var core = require('../core');
/**
*
* @class
* @extends Container
* @namespace PIXI
* @param texture {Texture} The texture to use
* @param width {number} the width
* @param height {number} the height
*
*/
function Strip(texture)
{
core.Container.call(this);
/**
* The texture of the strip
*
* @member {Texture}
*/
this.texture = texture;
// set up the main bits..
this.uvs = new Float32Array([0, 1,
1, 1,
1, 0,
0, 1]);
this.vertices = new Float32Array([0, 0,
100, 0,
100, 100,
0, 100]);
this.colors = new Float32Array([1, 1, 1, 1]);
this.indices = new Uint16Array([0, 1, 2, 3]);
/**
* Whether the strip is dirty or not
*
* @member {boolean}
*/
this.dirty = true;
/**
* The blend mode to be applied to the sprite. Set to blendModes.NORMAL to remove any blend mode.
*
* @member {number}
* @default CONST.blendModes.NORMAL;
*/
this.blendMode = core.CONST.blendModes.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;
this.drawMode = Strip.DrawModes.TRIANGLE_STRIP;
}
// constructor
Strip.prototype = Object.create(core.Container.prototype);
Strip.prototype.constructor = Strip;
module.exports = Strip;
/**
* Renders the object using the WebGL renderer
*
* @param renderer {WebGLRenderer}
*/
Strip.prototype.renderWebGL = function (renderer)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0 || !this.renderable)
{
return;
}
// render triangle strip..
renderer.spriteBatch.stop();
// init! init!
if (!this._vertexBuffer)
{
this._initWebGL(renderer);
}
renderer.shaderManager.setShader(renderer.shaderManager.plugins.stripShader);
this._renderStrip(renderer);
///renderer.shaderManager.activateDefaultShader();
renderer.spriteBatch.start();
//TODO check culling
};
Strip.prototype._initWebGL = function (renderer)
{
// build the strip!
var gl = renderer.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
Strip.prototype._renderStrip = function (renderer)
{
var gl = renderer.gl;
var projection = renderer.projection,
offset = renderer.offset,
shader = renderer.shaderManager.plugins.stripShader;
var drawMode = this.drawMode === Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
renderer.blendModeManager.setBlendMode(this.blendMode);
// set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if (!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if (this.texture.baseTexture._dirty[gl.id])
{
renderer.updateTexture(this.texture.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if (this.texture.baseTexture._dirty[gl.id])
{
renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
//console.log(gl.TRIANGLE_STRIP)
//
//
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {CanvasRenderer}
*/
Strip.prototype.renderCanvas = function (renderer)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0 || !this.renderable)
{
return;
}
var context = renderer.context;
var transform = this.worldTransform;
if (renderer.roundPixels)
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx | 0, transform.ty | 0);
}
else
{
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
}
if (this.drawMode === Strip.DrawModes.TRIANGLE_STRIP)
{
this._renderCanvasTriangleStrip(context);
}
else
{
this._renderCanvasTriangles(context);
}
};
Strip.prototype._renderCanvasTriangleStrip = function (context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var length = vertices.length / 2;
// this.count++;
for (var i = 0; i < length - 2; i++)
{
// draw some triangles!
var index = i * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
}
};
Strip.prototype._renderCanvasTriangles = function (context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var indices = this.indices;
var length = indices.length;
// this.count++;
for (var i = 0; i < length; i += 3)
{
// draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
}
};
Strip.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2)
{
var textureSource = this.texture.baseTexture.source;
var textureWidth = this.texture.width;
var textureHeight = this.texture.height;
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
if (this.canvasPadding > 0)
{
var paddingX = this.canvasPadding / this.worldTransform.a;
var paddingY = this.canvasPadding / this.worldTransform.d;
var centerX = (x0 + x1 + x2) / 3;
var centerY = (y0 + y1 + y2) / 3;
var normX = x0 - centerX;
var normY = y0 - centerY;
var 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
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
var 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);
context.restore();
};
/**
* Renders a flat strip
*
* @param strip {Strip} The Strip to render
* @private
*/
Strip.prototype.renderStripFlat = function (strip)
{
var context = this.context;
var vertices = strip.vertices;
var length = vertices.length/2;
// this.count++;
context.beginPath();
for (var i=1; i < length-2; i++)
{
// draw some triangles!
var index = i*2;
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
var 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();
};
/*
Strip.prototype.setTexture = function (texture)
{
//TODO SET THE TEXTURES
//TODO VISIBILITY
//TODO SETTER
// stop current texture
this.texture = texture;
this.width = texture.frame.width;
this.height = texture.frame.height;
this.updateFrame = true;
};
*/
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @param event
* @private
*/
Strip.prototype.onTextureUpdate = function ()
{
this.updateFrame = true;
};
/**
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
Strip.prototype.getBounds = function (matrix)
{
var worldTransform = matrix || 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 maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i < n; i += 2)
{
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty;
minX = x < minX ? x : minX;
minY = y < minY ? y : minY;
maxX = x > maxX ? x : maxX;
maxY = y > maxY ? y : maxY;
}
if (minX === -Infinity || maxY === Infinity)
{
return core.math.Rectangle.EMPTY;
}
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;
};
/**
* Different drawing buffer modes supported
*
* @static
* @constant
* @property {object} DrawModes
* @property {number} DrawModes.TRIANGLE_STRIP
* @property {number} DrawModes.TRIANGLES
*/
Strip.DrawModes = {
TRIANGLE_STRIP: 0,
TRIANGLES: 1
};