import * as core from '../../core'; import { default as Mesh } from '../Mesh'; /** * Renderer dedicated to meshes. * * @class * @private * @memberof PIXI */ export default class MeshSpriteRenderer { /** * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for */ constructor(renderer) { this.renderer = renderer; } /** * Renders the Mesh * * @param {PIXI.mesh.Mesh} mesh - the Mesh to render */ render(mesh) { const renderer = this.renderer; const context = renderer.context; const transform = mesh.worldTransform; const 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 (mesh.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH) { this._renderTriangleMesh(mesh); } else { this._renderTriangles(mesh); } } /** * Draws the object in Triangle Mesh mode * * @private * @param {PIXI.mesh.Mesh} mesh - the Mesh to render */ _renderTriangleMesh(mesh) { // draw triangles!! const length = mesh.vertices.length / 2; for (let i = 0; i < length - 2; i++) { // draw some triangles! const index = i * 2; this._renderDrawTriangle(mesh, index, (index + 2), (index + 4)); } } /** * Draws the object in triangle mode using canvas * * @private * @param {PIXI.mesh.Mesh} mesh - the current mesh */ _renderTriangles(mesh) { // draw triangles!! const indices = mesh.indices; const length = indices.length; for (let i = 0; i < length; i += 3) { // draw some triangles! const index0 = indices[i] * 2; const index1 = indices[i + 1] * 2; const index2 = indices[i + 2] * 2; this._renderDrawTriangle(mesh, index0, index1, index2); } } /** * Draws one of the triangles that from the Mesh * * @private * @param {PIXI.mesh.Mesh} mesh - the current mesh * @param {number} index0 - the index of the first vertex * @param {number} index1 - the index of the second vertex * @param {number} index2 - the index of the third vertex */ _renderDrawTriangle(mesh, index0, index1, index2) { const context = this.renderer.context; const uvs = mesh.uvs; const vertices = mesh.vertices; const texture = mesh._texture; if (!texture.valid) { return; } const base = texture.baseTexture; const textureSource = base.source; const textureWidth = base.width; const textureHeight = base.height; const u0 = uvs[index0] * base.width; const u1 = uvs[index1] * base.width; const u2 = uvs[index2] * base.width; const v0 = uvs[index0 + 1] * base.height; const v1 = uvs[index1 + 1] * base.height; const v2 = uvs[index2 + 1] * base.height; let x0 = vertices[index0]; let x1 = vertices[index1]; let x2 = vertices[index2]; let y0 = vertices[index0 + 1]; let y1 = vertices[index1 + 1]; let y2 = vertices[index2 + 1]; if (mesh.canvasPadding > 0) { const paddingX = mesh.canvasPadding / mesh.worldTransform.a; const paddingY = mesh.canvasPadding / mesh.worldTransform.d; const centerX = (x0 + x1 + x2) / 3; const 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 const delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2); const deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2); const deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2); const deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2); const deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2); const deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2); const 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 * * @private * @param {PIXI.mesh.Mesh} mesh - The Mesh to render */ renderMeshFlat(mesh) { const context = this.renderer.context; const vertices = mesh.vertices; const length = vertices.length / 2; // this.count++; context.beginPath(); for (let i = 1; i < length - 2; ++i) { // draw some triangles! const index = i * 2; const x0 = vertices[index]; const y0 = vertices[index + 1]; const x1 = vertices[index + 2]; const y1 = vertices[index + 3]; const x2 = vertices[index + 4]; const y2 = vertices[index + 5]; context.moveTo(x0, y0); context.lineTo(x1, y1); context.lineTo(x2, y2); } context.fillStyle = '#FF0000'; context.fill(); context.closePath(); } /** * destroy the the renderer. * */ destroy() { this.renderer = null; } } core.CanvasRenderer.registerPlugin('mesh', MeshSpriteRenderer);