*
|
|
* @method setFrame
|
|
* @param frame {Rectangle} The frame of the texture to set it to
|
|
*/
|
|
PIXI.Texture.prototype.setFrame = function(frame)
|
|
{
|
|
this.noFrame = false;
|
|
|
|
this.frame = frame;
|
|
this.width = frame.width;
|
|
this.height = frame.height;
|
|
|
|
this.crop.x = frame.x;
|
|
this.crop.y = frame.y;
|
|
this.crop.width = frame.width;
|
|
this.crop.height = frame.height;
|
|
|
|
if (!this.trim && (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height))
|
|
{
|
|
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
|
|
}
|
|
|
|
this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;
|
|
|
|
if (this.trim)
|
|
{
|
|
this.width = this.trim.width;
|
|
this.height = this.trim.height;
|
|
this.frame.width = this.trim.width;
|
|
this.frame.height = this.trim.height;
|
|
}
|
|
|
|
if (this.valid) PIXI.Texture.frameUpdates.push(this);
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the internal WebGL UV cache.
|
|
*
|
|
* @method _updateWebGLuvs
|
|
* @private
|
|
*/
|
|
PIXI.Texture.prototype._updateWebGLuvs = function()
|
|
{
|
|
if(!this._uvs)this._uvs = new PIXI.TextureUvs();
|
|
|
|
var frame = this.crop;
|
|
var tw = this.baseTexture.width;
|
|
var th = this.baseTexture.height;
|
|
|
|
this._uvs.x0 = frame.x / tw;
|
|
this._uvs.y0 = frame.y / th;
|
|
|
|
this._uvs.x1 = (frame.x + frame.width) / tw;
|
|
this._uvs.y1 = frame.y / th;
|
|
|
|
this._uvs.x2 = (frame.x + frame.width) / tw;
|
|
this._uvs.y2 = (frame.y + frame.height) / th;
|
|
|
|
this._uvs.x3 = frame.x / tw;
|
|
this._uvs.y3 = (frame.y + frame.height) / th;
|
|
|
|
};
|
|
|
|
/**
|
|
* Helper function that returns a texture based on an image url
|
|
* If the image is not in the texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromImage
|
|
* @param imageUrl {String} The image url of the texture
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
|
|
{
|
|
var texture = PIXI.TextureCache[imageUrl];
|
|
|
|
if(!texture)
|
|
{
|
|
texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
|
|
PIXI.TextureCache[imageUrl] = texture;
|
|
}
|
|
|
|
return texture;
|
|
};
|
|
|
|
/**
|
|
* Helper function that returns a texture based on a frame id
|
|
* If the frame id is not in the texture cache an error will be thrown
|
|
*
|
|
* @static
|
|
* @method fromFrame
|
|
* @param frameId {String} The frame id of the texture
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromFrame = function(frameId)
|
|
{
|
|
var texture = PIXI.TextureCache[frameId];
|
|
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ');
|
|
return texture;
|
|
};
|
|
|
|
/**
|
|
* Helper function that returns a texture based on a canvas element
|
|
* If the canvas is not in the texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromCanvas
|
|
* @param canvas {Canvas} The canvas element source of the texture
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromCanvas = function(canvas, scaleMode)
|
|
{
|
|
var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);
|
|
|
|
return new PIXI.Texture( baseTexture );
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
* Adds a texture to the textureCache.
|
|
*
|
|
* @static
|
|
* @method addTextureToCache
|
|
* @param texture {Texture}
|
|
* @param id {String} the id that the texture will be stored against.
|
|
*/
|
|
PIXI.Texture.addTextureToCache = function(texture, id)
|
|
{
|
|
PIXI.TextureCache[id] = texture;
|
|
};
|
|
|
|
/**
|
|
* Remove a texture from the textureCache.
|
|
*
|
|
* @static
|
|
* @method removeTextureFromCache
|
|
* @param id {String} the id of the texture to be removed
|
|
* @return {Texture} the texture that was removed
|
|
*/
|
|
PIXI.Texture.removeTextureFromCache = function(id)
|
|
{
|
|
var texture = PIXI.TextureCache[id];
|
|
delete PIXI.TextureCache[id];
|
|
delete PIXI.BaseTextureCache[id];
|
|
return texture;
|
|
};
|
|
|
|
// this is more for webGL.. it contains updated frames..
|
|
PIXI.Texture.frameUpdates = [];
|
|
|
|
PIXI.TextureUvs = function()
|
|
{
|
|
this.x0 = 0;
|
|
this.y0 = 0;
|
|
|
|
this.x1 = 0;
|
|
this.y1 = 0;
|
|
|
|
this.x2 = 0;
|
|
this.y2 = 0;
|
|
|
|
this.x3 = 0;
|
|
this.y3 = 0;
|
|
|
|
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
|
|
|
|
__Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded.
|
|
Otherwise black rectangles will be drawn instead.
