diff --git a/src/pixi/renderers/webgl/utils/WebGLGraphics.js b/src/pixi/renderers/webgl/utils/WebGLGraphics.js new file mode 100644 index 0000000..aba9b0c --- /dev/null +++ b/src/pixi/renderers/webgl/utils/WebGLGraphics.js @@ -0,0 +1,822 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class WebGLGraphics + * @private + * @static + */ +PIXI.WebGLGraphics = function() +{ + +}; + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param renderSession {Object} + */ +PIXI.WebGLGraphics.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] = {lastIndex:0, data:[], gl:gl}; + + var webGL = graphics._webGL[gl.id]; + + if(graphics.dirty) + { + //console.log("???") + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + //TODO return the objects to a pool! + graphics._webGL[gl.id].data = []; + graphics._webGL[gl.id].lastIndex = 0; + } + + PIXI.WebGLGraphics.updateGraphics(graphics, gl); + } + + + // 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); + } + + for (var i = 0; i < webGL.data.length; i++) + { + if(webGL.data[i].mode === 1) + { + var webGLData = webGL.data[i]; + + renderSession.shaderManager.activateShader( renderSession.shaderManager.complexPrimativeShader ); + shader = renderSession.shaderManager.complexPrimativeShader; + 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.uniform3fv(shader.color, webGLData.color); + + gl.uniform1f(shader.alpha, graphics.worldAlpha * graphics.fillAlpha); + + + + gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer); + + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer); + + // mask that quad! + + gl.enable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT) + gl.stencilFunc(gl.ALWAYS,1,1); + + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR); + + gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 ); + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.LESS,0, 1);//this.maskStack.length); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + + // now draw that quad! + gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 ); + + gl.disable(gl.STENCIL_TEST); + + renderSession.shaderManager.deactivatePrimitiveShader(); + } + else + { + renderSession.shaderManager.activatePrimitiveShader(); + shader = renderSession.shaderManager.primitiveShader; + 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); + + var webGLData = webGL.data[i]; + + gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer); + + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer); + // console.log() + gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0 ); + + renderSession.shaderManager.deactivatePrimitiveShader(); + } + }; + + // return to default shader... + // PIXI.activateShader(PIXI.defaultShader); +}; + + +PIXI.WebGLGraphics.renderGraphicsMask = 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] = {lastIndex:0, data:[], gl:gl}; + + var webGL = graphics._webGL[gl.id]; + + if(graphics.dirty) + { + //console.log("???") + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + //TODO return the objects to a pool! + graphics._webGL[gl.id].data = []; + graphics._webGL[gl.id].lastIndex = 0; + } + + PIXI.WebGLGraphics.updateGraphics(graphics, gl); + } + + + // This could be speeded up for sure! + + + var webGLData = webGL.data[0]; + if(!webGLData)return; + + if(webGLData.mode === 1) + { + renderSession.shaderManager.activateShader( renderSession.shaderManager.complexPrimativeShader ); + shader = renderSession.shaderManager.complexPrimativeShader; + 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.uniform3fv(shader.color, webGLData.color); + + gl.uniform1f(shader.alpha, graphics.worldAlpha * graphics.fillAlpha); + + gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer); + + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer); + + gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 ); + + renderSession.shaderManager.deactivatePrimitiveShader(); + } + else + { + + } +}; + +PIXI.WebGLGraphics.renderGraphicsQuadMask = function(graphics, renderSession)//projection, offset) +{ + var gl = renderSession.gl; + var projection = renderSession.projection, + offset = renderSession.offset, + shader = renderSession.shaderManager.primitiveShader; + + var webGL = graphics._webGL[gl.id]; + + var webGLData = webGL.data[0]; + if(!webGLData)return; + + renderSession.shaderManager.activateShader( renderSession.shaderManager.complexPrimativeShader ); + + // now draw that quad! + gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 ); + + renderSession.shaderManager.deactivatePrimitiveShader(); +} + +/** + * 