mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
857 lines
25 KiB
JavaScript
857 lines
25 KiB
JavaScript
// Graphics
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Phaser.Renderer.WebGL.GameObjects.Graphics = {
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TYPES: [
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Phaser.GameObject.Graphics.prototype
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],
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circleSegments: 40,
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graphicsDataPool: [],
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render: function (renderer, src)
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{
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if (src.visible === false || src.alpha === 0 || src.isMask === true)
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{
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return;
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}
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if (src._cacheAsBitmap)
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{
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if (src.dirty || src.cachedSpriteDirty)
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{
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src._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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src.updateCachedSpriteTexture();
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src.cachedSpriteDirty = false;
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src.dirty = false;
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}
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src._cachedSprite.worldAlpha = src.worldAlpha;
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// PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
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return;
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}
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renderer.spriteBatch.stop();
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renderer.setBlendMode(src.blendMode);
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if (src._mask)
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{
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renderer.pushMask(src._mask);
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}
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if (src._filters)
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{
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renderer.filterManager.pushFilter(src._filterBlock);
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}
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// check blend mode
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if (src.blendMode !== renderer.spriteBatch.currentBlendMode)
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{
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renderer.spriteBatch.currentBlendMode = src.blendMode;
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var blendModeWebGL = renderer.blendModes[renderer.spriteBatch.currentBlendMode];
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renderer.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
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}
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// check if the webgl graphic needs to be updated
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if (src.webGLDirty)
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{
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src.dirty = true;
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src.webGLDirty = false;
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}
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var gl = renderer.gl;
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var offset = renderer.offset;
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var projection = renderer.projection;
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var shader = renderer.shaderManager.primitiveShader;
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var webGLData;
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if (src.dirty)
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{
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Phaser.Renderer.WebGL.GameObjects.Graphics.updateGraphics(renderer, src);
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}
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for (var i = 0; i < src._webGL.data.length; i++)
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{
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webGLData = src._webGL.data[i];
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if (webGLData.mode === 1)
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{
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renderer.stencilManager.pushStencil(src, webGLData);
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gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
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renderer.stencilManager.popStencil(src, webGLData);
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}
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else
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{
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renderer.shaderManager.setShader(shader);
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// shader = renderSession.shaderManager.primitiveShader;
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gl.uniformMatrix3fv(shader.translationMatrix, false, src.worldTransform.toArray(true));
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gl.uniform1f(shader.flipY, 1);
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(src.tint));
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gl.uniform1f(shader.alpha, src.worldAlpha);
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gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
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gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
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gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
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}
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}
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// Only render if it has children!
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if (src.children.length)
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{
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renderer.spriteBatch.start();
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for (var i = 0; i < src.children.length; i++)
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{
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var child = src.children[i];
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child.render(renderer, child);
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}
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renderer.spriteBatch.stop();
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}
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if (src._filters)
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{
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renderer.filterManager.popFilter();
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}
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if (src._mask)
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{
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renderer.popMask(src.mask);
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}
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renderer.drawCount++;
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renderer.spriteBatch.start();
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},
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/**
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* Updates the graphics object
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*
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* @static
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* @private
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* @method updateGraphics
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* @param graphicsData {Graphics} The graphics object to update
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* @param gl {WebGLContext} the current WebGL drawing context
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*/
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updateGraphics: function (renderer, graphics)
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{
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var gl = renderer.gl;
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var webGL = graphics._webGL;
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// If the graphics object does not exist in the webGL context time to create it!
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if (!webGL)
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{
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webGL = graphics._webGL = { lastIndex: 0, data: [], gl: gl };
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}
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// Flag the graphics as not dirty as we are about to update it
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graphics.dirty = false;
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var i;
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// If the user cleared the graphics object we will need to clear every object
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if (graphics.clearDirty)
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{
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graphics.clearDirty = false;
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// loop through and return all the webGLDatas to the object pool so than can be reused later on
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for (i = 0; i < webGL.data.length; i++)
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{
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var graphicsData = webGL.data[i];
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graphicsData.reset();
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Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.push(graphicsData);
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}
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// Clear the array and reset the index
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webGL.data = [];
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webGL.lastIndex = 0;
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}
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var webGLData;
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// Loop through the Graphics data.
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// If the object is complex, use the Stencil Buffer.
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// Otherwise add the object into the batch.
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for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++)
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{
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var data = graphics.graphicsData[i];
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switch (data.type)
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{
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case Phaser.RECTANGLE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildRectangle(data, webGLData);
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break;
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case Phaser.CIRCLE:
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case Phaser.ELLIPSE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildCircle(data, webGLData);
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break;
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case Phaser.ROUNDEDRECTANGLE:
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildRoundedRectangle(data, webGLData);
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break;
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case Phaser.POLYGON:
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// Need to add the points the the graphics object
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data.points = data.shape.points.slice();
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if (data.shape.closed)
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{
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// Close the poly if the value is true!
