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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * A set of functions used by the webGL renderer to draw the primitive graphics data * * @class PIXI.WebGLGraphics * @private * @static */ PIXI.WebGLGraphics = function () { }; /** * The number of points beyond which Pixi swaps to using the Stencil Buffer to render the Graphics. * * @type {number} */ PIXI.WebGLGraphics.stencilBufferLimit = 6; /** * Renders the graphics object * * @static * @private * @method PIXI.WebGLGraphics.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, webGLData; if(graphics.dirty) { PIXI.WebGLGraphics.updateGraphics(graphics, gl); } var webGL = graphics._webGL[gl.id]; // if the graphics object does not exist in the webGL context skip rendering! if(!webGL) { return; } // This could be speeded up for sure! for (var i = 0; i < webGL.data.length; i++) { if(webGL.data[i].mode === 1) { webGLData = webGL.data[i]; renderSession.stencilManager.pushStencil(graphics, webGLData, renderSession); // render quad.. gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2); renderSession.stencilManager.popStencil(graphics, webGLData, renderSession); } else { webGLData = webGL.data[i]; renderSession.shaderManager.setShader(shader);// activatePrimitiveShader(); shader = renderSession.shaderManager.primitiveShader; gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true)); gl.uniform1f(shader.flipY, 1); gl.uniform2f(shader.projectionVector, projection.x, -projection.y); gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); gl.uniform3fv(shader.tintColor, Phaser.Color.hexToRGBArray(graphics.tint)); gl.uniform1f(shader.alpha, graphics.worldAlpha); 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); gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0); } } }; /** * Updates the graphics object * * @static * @private * @method PIXI.WebGLGraphics.updateGraphics * @param graphicsData {Graphics} The graphics object to update * @param gl {WebGLContext} the current WebGL drawing context */ PIXI.WebGLGraphics.updateGraphics = function (graphics, gl) { // get the contexts graphics object var webGL = graphics._webGL[gl.id]; // if the graphics object does not exist in the webGL context time to create it! if(!webGL) { webGL = graphics._webGL[gl.id] = {lastIndex: 0, data: [], gl: gl}; } // flag the graphics as not dirty as we are about to update it... graphics.dirty = false; var i; // if the user cleared the graphics object we will need to clear every object if(graphics.clearDirty) { graphics.clearDirty = false; // lop through and return all the webGLDatas to the object pool so than can be reused later on for (i = 0; i < webGL.data.length; i++) { var graphicsData = webGL.data[i]; graphicsData.reset(); PIXI.WebGLGraphics.graphicsDataPool.push(graphicsData); } // clear the array and reset the index.. webGL.data = []; webGL.lastIndex = 0; } var webGLData; /* * loop through the graphics datas and construct each one.. * if the object is a complex fill then the new stencil buffer technique will be used * other wise graphics objects will be pushed into a batch.. */ for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++) { var data = graphics.graphicsData[i]; if (data.type === Phaser.POLYGON) { // need to add the points the the graphics object.. data.points = data.shape.points.slice(); if(data.shape.closed) { // close the poly if the value is true! if(data.points[0] !== data.points[data.points.length - 2] || data.points[1] !== data.points[data.points.length - 1]) { data.points.push(data.points[0], data.points[1]); } } // MAKE SURE WE HAVE THE CORRECT TYPE.. if(data.fill) { if(data.points.length >= PIXI.WebGLGraphics.stencilBufferLimit) { if(data.points.length < PIXI.WebGLGraphics.stencilBufferLimit * 2) { webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0); var canDrawUsingSimple = PIXI.WebGLGraphics.buildPoly(data, webGLData); // console.log(canDrawUsingSimple); if(!canDrawUsingSimple) { // console.log("<>>>") webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1); PIXI.WebGLGraphics.buildComplexPoly(data, webGLData); } } else { webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1); PIXI.WebGLGraphics.buildComplexPoly(data, webGLData); } } } 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 === Phaser.RECTANGLE) { PIXI.WebGLGraphics.buildRectangle(data, webGLData); } else if (data.type === Phaser.CIRCLE || data.type === Phaser.ELLIPSE) { PIXI.WebGLGraphics.buildCircle(data, webGLData); } else if (data.type === Phaser.ROUNDEDRECTANGLE) { PIXI.WebGLGraphics.buildRoundedRectangle(data, webGLData); } } webGL.lastIndex++; } // upload all the dirty data... for (i = 0; i < webGL.data.length; i++) { webGLData = webGL.data[i]; if(webGLData.dirty) { webGLData.upload(); } } }; /** * @static * @private * @method PIXI.WebGLGraphics.switchMode * @param webGL {WebGLContext} * @param type {Number} */ PIXI.WebGLGraphics.switchMode = function (webGL, type) { var webGLData; if(!webGL.data.length) { webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || 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) { webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(webGL.gl); webGLData.mode = type; webGL.data.push(webGLData); } } webGLData.dirty = true; return webGLData; }; /** * Builds a rectangle to draw * * @static * @private * @method PIXI.WebGLGraphics.