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pixi.js / src / pixi / renderers / webgl / 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 CanvasGraphics
 */
PIXI.WebGLGraphics = function()
{

}

/**
 * Renders the graphics object
 *
 * @static
 * @private
 * @method renderGraphics
 * @param graphics {Graphics}
 * @param projection {Object}
 */
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
{
    var gl = PIXI.gl;

    if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
                                           buffer:gl.createBuffer(),
                                           indexBuffer:gl.createBuffer()};

    if(graphics.dirty)
    {
        graphics.dirty = false;

        if(graphics.clearDirty)
        {
            graphics.clearDirty = false;

            graphics._webGL.lastIndex = 0;
            graphics._webGL.points = [];
            graphics._webGL.indices = [];

        }

        PIXI.WebGLGraphics.updateGraphics(graphics);
    }


    PIXI.activatePrimitiveShader();

    // This  could be speeded up fo sure!
    var m = PIXI.mat3.clone(graphics.worldTransform);

    PIXI.mat3.transpose(m);

    // set the matrix transform for the
    gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);

    gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m);

    gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y);

    gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha);

    gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);

    // WHY DOES THIS LINE NEED TO BE THERE???
    gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
    // its not even used.. but need to be set or it breaks?
    // only on pc though..

    gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0);
    gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);

    // set the index buffer!
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);

    gl.drawElements(gl.TRIANGLE_STRIP,  graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 );

    // return to default shader...
    PIXI.activateDefaultShader();
}

/**
 * Updates the graphics object
 *
 * @static
 * @private
 * @method updateGraphics
 * @param graphics {Graphics}
 */
PIXI.WebGLGraphics.updateGraphics = function(graphics)
{
    for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++)
    {
        var data = graphics.graphicsData[i];

        if(data.type == PIXI.Graphics.POLY)
        {
            if(data.fill)
            {
                if(data.points.length>3)
                PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
            }

            if(data.lineWidth > 0)
            {
                PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
            }
        }
        else if(data.type == PIXI.Graphics.RECT)
        {
            PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
        }
        else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP)
        {
            PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
        }
    }

    graphics._webGL.lastIndex = graphics.graphicsData.length;

    var gl = PIXI.gl;

    graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);

    gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
    gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);

    graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices);

    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW);
}

/**
 * Builds a rectangle to draw
 *
 * @static
 * @private
 * @method buildRectangle
 * @param graphics {Graphics}
 * @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 = 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)
    {
        graphicsData.points = [x, y,
                  x + width, y,
                  x + width, y + height,
                  x, y + height,
                  x, y];

        PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
    }

}

/**
 * Builds a circle to draw
 *
 * @static
 * @private
 * @method buildCircle
 * @param graphics {Graphics}
 * @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;

    if (graphicsData.fill)
    {
        var color = 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)
    {
        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);
    }

}

/**
 * Builds a line to draw
 *
 * @static
 * @private
 * @method buildLine
 * @param graphics {Graphics}
 * @param webGLData {Object}
 */
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
{
    // TODO OPTIMISE!

    var wrap = true;
    var points = graphicsData.points;
    if (points.length === 0) return;

    // 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 - goona have issues :)
    if (firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y)
    {
        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 = hex2rgb(graphicsData.lineColor);
    var alpha = graphicsData.lineAlpha;
    var r = color[0] * alpha;
    var g = color[1] * alpha;
    var b = color[2] * alpha;

    var p1x, p1y, p2x, p2y, p3x, p3y;
    var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
    var ipx, ipy;
    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 (var 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 (denom === 0) {
            denom+=1;
        }

        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 polygon to draw
 *
 * @static
 * @private
 * @method buildPoly
 * @param graphics {Graphics}
 * @param webGLData {Object}
 */
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 triangles = PIXI.PolyK.Triangulate(points);
    var vertPos = verts.length / 6;

    for (var i = 0, l = triangles.length; i < l; 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);
    }

    // sort color
    var color = hex2rgb(graphicsData.fillColor);
    var alpha = graphicsData.fillAlpha;
    var r = color[0] * alpha;
    var g = color[1] * alpha;
    var b = color[2] * alpha;

    for (i = 0, l = points.length / 2; i < l; i++)
    {
        verts.push(points[i * 2], points[i * 2 + 1],
                   r, g, b, alpha);
    }
}