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pixi.js / src / mesh / Mesh.js
@Matt Karl Matt Karl on 13 Sep 2016 15 KB Disallow the use of `var`
let core = require('../core'),
    glCore = require('pixi-gl-core'),
    Shader = require('./webgl/MeshShader'),
    tempPoint = new core.Point(),
    tempPolygon = new core.Polygon();

/**
 * Base mesh class
 * @class
 * @extends PIXI.Container
 * @memberof PIXI.mesh
 * @param texture {PIXI.Texture} The texture to use
 * @param [vertices] {Float32Array} if you want to specify the vertices
 * @param [uvs] {Float32Array} if you want to specify the uvs
 * @param [indices] {Uint16Array} if you want to specify the indices
 * @param [drawMode] {number} the drawMode, can be any of the Mesh.DRAW_MODES consts
 */
class Mesh extends core.Container {
    constructor(texture, vertices, uvs, indices, drawMode)
    {
        super();

        /**
         * The texture of the Mesh
         *
         * @member {PIXI.Texture}
         * @private
         */
        this._texture = null;

        /**
         * The Uvs of the Mesh
         *
         * @member {Float32Array}
         */
        this.uvs = uvs || new Float32Array([0, 0,
            1, 0,
            1, 1,
            0, 1]);

        /**
         * An array of vertices
         *
         * @member {Float32Array}
         */
        this.vertices = vertices || new Float32Array([0, 0,
            100, 0,
            100, 100,
            0, 100]);

        /*
         * @member {Uint16Array} An array containing the indices of the vertices
         */
        //  TODO auto generate this based on draw mode!
        this.indices = indices || new Uint16Array([0, 1, 3, 2]);

        /**
         * Whether the Mesh is dirty or not
         *
         * @member {number}
         */
        this.dirty = 0;
        this.indexDirty = 0;

        /**
         * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove any blend mode.
         *
         * @member {number}
         * @default PIXI.BLEND_MODES.NORMAL
         * @see PIXI.BLEND_MODES
         */
        this.blendMode = core.BLEND_MODES.NORMAL;

        /**
         * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
         *
         * @member {number}
         */
        this.canvasPadding = 0;

        /**
         * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts
         *
         * @member {number}
         * @see PIXI.mesh.Mesh.DRAW_MODES
         */
        this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;

        // run texture setter;
        this.texture = texture;

         /**
         * The default shader that is used if a mesh doesn't have a more specific one.
         *
         * @member {PIXI.Shader}
         */
        this.shader = null;


        /**
         * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any tint effect.
         *
         * @member {number}
         * @memberof PIXI.mesh.Mesh#
         */
        this.tintRgb = new Float32Array([1, 1, 1]);

        this._glDatas = [];
    }

    /**
     * Renders the object using the WebGL renderer
     *
     * @param renderer {PIXI.WebGLRenderer} a reference to the WebGL renderer
     * @private
     */
    _renderWebGL(renderer)
    {
        // get rid of any thing that may be batching.
        renderer.flush();

        //  renderer.plugins.mesh.render(this);
        let gl = renderer.gl;
        let glData = this._glDatas[renderer.CONTEXT_UID];

        if(!glData)
        {
            glData = {
                shader:new Shader(gl),
                vertexBuffer:glCore.GLBuffer.createVertexBuffer(gl, this.vertices, gl.STREAM_DRAW),
                uvBuffer:glCore.GLBuffer.createVertexBuffer(gl, this.uvs, gl.STREAM_DRAW),
                indexBuffer:glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW),
                // build the vao object that will render..
                vao:new glCore.VertexArrayObject(gl),
                dirty:this.dirty,
                indexDirty:this.indexDirty
            };

            // build the vao object that will render..
            glData.vao = new glCore.VertexArrayObject(gl)
            .addIndex(glData.indexBuffer)
            .addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0)
            .addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0);

            this._glDatas[renderer.CONTEXT_UID] = glData;


        }

        if(this.dirty !== glData.dirty)
        {
            glData.dirty = this.dirty;
            glData.uvBuffer.upload();

