import * as core from '../core'; import Texture from '../core/textures/Texture'; import CanvasTinter from '../core/sprites/canvas/CanvasTinter'; import TilingShader from './webgl/TilingShader'; const tempArray = new Float32Array(4); const tempPoint = new core.Point(); /** * A tiling sprite is a fast way of rendering a tiling image * * @class * @extends PIXI.Sprite * @memberof PIXI.extras */ export default class TilingSprite extends core.Sprite { /** * @param {PIXI.Texture} texture - the texture of the tiling sprite * @param {number} [width=100] - the width of the tiling sprite * @param {number} [height=100] - the height of the tiling sprite */ constructor(texture, width = 100, height = 100) { super(texture); /** * The scaling of the image that is being tiled * * @member {PIXI.Point} */ this.tileScale = new core.Point(1, 1); /** * The offset position of the image that is being tiled * * @member {PIXI.Point} */ this.tilePosition = new core.Point(0, 0); // /// private /** * The with of the tiling sprite * * @member {number} * @private */ this._width = width; /** * The height of the tiling sprite * * @member {number} * @private */ this._height = height; /** * An internal WebGL UV cache. * * @member {PIXI.TextureUvs} * @private */ this._uvs = new core.TextureUvs(); this._canvasPattern = null; this._glDatas = []; } /** * @private */ _onTextureUpdate() { return; } /** * Renders the object using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - The renderer */ _renderWebGL(renderer) { // tweak our texture temporarily.. const texture = this._texture; if (!texture || !texture._uvs) { return; } // get rid of any thing that may be batching. renderer.flush(); const gl = renderer.gl; let glData = this._glDatas[renderer.CONTEXT_UID]; if (!glData) { glData = { shader: new TilingShader(gl), quad: new core.Quad(gl), }; this._glDatas[renderer.CONTEXT_UID] = glData; glData.quad.initVao(glData.shader); } // if the sprite is trimmed and is not a tilingsprite then we need to add the extra space // before transforming the sprite coords.. const vertices = glData.quad.vertices; vertices[0] = vertices[6] = (this._width) * -this.anchor.x; vertices[1] = vertices[3] = this._height * -this.anchor.y; vertices[2] = vertices[4] = (this._width) * (1 - this.anchor.x); vertices[5] = vertices[7] = this._height * (1 - this.anchor.y); glData.quad.upload(); renderer.bindShader(glData.shader); const textureUvs = texture._uvs; const textureWidth = texture._frame.width; const textureHeight = texture._frame.height; const textureBaseWidth = texture.baseTexture.width; const textureBaseHeight = texture.baseTexture.height; const uPixelSize = glData.shader.uniforms.uPixelSize; uPixelSize[0] = 1.0 / textureBaseWidth; uPixelSize[1] = 1.0 / textureBaseHeight; glData.shader.uniforms.uPixelSize = uPixelSize; const uFrame = glData.shader.uniforms.uFrame; uFrame[0] = textureUvs.x0; uFrame[1] = textureUvs.y0; uFrame[2] = textureUvs.x1 - textureUvs.x0; uFrame[3] = textureUvs.y2 - textureUvs.y0; glData.shader.uniforms.uFrame = uFrame; const uTransform = glData.shader.uniforms.uTransform; uTransform[0] = (this.tilePosition.x % (textureWidth * this.tileScale.x)) / this._width; uTransform[1] = (this.tilePosition.y % (textureHeight * this.tileScale.y)) / this._height; uTransform[2] = (textureBaseWidth / this._width) * this.tileScale.x; uTransform[3] = (textureBaseHeight / this._height) * this.tileScale.y; glData.shader.uniforms.uTransform = uTransform; glData.shader.uniforms.translationMatrix = this.worldTransform.toArray(true); const color = tempArray; core.utils.hex2rgb(this.tint, color); color[3] = this.worldAlpha; glData.shader.uniforms.uColor = color; renderer.bindTexture(this._texture, 0); renderer.state.setBlendMode(this.blendMode); glData.quad.draw(); } /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer */ _renderCanvas(renderer) { const texture = this._texture; if (!texture.baseTexture.hasLoaded) { return; } const context = renderer.context; const transform = this.worldTransform; const resolution = renderer.resolution; const baseTexture = texture.baseTexture; const modX = (this.tilePosition.x / this.tileScale.x) % texture._frame.width; const modY = (this.tilePosition.y / this.tileScale.y) % texture._frame.height; // create a nice shiny pattern! // TODO this needs to be refreshed if texture changes.. if (!this._canvasPattern) { // cut an object from a spritesheet.. const tempCanvas = new core.CanvasRenderTarget(texture._frame.width, texture._frame.height); // Tint the tiling sprite if (this.tint !== 0xFFFFFF) { if (this.cachedTint !