import * as core from '../core';
import Texture from '../core/textures/Texture';
import CanvasTinter from '../core/sprites/canvas/CanvasTinter';
import TilingShader from './webgl/TilingShader';
const tempArray = new Float32Array(4);
const tempPoint = new core.Point();
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI.extras
*/
export default class TilingSprite extends core.Sprite
{
/**
* @param {PIXI.Texture} texture - the texture of the tiling sprite
* @param {number} [width=100] - the width of the tiling sprite
* @param {number} [height=100] - the height of the tiling sprite
*/
constructor(texture, width = 100, height = 100)
{
super(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;
/**
* The height of the tiling sprite
*
* @member {number}
* @private
*/
this._height = height;
/**
* An internal WebGL UV cache.
*
* @member {PIXI.TextureUvs}
* @private
*/
this._uvs = new core.TextureUvs();
this._canvasPattern = null;
this._glDatas = [];
}
/**
* @private
*/
_onTextureUpdate()
{
return;
}
/**
* Renders the object using the WebGL renderer
*
* @private
* @param {PIXI.WebGLRenderer} renderer - The renderer
*/
_renderWebGL(renderer)
{
// tweak our texture temporarily..
const texture = this._texture;
if (!texture || !texture._uvs)
{
return;
}
// get rid of any thing that may be batching.
renderer.flush();
const gl = renderer.gl;
let glData = this._glDatas[renderer.CONTEXT_UID];
if (!glData)
{
glData = {
shader: new TilingShader(gl),
quad: new core.Quad(gl),
};
this._glDatas[renderer.CONTEXT_UID] = glData;
glData.quad.initVao(glData.shader);
}
// if the sprite is trimmed and is not a tilingsprite then we need to add the extra space
// before transforming the sprite coords..
const vertices = glData.quad.vertices;
vertices[0] = vertices[6] = (this._width) * -this.anchor.x;
vertices[1] = vertices[3] = this._height * -this.anchor.y;
vertices[2] = vertices[4] = (this._width) * (1 - this.anchor.x);
vertices[5] = vertices[7] = this._height * (1 - this.anchor.y);
glData.quad.upload();
renderer.bindShader(glData.shader);
const textureUvs = texture._uvs;
const textureWidth = texture._frame.width;
const textureHeight = texture._frame.height;
const textureBaseWidth = texture.baseTexture.width;
const textureBaseHeight = texture.baseTexture.height;
const uPixelSize = glData.shader.uniforms.uPixelSize;
uPixelSize[0] = 1.0 / textureBaseWidth;
uPixelSize[1] = 1.0 / textureBaseHeight;
glData.shader.uniforms.uPixelSize = uPixelSize;
const uFrame = glData.shader.uniforms.uFrame;
uFrame[0] = textureUvs.x0;
uFrame[1] = textureUvs.y0;
uFrame[2] = textureUvs.x1 - textureUvs.x0;
uFrame[3] = textureUvs.y2 - textureUvs.y0;
glData.shader.uniforms.uFrame = uFrame;
const uTransform = glData.shader.uniforms.uTransform;
uTransform[0] = (this.tilePosition.x % (textureWidth * this.tileScale.x)) / this._width;
uTransform[1] = (this.tilePosition.y % (textureHeight * this.tileScale.y)) / this._height;
uTransform[2] = (textureBaseWidth / this._width) * this.tileScale.x;
uTransform[3] = (textureBaseHeight / this._height) * this.tileScale.y;
glData.shader.uniforms.uTransform = uTransform;
glData.shader.uniforms.translationMatrix = this.worldTransform.toArray(true);
const color = tempArray;
core.utils.hex2rgb(this.tint, color);
color[3] = this.worldAlpha;
glData.shader.uniforms.uColor = color;
renderer.bindTexture(this._texture, 0);
renderer.state.setBlendMode(this.blendMode);
glData.quad.draw();
}
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer
*/
_renderCanvas(renderer)
{
const texture = this._texture;
if (!texture.baseTexture.hasLoaded)
{
return;
}
const context = renderer.context;
const transform = this.worldTransform;
const resolution = renderer.resolution;
const baseTexture = texture.baseTexture;
const modX = (this.tilePosition.x / this.tileScale.x) % texture._frame.width;
const 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..
const tempCanvas = new core.CanvasRenderTarget(texture._frame.width, texture._frame.height);
// 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, -texture._frame.y);
}
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, this.tileScale.y);
context.translate(modX + (this.anchor.x * -this._width),
modY + (this.anchor.y * -this._height));
// check blend mode
const 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 / this.tileScale.x,
this._height / this.tileScale.y);
}
/**
* Returns the framing rectangle of the sprite as a Rectangle object
*
* @return {PIXI.Rectangle} the framing rectangle
*/
getBounds()
{
const width = this._width;
const height = this._height;
const w0 = width * (1 - this.anchor.x);
const w1 = width * -this.anchor.x;
const h0 = height * (1 - this.anchor.y);
const h1 = height * -this.anchor.y;
const worldTransform = this.worldTransform;
const a = worldTransform.a;
const b = worldTransform.b;
const c = worldTransform.c;
const d = worldTransform.d;
const tx = worldTransform.tx;
const ty = worldTransform.ty;
const x1 = (a * w1) + (c * h1) + tx;
const y1 = (d * h1) + (b * w1) + ty;
const x2 = (a * w0) + (c * h1) + tx;
const y2 = (d * h1) + (b * w0) + ty;
const x3 = (a * w0) + (c * h0) + tx;
const y3 = (d * h0) + (b * w0) + ty;
const x4 = (a * w1) + (c * h0) + tx;
const y4 = (d * h0) + (b * w1) + ty;
let minX = 0;
let maxX = 0;
let minY = 0;
let maxY = 0;
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;
const 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 {PIXI.Point} point - the point to check
* @return {boolean} Whether or not the sprite contains the point.
*/
containsPoint(point)
{
this.worldTransform.applyInverse(point, tempPoint);
const width = this._width;
const height = this._height;
const x1 = -width * this.anchor.x;
if (tempPoint.x > x1 && tempPoint.x < x1 + width)
{
const y1 = -height * this.anchor.y;
if (tempPoint.y > y1 && tempPoint.y < y1 + height)
{
return true;
}
}
return false;
}
/**
* Destroys this tiling sprite
*
*/
destroy()
{
super.destroy();
this.tileScale = null;
this._tileScaleOffset = null;
this.tilePosition = null;
this._uvs = null;
}
/**
* Helper function that creates a new tiling sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @return {PIXI.Texture} The newly created texture
*/
static from(source, width, height)
{
return new TilingSprite(Texture.from(source), width, height);
}
/**
* 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 {string} frameId - The frame Id of the texture in the cache
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId
*/
static fromFrame(frameId, width, height)
{
const 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 {string} imageId - The image url of the texture
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @param {boolean} [crossorigin] - if you want to specify the cross-origin parameter
* @param {number} [scaleMode=PIXI.SCALE_MODES.DEFAULT] - 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
*/
static fromImage(imageId, width, height, crossorigin, scaleMode)
{
return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode), width, height);
}
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
* @memberof PIXI.extras.TilingSprite#
*/
get width()
{
return this._width;
}
/**
* Sets the width.
*
* @param {number} value - The value to set to.
*/
set width(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#
*/
get height()
{
return this._height;
}
/**
* Sets the width.
*
* @param {number} value - The value to set to.
*/
set height(value)
{
this._height = value;
}
}