Added phaser build and hellophaser sample
This commit is contained in:
63
src/pixi/InteractionData.js
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63
src/pixi/InteractionData.js
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* Holds all information related to an Interaction event
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*
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* @class InteractionData
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* @constructor
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*/
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PIXI.InteractionData = function()
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{
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/**
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* This point stores the global coords of where the touch/mouse event happened
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*
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* @property global
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* @type Point
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*/
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this.global = new PIXI.Point();
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// this is here for legacy... but will remove
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this.local = new PIXI.Point();
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/**
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* The target Sprite that was interacted with
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*
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* @property target
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* @type Sprite
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*/
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this.target = null;
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/**
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* When passed to an event handler, this will be the original DOM Event that was captured
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*
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* @property originalEvent
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* @type Event
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*/
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this.originalEvent = null;
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};
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/**
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* This will return the local coordinates of the specified displayObject for this InteractionData
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*
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* @method getLocalPosition
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* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
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* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
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*/
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PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
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{
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var worldTransform = displayObject.worldTransform;
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var global = this.global;
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// do a cheeky transform to get the mouse coords;
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var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
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a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
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id = 1 / (a00 * a11 + a01 * -a10);
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// set the mouse coords...
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return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
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a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
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};
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// constructor
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PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
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715
src/pixi/InteractionManager.js
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715
src/pixi/InteractionManager.js
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@@ -0,0 +1,715 @@
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
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* if its interactive parameter is set to true
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* This manager also supports multitouch.
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*
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* @class InteractionManager
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* @constructor
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* @param stage {Stage} The stage to handle interactions
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*/
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PIXI.InteractionManager = function(stage)
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{
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/**
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* a reference to the stage
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*
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* @property stage
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* @type Stage
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*/
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this.stage = stage;
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/**
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* the mouse data
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*
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* @property mouse
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* @type InteractionData
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*/
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this.mouse = new PIXI.InteractionData();
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/**
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* an object that stores current touches (InteractionData) by id reference
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*
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* @property touchs
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* @type Object
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*/
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this.touchs = {};
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// helpers
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this.tempPoint = new PIXI.Point();
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/**
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*
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* @property mouseoverEnabled
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* @type Boolean
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* @default
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*/
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this.mouseoverEnabled = true;
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/**
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* tiny little interactiveData pool !
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*
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* @property pool
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* @type Array
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*/
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this.pool = [];
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/**
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* An array containing all the iterative items from the our interactive tree
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* @property interactiveItems
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* @type Array
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* @private
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*
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*/
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this.interactiveItems = [];
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/**
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* Our canvas
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* @property interactionDOMElement
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* @type HTMLCanvasElement
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* @private
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*/
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this.interactionDOMElement = null;
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//this will make it so that you dont have to call bind all the time
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this.onMouseMove = this.onMouseMove.bind( this );
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this.onMouseDown = this.onMouseDown.bind(this);
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this.onMouseOut = this.onMouseOut.bind(this);
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this.onMouseUp = this.onMouseUp.bind(this);
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this.onTouchStart = this.onTouchStart.bind(this);
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this.onTouchEnd = this.onTouchEnd.bind(this);
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this.onTouchMove = this.onTouchMove.bind(this);
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this.last = 0;
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/**
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* The css style of the cursor that is being used
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* @property currentCursorStyle
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* @type String
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*
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*/
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this.currentCursorStyle = 'inherit';
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/**
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* Is set to true when the mouse is moved out of the canvas
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* @property mouseOut
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* @type Boolean
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*
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*/
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this.mouseOut = false;
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};
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// constructor
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PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
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/**
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* Collects an interactive sprite recursively to have their interactions managed
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*
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* @method collectInteractiveSprite
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* @param displayObject {DisplayObject} the displayObject to collect
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* @param iParent {DisplayObject} the display object's parent
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* @private
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*/
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PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
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{
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var children = displayObject.children;
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var length = children.length;
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// make an interaction tree... {item.__interactiveParent}
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for (var i = length-1; i >= 0; i--)
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{
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var child = children[i];
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// push all interactive bits
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if(child._interactive)
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{
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iParent.interactiveChildren = true;
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//child.__iParent = iParent;
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this.interactiveItems.push(child);
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if(child.children.length > 0)
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{
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this.collectInteractiveSprite(child, child);
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}
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}
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else
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{
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child.__iParent = null;
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if(child.children.length > 0)
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{
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this.collectInteractiveSprite(child, iParent);
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}
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}
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}
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};
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/**
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* Sets the target for event delegation
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*
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* @method setTarget
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* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
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* @private
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*/
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PIXI.InteractionManager.prototype.setTarget = function(target)
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{
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this.target = target;
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//check if the dom element has been set. If it has don't do anything
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if( this.interactionDOMElement === null ) {
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this.setTargetDomElement( target.view );
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}
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};
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/**
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* Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM
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* elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element
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* to receive those events
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*
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* @method setTargetDomElement
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* @param domElement {DOMElement} the DOM element which will receive mouse and touch events
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* @private
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*/
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PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
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{
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this.removeEvents();
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if (window.navigator.msPointerEnabled)
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{
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// time to remove some of that zoom in ja..
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domElement.style['-ms-content-zooming'] = 'none';
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domElement.style['-ms-touch-action'] = 'none';
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// DO some window specific touch!
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}
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this.interactionDOMElement = domElement;
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domElement.addEventListener('mousemove', this.onMouseMove, true);
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domElement.addEventListener('mousedown', this.onMouseDown, true);
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domElement.addEventListener('mouseout', this.onMouseOut, true);
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// aint no multi touch just yet!
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domElement.addEventListener('touchstart', this.onTouchStart, true);
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domElement.addEventListener('touchend', this.onTouchEnd, true);
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domElement.addEventListener('touchmove', this.onTouchMove, true);
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window.addEventListener('mouseup', this.onMouseUp, true);
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};
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PIXI.InteractionManager.prototype.removeEvents = function()
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{
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if(!this.interactionDOMElement)return;
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this.interactionDOMElement.style['-ms-content-zooming'] = '';
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this.interactionDOMElement.style['-ms-touch-action'] = '';
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this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true);
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this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true);
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this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true);
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// aint no multi touch just yet!
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this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true);
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this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true);
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this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true);
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this.interactionDOMElement = null;
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window.removeEventListener('mouseup', this.onMouseUp, true);
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};
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/**
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* updates the state of interactive objects
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*
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* @method update
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* @private
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*/
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PIXI.InteractionManager.prototype.update = function()
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{
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if(!this.target)return;
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// frequency of 30fps??
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var now = Date.now();
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var diff = now - this.last;
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diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
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if(diff < 1)return;
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this.last = now;
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var i = 0;
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// ok.. so mouse events??
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// yes for now :)
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// OPTIMISE - how often to check??
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if(this.dirty)
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{
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this.dirty = false;
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var len = this.interactiveItems.length;
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for (i = 0; i < len; i++) {
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this.interactiveItems[i].interactiveChildren = false;
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}
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this.interactiveItems = [];
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if(this.stage.interactive)this.interactiveItems.push(this.stage);
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// go through and collect all the objects that are interactive..
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this.collectInteractiveSprite(this.stage, this.stage);
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}
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// loop through interactive objects!
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var length = this.interactiveItems.length;
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var cursor = 'inherit';
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var over = false;
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for (i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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// OPTIMISATION - only calculate every time if the mousemove function exists..
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// OK so.. does the object have any other interactive functions?
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// hit-test the clip!
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// if(item.mouseover || item.mouseout || item.buttonMode)
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// {
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// ok so there are some functions so lets hit test it..
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item.__hit = this.hitTest(item, this.mouse);
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this.mouse.target = item;
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// ok so deal with interactions..
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// looks like there was a hit!
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if(item.__hit && !over)
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{
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if(item.buttonMode) cursor = item.defaultCursor;
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if(!item.interactiveChildren)over = true;
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if(!item.__isOver)
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{
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if(item.mouseover)item.mouseover(this.mouse);
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item.__isOver = true;
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}
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}
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else
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{
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if(item.__isOver)
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{
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// roll out!
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if(item.mouseout)item.mouseout(this.mouse);
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item.__isOver = false;
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}
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}
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}
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if( this.currentCursorStyle !== cursor )
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{
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this.currentCursorStyle = cursor;
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this.interactionDOMElement.style.cursor = cursor;
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}
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};
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/**
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* Is called when the mouse moves across the renderer element
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*
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* @method onMouseMove
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* @param event {Event} The DOM event of the mouse moving
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* @private
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*/
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PIXI.InteractionManager.prototype.onMouseMove = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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// TODO optimize by not check EVERY TIME! maybe half as often? //
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var rect = this.interactionDOMElement.getBoundingClientRect();
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this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
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this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
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var length = this.interactiveItems.length;
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.mousemove)
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{
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//call the function!
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item.mousemove(this.mouse);
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}
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}
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};
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/**
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* Is called when the mouse button is pressed down on the renderer element
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*
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* @method onMouseDown
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* @param event {Event} The DOM event of a mouse button being pressed down
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* @private
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*/
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PIXI.InteractionManager.prototype.onMouseDown = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault();
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// loop through interaction tree...
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// hit test each item! ->
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// get interactive items under point??
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//stage.__i
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var length = this.interactiveItems.length;
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// while
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// hit test
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.mousedown || item.click)
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{
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item.__mouseIsDown = true;
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item.__hit = this.hitTest(item, this.mouse);
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if(item.__hit)
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{
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//call the function!
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if(item.mousedown)item.mousedown(this.mouse);
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item.__isDown = true;
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// just the one!
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if(!item.interactiveChildren)break;
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}
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||||
}
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||||
}
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||||
};
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/**
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* Is called when the mouse button is moved out of the renderer element
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*
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||||
* @method onMouseOut
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||||
* @param event {Event} The DOM event of a mouse button being moved out
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||||
* @private
|
||||
*/
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PIXI.InteractionManager.prototype.onMouseOut = function()
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{
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||||
var length = this.interactiveItems.length;
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this.interactionDOMElement.style.cursor = 'inherit';
|
||||
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
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var item = this.interactiveItems[i];
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if(item.__isOver)
|
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{
|
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this.mouse.target = item;
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if(item.mouseout)item.mouseout(this.mouse);
|
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item.__isOver = false;
|
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}
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}
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this.mouseOut = true;
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// move the mouse to an impossible position
|
||||
this.mouse.global.x = -10000;
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this.mouse.global.y = -10000;
|
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};
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/**
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* Is called when the mouse button is released on the renderer element
|
||||
*
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||||
* @method onMouseUp
|
||||
* @param event {Event} The DOM event of a mouse button being released
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||||
* @private
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||||
*/
|
||||
PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
||||
{
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||||
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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||||
var length = this.interactiveItems.length;
|
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var up = false;
|
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||||
for (var i = 0; i < length; i++)
|
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{
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var item = this.interactiveItems[i];
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||||
|
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item.__hit = this.hitTest(item, this.mouse);
|
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if(item.__hit && !up)
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{
|
||||
//call the function!
|
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if(item.mouseup)
|
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{
|
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item.mouseup(this.mouse);
|
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}
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if(item.__isDown)
|
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{
|
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if(item.click)item.click(this.mouse);
|
||||
}
|
||||
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||||
if(!item.interactiveChildren)up = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(item.__isDown)
|
||||
{
|
||||
if(item.mouseupoutside)item.mouseupoutside(this.mouse);
|
||||
}
|
||||
}
|
||||
|
||||
item.__isDown = false;
|
||||
//}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Tests if the current mouse coordinates hit a sprite
|
||||
*
|
||||
* @method hitTest
|
||||
* @param item {DisplayObject} The displayObject to test for a hit
|
||||
* @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
|
||||
* @private
|
||||
*/
|
||||
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
||||
{
|
||||
var global = interactionData.global;
|
||||
|
||||
if( !item.worldVisible )return false;
|
||||
|
||||
// temp fix for if the element is in a non visible
|
||||
|
||||
var isSprite = (item instanceof PIXI.Sprite),
|
||||
worldTransform = item.worldTransform,
|
||||
a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
|
||||
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
|
||||
id = 1 / (a00 * a11 + a01 * -a10),
|
||||
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
||||
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
|
||||
|
||||
interactionData.target = item;
|
||||
|
||||
//a sprite or display object with a hit area defined
|
||||
if(item.hitArea && item.hitArea.contains) {
|
||||
if(item.hitArea.contains(x, y)) {
|
||||
//if(isSprite)
|
||||
interactionData.target = item;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
// a sprite with no hitarea defined
|
||||
else if(isSprite)
|
||||
{
|
||||
var width = item.texture.frame.width,
|
||||
height = item.texture.frame.height,
|
||||
x1 = -width * item.anchor.x,
|
||||
y1;
|
||||
|
||||
if(x > x1 && x < x1 + width)
|
||||
{
|
||||
y1 = -height * item.anchor.y;
|
||||
|
||||
if(y > y1 && y < y1 + height)
|
||||
{
|
||||
// set the target property if a hit is true!
|
||||
interactionData.target = item;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var length = item.children.length;
|
||||
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
var tempItem = item.children[i];
|
||||
var hit = this.hitTest(tempItem, interactionData);
|
||||
if(hit)
|
||||
{
|
||||
// hmm.. TODO SET CORRECT TARGET?
|
||||
interactionData.target = item;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Is called when a touch is moved across the renderer element
|
||||
*
|
||||
* @method onTouchMove
|
||||
* @param event {Event} The DOM event of a touch moving across the renderer view
|
||||
* @private
|
||||
*/
|
||||
PIXI.InteractionManager.prototype.onTouchMove = function(event)
|
||||
{
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
var changedTouches = event.changedTouches;
|
||||
var touchData;
|
||||
var i = 0;
|
||||
|
||||
for (i = 0; i < changedTouches.length; i++)
|
||||
{
|
||||
var touchEvent = changedTouches[i];
|
||||
touchData = this.touchs[touchEvent.identifier];
|
||||
touchData.originalEvent = event || window.event;
|
||||
|
||||
// update the touch position
|
||||
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
||||
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
||||
if(navigator.isCocoonJS) {
|
||||
touchData.global.x = touchEvent.clientX;
|
||||
touchData.global.y = touchEvent.clientY;
|
||||
}
|
||||
}
|
||||
|
||||
var length = this.interactiveItems.length;
|
||||
for (i = 0; i < length; i++)
|
||||
{
|
||||
var item = this.interactiveItems[i];
|
||||
if(item.touchmove)
|
||||
item.touchmove(touchData);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Is called when a touch is started on the renderer element
|
||||
*
|
||||
* @method onTouchStart
|
||||
* @param event {Event} The DOM event of a touch starting on the renderer view
|
||||
* @private
|
||||
*/
|
||||
PIXI.InteractionManager.prototype.onTouchStart = function(event)
|
||||
{
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
|
||||
if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault();
|
||||
|
||||
var changedTouches = event.changedTouches;
|
||||
for (var i=0; i < changedTouches.length; i++)
|
||||
{
|
||||
var touchEvent = changedTouches[i];
|
||||
|
||||
var touchData = this.pool.pop();
|
||||
if(!touchData)touchData = new PIXI.InteractionData();
|
||||
|
||||
touchData.originalEvent = event || window.event;
|
||||
|
||||
this.touchs[touchEvent.identifier] = touchData;
|
||||
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
||||
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
||||
if(navigator.isCocoonJS) {
|
||||
touchData.global.x = touchEvent.clientX;
|
||||
touchData.global.y = touchEvent.clientY;
|
||||
}
|
||||
|
||||
var length = this.interactiveItems.length;
|
||||
|
||||
for (var j = 0; j < length; j++)
|
||||
{
|
||||
var item = this.interactiveItems[j];
|
||||
|
||||
if(item.touchstart || item.tap)
|
||||
{
|
||||
item.__hit = this.hitTest(item, touchData);
|
||||
|
||||
if(item.__hit)
|
||||
{
|
||||
//call the function!
|
||||
if(item.touchstart)item.touchstart(touchData);
|
||||
item.__isDown = true;
|
||||
item.__touchData = touchData;
|
||||
|
||||
if(!item.interactiveChildren)break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Is called when a touch is ended on the renderer element
|
||||
*
|
||||
* @method onTouchEnd
|
||||
* @param event {Event} The DOM event of a touch ending on the renderer view
|
||||
* @private
|
||||
*/
|
||||
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
|
||||
{
|
||||
//this.mouse.originalEvent = event || window.event; //IE uses window.event
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
var changedTouches = event.changedTouches;
|
||||
|
||||
for (var i=0; i < changedTouches.length; i++)
|
||||
{
|
||||
var touchEvent = changedTouches[i];
|
||||
var touchData = this.touchs[touchEvent.identifier];
|
||||
var up = false;
|
||||
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
||||
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
||||
if(navigator.isCocoonJS) {
|
||||
touchData.global.x = touchEvent.clientX;
|
||||
touchData.global.y = touchEvent.clientY;
|
||||
}
|
||||
|
||||
var length = this.interactiveItems.length;
|
||||
for (var j = 0; j < length; j++)
|
||||
{
|
||||
var item = this.interactiveItems[j];
|
||||
var itemTouchData = item.__touchData; // <-- Here!
|
||||
item.__hit = this.hitTest(item, touchData);
|
||||
|
||||
if(itemTouchData === touchData)
|
||||
{
|
||||
// so this one WAS down...
|
||||
touchData.originalEvent = event || window.event;
|
||||
// hitTest??
|
||||
|
||||
if(item.touchend || item.tap)
|
||||
{
|
||||
if(item.__hit && !up)
|
||||
{
|
||||
if(item.touchend)item.touchend(touchData);
|
||||
if(item.__isDown)
|
||||
{
|
||||
if(item.tap)item.tap(touchData);
|
||||
}
|
||||
|
||||
if(!item.interactiveChildren)up = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(item.__isDown)
|
||||
{
|
||||
if(item.touchendoutside)item.touchendoutside(touchData);
|
||||
}
|
||||
}
|
||||
|
||||
item.__isDown = false;
|
||||
}
|
||||
|
||||
item.__touchData = null;
|
||||
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
*/
|
||||
}
|
||||
// remove the touch..
|
||||
this.pool.push(touchData);
|
||||
this.touchs[touchEvent.identifier] = null;
|
||||
}
|
||||
};
|
||||
7
src/pixi/Intro.js
Normal file
7
src/pixi/Intro.js
Normal file
@@ -0,0 +1,7 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
(function(){
|
||||
|
||||
var root = this;
|
||||
15
src/pixi/Outro.js
Normal file
15
src/pixi/Outro.js
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
if (typeof exports !== 'undefined') {
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
exports = module.exports = PIXI;
|
||||
}
|
||||
exports.PIXI = PIXI;
|
||||
} else if (typeof define !== 'undefined' && define.amd) {
|
||||
define('PIXI', (function() { return root.PIXI = PIXI; })() );
|
||||
} else {
|
||||
root.PIXI = PIXI;
|
||||
}
|
||||
}).call(this);
|
||||
54
src/pixi/Pixi.js
Normal file
54
src/pixi/Pixi.js
Normal file
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* @module PIXI
|
||||
*/
|
||||
var PIXI = PIXI || {};
|
||||
|
||||
/*
|
||||
*
|
||||
* This file contains a lot of pixi consts which are used across the rendering engine
|
||||
* @class Consts
|
||||
*/
|
||||
PIXI.WEBGL_RENDERER = 0;
|
||||
PIXI.CANVAS_RENDERER = 1;
|
||||
|
||||
// useful for testing against if your lib is using pixi.
|
||||
PIXI.VERSION = "v1.5.2";
|
||||
|
||||
// the various blend modes supported by pixi
|
||||
PIXI.blendModes = {
|
||||
NORMAL:0,
|
||||
ADD:1,
|
||||
MULTIPLY:2,
|
||||
SCREEN:3,
|
||||
OVERLAY:4,
|
||||
DARKEN:5,
|
||||
LIGHTEN:6,
|
||||
COLOR_DODGE:7,
|
||||
COLOR_BURN:8,
|
||||
HARD_LIGHT:9,
|
||||
SOFT_LIGHT:10,
|
||||
DIFFERENCE:11,
|
||||
EXCLUSION:12,
|
||||
HUE:13,
|
||||
SATURATION:14,
|
||||
COLOR:15,
|
||||
LUMINOSITY:16
|
||||
};
|
||||
|
||||
// the scale modes
|
||||
PIXI.scaleModes = {
|
||||
DEFAULT:0,
|
||||
LINEAR:0,
|
||||
NEAREST:1
|
||||
};
|
||||
|
||||
// interaction frequency
|
||||
PIXI.INTERACTION_FREQUENCY = 30;
|
||||
PIXI.AUTO_PREVENT_DEFAULT = true;
|
||||
|
||||
PIXI.RAD_TO_DEG = 180 / Math.PI;
|
||||
PIXI.DEG_TO_RAD = Math.PI / 180;
|
||||
74
src/pixi/core/Circle.js
Normal file
74
src/pixi/core/Circle.js
Normal file
@@ -0,0 +1,74 @@
|
||||
/**
|
||||
* @author Chad Engler <chad@pantherdev.com>
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Circle object can be used to specify a hit area for displayObjects
|
||||
*
|
||||
* @class Circle
|
||||
* @constructor
|
||||
* @param x {Number} The X coordinate of the center of this circle
|
||||
* @param y {Number} The Y coordinate of the center of this circle
|
||||
* @param radius {Number} The radius of the circle
|
||||
*/
|
||||
PIXI.Circle = function(x, y, radius)
|
||||
{
|
||||
/**
|
||||
* @property x
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
|
||||
/**
|
||||
* @property radius
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.radius = radius || 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a clone of this Circle instance
|
||||
*
|
||||
* @method clone
|
||||
* @return {Circle} a copy of the polygon
|
||||
*/
|
||||
PIXI.Circle.prototype.clone = function()
|
||||
{
|
||||
return new PIXI.Circle(this.x, this.y, this.radius);
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether the x, and y coordinates passed to this function are contained within this circle
|
||||
*
|
||||
* @method contains
|
||||
* @param x {Number} The X coordinate of the point to test
|
||||
* @param y {Number} The Y coordinate of the point to test
|
||||
* @return {Boolean} Whether the x/y coordinates are within this polygon
|
||||
*/
|
||||
PIXI.Circle.prototype.contains = function(x, y)
|
||||
{
|
||||
if(this.radius <= 0)
|
||||
return false;
|
||||
|
||||
var dx = (this.x - x),
|
||||
dy = (this.y - y),
|
||||
r2 = this.radius * this.radius;
|
||||
|
||||
dx *= dx;
|
||||
dy *= dy;
|
||||
|
||||
return (dx + dy <= r2);
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Circle.prototype.constructor = PIXI.Circle;
|
||||
|
||||
92
src/pixi/core/Ellipse.js
Normal file
92
src/pixi/core/Ellipse.js
Normal file
@@ -0,0 +1,92 @@
|
||||
/**
|
||||
* @author Chad Engler <chad@pantherdev.com>
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Ellipse object can be used to specify a hit area for displayObjects
|
||||
*
|
||||
* @class Ellipse
|
||||
* @constructor
|
||||
* @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse
|
||||
* @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse
|
||||
* @param width {Number} The overall width of this ellipse
|
||||
* @param height {Number} The overall height of this ellipse
|
||||
*/
|
||||
PIXI.Ellipse = function(x, y, width, height)
|
||||
{
|
||||
/**
|
||||
* @property x
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
|
||||
/**
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.width = width || 0;
|
||||
|
||||
/**
|
||||
* @property height
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.height = height || 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a clone of this Ellipse instance
|
||||
*
|
||||
* @method clone
|
||||
* @return {Ellipse} a copy of the ellipse
|
||||
*/
|
||||
PIXI.Ellipse.prototype.clone = function()
|
||||
{
|
||||
return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether the x and y coordinates passed to this function are contained within this ellipse
|
||||
*
|
||||
* @method contains
|
||||
* @param x {Number} The X coordinate of the point to test
|
||||
* @param y {Number} The Y coordinate of the point to test
|
||||
* @return {Boolean} Whether the x/y coords are within this ellipse
|
||||
*/
|
||||
PIXI.Ellipse.prototype.contains = function(x, y)
|
||||
{
|
||||
if(this.width <= 0 || this.height <= 0)
|
||||
return false;
|
||||
|
||||
//normalize the coords to an ellipse with center 0,0
|
||||
var normx = ((x - this.x) / this.width),
|
||||
normy = ((y - this.y) / this.height);
|
||||
|
||||
normx *= normx;
|
||||
normy *= normy;
|
||||
|
||||
return (normx + normy <= 1);
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @return {Rectangle} the framing rectangle
|
||||
*/
|
||||
PIXI.Ellipse.prototype.getBounds = function()
|
||||
{
|
||||
return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
|
||||
92
src/pixi/core/Matrix.js
Normal file
92
src/pixi/core/Matrix.js
Normal file
@@ -0,0 +1,92 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.determineMatrixArrayType = function() {
|
||||
return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
|
||||
};
|
||||
|
||||
/*
|
||||
* @class Matrix2
|
||||
* The Matrix2 class will choose the best type of array to use between
|
||||
* a regular javascript Array and a Float32Array if the latter is available
|
||||
*
|
||||
*/
|
||||
PIXI.Matrix2 = PIXI.determineMatrixArrayType();
|
||||
|
||||
/*
|
||||
* @class Matrix
|
||||
* The Matrix class is now an object, which makes it a lot faster,
|
||||
* here is a representation of it :
|
||||
* | a | b | tx|
|
||||
* | c | c | ty|
|
||||
* | 0 | 0 | 1 |
|
||||
*
|
||||
*/
|
||||
PIXI.Matrix = function()
|
||||
{
|
||||
this.a = 1;
|
||||
this.b = 0;
|
||||
this.c = 0;
|
||||
this.d = 1;
|
||||
this.tx = 0;
|
||||
this.ty = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a pixi matrix object based on the array given as a parameter
|
||||
*
|
||||
* @method fromArray
|
||||
* @param array {Array} The array that the matrix will be filled with
|
||||
*/
|
||||
PIXI.Matrix.prototype.fromArray = function(array)
|
||||
{
|
||||
this.a = array[0];
|
||||
this.b = array[1];
|
||||
this.c = array[3];
|
||||
this.d = array[4];
|
||||
this.tx = array[2];
|
||||
this.ty = array[5];
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates an array from the current Matrix object
|
||||
*
|
||||
* @method toArray
|
||||
* @param transpose {Boolean} Whether we need to transpose the matrix or not
|
||||
* @return array {Array} the newly created array which contains the matrix
|
||||
*/
|
||||
PIXI.Matrix.prototype.toArray = function(transpose)
|
||||
{
|
||||
if(!this.array) this.array = new Float32Array(9);
|
||||
var array = this.array;
|
||||
|
||||
if(transpose)
|
||||
{
|
||||
this.array[0] = this.a;
|
||||
this.array[1] = this.c;
|
||||
this.array[2] = 0;
|
||||
this.array[3] = this.b;
|
||||
this.array[4] = this.d;
|
||||
this.array[5] = 0;
|
||||
this.array[6] = this.tx;
|
||||
this.array[7] = this.ty;
|
||||
this.array[8] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.array[0] = this.a;
|
||||
this.array[1] = this.b;
|
||||
this.array[2] = this.tx;
|
||||
this.array[3] = this.c;
|
||||
this.array[4] = this.d;
|
||||
this.array[5] = this.ty;
|
||||
this.array[6] = 0;
|
||||
this.array[7] = 0;
|
||||
this.array[8] = 1;
|
||||
}
|
||||
|
||||
return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
|
||||
};
|
||||
|
||||
PIXI.identityMatrix = new PIXI.Matrix();
|
||||
49
src/pixi/core/Point.js
Normal file
49
src/pixi/core/Point.js
Normal file
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
||||
*
|
||||
* @class Point
|
||||
* @constructor
|
||||
* @param x {Number} position of the point on the x axis
|
||||
* @param y {Number} position of the point on the y axis
|
||||
*/
|
||||
PIXI.Point = function(x, y)
|
||||
{
|
||||
/**
|
||||
* @property x
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a clone of this point
|
||||
*
|
||||
* @method clone
|
||||
* @return {Point} a copy of the point
|
||||
*/
|
||||
PIXI.Point.prototype.clone = function()
|
||||
{
|
||||
return new PIXI.Point(this.x, this.y);
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Point.prototype.constructor = PIXI.Point;
|
||||
|
||||
PIXI.Point.prototype.set = function(x, y)
|
||||
{
|
||||
this.x = x || 0;
|
||||
this.y = y || ( (y !== 0) ? this.x : 0 ) ;
|
||||
};
|
||||
|
||||
77
src/pixi/core/Polygon.js
Normal file
77
src/pixi/core/Polygon.js
Normal file
@@ -0,0 +1,77 @@
|
||||
/**
|
||||
* @author Adrien Brault <adrien.brault@gmail.com>
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Polygon
|
||||
* @constructor
|
||||
* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
|
||||
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
|
||||
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
|
||||
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
|
||||
* Numbers.