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.WebGLGraphics.updateGraphics = function(graphics, gl) +{ + var webGL = graphics._webGL[gl.id]; + var webGLData; + + for (var i = webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type === PIXI.Graphics.POLY) + { + // MAKE SURE WE HAVE THE CORRECT TYPE.. + //console.log(graphics.graphicsData.length) + + if(data.fill) + { + if(data.points.length>6) + { + if(data.points.length > 5 * 2) + { + webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1); + PIXI.WebGLGraphics.buildComplexPoly(data, webGLData); + } + else + { + webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0); + PIXI.WebGLGraphics.buildPoly(data, webGLData); + } + } + // IF COMPLEX.. SWAP... + } + + if(data.lineWidth > 0) + { + webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0); + PIXI.WebGLGraphics.buildLine(data, webGLData); + } + + + } + else + { + webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0); + + if(data.type === PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, webGLData); + } + else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, webGLData); + } + } + + + + } + + for (var i = webGL.lastIndex; i < webGL.data.length; i++) { + webGL.data[i].upload(); + webGL.lastIndex++; + }; + +}; + +PIXI.WebGLGraphics.switchMode = function(webGL, type) +{ + var webGLData; + + if(!webGL.data.length) + { + // TODO OBJECT POOL! + webGLData = new PIXI.WebGLGraphicsData(webGL.gl); + webGLData.mode = type; + webGL.data.push(webGLData); + } + else + { + webGLData = webGL.data[webGL.data.length-1]; + + if(webGLData.mode !== type || type === 1) + { + // TODO OBJECT POOL! + webGLData = new PIXI.WebGLGraphicsData(webGL.gl); + webGLData.mode = type; + webGL.data.push(webGLData); + } + } + + return webGLData +} + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphicsData {Graphics} The graphics object containing all the necessary properties + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.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.WebGLGraphics.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.WebGLGraphics.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.WebGLGraphics.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.WebGLGraphics.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 complex polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphicsData {Graphics} The graphics object containing all the necessary properties + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildComplexPoly = function(graphicsData, webGLData) +{ + //TODO - no need to copy this as it gets turned into a FLoat32Array anyways.. + var points = graphicsData.points.slice(); + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var indices = webGLData.indices; + webGLData.points = points; + + webGLData.color = PIXI.hex2rgb(graphicsData.fillColor); + + /* + calclate the bounds.. + */ + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + // get size.. + for (var i = 0; i < points.length; i+=2) + { + x = points[i]; + y = points[i+1]; + + minX = x < minX ? x : minX; + maxX = x > maxX ? x : maxX; + + minY = y < minY ? y : minY; + maxY = y > maxY ? y : maxY; + } + + // add a quad to the end cos there is no point making another buffer! + points.push(minX, minY, + maxX, minY, + maxX, maxY, + minX, maxY); + + // push a quad onto the end.. + + //TODO - this aint needed! + var length = points.length / 2; + for (var i = 0; i < length; i++) + { + indices.push( i ); + }; + + // console.log(indices) + +}; + +PIXI.WebGLGraphics.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.WebGLGraphicsData = function(gl) +{ + this.gl = gl; + + //TODO does this need to be split before uploding?? + this.color = [0,0,0,0] // color split! + this.points = []; + this.indices = []; + this.lastIndex = 0; + this.buffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + this.mode = 1; +} + +PIXI.WebGLGraphicsData.prototype.reset = function() +{ + this.points = []; + this.indices = []; + this.lastIndex = 0; +} + +PIXI.WebGLGraphicsData.prototype.upload = function() +{ + var gl = this.gl; + +// this.lastIndex = graphics.graphicsData.length; + this.glPoints = new Float32Array(this.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer); + gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW); + + this.glIndicies = new Uint16Array(this.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW); + + // console.log(this.glPoints) + // console.log(this.glIndicies); +}