        }

        if(this.indexDirty !== glData.indexDirty)
        {
            glData.indexDirty = this.indexDirty;
            glData.indexBuffer.upload();
        }

        glData.vertexBuffer.upload();

        renderer.bindShader(glData.shader);
        renderer.bindTexture(this._texture, 0);
        renderer.state.setBlendMode(this.blendMode);

        glData.shader.uniforms.translationMatrix = this.worldTransform.toArray(true);
        glData.shader.uniforms.alpha = this.worldAlpha;
        glData.shader.uniforms.tint = this.tintRgb;

        let drawMode = this.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES;

        glData.vao.bind()
        .draw(drawMode, this.indices.length)
        .unbind();
    }

    /**
     * Renders the object using the Canvas renderer
     *
     * @param renderer {PIXI.CanvasRenderer}
     * @private
     */
    _renderCanvas(renderer)
    {
        let context = renderer.context;

        let transform = this.worldTransform;
        let res = renderer.resolution;

        if (renderer.roundPixels)
        {
            context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, (transform.tx * res) | 0, (transform.ty * res) | 0);
        }
        else
        {
            context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res);
        }

        if (this.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH)
        {
            this._renderCanvasTriangleMesh(context);
        }
        else
        {
            this._renderCanvasTriangles(context);
        }
    }

    /**
     * Draws the object in Triangle Mesh mode using canvas
     *
     * @param context {CanvasRenderingContext2D} the current drawing context
     * @private
     */
    _renderCanvasTriangleMesh(context)
    {
        // draw triangles!!
        let vertices = this.vertices;
        let uvs = this.uvs;

        let length = vertices.length / 2;
        // this.count++;

        for (let i = 0; i < length - 2; i++)
        {
            // draw some triangles!
            let index = i * 2;
            this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
        }
    }

    /**
     * Draws the object in triangle mode using canvas
     *
     * @param context {CanvasRenderingContext2D} the current drawing context
     * @private
     */
    _renderCanvasTriangles(context)
    {
        // draw triangles!!
        let vertices = this.vertices;
        let uvs = this.uvs;
        let indices = this.indices;

        let length = indices.length;
        // this.count++;

        for (let i = 0; i < length; i += 3)
        {
            // draw some triangles!
            let index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
            this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
        }
    }

    /**
     * Draws one of the triangles that form this Mesh
     *
     * @param context {CanvasRenderingContext2D} the current drawing context
     * @param vertices {Float32Array} a reference to the vertices of the Mesh
     * @param uvs {Float32Array} a reference to the uvs of the Mesh
     * @param index0 {number} the index of the first vertex
     * @param index1 {number} the index of the second vertex
     * @param index2 {number} the index of the third vertex
     * @private
     */
    _renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2)
    {
        let base = this._texture.baseTexture;
        let textureSource = base.source;
        let textureWidth = base.width;
        let textureHeight = base.height;

        let x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
        let y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];

        let u0 = uvs[index0] * base.width, u1 = uvs[index1] * base.width, u2 = uvs[index2] * base.width;
        let v0 = uvs[index0 + 1] * base.height, v1 = uvs[index1 + 1] * base.height, v2 = uvs[index2 + 1] * base.height;

        if (this.canvasPadding > 0)
        {
            let paddingX = this.canvasPadding / this.worldTransform.a;
            let paddingY = this.canvasPadding / this.worldTransform.d;
            let centerX = (x0 + x1 + x2) / 3;
            let centerY = (y0 + y1 + y2) / 3;

            let normX = x0 - centerX;
            let normY = y0 - centerY;

            let dist = Math.sqrt(normX * normX + normY * normY);
            x0 = centerX + (normX / dist) * (dist + paddingX);
            y0 = centerY + (normY / dist) * (dist + paddingY);

            //

            normX = x1 - centerX;
            normY = y1 - centerY;

            dist = Math.sqrt(normX * normX + normY * normY);
            x1 = centerX + (normX / dist) * (dist + paddingX);
            y1 = centerY + (normY / dist) * (dist + paddingY);

            normX = x2 - centerX;
            normY = y2 - centerY;

            dist = Math.sqrt(normX * normX + normY * normY);
            x2 = centerX + (normX / dist) * (dist + paddingX);
            y2 = centerY + (normY / dist) * (dist + paddingY);
        }

        context.save();
        context.beginPath();


        context.moveTo(x0, y0);
        context.lineTo(x1, y1);
        context.lineTo(x2, y2);

        context.closePath();

        context.clip();