|
||||
*/
|
||||
PIXI.Polygon = function(points)
|
||||
{
|
||||
//if points isn't an array, use arguments as the array
|
||||
if(!(points instanceof Array))
|
||||
points = Array.prototype.slice.call(arguments);
|
||||
|
||||
//if this is a flat array of numbers, convert it to points
|
||||
if(typeof points[0] === 'number') {
|
||||
var p = [];
|
||||
for(var i = 0, il = points.length; i < il; i+=2) {
|
||||
p.push(
|
||||
new PIXI.Point(points[i], points[i + 1])
|
||||
);
|
||||
}
|
||||
|
||||
points = p;
|
||||
}
|
||||
|
||||
this.points = points;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a clone of this polygon
|
||||
*
|
||||
* @method clone
|
||||
* @return {Polygon} a copy of the polygon
|
||||
*/
|
||||
PIXI.Polygon.prototype.clone = function()
|
||||
{
|
||||
var points = [];
|
||||
for (var i=0; i<this.points.length; i++) {
|
||||
points.push(this.points[i].clone());
|
||||
}
|
||||
|
||||
return new PIXI.Polygon(points);
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether the x and y coordinates passed to this function are contained within this polygon
|
||||
*
|
||||
* @method contains
|
||||
* @param x {Number} The X coordinate of the point to test
|
||||
* @param y {Number} The Y coordinate of the point to test
|
||||
* @return {Boolean} Whether the x/y coordinates are within this polygon
|
||||
*/
|
||||
PIXI.Polygon.prototype.contains = function(x, y)
|
||||
{
|
||||
var inside = false;
|
||||
|
||||
// use some raycasting to test hits
|
||||
// https://github.com/substack/point-in-polygon/blob/master/index.js
|
||||
for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
|
||||
var xi = this.points[i].x, yi = this.points[i].y,
|
||||
xj = this.points[j].x, yj = this.points[j].y,
|
||||
intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
|
||||
|
||||
if(intersect) inside = !inside;
|
||||
}
|
||||
|
||||
return inside;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Polygon.prototype.constructor = PIXI.Polygon;
|
||||
87
src/pixi/core/Rectangle.js
Normal file
87
src/pixi/core/Rectangle.js
Normal file
@@ -0,0 +1,87 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/
|
||||
*/
|
||||
|
||||
/**
|
||||
* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
|
||||
*
|
||||
* @class Rectangle
|
||||
* @constructor
|
||||
* @param x {Number} The X coord of the upper-left corner of the rectangle
|
||||
* @param y {Number} The Y coord of the upper-left corner of the rectangle
|
||||
* @param width {Number} The overall width of this rectangle
|
||||
* @param height {Number} The overall height of this rectangle
|
||||
*/
|
||||
PIXI.Rectangle = function(x, y, width, height)
|
||||
{
|
||||
/**
|
||||
* @property x
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
|
||||
/**
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.width = width || 0;
|
||||
|
||||
/**
|
||||
* @property height
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.height = height || 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a clone of this Rectangle
|
||||
*
|
||||
* @method clone
|
||||
* @return {Rectangle} a copy of the rectangle
|
||||
*/
|
||||
PIXI.Rectangle.prototype.clone = function()
|
||||
{
|
||||
return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether the x and y coordinates passed to this function are contained within this Rectangle
|
||||
*
|
||||
* @method contains
|
||||
* @param x {Number} The X coordinate of the point to test
|
||||
* @param y {Number} The Y coordinate of the point to test
|
||||
* @return {Boolean} Whether the x/y coords are within this Rectangle
|
||||
*/
|
||||
PIXI.Rectangle.prototype.contains = function(x, y)
|
||||
{
|
||||
if(this.width <= 0 || this.height <= 0)
|
||||
return false;
|
||||
|
||||
var x1 = this.x;
|
||||
if(x >= x1 && x <= x1 + this.width)
|
||||
{
|
||||
var y1 = this.y;
|
||||
|
||||
if(y >= y1 && y <= y1 + this.height)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;
|
||||
|
||||
PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
|
||||
625
src/pixi/display/DisplayObject.js
Normal file
625
src/pixi/display/DisplayObject.js
Normal file
@@ -0,0 +1,625 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The base class for all objects that are rendered on the screen.
|
||||
* This is an abstract class and should not be used on its own rather it should be extended.
|
||||
*
|
||||
* @class DisplayObject
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.DisplayObject = function()
|
||||
{
|
||||
/**
|
||||
* The coordinate of the object relative to the local coordinates of the parent.
|
||||
*
|
||||
* @property position
|
||||
* @type Point
|
||||
*/
|
||||
this.position = new PIXI.Point();
|
||||
|
||||
/**
|
||||
* The scale factor of the object.
|
||||
*
|
||||
* @property scale
|
||||
* @type Point
|
||||
*/
|
||||
this.scale = new PIXI.Point(1,1);//{x:1, y:1};
|
||||
|
||||
/**
|
||||
* The pivot point of the displayObject that it rotates around
|
||||
*
|
||||
* @property pivot
|
||||
* @type Point
|
||||
*/
|
||||
this.pivot = new PIXI.Point(0,0);
|
||||
|
||||
/**
|
||||
* The rotation of the object in radians.
|
||||
*
|
||||
* @property rotation
|
||||
* @type Number
|
||||
*/
|
||||
this.rotation = 0;
|
||||
|
||||
/**
|
||||
* The opacity of the object.
|
||||
*
|
||||
* @property alpha
|
||||
* @type Number
|
||||
*/
|
||||
this.alpha = 1;
|
||||
|
||||
/**
|
||||
* The visibility of the object.
|
||||
*
|
||||
* @property visible
|
||||
* @type Boolean
|
||||
*/
|
||||
this.visible = true;
|
||||
|
||||
/**
|
||||
* This is the defined area that will pick up mouse / touch events. It is null by default.
|
||||
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
|
||||
*
|
||||
* @property hitArea
|
||||
* @type Rectangle|Circle|Ellipse|Polygon
|
||||
*/
|
||||
this.hitArea = null;
|
||||
|
||||
/**
|
||||
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
|
||||
*
|
||||
* @property buttonMode
|
||||
* @type Boolean
|
||||
*/
|
||||
this.buttonMode = false;
|
||||
|
||||
/**
|
||||
* Can this object be rendered
|
||||
*
|
||||
* @property renderable
|
||||
* @type Boolean
|
||||
*/
|
||||
this.renderable = false;
|
||||
|
||||
/**
|
||||
* [read-only] The display object container that contains this display object.
|
||||
*
|
||||
* @property parent
|
||||
* @type DisplayObjectContainer
|
||||
* @readOnly
|
||||
*/
|
||||
this.parent = null;
|
||||
|
||||
/**
|
||||
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
|
||||
*
|
||||
* @property stage
|
||||
* @type Stage
|
||||
* @readOnly
|
||||
*/
|
||||
this.stage = null;
|
||||
|
||||
/**
|
||||
* [read-only] The multiplied alpha of the displayObject
|
||||
*
|
||||
* @property worldAlpha
|
||||
* @type Number
|
||||
* @readOnly
|
||||
*/
|
||||
this.worldAlpha = 1;
|
||||
|
||||
/**
|
||||
* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
|
||||
*
|
||||
* @property _interactive
|
||||
* @type Boolean
|
||||
* @readOnly
|
||||
* @private
|
||||
*/
|
||||
this._interactive = false;
|
||||
|
||||
/**
|
||||
* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
|
||||
*
|
||||
* @property defaultCursor
|
||||
* @type String
|
||||
*
|
||||
*/
|
||||
this.defaultCursor = 'pointer';
|
||||
|
||||
/**
|
||||
* [read-only] Current transform of the object based on world (parent) factors
|
||||
*
|
||||
* @property worldTransform
|
||||
* @type Mat3
|
||||
* @readOnly
|
||||
* @private
|
||||
*/
|
||||
this.worldTransform = new PIXI.Matrix();
|
||||
|
||||
/**
|
||||
* [NYI] Unknown
|
||||
*
|
||||
* @property color
|
||||
* @type Array<>
|
||||
* @private
|
||||
*/
|
||||
this.color = [];
|
||||
|
||||
/**
|
||||
* [NYI] Holds whether or not this object is dynamic, for rendering optimization
|
||||
*
|
||||
* @property dynamic
|
||||
* @type Boolean
|
||||
* @private
|
||||
*/
|
||||
this.dynamic = true;
|
||||
|
||||
// cached sin rotation and cos rotation
|
||||
this._sr = 0;
|
||||
this._cr = 1;
|
||||
|
||||
/**
|
||||
* The area the filter is applied to like the hitArea this is used as more of an optimisation
|
||||
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
|
||||
*
|
||||
* @property filterArea
|
||||
* @type Rectangle
|
||||
*/
|
||||
this.filterArea = null;//new PIXI.Rectangle(0,0,1,1);
|
||||
|
||||
/**
|
||||
* The original, cached bounds of the object
|
||||
*
|
||||
* @property _bounds
|
||||
* @type Rectangle
|
||||
* @private
|
||||
*/
|
||||
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
|
||||
/**
|
||||
* The most up-to-date bounds of the object
|
||||
*
|
||||
* @property _currentBounds
|
||||
* @type Rectangle
|
||||
* @private
|
||||
*/
|
||||
this._currentBounds = null;
|
||||
/**
|
||||
* The original, cached mask of the object
|
||||
*
|
||||
* @property _currentBounds
|
||||
* @type Rectangle
|
||||
* @private
|
||||
*/
|
||||
this._mask = null;
|
||||
|
||||
this._cacheAsBitmap = false;
|
||||
this._cacheIsDirty = false;
|
||||
|
||||
|
||||
/*
|
||||
* MOUSE Callbacks
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the users clicks on the displayObject with their mouse
|
||||
* @method click
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user clicks the mouse down over the sprite
|
||||
* @method mousedown
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user releases the mouse that was over the displayObject
|
||||
* for this callback to be fired the mouse must have been pressed down over the displayObject
|
||||
* @method mouseup
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
|
||||
* for this callback to be fired, The touch must have started over the displayObject
|
||||
* @method mouseupoutside
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the users mouse rolls over the displayObject
|
||||
* @method mouseover
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the users mouse leaves the displayObject
|
||||
* @method mouseout
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
* TOUCH Callbacks
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the users taps on the sprite with their finger
|
||||
* basically a touch version of click
|
||||
* @method tap
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user touches over the displayObject
|
||||
* @method touchstart
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user releases a touch over the displayObject
|
||||
* @method touchend
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A callback that is used when the user releases the touch that was over the displayObject
|
||||
* for this callback to be fired, The touch must have started over the sprite
|
||||
* @method touchendoutside
|
||||
* @param interactionData {InteractionData}
|
||||
*/
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
|
||||
|
||||
/**
|
||||
* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
||||
* Instead of using this function you can now simply set the interactive property to true or false
|
||||
*
|
||||
* @method setInteractive
|
||||
* @param interactive {Boolean}
|
||||
* @deprecated Simply set the `interactive` property directly
|
||||
*/
|
||||
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
|
||||
{
|
||||
this.interactive = interactive;
|
||||
};
|
||||
|
||||
/**
|
||||
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
||||
*
|
||||
* @property interactive
|
||||
* @type Boolean
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
|
||||
get: function() {
|
||||
return this._interactive;
|
||||
},
|
||||
set: function(value) {
|
||||
this._interactive = value;
|
||||
|
||||
// TODO more to be done here..
|
||||
// need to sort out a re-crawl!
|
||||
if(this.stage)this.stage.dirty = true;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* [read-only] Indicates if the sprite is globaly visible.
|
||||
*
|
||||
* @property worldVisible
|
||||
* @type Boolean
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
|
||||
get: function() {
|
||||
var item = this;
|
||||
|
||||
do
|
||||
{
|
||||
if(!item.visible)return false;
|
||||
item = item.parent;
|
||||
}
|
||||
while(item);
|
||||
|
||||
return true;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
|
||||
* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
|
||||
* To remove a mask, set this property to null.
|
||||
*
|
||||
* @property mask
|
||||
* @type Graphics
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
|
||||
get: function() {
|
||||
return this._mask;
|
||||
},
|
||||
set: function(value) {
|
||||
|
||||
if(this._mask)this._mask.isMask = false;
|
||||
this._mask = value;
|
||||
if(this._mask)this._mask.isMask = true;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Sets the filters for the displayObject.
|
||||
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
|
||||
* To remove filters simply set this property to 'null'
|
||||
* @property filters
|
||||
* @type Array An array of filters
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
|
||||
get: function() {
|
||||
return this._filters;
|
||||
},
|
||||
set: function(value) {
|
||||
|
||||
if(value)
|
||||
{
|
||||
// now put all the passes in one place..
|
||||
var passes = [];
|
||||
for (var i = 0; i < value.length; i++)
|
||||
{
|
||||
var filterPasses = value[i].passes;
|
||||
for (var j = 0; j < filterPasses.length; j++)
|
||||
{
|
||||
passes.push(filterPasses[j]);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO change this as it is legacy
|
||||
this._filterBlock = {target:this, filterPasses:passes};
|
||||
}
|
||||
|
||||
this._filters = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Set weather or not a the display objects is cached as a bitmap.
|
||||
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects
|
||||
* To remove filters simply set this property to 'null'
|
||||
* @property cacheAsBitmap
|
||||
* @type Boolean
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', {
|
||||
get: function() {
|
||||
return this._cacheAsBitmap;
|
||||
},
|
||||
set: function(value) {
|
||||
|
||||
if(this._cacheAsBitmap === value)return;
|
||||
|
||||
if(value)
|
||||
{
|
||||
//this._cacheIsDirty = true;
|
||||
this._generateCachedSprite();
|
||||
}
|
||||
else
|
||||
{
|
||||
this._destroyCachedSprite();
|
||||
}
|
||||
|
||||
this._cacheAsBitmap = value;
|
||||
}
|
||||
});
|
||||
|
||||
/*
|
||||
* Updates the object transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObject.prototype.updateTransform = function()
|
||||
{
|
||||
// TODO OPTIMIZE THIS!! with dirty
|
||||
if(this.rotation !== this.rotationCache)
|
||||
{
|
||||
|
||||
this.rotationCache = this.rotation;
|
||||
this._sr = Math.sin(this.rotation);
|
||||
this._cr = Math.cos(this.rotation);
|
||||
}
|
||||
|
||||
// var localTransform = this.localTransform//.toArray();
|
||||
var parentTransform = this.parent.worldTransform;//.toArray();
|
||||
var worldTransform = this.worldTransform;//.toArray();
|
||||
|
||||
var px = this.pivot.x;
|
||||
var py = this.pivot.y;
|
||||
|
||||
var a00 = this._cr * this.scale.x,
|
||||
a01 = -this._sr * this.scale.y,
|
||||
a10 = this._sr * this.scale.x,
|
||||
a11 = this._cr * this.scale.y,
|
||||
a02 = this.position.x - a00 * px - py * a01,
|
||||
a12 = this.position.y - a11 * py - px * a10,
|
||||
b00 = parentTransform.a, b01 = parentTransform.b,
|
||||
b10 = parentTransform.c, b11 = parentTransform.d;
|
||||
|
||||
worldTransform.a = b00 * a00 + b01 * a10;
|
||||
worldTransform.b = b00 * a01 + b01 * a11;
|
||||
worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx;
|
||||
|
||||
worldTransform.c = b10 * a00 + b11 * a10;
|
||||
worldTransform.d = b10 * a01 + b11 * a11;
|
||||
worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty;
|
||||
|
||||
this.worldAlpha = this.alpha * this.parent.worldAlpha;
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieves the bounds of the displayObject as a rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @return {Rectangle} the rectangular bounding area
|
||||
*/
|
||||
PIXI.DisplayObject.prototype.getBounds = function( matrix )
|
||||
{
|
||||
matrix = matrix;//just to get passed js hinting (and preserve inheritance)
|
||||
return PIXI.EmptyRectangle;
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieves the local bounds of the displayObject as a rectangle object
|
||||
*
|
||||
* @method getLocalBounds
|
||||
* @return {Rectangle} the rectangular bounding area
|
||||
*/
|
||||
PIXI.DisplayObject.prototype.getLocalBounds = function()
|
||||
{
|
||||
return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Sets the object's stage reference, the stage this object is connected to
|
||||
*
|
||||
* @method setStageReference
|
||||
* @param stage {Stage} the stage that the object will have as its current stage reference
|
||||
*/
|
||||
PIXI.DisplayObject.prototype.setStageReference = function(stage)
|
||||
{
|
||||
this.stage = stage;
|
||||
if(this._interactive)this.stage.dirty = true;
|
||||
};
|
||||
|
||||
PIXI.DisplayObject.prototype.generateTexture = function(renderer)
|
||||
{
|
||||
var bounds = this.getLocalBounds();
|
||||
|
||||
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer);
|
||||
renderTexture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );
|
||||
|
||||
return renderTexture;
|
||||
};
|
||||
|
||||
PIXI.DisplayObject.prototype.updateCache = function()
|
||||
{
|
||||
this._generateCachedSprite();
|
||||
};
|
||||
|
||||
PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession)
|
||||
{
|
||||
if(renderSession.gl)
|
||||
{
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
}
|
||||
else
|
||||
{
|
||||
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
|
||||
}
|
||||
};
|
||||
|
||||
PIXI.DisplayObject.prototype._generateCachedSprite = function()//renderSession)
|
||||
{
|
||||
this._cacheAsBitmap = false;
|
||||
var bounds = this.getLocalBounds();
|
||||
|
||||
if(!this._cachedSprite)
|
||||
{
|
||||
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0);//, renderSession.renderer);
|
||||
|
||||
this._cachedSprite = new PIXI.Sprite(renderTexture);
|
||||
this._cachedSprite.worldTransform = this.worldTransform;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0);
|
||||
}
|
||||
|
||||
//REMOVE filter!
|
||||
var tempFilters = this._filters;
|
||||
this._filters = null;
|
||||
|
||||
this._cachedSprite.filters = tempFilters;
|
||||
this._cachedSprite.texture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );
|
||||
|
||||
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
||||
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
||||
|
||||
|
||||
this._filters = tempFilters;
|
||||
|
||||
this._cacheAsBitmap = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObject.prototype._destroyCachedSprite = function()
|
||||
{
|
||||
if(!this._cachedSprite)return;
|
||||
|
||||
this._cachedSprite.texture.destroy(true);
|
||||
// console.log("DESTROY")
|
||||
// let the gc collect the unused sprite
|
||||
// TODO could be object pooled!
|
||||
this._cachedSprite = null;
|
||||
};
|
||||
|
||||
|
||||
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// OVERWRITE;
|
||||
// this line is just here to pass jshinting :)
|
||||
renderSession = renderSession;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// OVERWRITE;
|
||||
// this line is just here to pass jshinting :)
|
||||
renderSession = renderSession;
|
||||
};
|
||||
|
||||
/**
|
||||
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
|
||||
*
|
||||
* @property x
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
|
||||
get: function() {
|
||||
return this.position.x;
|
||||
},
|
||||
set: function(value) {
|
||||
this.position.x = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
|
||||
*
|
||||
* @property y
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
|
||||
get: function() {
|
||||
return this.position.y;
|
||||
},
|
||||
set: function(value) {
|
||||
this.position.y = value;
|
||||
}
|
||||
});
|
||||
445
src/pixi/display/DisplayObjectContainer.js
Normal file
445
src/pixi/display/DisplayObjectContainer.js
Normal file
@@ -0,0 +1,445 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* A DisplayObjectContainer represents a collection of display objects.
|
||||
* It is the base class of all display objects that act as a container for other objects.
|
||||
*
|
||||
* @class DisplayObjectContainer
|
||||
* @extends DisplayObject
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.DisplayObjectContainer = function()
|
||||
{
|
||||
PIXI.DisplayObject.call( this );
|
||||
|
||||
/**
|
||||
* [read-only] The array of children of this container.
|
||||
*
|
||||
* @property children
|
||||
* @type Array<DisplayObject>
|
||||
* @readOnly
|
||||
*/
|
||||
this.children = [];
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
|
||||
PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
|
||||
|
||||
/**
|
||||
* The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
*/
|
||||
|
||||
/*
|
||||
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
|
||||
get: function() {
|
||||
return this.scale.x * this.getLocalBounds().width;
|
||||
},
|
||||
set: function(value) {
|
||||
this.scale.x = value / (this.getLocalBounds().width/this.scale.x);
|
||||
this._width = value;
|
||||
}
|
||||
});
|
||||
*/
|
||||
|
||||
/**
|
||||
* The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
*/
|
||||
|
||||
/*
|
||||
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
|
||||
get: function() {
|
||||
return this.scale.y * this.getLocalBounds().height;
|
||||
},
|
||||
set: function(value) {
|
||||
this.scale.y = value / (this.getLocalBounds().height/this.scale.y);
|
||||
this._height = value;
|
||||
}
|
||||
});
|
||||
*/
|
||||
|
||||
/**
|
||||
* Adds a child to the container.
|
||||
*
|
||||
* @method addChild
|
||||
* @param child {DisplayObject} The DisplayObject to add to the container
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
||||
{
|
||||
this.addChildAt(child, this.children.length);
|
||||
};
|
||||
|
||||
/**
|
||||
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
|
||||
*
|
||||
* @method addChildAt
|
||||
* @param child {DisplayObject} The child to add
|
||||
* @param index {Number} The index to place the child in
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
||||
{
|
||||
if(index >= 0 && index <= this.children.length)
|
||||
{
|
||||
if(child.parent)
|
||||
{
|
||||
child.parent.removeChild(child);
|
||||
}
|
||||
|
||||
child.parent = this;
|
||||
|
||||
this.children.splice(index, 0, child);
|
||||
|
||||
if(this.stage)child.setStageReference(this.stage);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* [NYI] Swaps the depth of 2 displayObjects
|
||||
*
|
||||
* @method swapChildren
|
||||
* @param child {DisplayObject}
|
||||
* @param child2 {DisplayObject}
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
|
||||
{
|
||||
if(child === child2) {
|
||||
return;
|
||||
}
|
||||
|
||||
var index1 = this.children.indexOf(child);
|
||||
var index2 = this.children.indexOf(child2);
|
||||
|
||||
if(index1 < 0 || index2 < 0) {
|
||||
throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');
|
||||
}
|
||||
|
||||
this.children[index1] = child2;
|
||||
this.children[index2] = child;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the child at the specified index
|
||||
*
|
||||
* @method getChildAt
|
||||
* @param index {Number} The index to get the child from
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
|
||||
{
|
||||
if(index >= 0 && index < this.children.length)
|
||||
{
|
||||
return this.children[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Error('Supplied index does not exist in the child list, or the supplied DisplayObject must be a child of the caller');
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes a child from the container.
|
||||
*
|
||||
* @method removeChild
|
||||
* @param child {DisplayObject} The DisplayObject to remove
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
||||
{
|
||||
return this.removeChildAt( this.children.indexOf( child ) );
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes a child from the specified index position in the child list of the container.
|
||||
*
|
||||
* @method removeChildAt
|
||||
* @param index {Number} The index to get the child from
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.removeChildAt = function(index)
|
||||
{
|
||||
var child = this.getChildAt( index );
|
||||
if(this.stage)
|
||||
child.removeStageReference();
|
||||
|
||||
child.parent = undefined;
|
||||
this.children.splice( index, 1 );
|
||||
return child;
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes all child instances from the child list of the container.
|
||||
*
|
||||
* @method removeChildren
|
||||
* @param beginIndex {Number} The beginning position. Predefined value is 0.
|
||||
* @param endIndex {Number} The ending position. Predefined value is children's array length.