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if (data.points[0] !== data.points[data.points.length - 2] || data.points[1] !== data.points[data.points.length - 1])
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{
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data.points.push(data.points[0], data.points[1]);
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}
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}
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// Check the type
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if (data.fill)
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{
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if (data.points.length >= renderer.stencilBufferLimit)
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{
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if (data.points.length < renderer.stencilBufferLimit * 2)
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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var canDrawUsingSimple = Phaser.Renderer.WebGL.GameObjects.Graphics.buildPoly(data, webGLData);
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if (!canDrawUsingSimple)
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 1);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildComplexPoly(data, webGLData);
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}
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}
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else
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 1);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildComplexPoly(data, webGLData);
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}
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}
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}
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if (data.lineWidth > 0)
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.switchMode(webGL, 0);
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(data, webGLData);
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}
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break;
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}
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webGL.lastIndex++;
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}
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// Upload all the dirty data
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for (i = 0; i < webGL.data.length; i++)
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{
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webGLData = webGL.data[i];
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if (webGLData.dirty)
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{
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webGLData.upload();
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}
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}
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},
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switchMode: function (webGL, type)
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{
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var webGLData;
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if (!webGL.data.length)
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.pop() || new Phaser.Renderer.WebGL.GameObjects.GraphicsData(webGL.gl);
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webGLData.mode = type;
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webGL.data.push(webGLData);
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}
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else
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{
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webGLData = webGL.data[webGL.data.length - 1];
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if (webGLData.mode !== type || type === 1)
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{
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webGLData = Phaser.Renderer.WebGL.GameObjects.Graphics.graphicsDataPool.pop() || new Phaser.Renderer.WebGL.GameObjects.GraphicsData(webGL.gl);
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webGLData.mode = type;
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webGL.data.push(webGLData);
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}
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}
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webGLData.dirty = true;
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return webGLData;
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},
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buildRectangle: function (graphicsData, webGLData)
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{
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var rectData = graphicsData.shape;
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var x = rectData.x;
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var y = rectData.y;
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var width = rectData.width;
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var height = rectData.height;
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if (graphicsData.fill)
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{
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var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
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var alpha = graphicsData.fillAlpha;
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var r = color[0] * alpha;
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var g = color[1] * alpha;
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var b = color[2] * alpha;
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var verts = webGLData.points;
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var indices = webGLData.indices;
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var vertPos = verts.length / 6;
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// start
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verts.push(x, y);
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verts.push(r, g, b, alpha);
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verts.push(x + width, y);
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verts.push(r, g, b, alpha);
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verts.push(x , y + height);
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verts.push(r, g, b, alpha);
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verts.push(x + width, y + height);
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verts.push(r, g, b, alpha);
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// insert 2 dead triangles..
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indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3);
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}
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if (graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [
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x, y,
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x + width, y,
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x + width, y + height,
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x, y + height,
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x, y
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];
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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},
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buildRoundedRectangle: function (graphicsData, webGLData)
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{
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var rrectData = graphicsData.shape;
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var x = rrectData.x;
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var y = rrectData.y;
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var width = rrectData.width;
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var height = rrectData.height;
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var radius = rrectData.radius;
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var recPoints = [];
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recPoints.push(x, y + radius);
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recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
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recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
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recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
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recPoints = recPoints.concat(Phaser.Renderer.WebGL.GameObjects.Graphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
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if (graphicsData.fill)
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{
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var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
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var alpha = graphicsData.fillAlpha;
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var r = color[0] * alpha;
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var g = color[1] * alpha;
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var b = color[2] * alpha;
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var verts = webGLData.points;
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var indices = webGLData.indices;
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var vecPos = verts.length / 6;
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var triangles = Phaser.EarCut.Triangulate(recPoints, null, 2);
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var i = 0;
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for (i = 0; i < triangles.length; i += 3)
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{
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indices.push(triangles[i] + vecPos);
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indices.push(triangles[i] + vecPos);
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indices.push(triangles[i + 1] + vecPos);
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indices.push(triangles[i + 2] + vecPos);
