var core = require('../core'), // a sprite use dfor rendering textures.. tempPoint = new core.Point(), CanvasTinter = require('../core/renderers/canvas/utils/CanvasTinter'); /** * A tiling sprite is a fast way of rendering a tiling image * * @class * @extends PIXI.Sprite * @memberof PIXI.extras * @param texture {Texture} the texture of the tiling sprite * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite */ function TilingSprite(texture, width, height) { core.Sprite.call(this, texture); /** * The scaling of the image that is being tiled * * @member {PIXI.Point} */ this.tileScale = new core.Point(1,1); /** * The offset position of the image that is being tiled * * @member {PIXI.Point} */ this.tilePosition = new core.Point(0,0); ///// private /** * The with of the tiling sprite * * @member {number} * @private */ this._width = width || 100; /** * The height of the tiling sprite * * @member {number} * @private */ this._height = height || 100; /** * An internal WebGL UV cache. * * @member {PIXI.TextureUvs} * @private */ this._uvs = new core.TextureUvs(); this._canvasPattern = null; //TODO move.. this.shader = new core.AbstractFilter( [ 'precision lowp float;', 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'uniform mat3 projectionMatrix;', 'uniform vec4 uFrame;', 'uniform vec4 uTransform;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vec2 coord = aTextureCoord;', ' coord -= uTransform.xy;', ' coord /= uTransform.zw;', ' vTextureCoord = coord;', ' vColor = vec4(aColor.rgb * aColor.a, aColor.a);', '}' ].join('\n'), [ 'precision lowp float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'uniform vec4 uFrame;', 'uniform vec2 uPixelSize;', 'void main(void){', ' vec2 coord = mod(vTextureCoord, uFrame.zw);', ' coord = clamp(coord, uPixelSize, uFrame.zw - uPixelSize);', ' coord += uFrame.xy;', ' gl_FragColor = texture2D(uSampler, coord) * vColor ;', '}' ].join('\n'), // set the uniforms { uFrame: { type: '4fv', value: [0,0,1,1] }, uTransform: { type: '4fv', value: [0,0,1,1] }, uPixelSize : { type : '2fv', value: [1, 1]} } ); } TilingSprite.prototype = Object.create(core.Sprite.prototype); TilingSprite.prototype.constructor = TilingSprite; module.exports = TilingSprite; Object.defineProperties(TilingSprite.prototype, { /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ width: { get: function () { return this._width; }, set: function (value) { this._width = value; } }, /** * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ height: { get: function () { return this._height; }, set: function (value) { this._height = value; } } }); TilingSprite.prototype._onTextureUpdate = function () { return; }; /** * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} * @private */ TilingSprite.prototype._renderWebGL = function (renderer) { // tweak our texture temporarily.. var texture = this._texture; if(!texture || !texture._uvs) { return; } var tempUvs = texture._uvs, tempWidth = texture._frame.width, tempHeight = texture._frame.height, tw = texture.baseTexture.width, th = texture.baseTexture.height; texture._uvs = this._uvs; texture._frame.width = this.width; texture._frame.height = this.height; this.shader.uniforms.uPixelSize.value[0] = 1.0/tw; this.shader.uniforms.uPixelSize.value[1] = 1.0/th; this.shader.uniforms.uFrame.value[0] = tempUvs.x0; this.shader.uniforms.uFrame.value[1] = tempUvs.y0; this.shader.uniforms.uFrame.value[2] = tempUvs.x1 - tempUvs.x0; this.shader.uniforms.uFrame.value[3] = tempUvs.y2 - tempUvs.y0; this.shader.uniforms.uTransform.value[0] = (this.tilePosition.x % (tempWidth * this.tileScale.x)) / this._width; this.shader.uniforms.uTransform.value[1] = (this.tilePosition.y % (tempHeight * this.tileScale.y)) / this._height; this.shader.uniforms.uTransform.value[2] = ( tw / this._width ) * this.tileScale.x; this.shader.uniforms.uTransform.value[3] = ( th / this._height ) * this.tileScale.y; renderer.setObjectRenderer(renderer.plugins.sprite); renderer.plugins.sprite.render(this); texture._uvs = tempUvs; texture._frame.width = tempWidth; texture._frame.height = tempHeight; }; /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} a reference to the canvas renderer * @private */ TilingSprite.prototype._renderCanvas = function (renderer) { var texture = this._texture; if (!texture.baseTexture.hasLoaded) { return; } var context = renderer.context, transform = this.worldTransform, resolution = renderer.resolution, baseTexture = texture.baseTexture, modX = (this.tilePosition.x / this.tileScale.x) % texture._frame.width, modY = (this.tilePosition.y / this.tileScale.y) % texture._frame.height; // create a nice shiny pattern! // TODO this needs to be refreshed if texture changes.. if(!this._canvasPattern) { // cut an object from a spritesheet.. var tempCanvas = new core.CanvasBuffer(texture._frame.width * resolution, texture._frame.height * resolution); // Tint the tiling sprite if (this.tint !