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.removeChildren = function(beginIndex, endIndex)
|
||||
{
|
||||
var begin = beginIndex || 0;
|
||||
var end = typeof endIndex === 'number' ? endIndex : this.children.length;
|
||||
var range = end - begin;
|
||||
|
||||
if (range > 0 && range <= end)
|
||||
{
|
||||
var removed = this.children.splice(begin, range);
|
||||
for (var i = 0; i < removed.length; i++) {
|
||||
var child = removed[i];
|
||||
if(this.stage)
|
||||
child.removeStageReference();
|
||||
child.parent = undefined;
|
||||
}
|
||||
return removed;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Error( 'Range Error, numeric values are outside the acceptable range' );
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Updates the container's childrens transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
|
||||
{
|
||||
//this._currentBounds = null;
|
||||
|
||||
if(!this.visible)return;
|
||||
|
||||
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
||||
|
||||
if(this._cacheAsBitmap)return;
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i].updateTransform();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieves the bounds of the displayObjectContainer as a rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @return {Rectangle} the rectangular bounding area
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.getBounds = function(matrix)
|
||||
{
|
||||
if(this.children.length === 0)return PIXI.EmptyRectangle;
|
||||
|
||||
// TODO the bounds have already been calculated this render session so return what we have
|
||||
if(matrix)
|
||||
{
|
||||
var matrixCache = this.worldTransform;
|
||||
this.worldTransform = matrix;
|
||||
this.updateTransform();
|
||||
this.worldTransform = matrixCache;
|
||||
}
|
||||
|
||||
var minX = Infinity;
|
||||
var minY = Infinity;
|
||||
|
||||
var maxX = -Infinity;
|
||||
var maxY = -Infinity;
|
||||
|
||||
var childBounds;
|
||||
var childMaxX;
|
||||
var childMaxY;
|
||||
|
||||
var childVisible = false;
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
var child = this.children[i];
|
||||
|
||||
if(!child.visible)continue;
|
||||
|
||||
childVisible = true;
|
||||
|
||||
childBounds = this.children[i].getBounds( matrix );
|
||||
|
||||
minX = minX < childBounds.x ? minX : childBounds.x;
|
||||
minY = minY < childBounds.y ? minY : childBounds.y;
|
||||
|
||||
childMaxX = childBounds.width + childBounds.x;
|
||||
childMaxY = childBounds.height + childBounds.y;
|
||||
|
||||
maxX = maxX > childMaxX ? maxX : childMaxX;
|
||||
maxY = maxY > childMaxY ? maxY : childMaxY;
|
||||
}
|
||||
|
||||
if(!childVisible)
|
||||
return PIXI.EmptyRectangle;
|
||||
|
||||
var bounds = this._bounds;
|
||||
|
||||
bounds.x = minX;
|
||||
bounds.y = minY;
|
||||
bounds.width = maxX - minX;
|
||||
bounds.height = maxY - minY;
|
||||
|
||||
// TODO: 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;
|
||||
};
|
||||
|
||||
PIXI.DisplayObjectContainer.prototype.getLocalBounds = function()
|
||||
{
|
||||
var matrixCache = this.worldTransform;
|
||||
|
||||
this.worldTransform = PIXI.identityMatrix;
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i].updateTransform();
|
||||
}
|
||||
|
||||
var bounds = this.getBounds();
|
||||
|
||||
this.worldTransform = matrixCache;
|
||||
|
||||
return bounds;
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the container's stage reference, the stage this object is connected to
|
||||
*
|
||||
* @method setStageReference
|
||||
* @param stage {Stage} the stage that the container will have as its current stage reference
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.setStageReference = function(stage)
|
||||
{
|
||||
this.stage = stage;
|
||||
if(this._interactive)this.stage.dirty = true;
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
var child = this.children[i];
|
||||
child.setStageReference(stage);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* removes the current stage reference of the container
|
||||
*
|
||||
* @method removeStageReference
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype.removeStageReference = function()
|
||||
{
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
var child = this.children[i];
|
||||
child.removeStageReference();
|
||||
}
|
||||
|
||||
if(this._interactive)this.stage.dirty = true;
|
||||
|
||||
this.stage = null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
if(this._cacheAsBitmap)
|
||||
{
|
||||
this._renderCachedSprite(renderSession);
|
||||
return;
|
||||
}
|
||||
|
||||
var i,j;
|
||||
|
||||
if(this._mask || this._filters)
|
||||
{
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.spriteBatch.stop();
|
||||
renderSession.maskManager.pushMask(this.mask, renderSession);
|
||||
renderSession.spriteBatch.start();
|
||||
}
|
||||
|
||||
if(this._filters)
|
||||
{
|
||||
renderSession.spriteBatch.flush();
|
||||
renderSession.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
// simple render children!
|
||||
for(i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
renderSession.spriteBatch.stop();
|
||||
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
if(this._mask)renderSession.maskManager.popMask(renderSession);
|
||||
|
||||
renderSession.spriteBatch.start();
|
||||
}
|
||||
else
|
||||
{
|
||||
// simple render children!
|
||||
for(i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
if(this.visible === false || this.alpha === 0)return;
|
||||
|
||||
if(this._cacheAsBitmap)
|
||||
{
|
||||
|
||||
this._renderCachedSprite(renderSession);
|
||||
return;
|
||||
}
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.pushMask(this._mask, renderSession.context);
|
||||
}
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
var child = this.children[i];
|
||||
child._renderCanvas(renderSession);
|
||||
}
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.popMask(renderSession.context);
|
||||
}
|
||||
};
|
||||
204
src/pixi/display/MovieClip.js
Normal file
204
src/pixi/display/MovieClip.js
Normal file
@@ -0,0 +1,204 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* A MovieClip is a simple way to display an animation depicted by a list of textures.
|
||||
*
|
||||
* @class MovieClip
|
||||
* @extends Sprite
|
||||
* @constructor
|
||||
* @param textures {Array<Texture>} an array of {Texture} objects that make up the animation
|
||||
*/
|
||||
PIXI.MovieClip = function(textures)
|
||||
{
|
||||
PIXI.Sprite.call(this, textures[0]);
|
||||
|
||||
/**
|
||||
* The array of textures that make up the animation
|
||||
*
|
||||
* @property textures
|
||||
* @type Array
|
||||
*/
|
||||
this.textures = textures;
|
||||
|
||||
/**
|
||||
* The speed that the MovieClip will play at. Higher is faster, lower is slower
|
||||
*
|
||||
* @property animationSpeed
|
||||
* @type Number
|
||||
* @default 1
|
||||
*/
|
||||
this.animationSpeed = 1;
|
||||
|
||||
/**
|
||||
* Whether or not the movie clip repeats after playing.
|
||||
*
|
||||
* @property loop
|
||||
* @type Boolean
|
||||
* @default true
|
||||
*/
|
||||
this.loop = true;
|
||||
|
||||
/**
|
||||
* Function to call when a MovieClip finishes playing
|
||||
*
|
||||
* @property onComplete
|
||||
* @type Function
|
||||
*/
|
||||
this.onComplete = null;
|
||||
|
||||
/**
|
||||
* [read-only] The MovieClips current frame index (this may not have to be a whole number)
|
||||
*
|
||||
* @property currentFrame
|
||||
* @type Number
|
||||
* @default 0
|
||||
* @readOnly
|
||||
*/
|
||||
this.currentFrame = 0;
|
||||
|
||||
/**
|
||||
* [read-only] Indicates if the MovieClip is currently playing
|
||||
*
|
||||
* @property playing
|
||||
* @type Boolean
|
||||
* @readOnly
|
||||
*/
|
||||
this.playing = false;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype );
|
||||
PIXI.MovieClip.prototype.constructor = PIXI.MovieClip;
|
||||
|
||||
/**
|
||||
* [read-only] totalFrames is the total number of frames in the MovieClip. This is the same as number of textures
|
||||
* assigned to the MovieClip.
|
||||
*
|
||||
* @property totalFrames
|
||||
* @type Number
|
||||
* @default 0
|
||||
* @readOnly
|
||||
*/
|
||||
Object.defineProperty( PIXI.MovieClip.prototype, 'totalFrames', {
|
||||
get: function() {
|
||||
|
||||
return this.textures.length;
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
/**
|
||||
* Stops the MovieClip
|
||||
*
|
||||
* @method stop
|
||||
*/
|
||||
PIXI.MovieClip.prototype.stop = function()
|
||||
{
|
||||
this.playing = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Plays the MovieClip
|
||||
*
|
||||
* @method play
|
||||
*/
|
||||
PIXI.MovieClip.prototype.play = function()
|
||||
{
|
||||
this.playing = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Stops the MovieClip and goes to a specific frame
|
||||
*
|
||||
* @method gotoAndStop
|
||||
* @param frameNumber {Number} frame index to stop at
|
||||
*/
|
||||
PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber)
|
||||
{
|
||||
this.playing = false;
|
||||
this.currentFrame = frameNumber;
|
||||
var round = (this.currentFrame + 0.5) | 0;
|
||||
this.setTexture(this.textures[round % this.textures.length]);
|
||||
};
|
||||
|
||||
/**
|
||||
* Goes to a specific frame and begins playing the MovieClip
|
||||
*
|
||||
* @method gotoAndPlay
|
||||
* @param frameNumber {Number} frame index to start at
|
||||
*/
|
||||
PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber)
|
||||
{
|
||||
this.currentFrame = frameNumber;
|
||||
this.playing = true;
|
||||
};
|
||||
|
||||
/*
|
||||
* Updates the object transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.MovieClip.prototype.updateTransform = function()
|
||||
{
|
||||
PIXI.Sprite.prototype.updateTransform.call(this);
|
||||
|
||||
if(!this.playing)return;
|
||||
|
||||
this.currentFrame += this.animationSpeed;
|
||||
|
||||
var round = (this.currentFrame + 0.5) | 0;
|
||||
|
||||
if(this.loop || round < this.textures.length)
|
||||
{
|
||||
this.setTexture(this.textures[round % this.textures.length]);
|
||||
}
|
||||
else if(round >= this.textures.length)
|
||||
{
|
||||
this.gotoAndStop(this.textures.length - 1);
|
||||
if(this.onComplete)
|
||||
{
|
||||
this.onComplete();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* A short hand way of creating a movieclip from an array of frame ids
|
||||
*
|
||||
* @static
|
||||
* @method fromFrames
|
||||
* @param frames {Array} the array of frames ids the movieclip will use as its texture frames
|
||||
*/
|
||||
PIXI.MovieClip.prototype.fromFrames = function(frames)
|
||||
{
|
||||
var textures = [];
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
textures.push(new PIXI.Texture.fromFrame(frames[i]));
|
||||
}
|
||||
|
||||
return new PIXI.MovieClip(textures);
|
||||
};
|
||||
|
||||
/**
|
||||
* A short hand way of creating a movieclip from an array of image ids
|
||||
*
|
||||
* @static
|
||||
* @method fromFrames
|
||||
* @param frames {Array} the array of image ids the movieclip will use as its texture frames
|
||||
*/
|
||||
PIXI.MovieClip.prototype.fromImages = function(images)
|
||||
{
|
||||
var textures = [];
|
||||
|
||||
for (var i = 0; i < images.length; i++)
|
||||
{
|
||||
textures.push(new PIXI.Texture.fromImage(images[i]));
|
||||
}
|
||||
|
||||
return new PIXI.MovieClip(textures);
|
||||
};
|
||||
471
src/pixi/display/Sprite.js
Normal file
471
src/pixi/display/Sprite.js
Normal file
@@ -0,0 +1,471 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Sprite object is the base for all textured objects that are rendered to the screen
|
||||
*
|
||||
* @class Sprite
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture for this sprite
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
* var sprite = nex PIXI.Sprite.FromImage('assets/image.png');
|
||||
* yourStage.addChild(sprite);
|
||||
* then obviously don't forget to add it to the stage you have already created
|
||||
*/
|
||||
PIXI.Sprite = function(texture)
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this );
|
||||
|
||||
/**
|
||||
* The anchor sets the origin point of the texture.
|
||||
* The default is 0,0 this means the texture's origin is the top left
|
||||
* Setting than anchor to 0.5,0.5 means the textures origin is centred
|
||||
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
|
||||
*
|
||||
* @property anchor
|
||||
* @type Point
|
||||
*/
|
||||
this.anchor = new PIXI.Point();
|
||||
|
||||
/**
|
||||
* The texture that the sprite is using
|
||||
*
|
||||
* @property texture
|
||||
* @type Texture
|
||||
*/
|
||||
this.texture = texture;
|
||||
|
||||
/**
|
||||
* The width of the sprite (this is initially set by the texture)
|
||||
*
|
||||
* @property _width
|
||||
* @type Number
|
||||
* @private
|
||||
*/
|
||||
this._width = 0;
|
||||
|
||||
/**
|
||||
* The height of the sprite (this is initially set by the texture)
|
||||
*
|
||||
* @property _height
|
||||
* @type Number
|
||||
* @private
|
||||
*/
|
||||
this._height = 0;
|
||||
|
||||
|
||||
/**
|
||||
* The tint applied to the sprite. This is a hex value
|
||||
*
|
||||
* @property tint
|
||||
* @type Number
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;// * Math.random();
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the sprite
|
||||
*
|
||||
* @property blendMode
|
||||
* @type Number
|
||||
* @default PIXI.blendModes.NORMAL;
|
||||
*/
|
||||
this.blendMode = PIXI.blendModes.NORMAL;
|
||||
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
this.onTextureUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
||||
PIXI.Sprite.prototype.constructor = PIXI.Sprite;
|
||||
|
||||
/**
|
||||
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
|
||||
get: function() {
|
||||
return this.scale.x * this.texture.frame.width;
|
||||
},
|
||||
set: function(value) {
|
||||
this.scale.x = value / this.texture.frame.width;
|
||||
this._width = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The height of the sprite, setting this will actually modify the scale to achieve the value set
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
|
||||
get: function() {
|
||||
return this.scale.y * this.texture.frame.height;
|
||||
},
|
||||
set: function(value) {
|
||||
this.scale.y = value / this.texture.frame.height;
|
||||
this._height = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Sets the texture of the sprite
|
||||
*
|
||||
* @method setTexture
|
||||
* @param texture {Texture} The PIXI texture that is displayed by the sprite
|
||||
*/
|
||||
PIXI.Sprite.prototype.setTexture = function(texture)
|
||||
{
|
||||
// stop current texture;
|
||||
if(this.texture.baseTexture !== texture.baseTexture)
|
||||
{
|
||||
this.textureChange = true;
|
||||
this.texture = texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.texture = texture;
|
||||
}
|
||||
|
||||
this.cachedTint = 0xFFFFFF;
|
||||
this.updateFrame = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* When the texture is updated, this event will fire to update the scale and frame
|
||||
*
|
||||
* @method onTextureUpdate
|
||||
* @param event
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype.onTextureUpdate = function()
|
||||
{
|
||||
// so if _width is 0 then width was not set..
|
||||
if(this._width)this.scale.x = this._width / this.texture.frame.width;
|
||||
if(this._height)this.scale.y = this._height / this.texture.frame.height;
|
||||
|
||||
|
||||
this.updateFrame = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @param matrix {Matrix} the transformation matrix of the sprite
|
||||
* @return {Rectangle} the framing rectangle
|
||||
*/
|
||||
PIXI.Sprite.prototype.getBounds = function(matrix)
|
||||
{
|
||||
|
||||
var width = this.texture.frame.width;
|
||||
var height = this.texture.frame.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 = matrix || this.worldTransform ;
|
||||
|
||||
var a = worldTransform.a;
|
||||
var b = worldTransform.c;
|
||||
var c = worldTransform.b;
|
||||
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 maxX = -Infinity;
|
||||
var maxY = -Infinity;
|
||||
|
||||
var minX = Infinity;
|
||||
var minY = Infinity;
|
||||
|
||||
minX = x1 < minX ? x1 : minX;
|
||||
minX = x2 < minX ? x2 : minX;
|
||||
minX = x3 < minX ? x3 : minX;
|
||||
minX = x4 < minX ? x4 : minX;
|
||||
|
||||
minY = y1 < minY ? y1 : minY;
|
||||
minY = y2 < minY ? y2 : minY;
|
||||
minY = y3 < minY ? y3 : minY;
|
||||
minY = y4 < minY ? y4 : minY;
|
||||
|
||||
maxX = x1 > maxX ? x1 : maxX;
|
||||
maxX = x2 > maxX ? x2 : maxX;
|
||||
maxX = x3 > maxX ? x3 : maxX;
|
||||
maxX = x4 > maxX ? x4 : maxX;
|
||||
|
||||
maxY = y1 > maxY ? y1 : maxY;
|
||||
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;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
var i,j;
|
||||
|
||||
// do a quick check to see if this element has a mask or a filter.
|
||||
if(this._mask || this._filters)
|
||||
{
|
||||
var spriteBatch = renderSession.spriteBatch;
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
spriteBatch.stop();
|
||||
renderSession.maskManager.pushMask(this.mask, renderSession);
|
||||
spriteBatch.start();
|
||||
}
|
||||
|
||||
if(this._filters)
|
||||
{
|
||||
spriteBatch.flush();
|
||||
renderSession.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
// add this sprite to the batch
|
||||
spriteBatch.render(this);
|
||||
|
||||
// now loop through the children and make sure they get rendered
|
||||
for(i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
// time to stop the sprite batch as either a mask element or a filter draw will happen next
|
||||
spriteBatch.stop();
|
||||
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
if(this._mask)renderSession.maskManager.popMask(renderSession);
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
||||
{
|
||||
renderSession.spriteBatch.render(this);
|
||||
|
||||
// simple render children!
|
||||
for(i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//TODO check culling
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(this.visible === false || this.alpha === 0)return;
|
||||
|
||||
var frame = this.texture.frame;
|
||||
var context = renderSession.context;
|
||||
var texture = this.texture;
|
||||
|
||||
if(this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
||||
}
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.pushMask(this._mask, renderSession.context);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//ignore null sources
|
||||
if(frame && frame.width && frame.height && texture.baseTexture.source)
|
||||
{
|
||||
context.globalAlpha = this.worldAlpha;
|
||||
|
||||
var transform = this.worldTransform;
|
||||
|
||||
// allow for trimming
|
||||
if (renderSession.roundPixels)
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx | 0, transform.ty | 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
}
|
||||
|
||||
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
|
||||
if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
|
||||
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
|
||||
context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
|
||||
}
|
||||
|
||||
if(this.tint !== 0xFFFFFF)
|
||||
{
|
||||
|
||||
if(this.cachedTint !== this.tint)
|
||||
{
|
||||
// no point tinting an image that has not loaded yet!
|
||||
if(!texture.baseTexture.hasLoaded)return;
|
||||
|
||||
this.cachedTint = this.tint;
|
||||
|
||||
//TODO clean up caching - how to clean up the caches?
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
|
||||
}
|
||||
|
||||
context.drawImage(this.tintedTexture,
|
||||
0,
|
||||
0,
|
||||
frame.width,
|
||||
frame.height,
|
||||
(this.anchor.x) * -frame.width,
|
||||
(this.anchor.y) * -frame.height,
|
||||
frame.width,
|
||||
frame.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
|
||||
if(texture.trim)
|
||||
{
|
||||
var trim = texture.trim;
|
||||
|
||||
context.drawImage(this.texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
trim.x - this.anchor.x * trim.width,
|
||||
trim.y - this.anchor.y * trim.height,
|
||||
frame.width,
|
||||
frame.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
context.drawImage(this.texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
(this.anchor.x) * -frame.width,
|
||||
(this.anchor.y) * -frame.height,
|
||||
frame.width,
|
||||
frame.height);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// OVERWRITE
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
var child = this.children[i];
|
||||
child._renderCanvas(renderSession);
|
||||
}
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.popMask(renderSession.context);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// some helper functions..
|
||||
|
||||
/**
|
||||
*
|
||||
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
|
||||
* The frame ids are created when a Texture packer file has been loaded
|
||||
*
|
||||
* @method fromFrame
|
||||
* @static
|
||||
* @param frameId {String} The frame Id of the texture in the cache
|
||||
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
|
||||
*/
|
||||
PIXI.Sprite.fromFrame = function(frameId)
|
||||
{
|
||||
var texture = PIXI.TextureCache[frameId];
|
||||
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
|
||||
return new PIXI.Sprite(texture);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* 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
|
||||
*
|
||||
* @method fromImage
|
||||
* @static
|
||||
* @param imageId {String} The image url of the texture
|
||||
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
|
||||
*/
|
||||
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
|
||||
{
|
||||
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
|
||||
return new PIXI.Sprite(texture);
|
||||
};
|
||||
176
src/pixi/display/SpriteBatch.js
Normal file
176
src/pixi/display/SpriteBatch.js
Normal file
@@ -0,0 +1,176 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/
|
||||
*/
|
||||
|
||||
/**
|
||||
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
||||
* built solely for speed, so use when you need a lot of sprites or particles.
|
||||
* And it's extremely easy to use :
|
||||
|
||||
var container = new PIXI.SpriteBatch();
|
||||
|
||||
stage.addChild(container);
|
||||
|
||||
for(var i = 0; i < 100; i++)
|
||||
{
|
||||
var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
||||
container.addChild(sprite);
|
||||
}
|
||||
* And here you have a hundred sprites that will be renderer at the speed of light
|
||||
*
|
||||
* @class SpriteBatch
|
||||
* @constructor
|
||||
* @param texture {Texture}
|
||||
*/
|
||||
PIXI.SpriteBatch = function(texture)
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this);
|
||||
|
||||
this.textureThing = texture;
|
||||
|
||||
this.ready = false;
|
||||
};
|
||||
|
||||
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
||||
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
|
||||
|
||||
/*
|
||||
* Initialises the spriteBatch
|
||||
*
|
||||
* @method initWebGL
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
|
||||
{
|
||||
// TODO only one needed for the whole engine really?
|
||||
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
|
||||
|
||||
this.ready = true;
|
||||
};
|
||||
|
||||
/*
|
||||
* Updates the object transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.SpriteBatch.prototype.updateTransform = function()
|
||||
{
|
||||
// TODO dont need to!
|
||||
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
||||
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
||||
|
||||
if(!this.ready)this.initWebGL( renderSession.gl );
|
||||
|
||||
renderSession.spriteBatch.stop();
|
||||
|
||||
renderSession.shaderManager.activateShader(renderSession.shaderManager.fastShader);
|
||||
|
||||
this.fastSpriteBatch.begin(this, renderSession);
|
||||
this.fastSpriteBatch.render(this);
|
||||
|
||||
renderSession.shaderManager.activateShader(renderSession.shaderManager.defaultShader);
|
||||
|
||||
renderSession.spriteBatch.start();
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
var context = renderSession.context;
|
||||
context.globalAlpha = this.worldAlpha;
|
||||
|
||||
PIXI.DisplayObject.prototype.updateTransform.call(this);
|
||||
|
||||
var transform = this.worldTransform;
|
||||
// alow for trimming
|
||||
|
||||
var isRotated = true;
|
||||
|
||||
for (var i = 0; i < this.children.length; i++) {
|
||||
|
||||
var child = this.children[i];
|
||||
|
||||
if(!child.visible)continue;
|
||||
|
||||
var texture = child.texture;
|
||||
var frame = texture.frame;
|
||||
|
||||
context.globalAlpha = this.worldAlpha * child.alpha;
|
||||
|
||||
if(child.rotation % (Math.PI * 2) === 0)
|
||||
{
|
||||
if(isRotated)
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
isRotated = false;
|
||||
}
|
||||
|
||||
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
|
||||
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
|
||||
frame.width * child.scale.x,
|
||||
frame.height * child.scale.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!isRotated)isRotated = true;
|
||||
|
||||
PIXI.DisplayObject.prototype.updateTransform.call(child);
|
||||
|
||||
var childTransform = child.worldTransform;
|
||||
|
||||
// allow for trimming
|
||||
|
||||
if (renderSession.roundPixels)
|
||||
{
|
||||
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx | 0, childTransform.ty | 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
context.setTransform(childTransform.a, childTransform.c, childTransform.b, childTransform.d, childTransform.tx, childTransform.ty);
|
||||
}
|
||||
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
((child.anchor.x) * (-frame.width) + 0.5) | 0,
|
||||
((child.anchor.y) * (-frame.height) + 0.5) | 0,
|
||||
frame.width,
|
||||
frame.height);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// context.restore();
|
||||
}
|
||||
|
||||
// context.restore();
|
||||
};
|
||||
|
||||
135
src/pixi/display/Stage.js
Normal file
135
src/pixi/display/Stage.js
Normal file
@@ -0,0 +1,135 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
|
||||
*
|
||||
* @class Stage
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
|
||||
* like: 0xFFFFFF for white
|
||||
*
|
||||
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
|
||||
* var stage = new PIXI.Stage(0xFFFFFF);
|
||||
* where the parameter given is the background colour of the stage, in hex
|
||||
* you will use this stage instance to add your sprites to it and therefore to the renderer
|
||||
* Here is how to add a sprite to the stage :
|
||||
* stage.addChild(sprite);
|
||||
*/
|
||||
PIXI.Stage = function(backgroundColor)
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this );
|
||||
|
||||
/**
|
||||
* [read-only] Current transform of the object based on world (parent) factors
|
||||
*
|
||||
* @property worldTransform
|
||||
* @type Mat3
|
||||
* @readOnly
|
||||
* @private
|
||||
*/
|
||||
this.worldTransform = new PIXI.Matrix();
|
||||
|
||||
/**
|
||||
* Whether or not the stage is interactive
|
||||
*
|
||||
* @property interactive
|
||||
* @type Boolean
|
||||
*/
|
||||
this.interactive = true;
|
||||
|
||||
/**
|
||||
* The interaction manage for this stage, manages all interactive activity on the stage
|
||||
*
|
||||
* @property interactive
|
||||
* @type InteractionManager
|
||||
*/
|
||||
this.interactionManager = new PIXI.InteractionManager(this);
|
||||
|
||||
/**
|
||||
* Whether the stage is dirty and needs to have interactions updated
|
||||
*
|
||||
* @property dirty
|
||||
* @type Boolean
|
||||
* @private
|
||||
*/
|
||||
this.dirty = true;
|
||||
|
||||
//the stage is its own stage
|
||||
this.stage = this;
|
||||
|
||||
//optimize hit detection a bit
|
||||
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
|
||||
|
||||
this.setBackgroundColor(backgroundColor);
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
||||
PIXI.Stage.prototype.constructor = PIXI.Stage;
|
||||
|
||||
/**
|
||||
* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
|
||||
* This is useful for when you have other DOM elements on top of the Canvas element.
