#

API Docs for: 1.6.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/renderers/webgl/utils/WebGLGraphics.js

    /**
     * @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, webGL);
                }
            }

            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)
    {
        /**
         * Calcul the points for a quadratic bezier curve.
         * 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[]}
         */
        function quadraticBezierCurve(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;
        }

        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(quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
        recPoints = recPoints.concat(quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
        recPoints = recPoints.concat(quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
        recPoints = recPoints.concat(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;
        }
    };

    /**
     * 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;
    };