|
|
|
|
RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:
|
|
|
|
var renderTexture = new PIXI.RenderTexture(800, 600);
|
|
var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
|
sprite.position.x = 800/2;
|
|
sprite.position.y = 600/2;
|
|
sprite.anchor.x = 0.5;
|
|
sprite.anchor.y = 0.5;
|
|
renderTexture.render(sprite);
|
|
|
|
Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:
|
|
|
|
var doc = new PIXI.DisplayObjectContainer();
|
|
doc.addChild(sprite);
|
|
renderTexture.render(doc); // Renders to center of renderTexture
|
|
|
|
* @class RenderTexture
|
|
* @extends Texture
|
|
* @constructor
|
|
* @param width {Number} The width of the render texture
|
|
* @param height {Number} The height of the render texture
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
*/
|
|
PIXI.RenderTexture = function(width, height, renderer, scaleMode)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
/**
|
|
* The with of the render texture
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this.width = width || 100;
|
|
/**
|
|
* The height of the render texture
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this.height = height || 100;
|
|
|
|
/**
|
|
* The framing rectangle of the render texture
|
|
*
|
|
* @property frame
|
|
* @type Rectangle
|
|
*/
|
|
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
|
|
|
/**
|
|
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
|
|
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
|
|
*
|
|
* @property crop
|
|
* @type Rectangle
|
|
*/
|
|
this.crop = new PIXI.Rectangle(0, 0, this.width, this.height);
|
|
|
|
/**
|
|
* The base texture object that this texture uses
|
|
*
|
|
* @property baseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.baseTexture = new PIXI.BaseTexture();
|
|
this.baseTexture.width = this.width;
|
|
this.baseTexture.height = this.height;
|
|
this.baseTexture._glTextures = [];
|
|
|
|
this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
|
|
|
this.baseTexture.hasLoaded = true;
|
|
|
|
// each render texture can only belong to one renderer at the moment if its webGL
|
|
this.renderer = renderer || PIXI.defaultRenderer;
|
|
|
|
if(this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
var gl = this.renderer.gl;
|
|
|
|
this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode);
|
|
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
|
|
|
|
this.render = this.renderWebGL;
|
|
this.projection = new PIXI.Point(this.width/2 , -this.height/2);
|
|
}
|
|
else
|
|
{
|
|
this.render = this.renderCanvas;
|
|
this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height);
|
|
this.baseTexture.source = this.textureBuffer.canvas;
|
|
}
|
|
|
|
this.valid = true;
|
|
PIXI.Texture.frameUpdates.push(this);
|
|
|
|
|
|
};
|
|
|
|
PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
|
|
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
|
|
|
|
/**
|
|
* Resize the RenderTexture.
|
|
*
|
|
* @method resize
|
|
* @param width {Number} The width to resize to.
|
|
* @param height {Number} The height to resize to.
|
|
* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
|
|
*/
|
|
PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
|
|
{
|
|
if (width === this.width && height === this.height)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.width = this.frame.width = this.crop.width = width;
|
|
this.height = this.frame.height = this.crop.height = height;
|
|
|
|
if (updateBase)
|
|
{
|
|
this.baseTexture.width = this.width;
|
|
this.baseTexture.height = this.height;
|
|
}
|
|
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.projection.x = this.width / 2;
|
|
this.projection.y = -this.height / 2;
|
|
}
|
|
|
|
this.textureBuffer.resize(this.width, this.height);
|
|
};
|
|
|
|
/**
|
|
* Clears the RenderTexture.
|
|
*
|
|
* @method clear
|
|
*/
|
|
PIXI.RenderTexture.prototype.clear = function()
|
|
{
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
|
|
}
|
|
|
|
this.textureBuffer.clear();
|
|
};
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderWebGL
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
|
|
{
|
|
//TOOD replace position with matrix..
|
|
var gl = this.renderer.gl;
|
|
|
|
gl.colorMask(true, true, true, true);
|
|
|
|
gl.viewport(0, 0, this.width, this.height);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );
|
|
|
|
if(clear)this.textureBuffer.clear();
|
|
|
|
|
|
// THIS WILL MESS WITH HIT TESTING!
|
|
var children = displayObject.children;
|
|
|
|
//TODO -? create a new one??? dont think so!
|
|
var originalWorldTransform = displayObject.worldTransform;
|
|
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
|
|
// modify to flip...
|
|
displayObject.worldTransform.d = -1;
|
|
displayObject.worldTransform.ty = this.projection.y * -2;
|
|
|
|
if(position)
|
|
{
|
|
displayObject.worldTransform.tx = position.x;
|
|
displayObject.worldTransform.ty -= position.y;
|
|
}
|
|
|
|
for(var i=0,j=children.length; i<j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
// update the textures!
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
this.renderer.spriteBatch.dirty = true;
|
|
|
|
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer);
|
|
|
|
displayObject.worldTransform = originalWorldTransform;
|
|
|
|
this.renderer.spriteBatch.dirty = true;
|
|
};
|
|
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderCanvas
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
|
|
{
|
|
var children = displayObject.children;
|
|
|
|
var originalWorldTransform = displayObject.worldTransform;
|
|
|
|
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
|
|
|
|
if(position)
|
|
{
|
|
displayObject.worldTransform.tx = position.x;
|
|
displayObject.worldTransform.ty = position.y;
|
|
}
|
|
else
|
|
{
|
|
displayObject.worldTransform.tx = 0;
|
|
displayObject.worldTransform.ty = 0;
|
|
}
|
|
|
|
for(var i = 0, j = children.length; i < j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
if(clear)this.textureBuffer.clear();
|
|
|
|
var context = this.textureBuffer.context;
|
|
|
|
this.renderer.renderDisplayObject(displayObject, context);
|
|
|
|
context.setTransform(1,0,0,1,0,0);
|
|
|
|
displayObject.worldTransform = originalWorldTransform;
|
|
};
|
|
|
|
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
if (typeof exports !== 'undefined') {
|
|
if (typeof module !== 'undefined' && module.exports) {
|
|
exports = module.exports = PIXI;
|
|
}
|
|
exports.PIXI = PIXI;
|
|
} else if (typeof define !== 'undefined' && define.amd) {
|
|
define('PIXI', (function() { return root.PIXI = PIXI; })() );
|
|
} else {
|
|
root.PIXI = PIXI;
|
|
}
|
|
}).call(this); |