|
||||
*
|
||||
* @method setInteractionDelegate
|
||||
* @param domElement {DOMElement} This new domElement which will receive mouse/touch events
|
||||
*/
|
||||
PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
|
||||
{
|
||||
this.interactionManager.setTargetDomElement( domElement );
|
||||
};
|
||||
|
||||
/*
|
||||
* Updates the object transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.Stage.prototype.updateTransform = function()
|
||||
{
|
||||
this.worldAlpha = 1;
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i].updateTransform();
|
||||
}
|
||||
|
||||
if(this.dirty)
|
||||
{
|
||||
this.dirty = false;
|
||||
// update interactive!
|
||||
this.interactionManager.dirty = true;
|
||||
}
|
||||
|
||||
if(this.interactive)this.interactionManager.update();
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the background color for the stage
|
||||
*
|
||||
* @method setBackgroundColor
|
||||
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
|
||||
* like: 0xFFFFFF for white
|
||||
*/
|
||||
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
||||
{
|
||||
this.backgroundColor = backgroundColor || 0x000000;
|
||||
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
|
||||
var hex = this.backgroundColor.toString(16);
|
||||
hex = '000000'.substr(0, 6 - hex.length) + hex;
|
||||
this.backgroundColorString = '#' + hex;
|
||||
};
|
||||
|
||||
/**
|
||||
* This will return the point containing global coords of the mouse.
|
||||
*
|
||||
* @method getMousePosition
|
||||
* @return {Point} The point containing the coords of the global InteractionData position.
|
||||
*/
|
||||
PIXI.Stage.prototype.getMousePosition = function()
|
||||
{
|
||||
return this.interactionManager.mouse.global;
|
||||
};
|
||||
189
src/pixi/extras/Rope.js
Normal file
189
src/pixi/extras/Rope.js
Normal file
@@ -0,0 +1,189 @@
|
||||
/* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* @class Rope
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture to use
|
||||
* @param points {Array}
|
||||
*
|
||||
*/
|
||||
PIXI.Rope = function(texture, points)
|
||||
{
|
||||
PIXI.Strip.call( this, texture );
|
||||
this.points = points;
|
||||
|
||||
try
|
||||
{
|
||||
this.verticies = new Float32Array(points.length * 4);
|
||||
this.uvs = new Float32Array(points.length * 4);
|
||||
this.colors = new Float32Array(points.length * 2);
|
||||
this.indices = new Uint16Array(points.length * 2);
|
||||
}
|
||||
catch(error)
|
||||
{
|
||||
this.verticies = new Array(points.length * 4);
|
||||
this.uvs = new Array(points.length * 4);
|
||||
this.colors = new Array(points.length * 2);
|
||||
this.indices = new Array(points.length * 2);
|
||||
}
|
||||
|
||||
this.refresh();
|
||||
};
|
||||
|
||||
|
||||
// constructor
|
||||
PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
|
||||
PIXI.Rope.prototype.constructor = PIXI.Rope;
|
||||
|
||||
/*
|
||||
* Refreshes
|
||||
*
|
||||
* @method refresh
|
||||
*/
|
||||
PIXI.Rope.prototype.refresh = function()
|
||||
{
|
||||
var points = this.points;
|
||||
if(points.length < 1) return;
|
||||
|
||||
var uvs = this.uvs;
|
||||
|
||||
var lastPoint = points[0];
|
||||
var indices = this.indices;
|
||||
var colors = this.colors;
|
||||
|
||||
this.count-=0.2;
|
||||
|
||||
|
||||
uvs[0] = 0;
|
||||
uvs[1] = 1;
|
||||
uvs[2] = 0;
|
||||
uvs[3] = 1;
|
||||
|
||||
colors[0] = 1;
|
||||
colors[1] = 1;
|
||||
|
||||
indices[0] = 0;
|
||||
indices[1] = 1;
|
||||
|
||||
var total = points.length,
|
||||
point, index, amount;
|
||||
|
||||
for (var i = 1; i < total; i++)
|
||||
{
|
||||
|
||||
point = points[i];
|
||||
index = i * 4;
|
||||
// time to do some smart drawing!
|
||||
amount = i / (total-1);
|
||||
|
||||
if(i%2)
|
||||
{
|
||||
uvs[index] = amount;
|
||||
uvs[index+1] = 0;
|
||||
|
||||
uvs[index+2] = amount;
|
||||
uvs[index+3] = 1;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
uvs[index] = amount;
|
||||
uvs[index+1] = 0;
|
||||
|
||||
uvs[index+2] = amount;
|
||||
uvs[index+3] = 1;
|
||||
}
|
||||
|
||||
index = i * 2;
|
||||
colors[index] = 1;
|
||||
colors[index+1] = 1;
|
||||
|
||||
index = i * 2;
|
||||
indices[index] = index;
|
||||
indices[index + 1] = index + 1;
|
||||
|
||||
lastPoint = point;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Updates the object transform for rendering
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.Rope.prototype.updateTransform = function()
|
||||
{
|
||||
|
||||
var points = this.points;
|
||||
if(points.length < 1)return;
|
||||
|
||||
var lastPoint = points[0];
|
||||
var nextPoint;
|
||||
var perp = {x:0, y:0};
|
||||
|
||||
this.count-=0.2;
|
||||
|
||||
var verticies = this.verticies;
|
||||
verticies[0] = lastPoint.x + perp.x;
|
||||
verticies[1] = lastPoint.y + perp.y; //+ 200
|
||||
verticies[2] = lastPoint.x - perp.x;
|
||||
verticies[3] = lastPoint.y - perp.y;//+200
|
||||
// time to do some smart drawing!
|
||||
|
||||
var total = points.length,
|
||||
point, index, ratio, perpLength, num;
|
||||
|
||||
for (var i = 1; i < total; i++)
|
||||
{
|
||||
point = points[i];
|
||||
index = i * 4;
|
||||
|
||||
if(i < points.length-1)
|
||||
{
|
||||
nextPoint = points[i+1];
|
||||
}
|
||||
else
|
||||
{
|
||||
nextPoint = point;
|
||||
}
|
||||
|
||||
perp.y = -(nextPoint.x - lastPoint.x);
|
||||
perp.x = nextPoint.y - lastPoint.y;
|
||||
|
||||
ratio = (1 - (i / (total-1))) * 10;
|
||||
|
||||
if(ratio > 1) ratio = 1;
|
||||
|
||||
perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
|
||||
num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
|
||||
perp.x /= perpLength;
|
||||
perp.y /= perpLength;
|
||||
|
||||
perp.x *= num;
|
||||
perp.y *= num;
|
||||
|
||||
verticies[index] = point.x + perp.x;
|
||||
verticies[index+1] = point.y + perp.y;
|
||||
verticies[index+2] = point.x - perp.x;
|
||||
verticies[index+3] = point.y - perp.y;
|
||||
|
||||
lastPoint = point;
|
||||
}
|
||||
|
||||
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
||||
};
|
||||
/*
|
||||
* Sets the texture that the Rope will use
|
||||
*
|
||||
* @method setTexture
|
||||
* @param texture {Texture} the texture that will be used
|
||||
*/
|
||||
PIXI.Rope.prototype.setTexture = function(texture)
|
||||
{
|
||||
// stop current texture
|
||||
this.texture = texture;
|
||||
this.updateFrame = true;
|
||||
};
|
||||
27
src/pixi/extras/SPINE-LICENSE
Normal file
27
src/pixi/extras/SPINE-LICENSE
Normal file
@@ -0,0 +1,27 @@
|
||||
Spine Runtimes Software License
|
||||
Version 2.1
|
||||
|
||||
Copyright (c) 2013, Esoteric Software
|
||||
All rights reserved.
|
||||
|
||||
You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||
non-transferable license to install, execute and perform the Spine Runtimes
|
||||
Software (the "Software") solely for internal use. Without the written
|
||||
permission of Esoteric Software (typically granted by licensing Spine), you
|
||||
may not (a) modify, translate, adapt or otherwise create derivative works,
|
||||
improvements of the Software or develop new applications using the Software
|
||||
or (b) remove, delete, alter or obscure any trademarks or any copyright,
|
||||
trademark, patent or other intellectual property or proprietary rights notices
|
||||
on or in the Software, including any copy thereof. Redistributions in binary
|
||||
or source form must include this license and terms.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||
OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
1470
src/pixi/extras/Spine.js
Normal file
1470
src/pixi/extras/Spine.js
Normal file
File diff suppressed because it is too large
Load Diff
119
src/pixi/extras/Strip.js
Normal file
119
src/pixi/extras/Strip.js
Normal file
@@ -0,0 +1,119 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* @class Strip
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture to use
|
||||
* @param width {Number} the width
|
||||
* @param height {Number} the height
|
||||
*
|
||||
*/
|
||||
PIXI.Strip = function(texture, width, height)
|
||||
{
|
||||
PIXI.Sprite.call( this, texture );
|
||||
this.width =width;
|
||||
this.height = height;
|
||||
this.texture = texture;
|
||||
this.blendMode = PIXI.blendModes.NORMAL;
|
||||
|
||||
try
|
||||
{
|
||||
this.uvs = new Float32Array([0, 1,
|
||||
1, 1,
|
||||
1, 0, 0,1]);
|
||||
|
||||
this.verticies = new Float32Array([0, 0,
|
||||
0,0,
|
||||
0,0, 0,
|
||||
0, 0]);
|
||||
|
||||
this.colors = new Float32Array([1, 1, 1, 1]);
|
||||
|
||||
this.indices = new Uint16Array([0, 1, 2, 3]);
|
||||
}
|
||||
catch(error)
|
||||
{
|
||||
this.uvs = [0, 1,
|
||||
1, 1,
|
||||
1, 0, 0,1];
|
||||
|
||||
this.verticies = [0, 0,
|
||||
0,0,
|
||||
0,0, 0,
|
||||
0, 0];
|
||||
|
||||
this.colors = [1, 1, 1, 1];
|
||||
|
||||
this.indices = [0, 1, 2, 3];
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
this.uvs = new Float32Array()
|
||||
this.verticies = new Float32Array()
|
||||
this.colors = new Float32Array()
|
||||
this.indices = new Uint16Array()
|
||||
*/
|
||||
|
||||
// this.width = width;
|
||||
// this.height = height;
|
||||
|
||||
// load the texture!
|
||||
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
this.width = this.texture.frame.width;
|
||||
this.height = this.texture.frame.height;
|
||||
this.updateFrame = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Strip.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
PIXI.Strip.prototype.constructor = PIXI.Strip;
|
||||
|
||||
/*
|
||||
* Sets the texture that the Strip will use
|
||||
*
|
||||
* @method setTexture
|
||||
* @param texture {Texture} the texture that will be used
|
||||
* @private
|
||||
*/
|
||||
|
||||
/*
|
||||
PIXI.Strip.prototype.setTexture = function(texture)
|
||||
{
|
||||
//TODO SET THE TEXTURES
|
||||
//TODO VISIBILITY
|
||||
|
||||
// stop current texture
|
||||
this.texture = texture;
|
||||
this.width = texture.frame.width;
|
||||
this.height = texture.frame.height;
|
||||
this.updateFrame = true;
|
||||
};
|
||||
*/
|
||||
|
||||
/**
|
||||
* When the texture is updated, this event will fire to update the scale and frame
|
||||
*
|
||||
* @method onTextureUpdate
|
||||
* @param event
|
||||
* @private
|
||||
*/
|
||||
|
||||
PIXI.Strip.prototype.onTextureUpdate = function()
|
||||
{
|
||||
this.updateFrame = true;
|
||||
};
|
||||
475
src/pixi/extras/TilingSprite.js
Normal file
475
src/pixi/extras/TilingSprite.js
Normal file
@@ -0,0 +1,475 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/
|
||||
*/
|
||||
|
||||
/**
|
||||
* A tiling sprite is a fast way of rendering a tiling image
|
||||
*
|
||||
* @class TilingSprite
|
||||
* @extends Sprite
|
||||
* @constructor
|
||||
* @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
|
||||
*/
|
||||
PIXI.TilingSprite = function(texture, width, height)
|
||||
{
|
||||
PIXI.Sprite.call( this, texture);
|
||||
|
||||
/**
|
||||
* The with of the tiling sprite
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
*/
|
||||
this.width = width || 100;
|
||||
|
||||
/**
|
||||
* The height of the tiling sprite
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
*/
|
||||
this.height = height || 100;
|
||||
|
||||
/**
|
||||
* The scaling of the image that is being tiled
|
||||
*
|
||||
* @property tileScale
|
||||
* @type Point
|
||||
*/
|
||||
this.tileScale = new PIXI.Point(1,1);
|
||||
|
||||
/**
|
||||
* A point that represents the scale of the texture object
|
||||
*
|
||||
* @property tileScaleOffset
|
||||
* @type Point
|
||||
*/
|
||||
this.tileScaleOffset = new PIXI.Point(1,1);
|
||||
|
||||
/**
|
||||
* The offset position of the image that is being tiled
|
||||
*
|
||||
* @property tilePosition
|
||||
* @type Point
|
||||
*/
|
||||
this.tilePosition = new PIXI.Point(0,0);
|
||||
|
||||
|
||||
/**
|
||||
* Whether this sprite is renderable or not
|
||||
*
|
||||
* @property renderable
|
||||
* @type Boolean
|
||||
* @default true
|
||||
*/
|
||||
this.renderable = true;
|
||||
|
||||
/**
|
||||
* The tint applied to the sprite. This is a hex value
|
||||
*
|
||||
* @property tint
|
||||
* @type Number
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the sprite
|
||||
*
|
||||
* @property blendMode
|
||||
* @type Number
|
||||
* @default PIXI.blendModes.NORMAL;
|
||||
*/
|
||||
this.blendMode = PIXI.blendModes.NORMAL;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
|
||||
|
||||
|
||||
/**
|
||||
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.TilingSprite.prototype, '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
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
|
||||
get: function() {
|
||||
return this._height;
|
||||
},
|
||||
set: function(value) {
|
||||
this._height = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* When the texture is updated, this event will be fired to update the scale and frame
|
||||
*
|
||||
* @method onTextureUpdate
|
||||
* @param event
|
||||
* @private
|
||||
*/
|
||||
PIXI.TilingSprite.prototype.onTextureUpdate = function()
|
||||
{
|
||||
this.updateFrame = true;
|
||||
};
|
||||
|
||||
PIXI.TilingSprite.prototype.setTexture = function(texture)
|
||||
{
|
||||
if(this.texture === texture)return;
|
||||
|
||||
this.texture = texture;
|
||||
|
||||
this.refreshTexture = true;
|
||||
/*
|
||||
if(this.tilingTexture)
|
||||
{
|
||||
this.generateTilingTexture(true);
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
// stop current texture;
|
||||
if(this.texture.baseTexture !== texture.baseTexture)
|
||||
{
|
||||
this.textureChange = true;
|
||||
this.texture = texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.texture = texture;
|
||||
}
|
||||
|
||||
this.updateFrame = true;*/
|
||||
this.cachedTint = 0xFFFFFF;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
|
||||
if(this.visible === false || this.alpha === 0)return;
|
||||
|
||||
var i,j;
|
||||
|
||||
if(this.mask)
|
||||
{
|
||||
renderSession.spriteBatch.stop();
|
||||
renderSession.maskManager.pushMask(this.mask, renderSession);
|
||||
renderSession.spriteBatch.start();
|
||||
}
|
||||
|
||||
if(this.filters)
|
||||
{
|
||||
renderSession.spriteBatch.flush();
|
||||
renderSession.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
|
||||
if(!this.tilingTexture || this.refreshTexture)
|
||||
{
|
||||
this.generateTilingTexture(true);
|
||||
if(this.tilingTexture && this.tilingTexture.needsUpdate)
|
||||
{
|
||||
//TODO - tweaking
|
||||
PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
|
||||
this.tilingTexture.needsUpdate = false;
|
||||
// this.tilingTexture._uvs = null;
|
||||
}
|
||||
}
|
||||
else renderSession.spriteBatch.renderTilingSprite(this);
|
||||
|
||||
|
||||
// simple render children!
|
||||
for(i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
renderSession.spriteBatch.stop();
|
||||
|
||||
if(this.filters)renderSession.filterManager.popFilter();
|
||||
if(this.mask)renderSession.maskManager.popMask(renderSession);
|
||||
|
||||
renderSession.spriteBatch.start();
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
if(this.visible === false || this.alpha === 0)return;
|
||||
|
||||
var context = renderSession.context;
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.pushMask(this._mask, context);
|
||||
}
|
||||
|
||||
context.globalAlpha = this.worldAlpha;
|
||||
|
||||
|
||||
var transform = this.worldTransform;
|
||||
|
||||
// allow for trimming
|
||||
//(this.anchor.x) * -frame.width,
|
||||
// (this.anchor.y) * -frame.height,
|
||||
|
||||
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx , transform.ty);
|
||||
|
||||
|
||||
if(!this.__tilePattern || this.refreshTexture)
|
||||
{
|
||||
this.generateTilingTexture(false);
|
||||
|
||||
if(this.tilingTexture)
|
||||
{
|
||||
this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// check blend mode
|
||||
if(this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
||||
}
|
||||
|
||||
context.beginPath();
|
||||
|
||||
var tilePosition = this.tilePosition;
|
||||
var tileScale = this.tileScale;
|
||||
|
||||
tilePosition.x %= this.tilingTexture.baseTexture.width;
|
||||
tilePosition.y %= this.tilingTexture.baseTexture.height;
|
||||
|
||||
// offset
|
||||
context.scale(tileScale.x,tileScale.y);
|
||||
context.translate(tilePosition.x, tilePosition.y);
|
||||
|
||||
context.fillStyle = this.__tilePattern;
|
||||
|
||||
// make sure to account for the anchor point..
|
||||
context.fillRect(-tilePosition.x + (this.anchor.x * -this._width),-tilePosition.y + (this.anchor.y * -this._height),
|
||||
this._width / tileScale.x, this._height / tileScale.y);
|
||||
|
||||
context.scale(1/tileScale.x, 1/tileScale.y);
|
||||
context.translate(-tilePosition.x, -tilePosition.y);
|
||||
|
||||
context.closePath();
|
||||
|
||||
if(this._mask)
|
||||
{
|
||||
renderSession.maskManager.popMask(renderSession.context);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @return {Rectangle} the framing rectangle
|
||||
*/
|
||||
PIXI.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.c;
|
||||
var c = worldTransform.b;
|
||||
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 maxX = -Infinity;
|
||||
var maxY = -Infinity;
|
||||
|
||||
var minX = Infinity;
|
||||
var minY = Infinity;
|
||||
|
||||
minX = x1 < minX ? x1 : minX;
|
||||
minX = x2 < minX ? x2 : minX;
|
||||
minX = x3 < minX ? x3 : minX;
|
||||
minX = x4 < minX ? x4 : minX;
|
||||
|
||||
minY = y1 < minY ? y1 : minY;
|
||||
minY = y2 < minY ? y2 : minY;
|
||||
minY = y3 < minY ? y3 : minY;
|
||||
minY = y4 < minY ? y4 : minY;
|
||||
|
||||
maxX = x1 > maxX ? x1 : maxX;
|
||||
maxX = x2 > maxX ? x2 : maxX;
|
||||
maxX = x3 > maxX ? x3 : maxX;
|
||||
maxX = x4 > maxX ? x4 : maxX;
|
||||
|
||||
maxY = y1 > maxY ? y1 : maxY;
|
||||
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;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method generateTilingTexture
|
||||
*
|
||||
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
|
||||
*/
|
||||
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
|
||||
{
|
||||
var texture = this.texture;
|
||||
|
||||
if(!texture.baseTexture.hasLoaded)return;
|
||||
|
||||
var baseTexture = texture.baseTexture;
|
||||
var frame = texture.frame;
|
||||
|
||||
var targetWidth, targetHeight;
|
||||
|
||||
// check that the frame is the same size as the base texture.
|
||||
var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height;
|
||||
|
||||
var newTextureRequired = false;
|
||||
|
||||
if(!forcePowerOfTwo)
|
||||
{
|
||||
if(isFrame)
|
||||
{
|
||||
targetWidth = frame.width;
|
||||
targetHeight = frame.height;
|
||||
|
||||
newTextureRequired = true;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
|
||||
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
|
||||
if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true;
|
||||
}
|
||||
|
||||
if(newTextureRequired)
|
||||
{
|
||||
var canvasBuffer;
|
||||
|
||||
if(this.tilingTexture && this.tilingTexture.isTiling)
|
||||
{
|
||||
canvasBuffer = this.tilingTexture.canvasBuffer;
|
||||
canvasBuffer.resize(targetWidth, targetHeight);
|
||||
this.tilingTexture.baseTexture.width = targetWidth;
|
||||
this.tilingTexture.baseTexture.height = targetHeight;
|
||||
this.tilingTexture.needsUpdate = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
|
||||
|
||||
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
||||
this.tilingTexture.canvasBuffer = canvasBuffer;
|
||||
this.tilingTexture.isTiling = true;
|
||||
|
||||
}
|
||||
|
||||
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
0,
|
||||
0,
|
||||
targetWidth,
|
||||
targetHeight);
|
||||
|
||||
this.tileScaleOffset.x = frame.width / targetWidth;
|
||||
this.tileScaleOffset.y = frame.height / targetHeight;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO - switching?
|
||||
if(this.tilingTexture && this.tilingTexture.isTiling)
|
||||
{
|
||||
// destroy the tiling texture!
|
||||
// TODO could store this somewhere?
|
||||
this.tilingTexture.destroy(true);
|
||||
}
|
||||
|
||||
this.tileScaleOffset.x = 1;
|
||||
this.tileScaleOffset.y = 1;
|
||||
this.tilingTexture = texture;
|
||||
}
|
||||
this.refreshTexture = false;
|
||||
this.tilingTexture.baseTexture._powerOf2 = true;
|
||||
};
|
||||
46
src/pixi/filters/AbstractFilter.js
Normal file
46
src/pixi/filters/AbstractFilter.js
Normal file
@@ -0,0 +1,46 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* This is the base class for creating a pixi.js filter. Currently only webGL supports filters.
|
||||
* If you want to make a custom filter this should be your base class.
|
||||
* @class AbstractFilter
|
||||
* @constructor
|
||||
* @param fragmentSrc
|
||||
* @param uniforms
|
||||
*/
|
||||
PIXI.AbstractFilter = function(fragmentSrc, uniforms)
|
||||
{
|
||||
/**
|
||||
* An array of passes - some filters contain a few steps this array simply stores the steps in a liniear fashion.
|
||||
* For example the blur filter has two passes blurX and blurY.
|
||||
* @property passes
|
||||
* @type Array an array of filter objects
|
||||
* @private
|
||||
*/
|
||||
this.passes = [this];
|
||||
|
||||
/**
|
||||
* @property shaders
|
||||
* @type Array an array of shaders
|
||||
* @private
|
||||
*/
|
||||
this.shaders = [];
|
||||
|
||||
this.dirty = true;
|
||||
this.padding = 0;
|
||||
|
||||
/**
|
||||
* @property uniforms
|
||||
* @type object
|
||||
* @private
|
||||
*/
|
||||
this.uniforms = uniforms || {};
|
||||
/**
|
||||
* @property fragmentSrc
|
||||
* @type Array
|
||||
* @private
|
||||
*/
|
||||
this.fragmentSrc = fragmentSrc || [];
|
||||
};
|
||||
92
src/pixi/filters/AlphaMaskFilter.js
Normal file
92
src/pixi/filters/AlphaMaskFilter.js
Normal file
@@ -0,0 +1,92 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* The AlphaMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
||||
* You can use this filter to apply all manor of crazy warping effects
|
||||
* Currently the r property of the texture is used to offset the x and the g propery of the texture is used to offset the y.