== this.tint) { this.cachedTint = this.tint; this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint); } tempCanvas.context.drawImage(this.tintedTexture, 0, 0); } else { tempCanvas.context.drawImage(baseTexture.source, -texture._frame.x, -texture._frame.y); } this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); } // set context state.. context.globalAlpha = this.worldAlpha; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); // TODO - this should be rolled into the setTransform above.. context.scale(this.tileScale.x, this.tileScale.y); context.translate(modX + (this.anchor.x * -this._width), modY + (this.anchor.y * -this._height)); // check blend mode const compositeOperation = renderer.blendModes[this.blendMode]; if (compositeOperation !== renderer.context.globalCompositeOperation) { context.globalCompositeOperation = compositeOperation; } // fill the pattern! context.fillStyle = this._canvasPattern; context.fillRect(-modX, -modY, this._width / this.tileScale.x, this._height / this.tileScale.y); } /** * Returns the framing rectangle of the sprite as a Rectangle object * * @return {PIXI.Rectangle} the framing rectangle */ getBounds() { const width = this._width; const height = this._height; const w0 = width * (1 - this.anchor.x); const w1 = width * -this.anchor.x; const h0 = height * (1 - this.anchor.y); const h1 = height * -this.anchor.y; const worldTransform = this.worldTransform; const a = worldTransform.a; const b = worldTransform.b; const c = worldTransform.c; const d = worldTransform.d; const tx = worldTransform.tx; const ty = worldTransform.ty; const x1 = (a * w1) + (c * h1) + tx; const y1 = (d * h1) + (b * w1) + ty; const x2 = (a * w0) + (c * h1) + tx; const y2 = (d * h1) + (b * w0) + ty; const x3 = (a * w0) + (c * h0) + tx; const y3 = (d * h0) + (b * w0) + ty; const x4 = (a * w1) + (c * h0) + tx; const y4 = (d * h0) + (b * w1) + ty; let minX = 0; let maxX = 0; let minY = 0; let maxY = 0; minX = x1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; const bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; } /** * Checks if a point is inside this tiling sprite. * * @param {PIXI.Point} point - the point to check * @return {boolean} Whether or not the sprite contains the point. */ containsPoint(point) { this.worldTransform.applyInverse(point, tempPoint); const width = this._width; const height = this._height; const x1 = -width * this.anchor.x; if (tempPoint.x > x1 && tempPoint.x < x1 + width) { const y1 = -height * this.anchor.y; if (tempPoint.y > y1 && tempPoint.y < y1 + height) { return true; } } return false; } /** * Destroys this tiling sprite * */ destroy() { super.destroy(); this.tileScale = null; this._tileScaleOffset = null; this.tilePosition = null; this._uvs = null; } /** * Helper function that creates a new tiling sprite based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from * @param {number} width - the width of the tiling sprite * @param {number} height - the height of the tiling sprite * @return {PIXI.Texture} The newly created texture */ static from(source, width, height) { return new TilingSprite(Texture.from(source), width, height); } /** * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param {string} frameId - The frame Id of the texture in the cache * @param {number} width - the width of the tiling sprite * @param {number} height - the height of the tiling sprite * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId */ static fromFrame(frameId, width, height) { const texture = core.utils.TextureCache[frameId]; if (!texture) { throw new Error(`The frameId "${frameId}" does not exist in the texture cache ${this}`); } return new TilingSprite(texture, width, height); } /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @static * @param {string} imageId - The image url of the texture * @param {number} width - the width of the tiling sprite * @param {number} height - the height of the tiling sprite * @param {boolean} [crossorigin] - if you want to specify the cross-origin parameter * @param {number} [scaleMode=PIXI.SCALE_MODES.DEFAULT] - if you want to specify the scale mode, * see {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id */ static fromImage(imageId, width, height, crossorigin, scaleMode) { return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode), width, height); } /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ get width() { return this._width; } /** * Sets the width. * * @param {number} value - The value to set to. */ set width(value) { this._width = value; } /** * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ get height() { return this._height; } /** * Sets the width. * * @param {number} value - The value to set to. */ set height(value) { this._height = value; } }