import core from '../core';
import glCore from 'pixi-gl-core';
import Shader from './webgl/MeshShader';
const tempPoint = new core.Point();
const 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;
}
/**
* The texture that the sprite is using
*
* @member {PIXI.Texture}
* @memberof PIXI.mesh.Mesh#
*/
get texture()
{
return this._texture;
}
set texture(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
*/
get tint() {
return core.utils.rgb2hex(this.tintRgb);
}
set tint(value) {
this.tintRgb = core.utils.hex2rgb(value, this.tintRgb);
}
}
export default Mesh;
/**
* 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
};