|
||||
* @class AlphaMaskFilter
|
||||
* @contructor
|
||||
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*/
|
||||
PIXI.AlphaMaskFilter = function(texture)
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
texture.baseTexture._powerOf2 = true;
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
mask: {type: 'sampler2D', value:texture},
|
||||
mapDimensions: {type: '2f', value:{x:1, y:5112}},
|
||||
dimensions: {type: '4fv', value:[0,0,0,0]}
|
||||
};
|
||||
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
this.uniforms.mask.value.x = texture.width;
|
||||
this.uniforms.mask.value.y = texture.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
|
||||
|
||||
texture.baseTexture.on('loaded', this.boundLoadedFunction);
|
||||
}
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform sampler2D mask;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'uniform vec2 offset;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform vec2 mapDimensions;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec2 mapCords = vTextureCoord.xy;',
|
||||
' mapCords += (dimensions.zw + offset)/ dimensions.xy ;',
|
||||
' mapCords.y *= -1.0;',
|
||||
' mapCords.y += 1.0;',
|
||||
' mapCords *= dimensions.xy / mapDimensions;',
|
||||
|
||||
' vec4 original = texture2D(uSampler, vTextureCoord);',
|
||||
' float maskAlpha = texture2D(mask, mapCords).r;',
|
||||
' original *= maskAlpha;',
|
||||
//' original.rgb *= maskAlpha;',
|
||||
' gl_FragColor = original;',
|
||||
//' gl_FragColor = gl_FragColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.AlphaMaskFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.AlphaMaskFilter.prototype.constructor = PIXI.AlphaMaskFilter;
|
||||
|
||||
PIXI.AlphaMaskFilter.prototype.onTextureLoaded = function()
|
||||
{
|
||||
this.uniforms.mapDimensions.value.x = this.uniforms.mask.value.width;
|
||||
this.uniforms.mapDimensions.value.y = this.uniforms.mask.value.height;
|
||||
|
||||
this.uniforms.mask.value.baseTexture.off('loaded', this.boundLoadedFunction);
|
||||
};
|
||||
|
||||
/**
|
||||
* The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*
|
||||
* @property map
|
||||
* @type Texture
|
||||
*/
|
||||
Object.defineProperty(PIXI.AlphaMaskFilter.prototype, 'map', {
|
||||
get: function() {
|
||||
return this.uniforms.mask.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.mask.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
67
src/pixi/filters/BlurFilter.js
Normal file
67
src/pixi/filters/BlurFilter.js
Normal file
@@ -0,0 +1,67 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* The BlurFilter applies a Gaussian blur to an object.
|
||||
* The strength of the blur can be set for x- and y-axis separately (always relative to the stage).
|
||||
*
|
||||
* @class BlurFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.BlurFilter = function()
|
||||
{
|
||||
this.blurXFilter = new PIXI.BlurXFilter();
|
||||
this.blurYFilter = new PIXI.BlurYFilter();
|
||||
|
||||
this.passes =[this.blurXFilter, this.blurYFilter];
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the strength of both the blurX and blurY properties simultaneously
|
||||
*
|
||||
* @property blur
|
||||
* @type Number the strength of the blur
|
||||
* @default 2
|
||||
*/
|
||||
Object.defineProperty(PIXI.BlurFilter.prototype, 'blur', {
|
||||
get: function() {
|
||||
return this.blurXFilter.blur;
|
||||
},
|
||||
set: function(value) {
|
||||
this.blurXFilter.blur = this.blurYFilter.blur = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Sets the strength of the blurX property
|
||||
*
|
||||
* @property blurX
|
||||
* @type Number the strength of the blurX
|
||||
* @default 2
|
||||
*/
|
||||
Object.defineProperty(PIXI.BlurFilter.prototype, 'blurX', {
|
||||
get: function() {
|
||||
return this.blurXFilter.blur;
|
||||
},
|
||||
set: function(value) {
|
||||
this.blurXFilter.blur = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Sets the strength of the blurX property
|
||||
*
|
||||
* @property blurY
|
||||
* @type Number the strength of the blurY
|
||||
* @default 2
|
||||
*/
|
||||
Object.defineProperty(PIXI.BlurFilter.prototype, 'blurY', {
|
||||
get: function() {
|
||||
return this.blurYFilter.blur;
|
||||
},
|
||||
set: function(value) {
|
||||
this.blurYFilter.blur = value;
|
||||
}
|
||||
});
|
||||
53
src/pixi/filters/BlurXFilter.js
Normal file
53
src/pixi/filters/BlurXFilter.js
Normal file
@@ -0,0 +1,53 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.BlurXFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
blur: {type: '1f', value: 1/512},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float blur;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec4 sum = vec4(0.0);',
|
||||
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;',
|
||||
|
||||
' gl_FragColor = sum;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter;
|
||||
|
||||
Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', {
|
||||
get: function() {
|
||||
return this.uniforms.blur.value / (1/7000);
|
||||
},
|
||||
set: function(value) {
|
||||
|
||||
this.dirty = true;
|
||||
this.uniforms.blur.value = (1/7000) * value;
|
||||
}
|
||||
});
|
||||
52
src/pixi/filters/BlurYFilter.js
Normal file
52
src/pixi/filters/BlurYFilter.js
Normal file
@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.BlurYFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
blur: {type: '1f', value: 1/512},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float blur;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec4 sum = vec4(0.0);',
|
||||
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;',
|
||||
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;',
|
||||
|
||||
' gl_FragColor = sum;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.BlurYFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.BlurYFilter.prototype.constructor = PIXI.BlurYFilter;
|
||||
|
||||
Object.defineProperty(PIXI.BlurYFilter.prototype, 'blur', {
|
||||
get: function() {
|
||||
return this.uniforms.blur.value / (1/7000);
|
||||
},
|
||||
set: function(value) {
|
||||
//this.padding = value;
|
||||
this.uniforms.blur.value = (1/7000) * value;
|
||||
}
|
||||
});
|
||||
59
src/pixi/filters/ColorMatrixFilter.js
Normal file
59
src/pixi/filters/ColorMatrixFilter.js
Normal file
@@ -0,0 +1,59 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* The ColorMatrixFilter class lets you apply a 4x4 matrix transformation on the RGBA
|
||||
* color and alpha values of every pixel on your displayObject to produce a result
|
||||
* with a new set of RGBA color and alpha values. Its pretty powerful!
|
||||
* @class ColorMatrixFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.ColorMatrixFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
matrix: {type: 'mat4', value: [1,0,0,0,
|
||||
0,1,0,0,
|
||||
0,0,1,0,
|
||||
0,0,0,1]},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float invert;',
|
||||
'uniform mat4 matrix;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord) * matrix;',
|
||||
// ' gl_FragColor = gl_FragColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.ColorMatrixFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.ColorMatrixFilter.prototype.constructor = PIXI.ColorMatrixFilter;
|
||||
|
||||
/**
|
||||
* Sets the matrix of the color matrix filter
|
||||
*
|
||||
* @property matrix
|
||||
* @type Array and array of 26 numbers
|
||||
* @default [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
|
||||
*/
|
||||
Object.defineProperty(PIXI.ColorMatrixFilter.prototype, 'matrix', {
|
||||
get: function() {
|
||||
return this.uniforms.matrix.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.matrix.value = value;
|
||||
}
|
||||
});
|
||||
51
src/pixi/filters/ColorStepFilter.js
Normal file
51
src/pixi/filters/ColorStepFilter.js
Normal file
@@ -0,0 +1,51 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This lowers the color depth of your image by the given amount, producing an image with a smaller palette.
|
||||
* @class ColorStepFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.ColorStepFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
step: {type: '1f', value: 5},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'uniform float step;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec4 color = texture2D(uSampler, vTextureCoord);',
|
||||
' color = floor(color * step) / step;',
|
||||
' gl_FragColor = color;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.ColorStepFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.ColorStepFilter.prototype.constructor = PIXI.ColorStepFilter;
|
||||
|
||||
/**
|
||||
The number of steps.
|
||||
@property step
|
||||
*/
|
||||
Object.defineProperty(PIXI.ColorStepFilter.prototype, 'step', {
|
||||
get: function() {
|
||||
return this.uniforms.step.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.step.value = value;
|
||||
}
|
||||
});
|
||||
66
src/pixi/filters/CrossHatchFilter.js
Normal file
66
src/pixi/filters/CrossHatchFilter.js
Normal file
@@ -0,0 +1,66 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.CrossHatchFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
blur: {type: '1f', value: 1 / 512},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float blur;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);',
|
||||
|
||||
' gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);',
|
||||
|
||||
' if (lum < 1.00) {',
|
||||
' if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
|
||||
' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
|
||||
' }',
|
||||
' }',
|
||||
|
||||
' if (lum < 0.75) {',
|
||||
' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
|
||||
' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
|
||||
' }',
|
||||
' }',
|
||||
|
||||
' if (lum < 0.50) {',
|
||||
' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
|
||||
' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
|
||||
' }',
|
||||
' }',
|
||||
|
||||
' if (lum < 0.3) {',
|
||||
' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
|
||||
' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',
|
||||
' }',
|
||||
' }',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.CrossHatchFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.CrossHatchFilter.prototype.constructor = PIXI.BlurYFilter;
|
||||
|
||||
Object.defineProperty(PIXI.CrossHatchFilter.prototype, 'blur', {
|
||||
get: function() {
|
||||
return this.uniforms.blur.value / (1/7000);
|
||||
},
|
||||
set: function(value) {
|
||||
//this.padding = value;
|
||||
this.uniforms.blur.value = (1/7000) * value;
|
||||
}
|
||||
});
|
||||
128
src/pixi/filters/DisplacementFilter.js
Normal file
128
src/pixi/filters/DisplacementFilter.js
Normal file
@@ -0,0 +1,128 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
||||
* You can use this filter to apply all manor of crazy warping effects
|
||||
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
|
||||
* @class DisplacementFilter
|
||||
* @contructor
|
||||
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*/
|
||||
PIXI.DisplacementFilter = function(texture)
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
texture.baseTexture._powerOf2 = true;
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
displacementMap: {type: 'sampler2D', value:texture},
|
||||
scale: {type: '2f', value:{x:30, y:30}},
|
||||
offset: {type: '2f', value:{x:0, y:0}},
|
||||
mapDimensions: {type: '2f', value:{x:1, y:5112}},
|
||||
dimensions: {type: '4fv', value:[0,0,0,0]}
|
||||
};
|
||||
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
this.uniforms.mapDimensions.value.x = texture.width;
|
||||
this.uniforms.mapDimensions.value.y = texture.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
|
||||
|
||||
texture.baseTexture.on('loaded', this.boundLoadedFunction);
|
||||
}
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform sampler2D displacementMap;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'uniform vec2 scale;',
|
||||
'uniform vec2 offset;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform vec2 mapDimensions;',// = vec2(256.0, 256.0);',
|
||||
// 'const vec2 textureDimensions = vec2(750.0, 750.0);',
|
||||
|
||||
'void main(void) {',
|
||||
' vec2 mapCords = vTextureCoord.xy;',
|
||||
//' mapCords -= ;',
|
||||
' mapCords += (dimensions.zw + offset)/ dimensions.xy ;',
|
||||
' mapCords.y *= -1.0;',
|
||||
' mapCords.y += 1.0;',
|
||||
' vec2 matSample = texture2D(displacementMap, mapCords).xy;',
|
||||
' matSample -= 0.5;',
|
||||
' matSample *= scale;',
|
||||
' matSample /= mapDimensions;',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + matSample.x, vTextureCoord.y + matSample.y));',
|
||||
' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb, 1.0);',
|
||||
' vec2 cord = vTextureCoord;',
|
||||
|
||||
//' gl_FragColor = texture2D(displacementMap, cord);',
|
||||
// ' gl_FragColor = gl_FragColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.DisplacementFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.DisplacementFilter.prototype.constructor = PIXI.DisplacementFilter;
|
||||
|
||||
PIXI.DisplacementFilter.prototype.onTextureLoaded = function()
|
||||
{
|
||||
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
|
||||
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
|
||||
|
||||
this.uniforms.displacementMap.value.baseTexture.off('loaded', this.boundLoadedFunction);
|
||||
};
|
||||
|
||||
/**
|
||||
* The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*
|
||||
* @property map
|
||||
* @type Texture
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'map', {
|
||||
get: function() {
|
||||
return this.uniforms.displacementMap.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.displacementMap.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The multiplier used to scale the displacement result from the map calculation.
|
||||
*
|
||||
* @property scale
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'scale', {
|
||||
get: function() {
|
||||
return this.uniforms.scale.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.scale.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The offset used to move the displacement map.
|
||||
*
|
||||
* @property offset
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'offset', {
|
||||
get: function() {
|
||||
return this.uniforms.offset.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.offset.value = value;
|
||||
}
|
||||
});
|
||||
86
src/pixi/filters/DotScreenFilter.js
Normal file
86
src/pixi/filters/DotScreenFilter.js
Normal file
@@ -0,0 +1,86 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
* original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/fun/dotscreen.js
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This filter applies a dotscreen effect making display objects appear to be made out of black and white halftone dots like an old printer
|
||||
* @class DotScreenFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.DotScreenFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
scale: {type: '1f', value:1},
|
||||
angle: {type: '1f', value:5},
|
||||
dimensions: {type: '4fv', value:[0,0,0,0]}
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'uniform float angle;',
|
||||
'uniform float scale;',
|
||||
|
||||
'float pattern() {',
|
||||
' float s = sin(angle), c = cos(angle);',
|
||||
' vec2 tex = vTextureCoord * dimensions.xy;',
|
||||
' vec2 point = vec2(',
|
||||
' c * tex.x - s * tex.y,',
|
||||
' s * tex.x + c * tex.y',
|
||||
' ) * scale;',
|
||||
' return (sin(point.x) * sin(point.y)) * 4.0;',
|
||||
'}',
|
||||
|
||||
'void main() {',
|
||||
' vec4 color = texture2D(uSampler, vTextureCoord);',
|
||||
' float average = (color.r + color.g + color.b) / 3.0;',
|
||||
' gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.DotScreenFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.DotScreenFilter.prototype.constructor = PIXI.DotScreenFilter;
|
||||
|
||||
/**
|
||||
*
|
||||
* This describes the the scale
|
||||
* @property scale
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.DotScreenFilter.prototype, 'scale', {
|
||||
get: function() {
|
||||
return this.uniforms.scale.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.scale.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* This radius describes angle
|
||||
* @property angle
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.DotScreenFilter.prototype, 'angle', {
|
||||
get: function() {
|
||||
return this.uniforms.angle.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.angle.value = value;
|
||||
}
|
||||
});
|
||||
10
src/pixi/filters/FilterBlock.js
Normal file
10
src/pixi/filters/FilterBlock.js
Normal file
@@ -0,0 +1,10 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
PIXI.FilterBlock = function()
|
||||
{
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
};
|
||||
51
src/pixi/filters/GrayFilter.js
Normal file
51
src/pixi/filters/GrayFilter.js
Normal file
@@ -0,0 +1,51 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This turns your displayObjects to black and white.
|
||||
* @class GrayFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.GrayFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
gray: {type: '1f', value: 1},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'uniform float gray;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord);',
|
||||
' gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126*gl_FragColor.r + 0.7152*gl_FragColor.g + 0.0722*gl_FragColor.b), gray);',
|
||||
// ' gl_FragColor = gl_FragColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.GrayFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.GrayFilter.prototype.constructor = PIXI.GrayFilter;
|
||||
|
||||
/**
|
||||
The strength of the gray. 1 will make the object black and white, 0 will make the object its normal color
|
||||
@property gray
|
||||
*/
|
||||
Object.defineProperty(PIXI.GrayFilter.prototype, 'gray', {
|
||||
get: function() {
|
||||
return this.uniforms.gray.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.gray.value = value;
|
||||
}
|
||||
});
|
||||
52
src/pixi/filters/InvertFilter.js
Normal file
52
src/pixi/filters/InvertFilter.js
Normal file
@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This inverts your displayObjects colors.
|
||||
* @class InvertFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.InvertFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
invert: {type: '1f', value: 1},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float invert;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord);',
|
||||
' gl_FragColor.rgb = mix( (vec3(1)-gl_FragColor.rgb) * gl_FragColor.a, gl_FragColor.rgb, 1.0 - invert);',
|
||||
//' gl_FragColor.rgb = gl_FragColor.rgb * gl_FragColor.a;',
|
||||
// ' gl_FragColor = gl_FragColor * vColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.InvertFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.InvertFilter.prototype.constructor = PIXI.InvertFilter;
|
||||
|
||||
/**
|
||||
The strength of the invert. 1 will fully invert the colors, 0 will make the object its normal color
|
||||
@property invert
|
||||
*/
|
||||
Object.defineProperty(PIXI.InvertFilter.prototype, 'invert', {
|
||||
get: function() {
|
||||
return this.uniforms.invert.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.invert.value = value;
|
||||
}
|
||||
});
|
||||
224
src/pixi/filters/NormalMapFilter.js
Normal file
224
src/pixi/filters/NormalMapFilter.js
Normal file
@@ -0,0 +1,224 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
||||
* You can use this filter to apply all manor of crazy warping effects
|
||||
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
|
||||
* @class NormalMapFilter
|
||||
* @contructor
|
||||
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*/
|
||||
PIXI.NormalMapFilter = function(texture)
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
texture.baseTexture._powerOf2 = true;
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
displacementMap: {type: 'sampler2D', value:texture},
|
||||
scale: {type: '2f', value:{x:15, y:15}},
|
||||
offset: {type: '2f', value:{x:0, y:0}},
|
||||
mapDimensions: {type: '2f', value:{x:1, y:1}},
|
||||
dimensions: {type: '4f', value:[0,0,0,0]},
|
||||
// LightDir: {type: 'f3', value:[0, 1, 0]},
|
||||
LightPos: {type: '3f', value:[0, 1, 0]}
|
||||
};
|
||||
|
||||
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
this.uniforms.mapDimensions.value.x = texture.width;
|
||||
this.uniforms.mapDimensions.value.y = texture.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
|
||||
|
||||
texture.baseTexture.on("loaded", this.boundLoadedFunction);
|
||||
}
|
||||
|
||||
this.fragmentSrc = [
|
||||
"precision mediump float;",
|
||||
"varying vec2 vTextureCoord;",
|
||||
"varying float vColor;",
|
||||
"uniform sampler2D displacementMap;",
|
||||
"uniform sampler2D uSampler;",
|
||||
|
||||
"uniform vec4 dimensions;",
|
||||
|
||||
"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
|
||||
"uniform vec3 LightPos;", //light position, normalized
|
||||
"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
|
||||
"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);", //ambient RGBA -- alpha is intensity
|
||||
"const vec3 Falloff = vec3(0.0, 1.0, 0.2);", //attenuation coefficients
|
||||
|
||||
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
|
||||
|
||||
|
||||
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
|
||||
|
||||
|
||||
"void main(void) {",
|
||||
"vec2 mapCords = vTextureCoord.xy;",
|
||||
|
||||
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
|
||||
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
|
||||
|
||||
|
||||
"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",
|
||||
|
||||
"mapCords.y *= -1.0;",
|
||||
"mapCords.y += 1.0;",
|
||||
|
||||
//RGBA of our diffuse color
|
||||
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
|
||||
|
||||
//RGB of our normal map
|
||||
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
|
||||
|
||||
//The delta position of light
|
||||
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
|
||||
"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
|
||||
//Correct for aspect ratio
|
||||
//"LightDir.x *= Resolution.x / Resolution.y;",
|
||||
|
||||
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
|
||||
"float D = length(LightDir);",
|
||||
|
||||
//normalize our vectors
|
||||
"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
|
||||
"vec3 L = normalize(LightDir);",
|
||||
|
||||
//Pre-multiply light color with intensity
|
||||
//Then perform "N dot L" to determine our diffuse term
|
||||
"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
|
||||
|
||||
//pre-multiply ambient color with intensity
|
||||
"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
|
||||
|
||||
//calculate attenuation
|
||||
"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
|
||||
|
||||
//the calculation which brings it all together
|
||||
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
|
||||
"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
|
||||
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
|
||||
//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
|
||||
/*
|
||||
// normalise color
|
||||
"vec3 normal = normalize(nColor * 2.0 - 1.0);",
|
||||
|
||||
"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
|
||||
|
||||
"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
|
||||
|
||||
"float d = sqrt(dot(deltaPos, deltaPos));",
|
||||
"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
|
||||
|
||||
"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
|
||||
"result *= color.rgb;",
|
||||
|
||||
"gl_FragColor = vec4(result, 1.0);",*/
|
||||
|
||||
|
||||
|
||||
"}"
|
||||
];
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
void main() {
|
||||
//sample color & normals from our textures
|
||||
vec4 color = texture2D(u_texture, v_texCoords.st);
|
||||
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
|
||||
|
||||
//some bump map programs will need the Y value flipped..
|
||||
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
|
||||
|
||||
//this is for debugging purposes, allowing us to lower the intensity of our bump map
|
||||
vec3 nBase = vec3(0.5, 0.5, 1.0);
|
||||
nColor = mix(nBase, nColor, strength);
|
||||
|
||||
//normals need to be converted to [-1.0, 1.0] range and normalized
|
||||
vec3 normal = normalize(nColor * 2.0 - 1.0);
|
||||
|
||||
//here we do a simple distance calculation
|
||||
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
|
||||
|
||||
vec3 lightDir = normalize(deltaPos);
|
||||
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
|
||||
|
||||
//now let's get a nice little falloff
|
||||
float d = sqrt(dot(deltaPos, deltaPos));
|
||||
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
|
||||
|
||||
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
|
||||
result *= color.rgb;
|
||||
|
||||
gl_FragColor = v_color * vec4(result, color.a);
|
||||
}
|
||||
*/
|
||||
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
|
||||
|
||||
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
|
||||
{
|
||||
|
||||
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
|
||||
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
|
||||
|
||||
this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction)
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* The texture used for the displacemtent map * must be power of 2 texture at the moment
|
||||
*
|
||||
* @property map
|
||||
* @type Texture
|
||||
*/
|
||||
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'map', {
|
||||
get: function() {
|
||||
return this.uniforms.displacementMap.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.displacementMap.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The multiplier used to scale the displacement result from the map calculation.
|
||||
*
|
||||
* @property scale
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
|
||||
get: function() {
|
||||
return this.uniforms.scale.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.scale.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The offset used to move the displacement map.
|
||||
*
|
||||
* @property offset
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
|
||||
get: function() {
|
||||
return this.uniforms.offset.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.offset.value = value;
|
||||
}
|
||||
});
|
||||
61
src/pixi/filters/PixelateFilter.js
Normal file
61
src/pixi/filters/PixelateFilter.js
Normal file
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This filter applies a pixelate effect making display objects appear 'blocky'
|
||||
* @class PixelateFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.PixelateFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
invert: {type: '1f', value: 0},
|
||||
dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
|
||||
pixelSize: {type: '2f', value:{x:10, y:10}},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform vec2 testDim;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform vec2 pixelSize;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec2 coord = vTextureCoord;',
|
||||
|
||||
' vec2 size = dimensions.xy/pixelSize;',
|
||||
|
||||
' vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;',
|
||||
' gl_FragColor = texture2D(uSampler, color);',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.PixelateFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.PixelateFilter.prototype.constructor = PIXI.PixelateFilter;
|
||||
|
||||
/**
|
||||
*
|
||||
* This a point that describes the size of the blocs. x is the width of the block and y is the the height
|
||||
* @property size
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.PixelateFilter.prototype, 'size', {
|
||||
get: function() {
|
||||
return this.uniforms.pixelSize.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.pixelSize.value = value;
|
||||
}
|
||||
});
|
||||
49
src/pixi/filters/RGBSplitFilter.js
Normal file
49
src/pixi/filters/RGBSplitFilter.js
Normal file
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.RGBSplitFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
red: {type: '2f', value: {x:20, y:20}},
|
||||
green: {type: '2f', value: {x:-20, y:20}},
|
||||
blue: {type: '2f', value: {x:20, y:-20}},
|
||||
dimensions: {type: '4fv', value:[0,0,0,0]}
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform vec2 red;',
|
||||
'uniform vec2 green;',
|
||||
'uniform vec2 blue;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/dimensions.xy).r;',
|
||||
' gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/dimensions.xy).g;',
|
||||
' gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/dimensions.xy).b;',
|
||||
' gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.RGBSplitFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.RGBSplitFilter.prototype.constructor = PIXI.RGBSplitFilter;
|
||||
|
||||
Object.defineProperty(PIXI.RGBSplitFilter.prototype, 'angle', {
|
||||
get: function() {
|
||||
return this.uniforms.blur.value / (1/7000);
|
||||
},
|
||||
set: function(value) {
|
||||
//this.padding = value;
|
||||
this.uniforms.blur.value = (1/7000) * value;
|
||||
}
|
||||
});
|
||||
53
src/pixi/filters/SepiaFilter.js
Normal file
53
src/pixi/filters/SepiaFilter.js
Normal file
@@ -0,0 +1,53 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This applies a sepia effect to your displayObjects.
