var core = require('../core'),
// a sprite use dfor rendering textures..
tempPoint = new core.Point(),
CanvasTinter = require('../core/sprites/canvas/CanvasTinter'),
TilingShader = require('./webgl/TilingShader')
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI.extras
* @param texture {Texture} the texture of the tiling sprite
* @param width {number} the width of the tiling sprite
* @param height {number} the height of the tiling sprite
*/
function TilingSprite(texture, width, height)
{
core.Sprite.call(this, 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 || 100;
/**
* The height of the tiling sprite
*
* @member {number}
* @private
*/
this._height = height || 100;
/**
* An internal WebGL UV cache.
*
* @member {PIXI.TextureUvs}
* @private
*/
this._uvs = new core.TextureUvs();
this._canvasPattern = null;
this._glDatas = [];
}
TilingSprite.prototype = Object.create(core.Sprite.prototype);
TilingSprite.prototype.constructor = TilingSprite;
module.exports = TilingSprite;
Object.defineProperties(TilingSprite.prototype, {
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
* @memberof PIXI.extras.TilingSprite#
*/
width: {
get: function ()
{
return this._width;
},
set: function (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#
*/
height: {
get: function ()
{
return this._height;
},
set: function (value)
{
this._height = value;
}
}
});
TilingSprite.prototype._onTextureUpdate = function ()
{
return;
};
/**
* Renders the object using the WebGL renderer
*
* @param renderer {PIXI.WebGLRenderer}
* @private
*/
TilingSprite.prototype._renderWebGL = function (renderer)
{
// tweak our texture temporarily..
var texture = this._texture;
if(!texture || !texture._uvs)
{
return;
}
// get rid of any thing that may be batching.
renderer.flush();
var gl = renderer.gl;
var 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..
var 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);
var textureUvs = texture._uvs,
textureWidth = texture._frame.width,
textureHeight = texture._frame.height,
textureBaseWidth = texture.baseTexture.width,
textureBaseHeight = texture.baseTexture.height;
var uPixelSize = glData.shader.uniforms.uPixelSize;
uPixelSize[0] = 1.0/textureBaseWidth;
uPixelSize[1] = 1.0/textureBaseHeight;
glData.shader.uniforms.uPixelSize = uPixelSize;
var 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;
var 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);
glData.shader.uniforms.alpha = this.worldAlpha;
renderer.bindTexture(this._texture, 0);
glData.quad.draw();
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {PIXI.CanvasRenderer} a reference to the canvas renderer
* @private
*/
TilingSprite.prototype._renderCanvas = function (renderer)
{
var texture = this._texture;
if (!texture.baseTexture.hasLoaded)
{
return;
}
var context = renderer.context,
transform = this.worldTransform,
resolution = renderer.resolution,
baseTexture = texture.baseTexture,
modX = (this.tilePosition.x / this.tileScale.x) % texture._frame.width,
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..
var 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
var 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);
//TODO - pretty sure this can be deleted...
//context.translate(-this.tilePosition.x + (this.anchor.x * this._width), -this.tilePosition.y + (this.anchor.y * this._height));
//context.scale(1 / this.tileScale.x, 1 / this.tileScale.y);
};
/**
* Returns the framing rectangle of the sprite as a Rectangle object
*
* @return {PIXI.Rectangle} the framing rectangle
*/
TilingSprite.prototype.getBounds = function ()
{
var width = this._width;
var height = this._height;
var w0 = width * (1-this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var minX,
maxX,
minY,
maxY;
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;
var 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 point {PIXI.Point} the point to check
*/
TilingSprite.prototype.containsPoint = function( point )
{
this.worldTransform.applyInverse(point, tempPoint);
var width = this._width;
var height = this._height;
var x1 = -width * this.anchor.x;
var y1;
if ( tempPoint.x > x1 && tempPoint.x < x1 + width )
{
y1 = -height * this.anchor.y;
if ( tempPoint.y > y1 && tempPoint.y < y1 + height )
{
return true;
}
}
return false;
};
/**
* Destroys this tiling sprite
*
*/
TilingSprite.prototype.destroy = function () {
core.Sprite.prototype.destroy.call(this);
this.tileScale = null;
this._tileScaleOffset = null;
this.tilePosition = null;
this._uvs = null;
};
/**
* 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 frameId {string} The frame Id of the texture in the cache
* @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId
* @param width {number} the width of the tiling sprite
* @param height {number} the height of the tiling sprite
*/
TilingSprite.fromFrame = function (frameId,width,height)
{
var 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 imageId {string} The image url of the texture
* @param width {number} the width of the tiling sprite
* @param height {number} the height of the tiling sprite
* @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter
* @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} 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
*/
TilingSprite.fromImage = function (imageId, width, height, crossorigin, scaleMode)
{
return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode),width,height);
};