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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JavaScript
/**
* @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;
};