|
||||
* @class SepiaFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.SepiaFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
sepia: {type: '1f', value: 1},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform float sepia;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'const mat3 sepiaMatrix = mat3(0.3588, 0.7044, 0.1368, 0.2990, 0.5870, 0.1140, 0.2392, 0.4696, 0.0912);',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord);',
|
||||
' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb * sepiaMatrix, sepia);',
|
||||
// ' gl_FragColor = gl_FragColor * vColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.SepiaFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.SepiaFilter.prototype.constructor = PIXI.SepiaFilter;
|
||||
|
||||
/**
|
||||
The strength of the sepia. 1 will apply the full sepia effect, 0 will make the object its normal color
|
||||
@property sepia
|
||||
*/
|
||||
Object.defineProperty(PIXI.SepiaFilter.prototype, 'sepia', {
|
||||
get: function() {
|
||||
return this.uniforms.sepia.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.sepia.value = value;
|
||||
}
|
||||
});
|
||||
61
src/pixi/filters/SmartBlurFilter.js
Normal file
61
src/pixi/filters/SmartBlurFilter.js
Normal file
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.SmartBlurFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
blur: {type: '1f', value: 1/512},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'uniform sampler2D uSampler;',
|
||||
//'uniform vec2 delta;',
|
||||
'const vec2 delta = vec2(1.0/10.0, 0.0);',
|
||||
//'uniform float darkness;',
|
||||
|
||||
'float random(vec3 scale, float seed) {',
|
||||
' return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);',
|
||||
'}',
|
||||
|
||||
|
||||
'void main(void) {',
|
||||
' vec4 color = vec4(0.0);',
|
||||
' float total = 0.0;',
|
||||
|
||||
' float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);',
|
||||
|
||||
' for (float t = -30.0; t <= 30.0; t++) {',
|
||||
' float percent = (t + offset - 0.5) / 30.0;',
|
||||
' float weight = 1.0 - abs(percent);',
|
||||
' vec4 sample = texture2D(uSampler, vTextureCoord + delta * percent);',
|
||||
' sample.rgb *= sample.a;',
|
||||
' color += sample * weight;',
|
||||
' total += weight;',
|
||||
' }',
|
||||
|
||||
' gl_FragColor = color / total;',
|
||||
' gl_FragColor.rgb /= gl_FragColor.a + 0.00001;',
|
||||
//' gl_FragColor.rgb *= darkness;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.SmartBlurFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.SmartBlurFilter.prototype.constructor = PIXI.SmartBlurFilter;
|
||||
|
||||
Object.defineProperty(PIXI.SmartBlurFilter.prototype, 'blur', {
|
||||
get: function() {
|
||||
return this.uniforms.blur.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.uniforms.blur.value = value;
|
||||
}
|
||||
});
|
||||
101
src/pixi/filters/TwistFilter.js
Normal file
101
src/pixi/filters/TwistFilter.js
Normal file
@@ -0,0 +1,101 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* This filter applies a twist effect making display objects appear twisted in the given direction
|
||||
* @class TwistFilter
|
||||
* @contructor
|
||||
*/
|
||||
PIXI.TwistFilter = function()
|
||||
{
|
||||
PIXI.AbstractFilter.call( this );
|
||||
|
||||
this.passes = [this];
|
||||
|
||||
// set the uniforms
|
||||
this.uniforms = {
|
||||
radius: {type: '1f', value:0.5},
|
||||
angle: {type: '1f', value:5},
|
||||
offset: {type: '2f', value:{x:0.5, y:0.5}},
|
||||
};
|
||||
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform vec4 dimensions;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'uniform float radius;',
|
||||
'uniform float angle;',
|
||||
'uniform vec2 offset;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec2 coord = vTextureCoord - offset;',
|
||||
' float distance = length(coord);',
|
||||
|
||||
' if (distance < radius) {',
|
||||
' float ratio = (radius - distance) / radius;',
|
||||
' float angleMod = ratio * ratio * angle;',
|
||||
' float s = sin(angleMod);',
|
||||
' float c = cos(angleMod);',
|
||||
' coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);',
|
||||
' }',
|
||||
|
||||
' gl_FragColor = texture2D(uSampler, coord+offset);',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
PIXI.TwistFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
|
||||
PIXI.TwistFilter.prototype.constructor = PIXI.TwistFilter;
|
||||
|
||||
/**
|
||||
*
|
||||
* This point describes the the offset of the twist
|
||||
* @property size
|
||||
* @type Point
|
||||
*/
|
||||
Object.defineProperty(PIXI.TwistFilter.prototype, 'offset', {
|
||||
get: function() {
|
||||
return this.uniforms.offset.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.offset.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* This radius describes size of the twist
|
||||
* @property size
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.TwistFilter.prototype, 'radius', {
|
||||
get: function() {
|
||||
return this.uniforms.radius.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.radius.value = value;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* This radius describes angle of the twist
|
||||
* @property angle
|
||||
* @type Number
|
||||
*/
|
||||
Object.defineProperty(PIXI.TwistFilter.prototype, 'angle', {
|
||||
get: function() {
|
||||
return this.uniforms.angle.value;
|
||||
},
|
||||
set: function(value) {
|
||||
this.dirty = true;
|
||||
this.uniforms.angle.value = value;
|
||||
}
|
||||
});
|
||||
159
src/pixi/loaders/AssetLoader.js
Normal file
159
src/pixi/loaders/AssetLoader.js
Normal file
@@ -0,0 +1,159 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the
|
||||
* assets have been loaded they are added to the PIXI Texture cache and can be accessed
|
||||
* easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
|
||||
* When all items have been loaded this class will dispatch a 'onLoaded' event
|
||||
* As each individual item is loaded this class will dispatch a 'onProgress' event
|
||||
*
|
||||
* @class AssetLoader
|
||||
* @constructor
|
||||
* @uses EventTarget
|
||||
* @param {Array<String>} assetURLs an array of image/sprite sheet urls that you would like loaded
|
||||
* supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported
|
||||
* sprite sheet data formats only include 'JSON' at this time. Supported bitmap font
|
||||
* data formats include 'xml' and 'fnt'.
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.AssetLoader = function(assetURLs, crossorigin)
|
||||
{
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The array of asset URLs that are going to be loaded
|
||||
*
|
||||
* @property assetURLs
|
||||
* @type Array<String>
|
||||
*/
|
||||
this.assetURLs = assetURLs;
|
||||
|
||||
/**
|
||||
* Whether the requests should be treated as cross origin
|
||||
*
|
||||
* @property crossorigin
|
||||
* @type Boolean
|
||||
*/
|
||||
this.crossorigin = crossorigin;
|
||||
|
||||
/**
|
||||
* Maps file extension to loader types
|
||||
*
|
||||
* @property loadersByType
|
||||
* @type Object
|
||||
*/
|
||||
this.loadersByType = {
|
||||
'jpg': PIXI.ImageLoader,
|
||||
'jpeg': PIXI.ImageLoader,
|
||||
'png': PIXI.ImageLoader,
|
||||
'gif': PIXI.ImageLoader,
|
||||
'json': PIXI.JsonLoader,
|
||||
'atlas': PIXI.AtlasLoader,
|
||||
'anim': PIXI.SpineLoader,
|
||||
'xml': PIXI.BitmapFontLoader,
|
||||
'fnt': PIXI.BitmapFontLoader
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* Fired when an item has loaded
|
||||
* @event onProgress
|
||||
*/
|
||||
|
||||
/**
|
||||
* Fired when all the assets have loaded
|
||||
* @event onComplete
|
||||
*/
|
||||
|
||||
// constructor
|
||||
PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader;
|
||||
|
||||
/**
|
||||
* Given a filename, returns its extension, wil
|
||||
*
|
||||
* @method _getDataType
|
||||
* @param str {String} the name of the asset
|
||||
*/
|
||||
PIXI.AssetLoader.prototype._getDataType = function(str)
|
||||
{
|
||||
var test = 'data:';
|
||||
//starts with 'data:'
|
||||
var start = str.slice(0, test.length).toLowerCase();
|
||||
if (start === test) {
|
||||
var data = str.slice(test.length);
|
||||
|
||||
var sepIdx = data.indexOf(',');
|
||||
if (sepIdx === -1) //malformed data URI scheme
|
||||
return null;
|
||||
|
||||
//e.g. 'image/gif;base64' => 'image/gif'
|
||||
var info = data.slice(0, sepIdx).split(';')[0];
|
||||
|
||||
//We might need to handle some special cases here...
|
||||
//standardize text/plain to 'txt' file extension
|
||||
if (!info || info.toLowerCase() === 'text/plain')
|
||||
return 'txt';
|
||||
|
||||
//User specified mime type, try splitting it by '/'
|
||||
return info.split('/').pop().toLowerCase();
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Starts loading the assets sequentially
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.AssetLoader.prototype.load = function()
|
||||
{
|
||||
var scope = this;
|
||||
|
||||
function onLoad(evt) {
|
||||
scope.onAssetLoaded(evt.content);
|
||||
}
|
||||
|
||||
this.loadCount = this.assetURLs.length;
|
||||
|
||||
for (var i=0; i < this.assetURLs.length; i++)
|
||||
{
|
||||
var fileName = this.assetURLs[i];
|
||||
//first see if we have a data URI scheme..
|
||||
var fileType = this._getDataType(fileName);
|
||||
|
||||
//if not, assume it's a file URI
|
||||
if (!fileType)
|
||||
fileType = fileName.split('?').shift().split('.').pop().toLowerCase();
|
||||
|
||||
var Constructor = this.loadersByType[fileType];
|
||||
if(!Constructor)
|
||||
throw new Error(fileType + ' is an unsupported file type');
|
||||
|
||||
var loader = new Constructor(fileName, this.crossorigin);
|
||||
|
||||
loader.addEventListener('loaded', onLoad);
|
||||
loader.load();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoked after each file is loaded
|
||||
*
|
||||
* @method onAssetLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.AssetLoader.prototype.onAssetLoaded = function(loader)
|
||||
{
|
||||
this.loadCount--;
|
||||
this.dispatchEvent({ type: 'onProgress', content: this, loader: loader });
|
||||
if (this.onProgress) this.onProgress(loader);
|
||||
|
||||
if (!this.loadCount)
|
||||
{
|
||||
this.dispatchEvent({type: 'onComplete', content: this});
|
||||
if(this.onComplete) this.onComplete();
|
||||
}
|
||||
};
|
||||
190
src/pixi/loaders/AtlasLoader.js
Normal file
190
src/pixi/loaders/AtlasLoader.js
Normal file
@@ -0,0 +1,190 @@
|
||||
/**
|
||||
* @author Martin Kelm http://mkelm.github.com
|
||||
*/
|
||||
|
||||
/**
|
||||
* The atlas file loader is used to load in Atlas data and parse it
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
* If loading fails this class will dispatch an 'error' event
|
||||
* @class AtlasLoader
|
||||
* @extends EventTarget
|
||||
* @constructor
|
||||
* @param {String} url the url of the JSON file
|
||||
* @param {Boolean} crossorigin
|
||||
*/
|
||||
|
||||
PIXI.AtlasLoader = function (url, crossorigin) {
|
||||
PIXI.EventTarget.call(this);
|
||||
this.url = url;
|
||||
this.baseUrl = url.replace(/[^\/]*$/, '');
|
||||
this.crossorigin = crossorigin;
|
||||
this.loaded = false;
|
||||
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.AtlasLoader.constructor = PIXI.AtlasLoader;
|
||||
|
||||
|
||||
/**
|
||||
* Starts loading the JSON file
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.AtlasLoader.prototype.load = function () {
|
||||
this.ajaxRequest = new PIXI.AjaxRequest();
|
||||
this.ajaxRequest.onreadystatechange = this.onAtlasLoaded.bind(this);
|
||||
|
||||
this.ajaxRequest.open('GET', this.url, true);
|
||||
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json');
|
||||
this.ajaxRequest.send(null);
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when JSON file is loaded
|
||||
* @method onAtlasLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.AtlasLoader.prototype.onAtlasLoaded = function () {
|
||||
if (this.ajaxRequest.readyState === 4) {
|
||||
if (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1) {
|
||||
this.atlas = {
|
||||
meta : {
|
||||
image : []
|
||||
},
|
||||
frames : []
|
||||
};
|
||||
var result = this.ajaxRequest.responseText.split(/\r?\n/);
|
||||
var lineCount = -3;
|
||||
|
||||
var currentImageId = 0;
|
||||
var currentFrame = null;
|
||||
var nameInNextLine = false;
|
||||
|
||||
var i = 0,
|
||||
j = 0,
|
||||
selfOnLoaded = this.onLoaded.bind(this);
|
||||
|
||||
// parser without rotation support yet!
|
||||
for (i = 0; i < result.length; i++) {
|
||||
result[i] = result[i].replace(/^\s+|\s+$/g, '');
|
||||
if (result[i] === '') {
|
||||
nameInNextLine = i+1;
|
||||
}
|
||||
if (result[i].length > 0) {
|
||||
if (nameInNextLine === i) {
|
||||
this.atlas.meta.image.push(result[i]);
|
||||
currentImageId = this.atlas.meta.image.length - 1;
|
||||
this.atlas.frames.push({});
|
||||
lineCount = -3;
|
||||
} else if (lineCount > 0) {
|
||||
if (lineCount % 7 === 1) { // frame name
|
||||
if (currentFrame != null) { //jshint ignore:line
|
||||
this.atlas.frames[currentImageId][currentFrame.name] = currentFrame;
|
||||
}
|
||||
currentFrame = { name: result[i], frame : {} };
|
||||
} else {
|
||||
var text = result[i].split(' ');
|
||||
if (lineCount % 7 === 3) { // position
|
||||
currentFrame.frame.x = Number(text[1].replace(',', ''));
|
||||
currentFrame.frame.y = Number(text[2]);
|
||||
} else if (lineCount % 7 === 4) { // size
|
||||
currentFrame.frame.w = Number(text[1].replace(',', ''));
|
||||
currentFrame.frame.h = Number(text[2]);
|
||||
} else if (lineCount % 7 === 5) { // real size
|
||||
var realSize = {
|
||||
x : 0,
|
||||
y : 0,
|
||||
w : Number(text[1].replace(',', '')),
|
||||
h : Number(text[2])
|
||||
};
|
||||
|
||||
if (realSize.w > currentFrame.frame.w || realSize.h > currentFrame.frame.h) {
|
||||
currentFrame.trimmed = true;
|
||||
currentFrame.realSize = realSize;
|
||||
} else {
|
||||
currentFrame.trimmed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
lineCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentFrame != null) { //jshint ignore:line
|
||||
this.atlas.frames[currentImageId][currentFrame.name] = currentFrame;
|
||||
}
|
||||
|
||||
if (this.atlas.meta.image.length > 0) {
|
||||
this.images = [];
|
||||
for (j = 0; j < this.atlas.meta.image.length; j++) {
|
||||
// sprite sheet
|
||||
var textureUrl = this.baseUrl + this.atlas.meta.image[j];
|
||||
var frameData = this.atlas.frames[j];
|
||||
this.images.push(new PIXI.ImageLoader(textureUrl, this.crossorigin));
|
||||
|
||||
for (i in frameData) {
|
||||
var rect = frameData[i].frame;
|
||||
if (rect) {
|
||||
PIXI.TextureCache[i] = new PIXI.Texture(this.images[j].texture.baseTexture, {
|
||||
x: rect.x,
|
||||
y: rect.y,
|
||||
width: rect.w,
|
||||
height: rect.h
|
||||
});
|
||||
if (frameData[i].trimmed) {
|
||||
PIXI.TextureCache[i].realSize = frameData[i].realSize;
|
||||
// trim in pixi not supported yet, todo update trim properties if it is done ...
|
||||
PIXI.TextureCache[i].trim.x = 0;
|
||||
PIXI.TextureCache[i].trim.y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.currentImageId = 0;
|
||||
for (j = 0; j < this.images.length; j++) {
|
||||
this.images[j].addEventListener('loaded', selfOnLoaded);
|
||||
}
|
||||
this.images[this.currentImageId].load();
|
||||
|
||||
} else {
|
||||
this.onLoaded();
|
||||
}
|
||||
|
||||
} else {
|
||||
this.onError();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when json file has loaded
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.AtlasLoader.prototype.onLoaded = function () {
|
||||
if (this.images.length - 1 > this.currentImageId) {
|
||||
this.currentImageId++;
|
||||
this.images[this.currentImageId].load();
|
||||
} else {
|
||||
this.loaded = true;
|
||||
this.dispatchEvent({
|
||||
type: 'loaded',
|
||||
content: this
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when error occured
|
||||
* @method onError
|
||||
* @private
|
||||
*/
|
||||
PIXI.AtlasLoader.prototype.onError = function () {
|
||||
this.dispatchEvent({
|
||||
type: 'error',
|
||||
content: this
|
||||
});
|
||||
};
|
||||
174
src/pixi/loaders/BitmapFontLoader.js
Normal file
174
src/pixi/loaders/BitmapFontLoader.js
Normal file
@@ -0,0 +1,174 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The xml loader is used to load in XML bitmap font data ('xml' or 'fnt')
|
||||
* To generate the data you can use http://www.angelcode.com/products/bmfont/
|
||||
* This loader will also load the image file as the data.
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
*
|
||||
* @class BitmapFontLoader
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param url {String} The url of the sprite sheet JSON file
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.BitmapFontLoader = function(url, crossorigin)
|
||||
{
|
||||
/*
|
||||
* I use texture packer to load the assets..
|
||||
* http://www.codeandweb.com/texturepacker
|
||||
* make sure to set the format as 'JSON'
|
||||
*/
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The url of the bitmap font data
|
||||
*
|
||||
* @property url
|
||||
* @type String
|
||||
*/
|
||||
this.url = url;
|
||||
|
||||
/**
|
||||
* Whether the requests should be treated as cross origin
|
||||
*
|
||||
* @property crossorigin
|
||||
* @type Boolean
|
||||
*/
|
||||
this.crossorigin = crossorigin;
|
||||
|
||||
/**
|
||||
* [read-only] The base url of the bitmap font data
|
||||
*
|
||||
* @property baseUrl
|
||||
* @type String
|
||||
* @readOnly
|
||||
*/
|
||||
this.baseUrl = url.replace(/[^\/]*$/, '');
|
||||
|
||||
/**
|
||||
* [read-only] The texture of the bitmap font
|
||||
*
|
||||
* @property baseUrl
|
||||
* @type String
|
||||
*/
|
||||
this.texture = null;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader;
|
||||
|
||||
/**
|
||||
* Loads the XML font data
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.BitmapFontLoader.prototype.load = function()
|
||||
{
|
||||
this.ajaxRequest = new PIXI.AjaxRequest();
|
||||
var scope = this;
|
||||
this.ajaxRequest.onreadystatechange = function()
|
||||
{
|
||||
scope.onXMLLoaded();
|
||||
};
|
||||
|
||||
this.ajaxRequest.open('GET', this.url, true);
|
||||
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/xml');
|
||||
this.ajaxRequest.send(null);
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoked when the XML file is loaded, parses the data
|
||||
*
|
||||
* @method onXMLLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
|
||||
{
|
||||
if (this.ajaxRequest.readyState === 4)
|
||||
{
|
||||
if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1)
|
||||
{
|
||||
var responseXML = this.ajaxRequest.responseXML;
|
||||
if(!responseXML || /MSIE 9/i.test(navigator.userAgent) || navigator.isCocoonJS) {
|
||||
if(typeof(window.DOMParser) === 'function') {
|
||||
var domparser = new DOMParser();
|
||||
responseXML = domparser.parseFromString(this.ajaxRequest.responseText, 'text/xml');
|
||||
} else {
|
||||
var div = document.createElement('div');
|
||||
div.innerHTML = this.ajaxRequest.responseText;
|
||||
responseXML = div;
|
||||
}
|
||||
}
|
||||
|
||||
var textureUrl = this.baseUrl + responseXML.getElementsByTagName('page')[0].getAttribute('file');
|
||||
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
|
||||
this.texture = image.texture.baseTexture;
|
||||
|
||||
var data = {};
|
||||
var info = responseXML.getElementsByTagName('info')[0];
|
||||
var common = responseXML.getElementsByTagName('common')[0];
|
||||
data.font = info.getAttribute('face');
|
||||
data.size = parseInt(info.getAttribute('size'), 10);
|
||||
data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10);
|
||||
data.chars = {};
|
||||
|
||||
//parse letters
|
||||
var letters = responseXML.getElementsByTagName('char');
|
||||
|
||||
for (var i = 0; i < letters.length; i++)
|
||||
{
|
||||
var charCode = parseInt(letters[i].getAttribute('id'), 10);
|
||||
|
||||
var textureRect = new PIXI.Rectangle(
|
||||
parseInt(letters[i].getAttribute('x'), 10),
|
||||
parseInt(letters[i].getAttribute('y'), 10),
|
||||
parseInt(letters[i].getAttribute('width'), 10),
|
||||
parseInt(letters[i].getAttribute('height'), 10)
|
||||
);
|
||||
|
||||
data.chars[charCode] = {
|
||||
xOffset: parseInt(letters[i].getAttribute('xoffset'), 10),
|
||||
yOffset: parseInt(letters[i].getAttribute('yoffset'), 10),
|
||||
xAdvance: parseInt(letters[i].getAttribute('xadvance'), 10),
|
||||
kerning: {},
|
||||
texture: PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect)
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
//parse kernings
|
||||
var kernings = responseXML.getElementsByTagName('kerning');
|
||||
for (i = 0; i < kernings.length; i++)
|
||||
{
|
||||
var first = parseInt(kernings[i].getAttribute('first'), 10);
|
||||
var second = parseInt(kernings[i].getAttribute('second'), 10);
|
||||
var amount = parseInt(kernings[i].getAttribute('amount'), 10);
|
||||
|
||||
data.chars[second].kerning[first] = amount;
|
||||
|
||||
}
|
||||
|
||||
PIXI.BitmapText.fonts[data.font] = data;
|
||||
|
||||
var scope = this;
|
||||
image.addEventListener('loaded', function() {
|
||||
scope.onLoaded();
|
||||
});
|
||||
image.load();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoked when all files are loaded (xml/fnt and texture)
|
||||
*
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.BitmapFontLoader.prototype.onLoaded = function()
|
||||
{
|
||||
this.dispatchEvent({type: 'loaded', content: this});
|
||||
};
|
||||
114
src/pixi/loaders/ImageLoader.js
Normal file
114
src/pixi/loaders/ImageLoader.js
Normal file
@@ -0,0 +1,114 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
|
||||
* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
*
|
||||
* @class ImageLoader
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param url {String} The url of the image
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.ImageLoader = function(url, crossorigin)
|
||||
{
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The texture being loaded
|
||||
*
|
||||
* @property texture
|
||||
* @type Texture
|
||||
*/
|
||||
this.texture = PIXI.Texture.fromImage(url, crossorigin);
|
||||
|
||||
/**
|
||||
* if the image is loaded with loadFramedSpriteSheet
|
||||
* frames will contain the sprite sheet frames
|
||||
*
|
||||
*/
|
||||
this.frames = [];
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader;
|
||||
|
||||
/**
|
||||
* Loads image or takes it from cache
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.ImageLoader.prototype.load = function()
|
||||
{
|
||||
if(!this.texture.baseTexture.hasLoaded)
|
||||
{
|
||||
var scope = this;
|
||||
this.texture.baseTexture.addEventListener('loaded', function()
|
||||
{
|
||||
scope.onLoaded();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onLoaded();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoked when image file is loaded or it is already cached and ready to use
|
||||
*
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.ImageLoader.prototype.onLoaded = function()
|
||||
{
|
||||
this.dispatchEvent({type: 'loaded', content: this});
|
||||
};
|
||||
|
||||
/**
|
||||
* Loads image and split it to uniform sized frames
|
||||
*
|
||||
*
|
||||
* @method loadFramedSpriteSheet
|
||||
* @param frameWidth {Number} width of each frame
|
||||
* @param frameHeight {Number} height of each frame
|
||||
* @param textureName {String} if given, the frames will be cached in <textureName>-<ord> format
|
||||
*/
|
||||
PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName)
|
||||
{
|
||||
this.frames = [];
|
||||
var cols = Math.floor(this.texture.width / frameWidth);
|
||||
var rows = Math.floor(this.texture.height / frameHeight);
|
||||
|
||||
var i=0;
|
||||
for (var y=0; y<rows; y++)
|
||||
{
|
||||
for (var x=0; x<cols; x++,i++)
|
||||
{
|
||||
var texture = new PIXI.Texture(this.texture, {
|
||||
x: x*frameWidth,
|
||||
y: y*frameHeight,
|
||||
width: frameWidth,
|
||||
height: frameHeight
|
||||
});
|
||||
|
||||
this.frames.push(texture);
|
||||
if (textureName) PIXI.TextureCache[textureName + '-' + i] = texture;
|
||||
}
|
||||
}
|
||||
|
||||
if(!this.texture.baseTexture.hasLoaded)
|
||||
{
|
||||
var scope = this;
|
||||
this.texture.baseTexture.addEventListener('loaded', function() {
|
||||
scope.onLoaded();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onLoaded();
|
||||
}
|
||||
};
|
||||
203
src/pixi/loaders/JsonLoader.js
Normal file
203
src/pixi/loaders/JsonLoader.js
Normal file
@@ -0,0 +1,203 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The json file loader is used to load in JSON data and parse it
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
* If loading fails this class will dispatch an 'error' event
|
||||
*
|
||||
* @class JsonLoader
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param url {String} The url of the JSON file
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.JsonLoader = function (url, crossorigin) {
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The url of the bitmap font data
|
||||
*
|
||||
* @property url
|
||||
* @type String
|
||||
*/
|
||||
this.url = url;
|
||||
|
||||
/**
|
||||
* Whether the requests should be treated as cross origin
|
||||
*
|
||||
* @property crossorigin
|
||||
* @type Boolean
|
||||
*/
|
||||
this.crossorigin = crossorigin;
|
||||
|
||||
/**
|
||||
* [read-only] The base url of the bitmap font data
|
||||
*
|
||||
* @property baseUrl
|
||||
* @type String
|
||||
* @readOnly
|
||||
*/
|
||||
this.baseUrl = url.replace(/[^\/]*$/, '');
|
||||
|
||||
/**
|
||||
* [read-only] Whether the data has loaded yet
|
||||
*
|
||||
* @property loaded
|
||||
* @type Boolean
|
||||
* @readOnly
|
||||
*/
|
||||
this.loaded = false;
|
||||
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader;
|
||||
|
||||
/**
|
||||
* Loads the JSON data
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.JsonLoader.prototype.load = function () {
|
||||
|
||||
var scope = this;
|
||||
|
||||
if(window.XDomainRequest)
|
||||
{
|
||||
this.ajaxRequest = new window.XDomainRequest();
|
||||
|
||||
// XDomainRequest has a few querks. Occasionally it will abort requests
|
||||
// A way to avoid this is to make sure ALL callbacks are set even if not used
|
||||
// More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9
|
||||
this.ajaxRequest.timeout = 3000;
|
||||
|
||||
this.ajaxRequest.onerror = function () {
|
||||
scope.onError();
|
||||
};
|
||||
|
||||
this.ajaxRequest.ontimeout = function () {
|
||||
scope.onError();
|
||||
};
|
||||
|
||||
this.ajaxRequest.onprogress = function() {};
|
||||
|
||||
}
|
||||
else if (window.XMLHttpRequest)
|
||||
{
|
||||
this.ajaxRequest = new window.XMLHttpRequest();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.ajaxRequest = new window.ActiveXObject('Microsoft.XMLHTTP');
|
||||
}
|
||||
|
||||
|
||||
|
||||
this.ajaxRequest.onload = function(){
|
||||
|
||||
scope.onJSONLoaded();
|
||||
};
|
||||
|
||||
this.ajaxRequest.open('GET',this.url,true);
|
||||
|
||||
this.ajaxRequest.send();
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when JSON file is loaded
|
||||
*
|
||||
* @method onJSONLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.JsonLoader.prototype.onJSONLoaded = function () {
|
||||
|
||||
if(!this.ajaxRequest.responseText )
|
||||
{
|
||||
this.onError();
|
||||
return;
|
||||
}
|
||||
|
||||
this.json = JSON.parse(this.ajaxRequest.responseText);
|
||||
|
||||
if(this.json.frames)
|
||||
{
|
||||
// sprite sheet
|
||||
var scope = this;
|
||||
var textureUrl = this.baseUrl + this.json.meta.image;
|
||||
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
|
||||
var frameData = this.json.frames;
|
||||
|
||||
this.texture = image.texture.baseTexture;
|
||||
image.addEventListener('loaded', function() {
|
||||
scope.onLoaded();
|
||||
});
|
||||
|
||||
for (var i in frameData) {
|
||||
var rect = frameData[i].frame;
|
||||
if (rect) {
|
||||
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
|
||||
x: rect.x,
|
||||
y: rect.y,
|
||||
width: rect.w,
|
||||
height: rect.h
|
||||
});
|
||||
|
||||
// check to see ifthe sprite ha been trimmed..
