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pixi.js / src / pixi / renderers / webgl / utils / WebGLComplexGraphics.js
@mathew groves mathew groves on 15 May 2014 15 KB Added Complex Graphics
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

/**
 * A set of functions used by the webGL renderer to draw the primitive graphics data
 *
 * @class WebGLComplexGraphics
 * @private
 * @static
 */
PIXI.WebGLComplexGraphics = function()
{
    
};

/**
 * Renders the graphics object
 *
 * @static
 * @private
 * @method renderGraphics
 * @param graphics {Graphics}
 * @param renderSession {Object}
 */
PIXI.WebGLComplexGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)
{
    var gl = renderSession.gl;
    var projection = renderSession.projection,
        offset = renderSession.offset,
        shader = renderSession.shaderManager.primitiveShader;

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

    var webGL = graphics._webGL[gl.id];


    // set up stencil buffer..
    // if(this.maskStack.length === 0)
    //{
        
    //}
    
  //  maskData.visible = false;
/*
    var maskStack = renderSession.maskManager.maskStack;

    if(this.maskStack.length === 0)
    {
        gl.enable(gl.STENCIL_TEST);
        gl.stencilFunc(gl.ALWAYS,1,1);
    }
    
  //  maskData.visible = false;

    maskStack.push(maskData);
    
    gl.colorMask(false, false, false, false);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);


    gl.colorMask(true, true, true, true);
    gl.stencilFunc(gl.NOTEQUAL,0, maskStack.length);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
   
    */
    gl.enable(gl.STENCIL_TEST);
    gl.stencilFunc(gl.ALWAYS,1,1);

    gl.colorMask(false, false, false, false);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);

    this.renderTriangleFan(graphics, renderSession);

    gl.colorMask(true, true, true, true);
    gl.stencilFunc(gl.LESS,0,1);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
    

    this.renderQuad(graphics, renderSession);

    //
};
/*
var gl = this.gl;

    if(this.maskStack.length === 0)
    {
        gl.enable(gl.STENCIL_TEST);
        gl.stencilFunc(gl.ALWAYS,1,1);
    }
    
  //  maskData.visible = false;

    this.maskStack.push(maskData);
    
    gl.colorMask(false, false, false, false);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);

    PIXI.WebGLComplGraphics.renderGraphics(maskData, renderSession);

    gl.colorMask(true, true, true, true);
    gl.stencilFunc(gl.NOTEQUAL,0, this.maskStack.length);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
*/
PIXI.WebGLComplexGraphics.renderTriangleFan = function(graphics, renderSession)//projection, offset)
{
    var gl = renderSession.gl;
    var projection = renderSession.projection,
        offset = renderSession.offset,
        shader = renderSession.shaderManager.complexPrimativeShader;

    var webGL = graphics._webGL[gl.id];

    renderSession.shaderManager.activateShader(renderSession.shaderManager.complexPrimativeShader);


    // This  could be speeded up for sure!

    // TODO blend mode needs to be broken out into its own manager..
    if(graphics.blendMode !== renderSession.spriteBatch.currentBlendMode)
    {
        renderSession.spriteBatch.setBlendMode(graphics.blendMode);
    }
    
    gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));

    gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
    gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);

    gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));

    gl.uniform1f(shader.alpha, graphics.worldAlpha);
    gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer);

    var data = new Float32Array(graphics.graphicsData[0].points);
    var indices = new Uint16Array([0, 1, 2, 3, 4]);

    gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);

    gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
 
    // set the index buffer!
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

    gl.drawElements(gl.TRIANGLE_FAN,  5, gl.UNSIGNED_SHORT, 0 );

    renderSession.shaderManager.deactivatePrimitiveShader();

