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1936 lines
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HTML
1936 lines
54 KiB
HTML
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<li class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<li class="dropdown">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
|
|
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<h1 class="page-title">Source: src/pixi/renderers/webgl/utils/WebGLGraphics.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @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);
|
|
}
|
|
else
|
|
{
|
|
webGLData = webGL.data[i];
|
|
|
|
|
|
renderSession.shaderManager.setShader( shader );//activatePrimitiveShader();
|
|
shader = renderSession.shaderManager.primitiveShader;
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
|
|
|
|
gl.uniform1f(shader.flipY, 1);
|
|
|
|
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)
|
|
{
|
|
// need to add the points the the graphics object..
|
|
data.points = data.shape.points.slice();
|
|
if(data.shape.closed)
|
|
{
|
|
// close the poly if the value is true!
|
|
if(data.points[0] !== data.points[data.points.length-2] || data.points[1] !== data.points[data.points.length-1])
|
|
{
|
|
data.points.push(data.points[0], data.points[1]);
|
|
}
|
|
}
|
|
|
|
// MAKE SURE WE HAVE THE CORRECT TYPE..
|
|
if(data.fill)
|
|
{
|
|
if(data.points.length >= 6)
|
|
{
|
|
if(data.points.length < 6 * 2)
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);
|
|
|
|
var canDrawUsingSimple = PIXI.WebGLGraphics.buildPoly(data, webGLData);
|
|
// console.log(canDrawUsingSimple);
|
|
|
|
if(!canDrawUsingSimple)
|
|
{
|
|
// console.log("<>>>")
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1);
|
|
PIXI.WebGLGraphics.buildComplexPoly(data, webGLData);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1);
|
|
PIXI.WebGLGraphics.buildComplexPoly(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();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @static
|
|
* @private
|
|
* @method switchMode
|
|
* @param webGL {WebGLContext}
|
|
* @param type {Number}
|
|
*/
|
|
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.shape;
|
|
var x = rectData.x;
|
|
var y = rectData.y;
|
|
var width = rectData.width;
|
|
var height = rectData.height;
|
|
|
|
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 rrectData = graphicsData.shape;
|
|
var x = rrectData.x;
|
|
var y = rrectData.y;
|
|
var width = rrectData.width;
|
|
var height = rrectData.height;
|
|
|
|
var radius = rrectData.radius;
|
|
|
|
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;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Calculate 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
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method quadraticBezierCurve
|
|
* @param fromX {Number} Origin point x
|
|
* @param fromY {Number} Origin point x
|
|
* @param cpX {Number} Control point x
|
|
* @param cpY {Number} Control point y
|
|
* @param toX {Number} Destination point x
|
|
* @param toY {Number} Destination point y
|
|
* @return {Array(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 circleData = graphicsData.shape;
|
|
var x = circleData.x;
|
|
var y = circleData.y;
|
|
var width;
|
|
var height;
|
|
|
|
// TODO - bit hacky??
|
|
if(graphicsData.type === PIXI.Graphics.CIRC)
|
|
{
|
|
width = circleData.radius;
|
|
height = circleData.radius;
|
|
}
|
|
else
|
|
{
|
|
width = circleData.width;
|
|
height = circleData.height;
|
|
}
|
|
|
|
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 buildComplexPoly
|
|
* @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 );
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Builds a polygon to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildPoly
|
|
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
|
|
* @param webGLData {Object}
|
|
*/
|
|
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);
|
|
|
|
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;
|
|
};
|
|
|
|
PIXI.WebGLGraphics.graphicsDataPool = [];
|
|
|
|
/**
|
|
* @class WebGLGraphicsData
|
|
* @private
|
|
* @static
|
|
*/
|
|
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.buffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
this.mode = 1;
|
|
this.alpha = 1;
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* @method reset
|
|
*/
|
|
PIXI.WebGLGraphicsData.prototype.reset = function()
|
|
{
|
|
this.points = [];
|
|
this.indices = [];
|
|
};
|
|
|
|
/**
|
|
* @method upload
|
|
*/
|
|
PIXI.WebGLGraphicsData.prototype.upload = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// this.lastIndex = graphics.graphicsData.length;
|
|
this.glPoints = new PIXI.Float32Array(this.points);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
|
|
|
this.glIndicies = new PIXI.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;
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
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</span>
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<br />
|
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|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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