|
||||
if (frameData[i].trimmed) {
|
||||
|
||||
var texture = PIXI.TextureCache[i];
|
||||
|
||||
var actualSize = frameData[i].sourceSize;
|
||||
var realSize = frameData[i].spriteSourceSize;
|
||||
|
||||
texture.trim = new PIXI.Rectangle(realSize.x, realSize.y, actualSize.w, actualSize.h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
image.load();
|
||||
|
||||
}
|
||||
else if(this.json.bones)
|
||||
{
|
||||
// spine animation
|
||||
var spineJsonParser = new spine.SkeletonJson();
|
||||
var skeletonData = spineJsonParser.readSkeletonData(this.json);
|
||||
PIXI.AnimCache[this.url] = skeletonData;
|
||||
this.onLoaded();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.onLoaded();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when json file loaded
|
||||
*
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.JsonLoader.prototype.onLoaded = function () {
|
||||
this.loaded = true;
|
||||
this.dispatchEvent({
|
||||
type: 'loaded',
|
||||
content: this
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when error occured
|
||||
*
|
||||
* @method onError
|
||||
* @private
|
||||
*/
|
||||
PIXI.JsonLoader.prototype.onError = function () {
|
||||
|
||||
this.dispatchEvent({
|
||||
type: 'error',
|
||||
content: this
|
||||
});
|
||||
};
|
||||
82
src/pixi/loaders/SpineLoader.js
Normal file
82
src/pixi/loaders/SpineLoader.js
Normal file
@@ -0,0 +1,82 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
* based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
|
||||
*
|
||||
* Awesome JS run time provided by EsotericSoftware
|
||||
* https://github.com/EsotericSoftware/spine-runtimes
|
||||
*
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Spine loader is used to load in JSON spine data
|
||||
* To generate the data you need to use http://esotericsoftware.com/ and export in the "JSON" format
|
||||
* Due to a clash of names You will need to change the extension of the spine file from *.json to *.anim for it to load
|
||||
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
||||
* You will need to generate a sprite sheet to accompany the spine data
|
||||
* When loaded this class will dispatch a "loaded" event
|
||||
*
|
||||
* @class Spine
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param url {String} The url of the JSON file
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.SpineLoader = function(url, crossorigin)
|
||||
{
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The url of the bitmap font data
|
||||
*
|
||||
* @property url
|
||||
* @type String
|
||||
*/
|
||||
this.url = url;
|
||||
|
||||
/**
|
||||
* Whether the requests should be treated as cross origin
|
||||
*
|
||||
* @property crossorigin
|
||||
* @type Boolean
|
||||
*/
|
||||
this.crossorigin = crossorigin;
|
||||
|
||||
/**
|
||||
* [read-only] Whether the data has loaded yet
|
||||
*
|
||||
* @property loaded
|
||||
* @type Boolean
|
||||
* @readOnly
|
||||
*/
|
||||
this.loaded = false;
|
||||
};
|
||||
|
||||
PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader;
|
||||
|
||||
/**
|
||||
* Loads the JSON data
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.SpineLoader.prototype.load = function () {
|
||||
|
||||
var scope = this;
|
||||
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
|
||||
jsonLoader.addEventListener("loaded", function (event) {
|
||||
scope.json = event.content.json;
|
||||
scope.onLoaded();
|
||||
});
|
||||
jsonLoader.load();
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when JSON file is loaded
|
||||
*
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.SpineLoader.prototype.onLoaded = function () {
|
||||
this.loaded = true;
|
||||
this.dispatchEvent({type: "loaded", content: this});
|
||||
};
|
||||
|
||||
99
src/pixi/loaders/SpriteSheetLoader.js
Normal file
99
src/pixi/loaders/SpriteSheetLoader.js
Normal file
@@ -0,0 +1,99 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* The sprite sheet loader is used to load in JSON sprite sheet data
|
||||
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format
|
||||
* There is a free version so thats nice, although the paid version is great value for money.
|
||||
* It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed.
|
||||
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
|
||||
* This loader will load the image file that the Spritesheet points to as well as the data.
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
*
|
||||
* @class SpriteSheetLoader
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param url {String} The url of the sprite sheet JSON file
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
*/
|
||||
PIXI.SpriteSheetLoader = function (url, crossorigin) {
|
||||
/*
|
||||
* i use texture packer to load the assets..
|
||||
* http://www.codeandweb.com/texturepacker
|
||||
* make sure to set the format as 'JSON'
|
||||
*/
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The url of the bitmap font data
|
||||
*
|
||||
* @property url
|
||||
* @type String
|
||||
*/
|
||||
this.url = url;
|
||||
|
||||
/**
|
||||
* Whether the requests should be treated as cross origin
|
||||
*
|
||||
* @property crossorigin
|
||||
* @type Boolean
|
||||
*/
|
||||
this.crossorigin = crossorigin;
|
||||
|
||||
/**
|
||||
* [read-only] The base url of the bitmap font data
|
||||
*
|
||||
* @property baseUrl
|
||||
* @type String
|
||||
* @readOnly
|
||||
*/
|
||||
this.baseUrl = url.replace(/[^\/]*$/, '');
|
||||
|
||||
/**
|
||||
* The texture being loaded
|
||||
*
|
||||
* @property texture
|
||||
* @type Texture
|
||||
*/
|
||||
this.texture = null;
|
||||
|
||||
/**
|
||||
* The frames of the sprite sheet
|
||||
*
|
||||
* @property frames
|
||||
* @type Object
|
||||
*/
|
||||
this.frames = {};
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader;
|
||||
|
||||
/**
|
||||
* This will begin loading the JSON file
|
||||
*
|
||||
* @method load
|
||||
*/
|
||||
PIXI.SpriteSheetLoader.prototype.load = function () {
|
||||
var scope = this;
|
||||
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
|
||||
jsonLoader.addEventListener('loaded', function (event) {
|
||||
scope.json = event.content.json;
|
||||
scope.onLoaded();
|
||||
});
|
||||
jsonLoader.load();
|
||||
};
|
||||
|
||||
/**
|
||||
* Invoke when all files are loaded (json and texture)
|
||||
*
|
||||
* @method onLoaded
|
||||
* @private
|
||||
*/
|
||||
PIXI.SpriteSheetLoader.prototype.onLoaded = function () {
|
||||
this.dispatchEvent({
|
||||
type: 'loaded',
|
||||
content: this
|
||||
});
|
||||
};
|
||||
647
src/pixi/primitives/Graphics.js
Normal file
647
src/pixi/primitives/Graphics.js
Normal file
@@ -0,0 +1,647 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* The Graphics class contains a set of methods that you can use to create primitive shapes and lines.
|
||||
* It is important to know that with the webGL renderer only simple polygons can be filled at this stage
|
||||
* Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png
|
||||
*
|
||||
* @class Graphics
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.Graphics = function()
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this );
|
||||
|
||||
this.renderable = true;
|
||||
|
||||
/**
|
||||
* The alpha of the fill of this graphics object
|
||||
*
|
||||
* @property fillAlpha
|
||||
* @type Number
|
||||
*/
|
||||
this.fillAlpha = 1;
|
||||
|
||||
/**
|
||||
* The width of any lines drawn
|
||||
*
|
||||
* @property lineWidth
|
||||
* @type Number
|
||||
*/
|
||||
this.lineWidth = 0;
|
||||
|
||||
/**
|
||||
* The color of any lines drawn
|
||||
*
|
||||
* @property lineColor
|
||||
* @type String
|
||||
*/
|
||||
this.lineColor = "black";
|
||||
|
||||
/**
|
||||
* Graphics data
|
||||
*
|
||||
* @property graphicsData
|
||||
* @type Array
|
||||
* @private
|
||||
*/
|
||||
this.graphicsData = [];
|
||||
|
||||
|
||||
/**
|
||||
* The tint applied to the graphic shape. This is a hex value
|
||||
*
|
||||
* @property tint
|
||||
* @type Number
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;// * Math.random();
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the graphic shape
|
||||
*
|
||||
* @property blendMode
|
||||
* @type Number
|
||||
* @default PIXI.blendModes.NORMAL;
|
||||
*/
|
||||
this.blendMode = PIXI.blendModes.NORMAL;
|
||||
|
||||
/**
|
||||
* Current path
|
||||
*
|
||||
* @property currentPath
|
||||
* @type Object
|
||||
* @private
|
||||
*/
|
||||
this.currentPath = {points:[]};
|
||||
|
||||
/**
|
||||
* Array containing some WebGL-related properties used by the WebGL renderer
|
||||
*
|
||||
* @property _webGL
|
||||
* @type Array
|
||||
* @private
|
||||
*/
|
||||
this._webGL = [];
|
||||
|
||||
/**
|
||||
* Whether this shape is being used as a mask
|
||||
*
|
||||
* @property isMask
|
||||
* @type isMask
|
||||
*/
|
||||
this.isMask = false;
|
||||
|
||||
/**
|
||||
* The bounds of the graphic shape as rectangle object
|
||||
*
|
||||
* @property bounds
|
||||
* @type Rectangle
|
||||
*/
|
||||
this.bounds = null;
|
||||
|
||||
/**
|
||||
* the bounds' padding used for bounds calculation
|
||||
*
|
||||
* @property boundsPadding
|
||||
* @type Number
|
||||
*/
|
||||
this.boundsPadding = 10;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
||||
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
||||
|
||||
/**
|
||||
* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
|
||||
* This is useful if your graphics element does not change often as it will speed up the rendering of the object
|
||||
* It is also usful as the graphics object will always be antialiased because it will be rendered using canvas
|
||||
* Not recommended if you are constanly redrawing the graphics element.
|
||||
*
|
||||
* @property cacheAsBitmap
|
||||
* @default false
|
||||
* @type Boolean
|
||||
* @private
|
||||
*/
|
||||
Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
|
||||
get: function() {
|
||||
return this._cacheAsBitmap;
|
||||
},
|
||||
set: function(value) {
|
||||
this._cacheAsBitmap = value;
|
||||
|
||||
if(this._cacheAsBitmap)
|
||||
{
|
||||
this._generateCachedSprite();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.destroyCachedSprite();
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
/**
|
||||
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
|
||||
*
|
||||
* @method lineStyle
|
||||
* @param lineWidth {Number} width of the line to draw, will update the object's stored style
|
||||
* @param color {Number} color of the line to draw, will update the object's stored style
|
||||
* @param alpha {Number} alpha of the line to draw, will update the object's stored style
|
||||
*/
|
||||
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
|
||||
{
|
||||
if (!this.currentPath.points.length) this.graphicsData.pop();
|
||||
|
||||
this.lineWidth = lineWidth || 0;
|
||||
this.lineColor = color || 0;
|
||||
this.lineAlpha = (arguments.length < 3) ? 1 : alpha;
|
||||
|
||||
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
||||
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
||||
|
||||
this.graphicsData.push(this.currentPath);
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Moves the current drawing position to (x, y).
|
||||
*
|
||||
* @method moveTo
|
||||
* @param x {Number} the X coordinate to move to
|
||||
* @param y {Number} the Y coordinate to move to
|
||||
*/
|
||||
PIXI.Graphics.prototype.moveTo = function(x, y)
|
||||
{
|
||||
if (!this.currentPath.points.length) this.graphicsData.pop();
|
||||
|
||||
this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
||||
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
||||
|
||||
this.currentPath.points.push(x, y);
|
||||
|
||||
this.graphicsData.push(this.currentPath);
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Draws a line using the current line style from the current drawing position to (x, y);
|
||||
* the current drawing position is then set to (x, y).
|
||||
*
|
||||
* @method lineTo
|
||||
* @param x {Number} the X coordinate to draw to
|
||||
* @param y {Number} the Y coordinate to draw to
|
||||
*/
|
||||
PIXI.Graphics.prototype.lineTo = function(x, y)
|
||||
{
|
||||
this.currentPath.points.push(x, y);
|
||||
this.dirty = true;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
||||
* (such as lineTo() or drawCircle()) use when drawing.
|
||||
*
|
||||
* @method beginFill
|
||||
* @param color {Number} the color of the fill
|
||||
* @param alpha {Number} the alpha of the fill
|
||||
*/
|
||||
PIXI.Graphics.prototype.beginFill = function(color, alpha)
|
||||
{
|
||||
|
||||
this.filling = true;
|
||||
this.fillColor = color || 0;
|
||||
this.fillAlpha = (arguments.length < 2) ? 1 : alpha;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
||||
*
|
||||
* @method endFill
|
||||
*/
|
||||
PIXI.Graphics.prototype.endFill = function()
|
||||
{
|
||||
this.filling = false;
|
||||
this.fillColor = null;
|
||||
this.fillAlpha = 1;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* @method drawRect
|
||||
*
|
||||
* @param x {Number} The X coord of the top-left of the rectangle
|
||||
* @param y {Number} The Y coord of the top-left of the rectangle
|
||||
* @param width {Number} The width of the rectangle
|
||||
* @param height {Number} The height of the rectangle
|
||||
*/
|
||||
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
|
||||
{
|
||||
if (!this.currentPath.points.length) this.graphicsData.pop();
|
||||
|
||||
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
||||
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
||||
points:[x, y, width, height], type:PIXI.Graphics.RECT};
|
||||
|
||||
this.graphicsData.push(this.currentPath);
|
||||
this.dirty = true;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Draws a circle.
|
||||
*
|
||||
* @method drawCircle
|
||||
* @param x {Number} The X coordinate of the center of the circle
|
||||
* @param y {Number} The Y coordinate of the center of the circle
|
||||
* @param radius {Number} The radius of the circle
|
||||
*/
|
||||
PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
|
||||
{
|
||||
|
||||
if (!this.currentPath.points.length) this.graphicsData.pop();
|
||||
|
||||
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
||||
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
||||
points:[x, y, radius, radius], type:PIXI.Graphics.CIRC};
|
||||
|
||||
this.graphicsData.push(this.currentPath);
|
||||
this.dirty = true;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Draws an ellipse.
|
||||
*
|
||||
* @method drawEllipse
|
||||
* @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse
|
||||
* @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse
|
||||
* @param width {Number} The width of the ellipse
|
||||
* @param height {Number} The height of the ellipse
|
||||
*/
|
||||
PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height)
|
||||
{
|
||||
|
||||
if (!this.currentPath.points.length) this.graphicsData.pop();
|
||||
|
||||
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
||||
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
||||
points:[x, y, width, height], type:PIXI.Graphics.ELIP};
|
||||
|
||||
this.graphicsData.push(this.currentPath);
|
||||
this.dirty = true;
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
||||
*
|
||||
* @method clear
|
||||
*/
|
||||
PIXI.Graphics.prototype.clear = function()
|
||||
{
|
||||
this.lineWidth = 0;
|
||||
this.filling = false;
|
||||
|
||||
this.dirty = true;
|
||||
this.clearDirty = true;
|
||||
this.graphicsData = [];
|
||||
|
||||
this.bounds = null; //new PIXI.Rectangle();
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Useful function that returns a texture of the graphics object that can then be used to create sprites
|
||||
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
|
||||
*
|
||||
* @method generateTexture
|
||||
* @return {Texture} a texture of the graphics object
|
||||
*/
|
||||
PIXI.Graphics.prototype.generateTexture = function()
|
||||
{
|
||||
var bounds = this.getBounds();
|
||||
|
||||
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
||||
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
||||
|
||||
canvasBuffer.context.translate(-bounds.x,-bounds.y);
|
||||
|
||||
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
|
||||
|
||||
return texture;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
|
||||
|
||||
if(this._cacheAsBitmap)
|
||||
{
|
||||
|
||||
if(this.dirty)
|
||||
{
|
||||
this._generateCachedSprite();
|
||||
// we will also need to update the texture on the gpu too!
|
||||
PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl);
|
||||
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
renderSession.spriteBatch.stop();
|
||||
|
||||
if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession);
|
||||
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
|
||||
|
||||
// check blend mode
|
||||
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
|
||||
{
|
||||
renderSession.spriteBatch.currentBlendMode = this.blendMode;
|
||||
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
|
||||
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
||||
}
|
||||
|
||||
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
|
||||
|
||||
// only render if it has children!
|
||||
if(this.children.length)
|
||||
{
|
||||
renderSession.spriteBatch.start();
|
||||
|
||||
// simple render children!
|
||||
for(var i=0, j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
renderSession.spriteBatch.stop();
|
||||
}
|
||||
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
if(this._mask)renderSession.maskManager.popMask(renderSession);
|
||||
|
||||
renderSession.drawCount++;
|
||||
|
||||
renderSession.spriteBatch.start();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Graphics.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
|
||||
|
||||
var context = renderSession.context;
|
||||
var transform = this.worldTransform;
|
||||
|
||||
if(this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
||||
}
|
||||
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
PIXI.CanvasGraphics.renderGraphics(this, context);
|
||||
|
||||
// simple render children!
|
||||
for(var i=0, j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i]._renderCanvas(renderSession);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieves the bounds of the graphic shape as a rectangle object
|
||||
*
|
||||
* @method getBounds
|
||||
* @return {Rectangle} the rectangular bounding area
|
||||
*/
|
||||
PIXI.Graphics.prototype.getBounds = function( matrix )
|
||||
{
|
||||
if(!this.bounds)this.updateBounds();
|
||||
|
||||
var w0 = this.bounds.x;
|
||||
var w1 = this.bounds.width + this.bounds.x;
|
||||
|
||||
var h0 = this.bounds.y;
|
||||
var h1 = this.bounds.height + this.bounds.y;
|
||||
|
||||
var worldTransform = matrix || this.worldTransform;
|
||||
|
||||
var a = worldTransform.a;
|
||||
var b = worldTransform.c;
|
||||
var c = worldTransform.b;
|
||||
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 maxX = x1;
|
||||
var maxY = y1;
|
||||
|
||||
var minX = x1;
|
||||
var minY = y1;
|
||||
|
||||
minX = x2 < minX ? x2 : minX;
|
||||
minX = x3 < minX ? x3 : minX;
|
||||
minX = x4 < minX ? x4 : minX;
|
||||
|
||||
minY = y2 < minY ? y2 : minY;
|
||||
minY = y3 < minY ? y3 : minY;
|
||||
minY = y4 < minY ? y4 : minY;
|
||||
|
||||
maxX = x2 > maxX ? x2 : maxX;
|
||||
maxX = x3 > maxX ? x3 : maxX;
|
||||
maxX = x4 > maxX ? x4 : maxX;
|
||||
|
||||
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;
|
||||
|
||||
return bounds;
|
||||
};
|
||||
|
||||
/**
|
||||
* Update the bounds of the object
|
||||
*
|
||||
* @method updateBounds
|
||||
*/
|
||||
PIXI.Graphics.prototype.updateBounds = function()
|
||||
{
|
||||
|
||||
var minX = Infinity;
|
||||
var maxX = -Infinity;
|
||||
|
||||
var minY = Infinity;
|
||||
var maxY = -Infinity;
|
||||
|
||||
var points, x, y, w, h;
|
||||
|
||||
for (var i = 0; i < this.graphicsData.length; i++) {
|
||||
var data = this.graphicsData[i];
|
||||
var type = data.type;
|
||||
var lineWidth = data.lineWidth;
|
||||
|
||||
points = data.points;
|
||||
|
||||
if(type === PIXI.Graphics.RECT)
|
||||
{
|
||||
x = points[0] - lineWidth/2;
|
||||
y = points[1] - lineWidth/2;
|
||||
w = points[2] + lineWidth;
|
||||
h = points[3] + lineWidth;
|
||||
|
||||
minX = x < minX ? x : minX;
|
||||
maxX = x + w > maxX ? x + w : maxX;
|
||||
|
||||
minY = y < minY ? x : minY;
|
||||
maxY = y + h > maxY ? y + h : maxY;
|
||||
}
|
||||
else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP)
|
||||
{
|
||||
x = points[0];
|
||||
y = points[1];
|
||||
w = points[2] + lineWidth/2;
|
||||
h = points[3] + lineWidth/2;
|
||||
|
||||
minX = x - w < minX ? x - w : minX;
|
||||
maxX = x + w > maxX ? x + w : maxX;
|
||||
|
||||
minY = y - h < minY ? y - h : minY;
|
||||
maxY = y + h > maxY ? y + h : maxY;
|
||||
}
|
||||
else
|
||||
{
|
||||
// POLY
|
||||
for (var j = 0; j < points.length; j+=2)
|
||||
{
|
||||
|
||||
x = points[j];
|
||||
y = points[j+1];
|
||||
minX = x-lineWidth < minX ? x-lineWidth : minX;
|
||||
maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
|
||||
|
||||
minY = y-lineWidth < minY ? y-lineWidth : minY;
|
||||
maxY = y+lineWidth > maxY ? y+lineWidth : maxY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var padding = this.boundsPadding;
|
||||
this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Generates the cached sprite when the sprite has cacheAsBitmap = true
|
||||
*
|
||||
* @method _generateCachedSprite
|
||||
* @private
|
||||
*/
|
||||
PIXI.Graphics.prototype._generateCachedSprite = function()
|
||||
{
|
||||
var bounds = this.getLocalBounds();
|
||||
|
||||
if(!this._cachedSprite)
|
||||
{
|
||||
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
||||
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
||||
|
||||
this._cachedSprite = new PIXI.Sprite(texture);
|
||||
this._cachedSprite.buffer = canvasBuffer;
|
||||
|
||||
this._cachedSprite.worldTransform = this.worldTransform;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
// leverage the anchor to account for the offset of the element
|
||||
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
||||
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
||||
|
||||
// this._cachedSprite.buffer.context.save();
|
||||
this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
|
||||
|
||||
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
|
||||
// this._cachedSprite.buffer.context.restore();
|
||||
};
|
||||
|
||||
PIXI.Graphics.prototype.destroyCachedSprite = function()
|
||||
{
|
||||
this._cachedSprite.texture.destroy(true);
|
||||
|
||||
// let the gc collect the unused sprite
|
||||
// TODO could be object pooled!
|
||||
this._cachedSprite = null;
|
||||
};
|
||||
|
||||
|
||||
// SOME TYPES:
|
||||
PIXI.Graphics.POLY = 0;
|
||||
PIXI.Graphics.RECT = 1;
|
||||
PIXI.Graphics.CIRC = 2;
|
||||
PIXI.Graphics.ELIP = 3;
|
||||
237
src/pixi/renderers/canvas/CanvasGraphics.js
Normal file
237
src/pixi/renderers/canvas/CanvasGraphics.js
Normal file
@@ -0,0 +1,237 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* A set of functions used by the canvas renderer to draw the primitive graphics data
|
||||
*
|
||||
* @class CanvasGraphics
|
||||
*/
|
||||
PIXI.CanvasGraphics = function()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* Renders the graphics object
|
||||
*
|
||||
* @static
|
||||
* @private
|
||||
* @method renderGraphics
|
||||
* @param graphics {Graphics} the actual graphics object to render
|
||||
* @param context {Context2D} the 2d drawing method of the canvas
|
||||
*/
|
||||
PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
||||
{
|
||||
var worldAlpha = graphics.worldAlpha;
|
||||
var color = '';
|
||||
|
||||
for (var i = 0; i < graphics.graphicsData.length; i++)
|
||||
{
|
||||
var data = graphics.graphicsData[i];
|
||||
var points = data.points;
|
||||
|
||||
context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
|
||||
|
||||
context.lineWidth = data.lineWidth;
|
||||
|
||||
if(data.type === PIXI.Graphics.POLY)
|
||||
{
|
||||
context.beginPath();
|
||||
|
||||
context.moveTo(points[0], points[1]);
|
||||
|
||||
for (var j=1; j < points.length/2; j++)
|
||||
{
|
||||
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
||||
}
|
||||
|
||||
// if the first and last point are the same close the path - much neater :)
|
||||
if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
|
||||
{
|
||||
context.closePath();
|
||||
}
|
||||
|
||||
if(data.fill)
|
||||
{
|
||||
context.globalAlpha = data.fillAlpha * worldAlpha;
|
||||
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
||||
context.fill();
|
||||
}
|
||||
if(data.lineWidth)
|
||||
{
|
||||
context.globalAlpha = data.lineAlpha * worldAlpha;
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.RECT)
|
||||
{
|
||||
|
||||
if(data.fillColor || data.fillColor === 0)
|
||||
{
|
||||
context.globalAlpha = data.fillAlpha * worldAlpha;
|
||||
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
||||
context.fillRect(points[0], points[1], points[2], points[3]);
|
||||
|
||||
}
|
||||
if(data.lineWidth)
|
||||
{
|
||||
context.globalAlpha = data.lineAlpha * worldAlpha;
|
||||
context.strokeRect(points[0], points[1], points[2], points[3]);
|
||||
}
|
||||
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.CIRC)
|
||||
{
|
||||
// TODO - need to be Undefined!