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indices.push(triangles[i + 2] + vecPos);
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}
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for (i = 0; i < recPoints.length; i++)
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{
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verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
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}
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}
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if (graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = recPoints;
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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},
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quadraticBezierCurve: function (fromX, fromY, cpX, cpY, toX, toY)
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{
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var xa;
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var ya;
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var xb;
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var yb;
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var x;
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var y;
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var n = 20;
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var points = [];
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function getPt (n1, n2, perc)
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{
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var diff = n2 - n1;
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return n1 + (diff * perc);
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};
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var j = 0;
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for (var i = 0; i <= n; i++)
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{
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j = i / n;
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// The Green Line
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xa = getPt(fromX, cpX, j);
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ya = getPt(fromY, cpY, j);
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xb = getPt(cpX, toX, j);
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yb = getPt(cpY, toY, j);
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// The Black Dot
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x = getPt(xa, xb, j);
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y = getPt(ya, yb, j);
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points.push(x, y);
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}
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return points;
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},
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buildCircle: function (graphicsData, webGLData)
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{
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// Need to convert points to a nice regular data
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var circleData = graphicsData.shape;
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var x = circleData.x;
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var y = circleData.y;
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var width;
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var height;
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if (graphicsData.type === Phaser.CIRCLE)
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{
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width = circleData.radius;
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height = circleData.radius;
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}
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else
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{
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width = circleData.width;
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height = circleData.height;
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}
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var totalSegs = Phaser.Renderer.WebGL.GameObjects.Graphics.circleSegments;
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var seg = (Math.PI * 2) / totalSegs;
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var i = 0;
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if (graphicsData.fill)
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{
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var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
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var alpha = graphicsData.fillAlpha;
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var r = color[0] * alpha;
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var g = color[1] * alpha;
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var b = color[2] * alpha;
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var verts = webGLData.points;
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var indices = webGLData.indices;
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var vecPos = verts.length / 6;
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indices.push(vecPos);
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for (i = 0; i < totalSegs + 1 ; i++)
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{
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verts.push(x, y, r, g, b, alpha);
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verts.push(
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x + Math.sin(seg * i) * width,
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y + Math.cos(seg * i) * height,
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r, g, b, alpha
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);
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indices.push(vecPos++, vecPos++);
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}
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indices.push(vecPos - 1);
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}
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if (graphicsData.lineWidth)
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{
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var tempPoints = graphicsData.points;
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graphicsData.points = [];
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for (i = 0; i < totalSegs + 1; i++)
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{
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graphicsData.points.push(
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x + Math.sin(seg * i) * width,
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y + Math.cos(seg * i) * height
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);
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}
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Phaser.Renderer.WebGL.GameObjects.Graphics.buildLine(graphicsData, webGLData);
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graphicsData.points = tempPoints;
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}
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},
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buildLine: function (graphicsData, webGLData)
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{
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var i = 0;
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var points = graphicsData.points;
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if (points.length === 0)
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{
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return;
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}
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// If the line width is an odd number add 0.5 to align to a whole pixel
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|
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 Phaser.Point(points[0], points[1]);
|
|
var lastPoint = new Phaser.Point(points[points.length - 2], points[points.length - 1]);
|
|
|
|
// If the first point is the last point we're 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 Phaser.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 the color
|
|
var color = Phaser.Color.hexToRGBArray(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, r, g, b, alpha);
|
|
verts.push(p2x + perp3x, p2y +perp3y, r, g, b, alpha);
|
|
verts.push(p2x - perp3x, p2y -perp3y, r, g, b, alpha);
|
|
|
|
indexCount++;
|
|
}
|
|
else
|
|
{
|
|
verts.push(px, py, r, g, b, alpha);
|
|
verts.push(p2x - (px-p2x), p2y - (py - p2y), 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, r, g, b, alpha);
|
|
verts.push(p2x + perpx , p2y + perpy, r, g, b, alpha);
|
|
|
|
indices.push(indexStart);
|
|
|
|
for (i = 0; i < indexCount; i++)
|
|
{
|
|
indices.push(indexStart++);
|
|
}
|
|
|
|
indices.push(indexStart - 1);
|
|
},
|
|
|
|
buildComplexPoly: function(graphicsData, webGLData)
|
|
{
|
|
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 = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
|
|
|
|
// Calculate the bounds
|
|
var minX = Infinity;
|
|
var maxX = -Infinity;
|
|
|
|
var minY = Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var x;
|
|
var y;
|
|
|
|
// Get the 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 because there is no point making another buffer!
|
|
points.push(
|
|
minX, minY,
|
|
maxX, minY,
|
|
maxX, maxY,
|
|
minX, maxY
|
|
);
|
|
|
|
// TODO: Is this even needed?
|
|
var length = points.length / 2;
|
|
|
|
for (i = 0; i < length; i++)
|
|
{
|
|
indices.push(i);
|
|
}
|
|
},
|
|
|
|
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 the color
|
|
var color = Phaser.Color.hexToRGBArray(graphicsData.fillColor);
|
|
var alpha = graphicsData.fillAlpha;
|
|
var r = color[0] * alpha;
|
|
var g = color[1] * alpha;
|
|
var b = color[2] * alpha;
|
|
|
|
var triangles = Phaser.EarCut.Triangulate(points, null, 2);
|
|
|
|
if (!triangles)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
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
|
|
);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
};
|