        // Compute matrix transform
        let delta =  (u0 * v1)      + (v0 * u2)      + (u1 * v2)      - (v1 * u2)      - (v0 * u1)      - (u0 * v2);
        let deltaA = (x0 * v1)      + (v0 * x2)      + (x1 * v2)      - (v1 * x2)      - (v0 * x1)      - (x0 * v2);
        let deltaB = (u0 * x1)      + (x0 * u2)      + (u1 * x2)      - (x1 * u2)      - (x0 * u1)      - (u0 * x2);
        let deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
        let deltaD = (y0 * v1)      + (v0 * y2)      + (y1 * v2)      - (v1 * y2)      - (v0 * y1)      - (y0 * v2);
        let deltaE = (u0 * y1)      + (y0 * u2)      + (u1 * y2)      - (y1 * u2)      - (y0 * u1)      - (u0 * y2);
        let deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);

        context.transform(deltaA / delta, deltaD / delta,
            deltaB / delta, deltaE / delta,
            deltaC / delta, deltaF / delta);

        context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight);
        context.restore();
    }



    /**
     * Renders a flat Mesh
     *
     * @param Mesh {PIXI.mesh.Mesh} The Mesh to render
     * @private
     */
    renderMeshFlat(Mesh)
    {
        let context = this.context;
        let vertices = Mesh.vertices;

        let length = vertices.length/2;
        // this.count++;

        context.beginPath();
        for (let i=1; i < length-2; i++)
        {
            // draw some triangles!
            let index = i*2;

            let x0 = vertices[index],   x1 = vertices[index+2], x2 = vertices[index+4];
            let y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];

            context.moveTo(x0, y0);
            context.lineTo(x1, y1);
            context.lineTo(x2, y2);
        }

        context.fillStyle = '#FF0000';
        context.fill();
        context.closePath();
    }

    /**
     * When the texture is updated, this event will fire to update the scale and frame
     *
     * @private
     */
    _onTextureUpdate()
    {

    }

    /**
     * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
     *
     * @param [matrix=this.worldTransform] {PIXI.Matrix} the transformation matrix of the sprite
     * @return {PIXI.Rectangle} the framing rectangle
     */
    _calculateBounds()
    {
        //TODO - we can cache local bounds and use them if they are dirty (like graphics)
        this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length);
    }

    /**
     * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH
     *
     * @param point {PIXI.Point} the point to test
     * @return {boolean} the result of the test
     */
    containsPoint( point ) {
        if (!this.getBounds().contains(point.x, point.y)) {
            return false;
        }
        this.worldTransform.applyInverse(point,  tempPoint);

        let vertices = this.vertices;
        let points = tempPolygon.points;

        let indices = this.indices;
        let len = this.indices.length;
        let step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1;
        for (let i=0;i+2<len;i+=step) {
            let ind0 = indices[i]*2, ind1 = indices[i+1]*2, ind2 = indices[i+2]*2;
            points[0] = vertices[ind0];
            points[1] = vertices[ind0+1];
            points[2] = vertices[ind1];
            points[3] = vertices[ind1+1];
            points[4] = vertices[ind2];
            points[5] = vertices[ind2+1];
            if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {
                return true;
            }
        }
        return false;
    }

}

module.exports = Mesh;

Object.defineProperties(Mesh.prototype, {
    /**
     * The texture that the sprite is using
     *
     * @member {PIXI.Texture}
     * @memberof PIXI.mesh.Mesh#
     */
    texture: {
        get: function ()
        {
            return  this._texture;
        },
        set: function (value)
        {
            if (this._texture === value)
            {
                return;
            }

            this._texture = value;

            if (value)
            {
                // wait for the texture to load
                if (value.baseTexture.hasLoaded)
                {
                    this._onTextureUpdate();
                }
                else
                {
                    value.once('update', this._onTextureUpdate, this);
                }
            }
        }
    },
    /**
     * The tint applied to the mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @memberof PIXI.mesh.Mesh#
     * @default 0xFFFFFF
     */
    tint: {
        get: function() {
            return core.utils.rgb2hex(this.tintRgb);
        },
        set: function(value) {
            this.tintRgb = core.utils.hex2rgb(value, this.tintRgb);
        }
    }
});

/**
 * Different drawing buffer modes supported
 *
 * @static
 * @constant
 * @property {object} DRAW_MODES
 * @property {number} DRAW_MODES.TRIANGLE_MESH
 * @property {number} DRAW_MODES.TRIANGLES
 */
Mesh.DRAW_MODES = {
    TRIANGLE_MESH: 0,
    TRIANGLES: 1
};