var utils = require('../../utils'),
math = require('../../math'),
CONST = require('../../const'),
ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'),
WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'),
WebGLGraphicsData = require('./WebGLGraphicsData');
/**
* Renders the graphics object.
*
* @class
* @private
* @namespace PIXI
* @param renderer {WebGLRenderer} The renderer this object renderer works for.
*/
function GraphicsRenderer(renderer)
{
ObjectRenderer.call(this, renderer);
this.graphicsDataPool = [];
this.primitiveShader = null;
this.complexPrimitiveShader = null;
}
GraphicsRenderer.prototype = Object.create(ObjectRenderer.prototype);
GraphicsRenderer.prototype.constructor = GraphicsRenderer;
module.exports = GraphicsRenderer;
WebGLRenderer.registerPlugin('graphics', GraphicsRenderer);
GraphicsRenderer.prototype.onContextChange = function()
{
};
/**
* Destroys this renderer.
*
*/
GraphicsRenderer.prototype.destroy = function () {
ObjectRenderer.prototype.destroy.call(this);
this.graphicsDataPool = null;
};
/**
* Renders a graphics object.
*
* @param graphics {Graphics} The graphics object to render.
*/
GraphicsRenderer.prototype.render = function(graphics)
{
var renderer = this.renderer;
var gl = renderer.gl;
var shader = renderer.shaderManager.plugins.primitiveShader,
webGLData;
if (graphics.dirty)
{
this.updateGraphics(graphics, gl);
}
var webGL = graphics._webGL[gl.id];
// This could be speeded up for sure!
renderer.blendModeManager.setBlendMode( graphics.blendMode );
// var matrix = graphics.worldTransform.clone();
// var matrix = renderer.currentRenderTarget.projectionMatrix.clone();
// matrix.append(graphics.worldTransform);
for (var i = 0; i < webGL.data.length; i++)
{
if (webGL.data[i].mode === 1)
{
webGLData = webGL.data[i];
renderer.stencilManager.pushStencil(graphics, webGLData, renderer);
// render quad..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
renderer.stencilManager.popStencil(graphics, webGLData, renderer);
}
else
{
webGLData = webGL.data[i];
shader = renderer.shaderManager.primitiveShader;
renderer.shaderManager.setShader( shader );//activatePrimitiveShader();
gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true));
gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, renderer.currentRenderTarget.projectionMatrix.toArray(true));
gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint));
gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.attributes.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.attributes.aColor, 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
*
* @private
* @param graphicsData {Graphics} The graphics object to update
* @param gl {WebGLContext} the current WebGL drawing context
*/
GraphicsRenderer.prototype.updateGraphics = function(graphics)
{
var gl = this.renderer.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();
this.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 === CONST.SHAPES.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 = this.switchMode(webGL, 0);
var canDrawUsingSimple = this.buildPoly(data, webGLData);
// console.log(canDrawUsingSimple);
if (!canDrawUsingSimple)
{
// console.log("<>>>")
webGLData = this.switchMode(webGL, 1);
this.buildComplexPoly(data, webGLData);
}
}
else
{
webGLData = this.switchMode(webGL, 1);
this.buildComplexPoly(data, webGLData);
}
}
}
if (data.lineWidth > 0)
{
webGLData = this.switchMode(webGL, 0);
this.buildLine(data, webGLData);
}
}
else
{
webGLData = this.switchMode(webGL, 0);
if (data.type === CONST.SHAPES.RECT)
{
this.buildRectangle(data, webGLData);
}
else if (data.type === CONST.SHAPES.CIRC || data.type === CONST.SHAPES.ELIP)
{
this.buildCircle(data, webGLData);
}
else if (data.type === CONST.SHAPES.RREC)
{
this.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();
}
}
};
/**
*
*
* @private
* @param webGL {WebGLContext}
* @param type {number}
*/
GraphicsRenderer.prototype.switchMode = function (webGL, type)
{
var webGLData;
if (!webGL.data.length)
{
webGLData = this.graphicsDataPool.pop() || new 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 = this.graphicsDataPool.pop() || new WebGLGraphicsData(webGL.gl);
webGLData.mode = type;
webGL.data.push(webGLData);
}
}
webGLData.dirty = true;
return webGLData;
};
/**
* Builds a rectangle to draw
*
* @private
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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 = utils.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];
this.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
/**
* Builds a rounded rectangle to draw
*
* @private
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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(this.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
recPoints = recPoints.concat(this.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
recPoints = recPoints.concat(this.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
recPoints = recPoints.concat(this.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
if (graphicsData.fill)
{
var color = utils.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;
//TODO use this https://github.com/mapbox/earcut
var triangles = utils.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;
this.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
*
* @private
* @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 {number[]}
*/
GraphicsRenderer.prototype.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
*
* @private
* @param graphicsData {Graphics} The graphics object to draw
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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 === CONST.SHAPES.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 = utils.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);
}
this.buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
};
/**
* Builds a line to draw
*
* @private
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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 math.Point(points[0], points[1]);
var lastPoint = new math.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 math.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 = utils.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
*
* @private
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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 = utils.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
*
* @private
* @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {object}
*/
GraphicsRenderer.prototype.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 = utils.hex2rgb(graphicsData.fillColor);
var alpha = graphicsData.fillAlpha;
var r = color[0] * alpha;
var g = color[1] * alpha;
var b = color[2] * alpha;
var triangles = utils.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;
};