== 0xFFFFFF) { if (this.cachedTint !== this.tint) { this.cachedTint = this.tint; this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint); } tempCanvas.context.drawImage(this.tintedTexture, 0, 0); } else { tempCanvas.context.drawImage(baseTexture.source, -texture._frame.x * resolution, -texture._frame.y * resolution); } this._canvasPattern = tempCanvas.context.createPattern( tempCanvas.canvas, 'repeat' ); } // set context state.. context.globalAlpha = this.worldAlpha; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); // TODO - this should be rolled into the setTransform above.. context.scale(this.tileScale.x / resolution, this.tileScale.y / resolution); context.translate(modX + (this.anchor.x * -this._width ), modY + (this.anchor.y * -this._height)); // check blend mode var compositeOperation = renderer.blendModes[this.blendMode]; if (compositeOperation !== renderer.context.globalCompositeOperation) { context.globalCompositeOperation = compositeOperation; } // fill the pattern! context.fillStyle = this._canvasPattern; context.fillRect(-modX, -modY, this._width * resolution / this.tileScale.x, this._height * resolution / this.tileScale.y); //TODO - pretty sure this can be deleted... //context.translate(-this.tilePosition.x + (this.anchor.x * this._width), -this.tilePosition.y + (this.anchor.y * this._height)); //context.scale(1 / this.tileScale.x, 1 / this.tileScale.y); }; /** * Returns the framing rectangle of the sprite as a Rectangle object * * @return {PIXI.Rectangle} the framing rectangle */ TilingSprite.prototype.getBounds = function () { var width = this._width; var height = this._height; var w0 = width * (1-this.anchor.x); var w1 = width * -this.anchor.x; var h0 = height * (1-this.anchor.y); var h1 = height * -this.anchor.y; var worldTransform = 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 x1 = a * w1 + c * h1 + tx; var y1 = d * h1 + b * w1 + ty; var x2 = a * w0 + c * h1 + tx; var y2 = d * h1 + b * w0 + ty; var x3 = a * w0 + c * h0 + tx; var y3 = d * h0 + b * w0 + ty; var x4 = a * w1 + c * h0 + tx; var y4 = d * h0 + b * w1 + ty; var minX, maxX, minY, maxY; minX = x1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; 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; }; /** * Checks if a point is inside this tiling sprite * @param point {PIXI.Point} the point to check */ TilingSprite.prototype.containsPoint = function( point ) { this.worldTransform.applyInverse(point, tempPoint); var width = this._width; var height = this._height; var x1 = -width * this.anchor.x; var y1; if ( tempPoint.x > x1 && tempPoint.x < x1 + width ) { y1 = -height * this.anchor.y; if ( tempPoint.y > y1 && tempPoint.y < y1 + height ) { return true; } } return false; }; /** * Destroys this tiling sprite * */ TilingSprite.prototype.destroy = function () { core.Sprite.prototype.destroy.call(this); this.tileScale = null; this._tileScaleOffset = null; this.tilePosition = null; this._uvs = null; }; /** * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param frameId {string} The frame Id of the texture in the cache * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite */ TilingSprite.fromFrame = function (frameId,width,height) { var texture = core.utils.TextureCache[frameId]; if (!texture) { throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); } return new TilingSprite(texture,width,height); }; /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @static * @param imageId {string} The image url of the texture * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite * @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter * @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} if you want to specify the scale mode, see {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id */ TilingSprite.fromImage = function (imageId, width, height, crossorigin, scaleMode) { return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode),width,height); };