   // console.log(graphics.graphicsData[0].points);
}

PIXI.WebGLComplexGraphics.renderQuad = function(graphics, renderSession)
{

    var gl = renderSession.gl;
    var quad = this.quads[gl.id];

    if(!quad)
    {
        quad = new PIXI.Graphics();
        //  quad.beginFill(0x0000FF);
        //    quad.drawRect(0, 0, 100, 100);
    }

    quad.clear();

    if(!graphics.bounds)graphics.updateBounds();
    quad.beginFill(0x0000FF);
    quad.drawRect(graphics.bounds.x, graphics.bounds.y, graphics.bounds.width, graphics.bounds.height);
   /// graphics.getLocalBounds();
    quad.worldTransform = graphics.worldTransform;

    PIXI.WebGLGraphics.renderGraphics(quad, renderSession);
}

/**
 * Updates the graphics object
 *
 * @static
 * @private
 * @method updateGraphics
 * @param graphicsData {Graphics} The graphics object to update
 * @param gl {WebGLContext} the current WebGL drawing context
 */
PIXI.WebGLComplexGraphics.updateGraphics = function(graphics, gl)
{
    var webGL = graphics._webGL[gl.id];
    
    for (var i = 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.WebGLComplexGraphics.buildPoly(data, webGL);

                var verts = webGLData.points;
                var indices = webGLData.indices;

                var vertPos = verts.length/6;

                // start
                verts.push(x, y);
            }

            
        }
       
    }

    webGL.lastIndex = graphics.graphicsData.length;

   

    webGL.glPoints = new Float32Array(webGL.points);

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

    webGL.glIndicies = new Uint16Array(webGL.indices);

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

/**
 * Builds a rectangle to draw
 *
 * @static
 * @private
 * @method buildRectangle
 * @param graphicsData {Graphics} The graphics object containing all the necessary properties
 * @param webGLData {Object}
 */
PIXI.WebGLComplexGraphics.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 = PIXI.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)
    {
        var tempPoints = graphicsData.points;

        graphicsData.points = [x, y,
                  x + width, y,
                  x + width, y + height,
                  x, y + height,
                  x, y];


        PIXI.WebGLComplexGraphics.buildLine(graphicsData, webGLData);

        graphicsData.points = tempPoints;
    }
};

/**
 * Builds a circle to draw
 *
 * @static
 * @private
 * @method buildCircle
 * @param graphicsData {Graphics} The graphics object to draw
 * @param webGLData {Object}
 */
PIXI.WebGLComplexGraphics.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 = 0;

    if(graphicsData.fill)
    {
        var color = PIXI.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)
    {
        var tempPoints = graphicsData.points;

        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.WebGLComplexGraphics.buildLine(graphicsData, webGLData);

        graphicsData.points = tempPoints;
    }
};

/**
 * Builds a line to draw
 *
 * @static
 * @private
 * @method buildLine
 * @param graphicsData {Graphics} The graphics object containing all the necessary properties
 * @param webGLData {Object}
 */
PIXI.WebGLComplexGraphics.buildLine = function(graphicsData, webGLData)
{
    // TODO OPTIMISE!
    var i = 0;

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

    // if the line width is an odd number add 0.5 to align to a whole pixel
    if(graphicsData.lineWidth%2)
    {
        for (i = 0; i < points.length; i++) {
            points[i] += 0.5;
        }
    }

    // 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 - gonna 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 = PIXI.hex2rgb(graphicsData.lineColor);
    var alpha = graphicsData.lineAlpha;
    var r = color[0] * alpha;
    var g = color[1] * alpha;
    var b = color[2] * alpha;

    var px, py, p1x, p1y, p2x, p2y, p3x, p3y;
    var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
    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 (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(Math.abs(denom) < 0.1 )
        {

            denom+=10.1;
            verts.push(p2x - perpx , p2y - perpy,
                r, g, b, alpha);

            verts.push(p2x + perpx , p2y + perpy,
                r, g, b, alpha);

            continue;
        }

        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 graphicsData {Graphics} The graphics object containing all the necessary properties
 * @param webGLData {Object}
 */
PIXI.WebGLComplexGraphics.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 length = points.length / 2;

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

    var triangles = PIXI.PolyK.Triangulate(points);

    var vertPos = verts.length / 6;

    var i = 0;

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

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

PIXI.WebGLComplexGraphics.quads = [];