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.shape; var x = rectData.x; var y = rectData.y; var width = rectData.width; var height = rectData.height; if(graphicsData.fill) { var color = Phaser.Color.hexToRGBArray(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 rounded rectangle to draw * * @static * @private * @method PIXI.WebGLGraphics.buildRoundedRectangle * @param graphicsData {Graphics} The graphics object containing all the necessary properties * @param webGLData {Object} */ PIXI.WebGLGraphics.buildRoundedRectangle = function (graphicsData, webGLData) { var rrectData = graphicsData.shape; var x = rrectData.x; var y = rrectData.y; var width = rrectData.width; var height = rrectData.height; var radius = rrectData.radius; var recPoints = []; recPoints.push(x, y + radius); recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height)); recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius)); recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y)); recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius)); if (graphicsData.fill) { var color = Phaser.Color.hexToRGBArray(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; var triangles = Phaser.EarCut.Triangulate(recPoints, null, 2); var i = 0; for (i = 0; i < triangles.length; i += 3) { indices.push(triangles[i] + vecPos); indices.push(triangles[i] + vecPos); indices.push(triangles[i + 1] + vecPos); indices.push(triangles[i + 2] + vecPos); indices.push(triangles[i + 2] + vecPos); } for (i = 0; i < recPoints.length; i++) { verts.push(recPoints[i], recPoints[++i], r, g, b, alpha); } } if (graphicsData.lineWidth) { var tempPoints = graphicsData.points; graphicsData.points = recPoints; PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); graphicsData.points = tempPoints; } }; /** * Calculate the points for a quadratic bezier curve. (helper function..) * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * @static * @private * @method PIXI.WebGLGraphics.quadraticBezierCurve * @param {number} fromX - Origin point x * @param {number} fromY - Origin point x * @param {number} cpX - Control point x * @param {number} cpY - Control point y * @param {number} toX - Destination point x * @param {number} toY - Destination point y * @return {number[]} */ PIXI.WebGLGraphics.quadraticBezierCurve = function (fromX, fromY, cpX, cpY, toX, toY) { var xa, ya, xb, yb, x, y, n = 20, points = []; function getPt (n1 , n2, perc) { var diff = n2 - n1; return n1 + (diff * perc); } var j = 0; for (var i = 0; i <= n; i++) { j = i / n; // The Green Line xa = getPt(fromX , cpX , j); ya = getPt(fromY , cpY , j); xb = getPt(cpX , toX , j); yb = getPt(cpY , toY , j); // The Black Dot x = getPt(xa , xb , j); y = getPt(ya , yb , j); points.push(x, y); } return points; }; /** * Builds a circle to draw * * @static * @private * @method PIXI.WebGLGraphics.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 circleData = graphicsData.shape; var x = circleData.x; var y = circleData.y; var width; var height; // TODO - bit hacky?? if (graphicsData.type === Phaser.CIRCLE) { width = circleData.radius; height = circleData.radius; } else { width = circleData.width; height = circleData.height; } var totalSegs = 40; var seg = (Math.PI * 2) / totalSegs; var i = 0; if(graphicsData.fill) { var color = Phaser.Color.hexToRGBArray(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 PIXI.WebGLGraphics.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) { // need to clone as we are going to slightly modify the shape.. points = points.slice(); 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 = Phaser.Color.hexToRGBArray(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 PIXI.WebGLGraphics.buildComplexPoly * @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.alpha = graphicsData.fillAlpha; webGLData.color = Phaser.Color.hexToRGBArray(graphicsData.fillColor); /* * calclate the bounds.. */ var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; var x,y; // 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 (i = 0; i < length; i++) { indices.push(i); } }; /** * Builds a polygon to draw * * @static * @private * @method PIXI.WebGLGraphics.buildPoly * @param graphicsData {Graphics} The graphics object containing all the necessary properties * @param webGLData {Object} */ 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 = Phaser.Color.hexToRGBArray(graphicsData.fillColor); var alpha = graphicsData.fillAlpha; var r = color[0] * alpha; var g = color[1] * alpha; var b = color[2] * alpha; var triangles = Phaser.EarCut.Triangulate(points, null, 2); if(!triangles) { return false; } 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); } return true; }; PIXI.WebGLGraphics.graphicsDataPool = []; /** * @class WebGLGraphicsData * @private * @static */ PIXI.WebGLGraphicsData = function (gl) { this.gl = gl; // TODO does this need to be split before uploding?? this.color = [ 0,0,0 ]; // color split! this.points = []; this.indices = []; this.buffer = gl.createBuffer(); this.indexBuffer = gl.createBuffer(); this.mode = 1; this.alpha = 1; this.dirty = true; }; /** * @method PIXI.WebGLGraphics.reset */ PIXI.WebGLGraphicsData.prototype.reset = function () { this.points = []; this.indices = []; }; /** * @method PIXI.WebGLGraphics.upload */ 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); this.dirty = false; };