|
||||
context.beginPath();
|
||||
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
||||
context.closePath();
|
||||
|
||||
if(data.fill)
|
||||
{
|
||||
context.globalAlpha = data.fillAlpha * worldAlpha;
|
||||
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
||||
context.fill();
|
||||
}
|
||||
if(data.lineWidth)
|
||||
{
|
||||
context.globalAlpha = data.lineAlpha * worldAlpha;
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.ELIP)
|
||||
{
|
||||
|
||||
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
||||
|
||||
var ellipseData = data.points;
|
||||
|
||||
var w = ellipseData[2] * 2;
|
||||
var h = ellipseData[3] * 2;
|
||||
|
||||
var x = ellipseData[0] - w/2;
|
||||
var y = ellipseData[1] - h/2;
|
||||
|
||||
context.beginPath();
|
||||
|
||||
var kappa = 0.5522848,
|
||||
ox = (w / 2) * kappa, // control point offset horizontal
|
||||
oy = (h / 2) * kappa, // control point offset vertical
|
||||
xe = x + w, // x-end
|
||||
ye = y + h, // y-end
|
||||
xm = x + w / 2, // x-middle
|
||||
ym = y + h / 2; // y-middle
|
||||
|
||||
context.moveTo(x, ym);
|
||||
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
||||
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
||||
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
||||
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
||||
|
||||
context.closePath();
|
||||
|
||||
if(data.fill)
|
||||
{
|
||||
context.globalAlpha = data.fillAlpha * worldAlpha;
|
||||
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
||||
context.fill();
|
||||
}
|
||||
if(data.lineWidth)
|
||||
{
|
||||
context.globalAlpha = data.lineAlpha * worldAlpha;
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Renders a graphics mask
|
||||
*
|
||||
* @static
|
||||
* @private
|
||||
* @method renderGraphicsMask
|
||||
* @param graphics {Graphics} the graphics which will be used as a mask
|
||||
* @param context {Context2D} the context 2d method of the canvas
|
||||
*/
|
||||
PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
||||
{
|
||||
var len = graphics.graphicsData.length;
|
||||
|
||||
if(len === 0) return;
|
||||
|
||||
if(len > 1)
|
||||
{
|
||||
len = 1;
|
||||
window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object');
|
||||
}
|
||||
|
||||
for (var i = 0; i < 1; i++)
|
||||
{
|
||||
var data = graphics.graphicsData[i];
|
||||
var points = data.points;
|
||||
|
||||
if(data.type === PIXI.Graphics.POLY)
|
||||
{
|
||||
context.beginPath();
|
||||
context.moveTo(points[0], points[1]);
|
||||
|
||||
for (var j=1; j < points.length/2; j++)
|
||||
{
|
||||
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
||||
}
|
||||
|
||||
// if the first and last point are the same close the path - much neater :)
|
||||
if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
|
||||
{
|
||||
context.closePath();
|
||||
}
|
||||
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.RECT)
|
||||
{
|
||||
context.beginPath();
|
||||
context.rect(points[0], points[1], points[2], points[3]);
|
||||
context.closePath();
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.CIRC)
|
||||
{
|
||||
// TODO - need to be Undefined!
|
||||
context.beginPath();
|
||||
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
||||
context.closePath();
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.ELIP)
|
||||
{
|
||||
|
||||
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
||||
var ellipseData = data.points;
|
||||
|
||||
var w = ellipseData[2] * 2;
|
||||
var h = ellipseData[3] * 2;
|
||||
|
||||
var x = ellipseData[0] - w/2;
|
||||
var y = ellipseData[1] - h/2;
|
||||
|
||||
context.beginPath();
|
||||
|
||||
var kappa = 0.5522848,
|
||||
ox = (w / 2) * kappa, // control point offset horizontal
|
||||
oy = (h / 2) * kappa, // control point offset vertical
|
||||
xe = x + w, // x-end
|
||||
ye = y + h, // y-end
|
||||
xm = x + w / 2, // x-middle
|
||||
ym = y + h / 2; // y-middle
|
||||
|
||||
context.moveTo(x, ym);
|
||||
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
||||
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
||||
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
||||
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
||||
context.closePath();
|
||||
}
|
||||
}
|
||||
};
|
||||
389
src/pixi/renderers/canvas/CanvasRenderer.js
Normal file
389
src/pixi/renderers/canvas/CanvasRenderer.js
Normal file
@@ -0,0 +1,389 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
|
||||
* Dont forget to add the view to your DOM or you will not see anything :)
|
||||
*
|
||||
* @class CanvasRenderer
|
||||
* @constructor
|
||||
* @param width=800 {Number} the width of the canvas view
|
||||
* @param height=600 {Number} the height of the canvas view
|
||||
* @param [view] {HTMLCanvasElement} the canvas to use as a view, optional
|
||||
* @param [transparent=false] {Boolean} the transparency of the render view, default false
|
||||
*/
|
||||
PIXI.CanvasRenderer = function(width, height, view, transparent)
|
||||
{
|
||||
PIXI.defaultRenderer = PIXI.defaultRenderer || this;
|
||||
|
||||
this.type = PIXI.CANVAS_RENDERER;
|
||||
|
||||
/**
|
||||
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
|
||||
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
|
||||
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
|
||||
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
|
||||
*
|
||||
* @property clearBeforeRender
|
||||
* @type Boolean
|
||||
* @default
|
||||
*/
|
||||
this.clearBeforeRender = true;
|
||||
|
||||
/**
|
||||
* If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
|
||||
* Handy for crisp pixel art and speed on legacy devices.
|
||||
*
|
||||
* @property roundPixels
|
||||
* @type Boolean
|
||||
* @default
|
||||
*/
|
||||
this.roundPixels = false;
|
||||
|
||||
/**
|
||||
* Whether the render view is transparent
|
||||
*
|
||||
* @property transparent
|
||||
* @type Boolean
|
||||
*/
|
||||
this.transparent = !!transparent;
|
||||
|
||||
if(!PIXI.blendModesCanvas)
|
||||
{
|
||||
PIXI.blendModesCanvas = [];
|
||||
|
||||
if(PIXI.canUseNewCanvasBlendModes())
|
||||
{
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK???
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "multiply";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "screen";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "overlay";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "darken";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "lighten";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "color-dodge";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "color-burn";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "hard-light";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "soft-light";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "difference";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "exclusion";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "hue";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "saturation";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "color";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "luminosity";
|
||||
}
|
||||
else
|
||||
{
|
||||
// this means that the browser does not support the cool new blend modes in canvas "cough" ie "cough"
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK???
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "source-over";
|
||||
PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "source-over";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The width of the canvas view
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 800
|
||||
*/
|
||||
this.width = width || 800;
|
||||
|
||||
/**
|
||||
* The height of the canvas view
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
* @default 600
|
||||
*/
|
||||
this.height = height || 600;
|
||||
|
||||
/**
|
||||
* The canvas element that everything is drawn to
|
||||
*
|
||||
* @property view
|
||||
* @type HTMLCanvasElement
|
||||
*/
|
||||
this.view = view || document.createElement( "canvas" );
|
||||
|
||||
/**
|
||||
* The canvas 2d context that everything is drawn with
|
||||
* @property context
|
||||
* @type HTMLCanvasElement 2d Context
|
||||
*/
|
||||
this.context = this.view.getContext( "2d", { alpha: this.transparent } );
|
||||
|
||||
this.refresh = true;
|
||||
// hack to enable some hardware acceleration!
|
||||
//this.view.style["transform"] = "translatez(0)";
|
||||
|
||||
this.view.width = this.width;
|
||||
this.view.height = this.height;
|
||||
this.count = 0;
|
||||
|
||||
/**
|
||||
* Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer
|
||||
* @property CanvasMaskManager
|
||||
* @type CanvasMaskManager
|
||||
*/
|
||||
this.maskManager = new PIXI.CanvasMaskManager();
|
||||
|
||||
/**
|
||||
* The render session is just a bunch of parameter used for rendering
|
||||
* @property renderSession
|
||||
* @type Object
|
||||
*/
|
||||
this.renderSession = {
|
||||
context: this.context,
|
||||
maskManager: this.maskManager,
|
||||
scaleMode: null,
|
||||
smoothProperty: null
|
||||
};
|
||||
|
||||
if("imageSmoothingEnabled" in this.context)
|
||||
this.renderSession.smoothProperty = "imageSmoothingEnabled";
|
||||
else if("webkitImageSmoothingEnabled" in this.context)
|
||||
this.renderSession.smoothProperty = "webkitImageSmoothingEnabled";
|
||||
else if("mozImageSmoothingEnabled" in this.context)
|
||||
this.renderSession.smoothProperty = "mozImageSmoothingEnabled";
|
||||
else if("oImageSmoothingEnabled" in this.context)
|
||||
this.renderSession.smoothProperty = "oImageSmoothingEnabled";
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
|
||||
|
||||
/**
|
||||
* Renders the stage to its canvas view
|
||||
*
|
||||
* @method render
|
||||
* @param stage {Stage} the Stage element to be rendered
|
||||
*/
|
||||
PIXI.CanvasRenderer.prototype.render = function(stage)
|
||||
{
|
||||
// update textures if need be
|
||||
PIXI.texturesToUpdate.length = 0;
|
||||
PIXI.texturesToDestroy.length = 0;
|
||||
|
||||
stage.updateTransform();
|
||||
|
||||
this.context.setTransform(1,0,0,1,0,0);
|
||||
this.context.globalAlpha = 1;
|
||||
|
||||
if (!this.transparent && this.clearBeforeRender)
|
||||
{
|
||||
this.context.fillStyle = stage.backgroundColorString;
|
||||
this.context.fillRect(0, 0, this.width, this.height);
|
||||
}
|
||||
else if (this.transparent && this.clearBeforeRender)
|
||||
{
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
this.renderDisplayObject(stage);
|
||||
|
||||
// run interaction!
|
||||
if(stage.interactive)
|
||||
{
|
||||
//need to add some events!
|
||||
if(!stage._interactiveEventsAdded)
|
||||
{
|
||||
stage._interactiveEventsAdded = true;
|
||||
stage.interactionManager.setTarget(this);
|
||||
}
|
||||
}
|
||||
|
||||
// remove frame updates..
|
||||
if(PIXI.Texture.frameUpdates.length > 0)
|
||||
{
|
||||
PIXI.Texture.frameUpdates.length = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Resizes the canvas view to the specified width and height
|
||||
*
|
||||
* @method resize
|
||||
* @param width {Number} the new width of the canvas view
|
||||
* @param height {Number} the new height of the canvas view
|
||||
*/
|
||||
PIXI.CanvasRenderer.prototype.resize = function(width, height)
|
||||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.view.width = width;
|
||||
this.view.height = height;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a display object
|
||||
*
|
||||
* @method renderDisplayObject
|
||||
* @param displayObject {DisplayObject} The displayObject to render
|
||||
* @param context {Context2D} the context 2d method of the canvas
|
||||
* @private
|
||||
*/
|
||||
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context)
|
||||
{
|
||||
// no longer recursive!
|
||||
//var transform;
|
||||
//var context = this.context;
|
||||
|
||||
this.renderSession.context = context || this.context;
|
||||
displayObject._renderCanvas(this.renderSession);
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a flat strip
|
||||
*
|
||||
* @method renderStripFlat
|
||||
* @param strip {Strip} The Strip to render
|
||||
* @private
|
||||
*/
|
||||
PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
|
||||
{
|
||||
var context = this.context;
|
||||
var verticies = strip.verticies;
|
||||
|
||||
var length = verticies.length/2;
|
||||
this.count++;
|
||||
|
||||
context.beginPath();
|
||||
for (var i=1; i < length-2; i++)
|
||||
{
|
||||
// draw some triangles!
|
||||
var index = i*2;
|
||||
|
||||
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
||||
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
||||
|
||||
context.moveTo(x0, y0);
|
||||
context.lineTo(x1, y1);
|
||||
context.lineTo(x2, y2);
|
||||
}
|
||||
|
||||
context.fillStyle = "#FF0000";
|
||||
context.fill();
|
||||
context.closePath();
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a strip
|
||||
*
|
||||
* @method renderStrip
|
||||
* @param strip {Strip} The Strip to render
|
||||
* @private
|
||||
*/
|
||||
PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
||||
{
|
||||
var context = this.context;
|
||||
|
||||
// draw triangles!!
|
||||
var verticies = strip.verticies;
|
||||
var uvs = strip.uvs;
|
||||
|
||||
var length = verticies.length/2;
|
||||
this.count++;
|
||||
|
||||
for (var i = 1; i < length-2; i++)
|
||||
{
|
||||
// draw some triangles!
|
||||
var index = i*2;
|
||||
|
||||
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
||||
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
||||
|
||||
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
|
||||
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
|
||||
|
||||
context.save();
|
||||
context.beginPath();
|
||||
context.moveTo(x0, y0);
|
||||
context.lineTo(x1, y1);
|
||||
context.lineTo(x2, y2);
|
||||
context.closePath();
|
||||
|
||||
context.clip();
|
||||
|
||||
// Compute matrix transform
|
||||
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
|
||||
var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
|
||||
var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
|
||||
var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
|
||||
var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
|
||||
var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
|
||||
var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
|
||||
|
||||
context.transform(deltaA / delta, deltaD / delta,
|
||||
deltaB / delta, deltaE / delta,
|
||||
deltaC / delta, deltaF / delta);
|
||||
|
||||
context.drawImage(strip.texture.baseTexture.source, 0, 0);
|
||||
context.restore();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a Canvas element of the given size
|
||||
*
|
||||
* @method CanvasBuffer
|
||||
* @param width {Number} the width for the newly created canvas
|
||||
* @param height {Number} the height for the newly created canvas
|
||||
* @static
|
||||
* @private
|
||||
*/
|
||||
PIXI.CanvasBuffer = function(width, height)
|
||||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.canvas = document.createElement( "canvas" );
|
||||
this.context = this.canvas.getContext( "2d" );
|
||||
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
};
|
||||
|
||||
/**
|
||||
* Clears the canvas that was created by the CanvasBuffer class
|
||||
*
|
||||
* @method clear
|
||||
* @private
|
||||
*/
|
||||
PIXI.CanvasBuffer.prototype.clear = function()
|
||||
{
|
||||
this.context.clearRect(0,0, this.width, this.height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Resizes the canvas that was created by the CanvasBuffer class to the specified width and height
|
||||
*
|
||||
* @method resize
|
||||
* @param width {Number} the new width of the canvas
|
||||
* @param height {Number} the new height of the canvas
|
||||
* @private
|
||||
*/
|
||||
|
||||
PIXI.CanvasBuffer.prototype.resize = function(width, height)
|
||||
{
|
||||
this.width = this.canvas.width = width;
|
||||
this.height = this.canvas.height = height;
|
||||
};
|
||||
|
||||
48
src/pixi/renderers/canvas/utils/CanvasMaskManager.js
Normal file
48
src/pixi/renderers/canvas/utils/CanvasMaskManager.js
Normal file
@@ -0,0 +1,48 @@
|
||||
/**
|
||||
* @author Mat Groves
|
||||
*
|
||||
*
|
||||
*/
|
||||
/**
|
||||
* A set of functions used to handle masking
|
||||
*
|
||||
* @class CanvasMaskManager
|
||||
*/
|
||||
PIXI.CanvasMaskManager = function()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* This method adds it to the current stack of masks
|
||||
*
|
||||
* @method pushMask
|
||||
* @param maskData the maskData that will be pushed
|
||||
* @param context {Context2D} the 2d drawing method of the canvas
|
||||
*/
|
||||
PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context)
|
||||
{
|
||||
context.save();
|
||||
|
||||
var cacheAlpha = maskData.alpha;
|
||||
var transform = maskData.worldTransform;
|
||||
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
|
||||
PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
|
||||
|
||||
context.clip();
|
||||
|
||||
maskData.worldAlpha = cacheAlpha;
|
||||
};
|
||||
|
||||
/**
|
||||
* Restores the current drawing context to the state it was before the mask was applied
|
||||
*
|
||||
* @method popMask
|
||||
* @param context {Context2D} the 2d drawing method of the canvas
|
||||
*/
|
||||
PIXI.CanvasMaskManager.prototype.popMask = function(context)
|
||||
{
|
||||
context.restore();
|
||||
};
|
||||
241
src/pixi/renderers/canvas/utils/CanvasTinter.js
Normal file
241
src/pixi/renderers/canvas/utils/CanvasTinter.js
Normal file
@@ -0,0 +1,241 @@
|
||||
|
||||
/**
|
||||
* @author Mat Groves
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class CanvasTinter
|
||||
* @constructor
|
||||
* @static
|
||||
*/
|
||||
PIXI.CanvasTinter = function()
|
||||
{
|
||||
/// this.textureCach
|
||||
};
|
||||
|
||||
//PIXI.CanvasTinter.cachTint = true;
|
||||
|
||||
|
||||
/**
|
||||
* Basically this method just needs a sprite and a color and tints the sprite
|
||||
* with the given color
|
||||
*
|
||||
* @method getTintedTexture
|
||||
* @param sprite {Sprite} the sprite to tint
|
||||
* @param color {Number} the color to use to tint the sprite with
|
||||
*/
|
||||
PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
|
||||
{
|
||||
|
||||
var texture = sprite.texture;
|
||||
|
||||
color = PIXI.CanvasTinter.roundColor(color);
|
||||
|
||||
var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
||||
|
||||
texture.tintCache = texture.tintCache || {};
|
||||
|
||||
if(texture.tintCache[stringColor]) return texture.tintCache[stringColor];
|
||||
|
||||
// clone texture..
|
||||
var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas");
|
||||
|
||||
//PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas);
|
||||
|
||||
|
||||
PIXI.CanvasTinter.tintMethod(texture, color, canvas);
|
||||
|
||||
if(PIXI.CanvasTinter.convertTintToImage)
|
||||
{
|
||||
// is this better?
|
||||
var tintImage = new Image();
|
||||
tintImage.src = canvas.toDataURL();
|
||||
|
||||
texture.tintCache[stringColor] = tintImage;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
texture.tintCache[stringColor] = canvas;
|
||||
// if we are not converting the texture to an image then we need to lose the reference to the canvas
|
||||
PIXI.CanvasTinter.canvas = null;
|
||||
|
||||
}
|
||||
|
||||
return canvas;
|
||||
};
|
||||
|
||||
/**
|
||||
* Tint a texture using the "multiply" operation
|
||||
* @method tintWithMultiply
|
||||
* @param texture {texture} the texture to tint
|
||||
* @param color {Number} the color to use to tint the sprite with
|
||||
* @param canvas {HTMLCanvasElement} the current canvas
|
||||
*/
|
||||
PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas)
|
||||
{
|
||||
var context = canvas.getContext( "2d" );
|
||||
|
||||
var frame = texture.frame;
|
||||
|
||||
canvas.width = frame.width;
|
||||
canvas.height = frame.height;
|
||||
|
||||
context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
||||
|
||||
context.fillRect(0, 0, frame.width, frame.height);
|
||||
|
||||
context.globalCompositeOperation = "multiply";
|
||||
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
0,
|
||||
0,
|
||||
frame.width,
|
||||
frame.height);
|
||||
|
||||
context.globalCompositeOperation = "destination-atop";
|
||||
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
0,
|
||||
0,
|
||||
frame.width,
|
||||
frame.height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Tint a texture using the "overlay" operation
|
||||
* @method tintWithOverlay
|
||||
* @param texture {texture} the texture to tint
|
||||
* @param color {Number} the color to use to tint the sprite with
|
||||
* @param canvas {HTMLCanvasElement} the current canvas
|
||||
*/
|
||||
PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas)
|
||||
{
|
||||
var context = canvas.getContext( "2d" );
|
||||
|
||||
var frame = texture.frame;
|
||||
|
||||
canvas.width = frame.width;
|
||||
canvas.height = frame.height;
|
||||
|
||||
|
||||
|
||||
context.globalCompositeOperation = "copy";
|
||||
context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6);
|
||||
context.fillRect(0, 0, frame.width, frame.height);
|
||||
|
||||
context.globalCompositeOperation = "destination-atop";
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
0,
|
||||
0,
|
||||
frame.width,
|
||||
frame.height);
|
||||
|
||||
|
||||
//context.globalCompositeOperation = "copy";
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Tint a texture pixel per pixel
|
||||
* @method tintPerPixel
|
||||
* @param texture {texture} the texture to tint
|
||||
* @param color {Number} the color to use to tint the sprite with
|
||||
* @param canvas {HTMLCanvasElement} the current canvas
|
||||
*/
|
||||
PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas)
|
||||
{
|
||||
var context = canvas.getContext( "2d" );
|
||||
|
||||
var frame = texture.frame;
|
||||
|
||||
canvas.width = frame.width;
|
||||
canvas.height = frame.height;
|
||||
|
||||
context.globalCompositeOperation = "copy";
|
||||
context.drawImage(texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
0,
|
||||
0,
|
||||
frame.width,
|
||||
frame.height);
|
||||
|
||||
var rgbValues = PIXI.hex2rgb(color);
|
||||
var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2];
|
||||
|
||||
var pixelData = context.getImageData(0, 0, frame.width, frame.height);
|
||||
|
||||
var pixels = pixelData.data;
|
||||
|
||||
for (var i = 0; i < pixels.length; i += 4)
|
||||
{
|
||||
pixels[i+0] *= r;
|
||||
pixels[i+1] *= g;
|
||||
pixels[i+2] *= b;
|
||||
}
|
||||
|
||||
context.putImageData(pixelData, 0, 0);
|
||||
};
|
||||
|
||||
/**
|
||||
* Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel
|
||||
* @method roundColor
|
||||
* @param color {number} the color to round, should be a hex color
|
||||
*/
|
||||
PIXI.CanvasTinter.roundColor = function(color)
|
||||
{
|
||||
var step = PIXI.CanvasTinter.cacheStepsPerColorChannel;
|
||||
|
||||
var rgbValues = PIXI.hex2rgb(color);
|
||||
|
||||
rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step);
|
||||
rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step);
|
||||
rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step);
|
||||
|
||||
return PIXI.rgb2hex(rgbValues);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* Number of steps which will be used as a cap when rounding colors
|
||||
*
|
||||
* @property cacheStepsPerColorChannel
|
||||
* @type Number
|
||||
*/
|
||||
PIXI.CanvasTinter.cacheStepsPerColorChannel = 8;
|
||||
/**
|
||||
*
|
||||
* Number of steps which will be used as a cap when rounding colors
|
||||
*
|
||||
* @property convertTintToImage
|
||||
* @type Boolean
|
||||
*/
|
||||
PIXI.CanvasTinter.convertTintToImage = false;
|
||||
|
||||
/**
|
||||
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method
|
||||
*
|
||||
* @property canUseMultiply
|
||||
* @type Boolean
|
||||
*/
|
||||
PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes();
|
||||
|
||||
PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel;
|
||||
|
||||
568
src/pixi/renderers/webgl/WebGLRenderer.js
Normal file
568
src/pixi/renderers/webgl/WebGLRenderer.js
Normal file
@@ -0,0 +1,568 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
|
||||
|
||||
/**
|
||||
* the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
|
||||
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's.
|
||||
* So no need for Sprite Batch's or Sprite Cloud's
|
||||
* Dont forget to add the view to your DOM or you will not see anything :)
|
||||
*
|
||||
* @class WebGLRenderer
|
||||
* @constructor
|
||||
* @param width=0 {Number} the width of the canvas view
|
||||
* @param height=0 {Number} the height of the canvas view
|
||||
* @param view {HTMLCanvasElement} the canvas to use as a view, optional
|
||||
* @param transparent=false {Boolean} If the render view is transparent, default false
|
||||
* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
|
||||
{
|
||||
if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this;
|
||||
|
||||
this.type = PIXI.WEBGL_RENDERER;
|
||||
|
||||
// do a catch.. only 1 webGL renderer..
|
||||
/**
|
||||
* Whether the render view is transparent
|
||||
*
|
||||
* @property transparent
|
||||
* @type Boolean
|
||||
*/
|
||||
this.transparent = !!transparent;
|
||||
|
||||
/**
|
||||
* The width of the canvas view
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 800
|
||||
*/
|
||||
this.width = width || 800;
|
||||
|
||||
/**
|
||||
* The height of the canvas view
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
* @default 600
|
||||
*/
|
||||
this.height = height || 600;
|
||||
|
||||
/**
|
||||
* The canvas element that everything is drawn to
|
||||
*
|
||||
* @property view
|
||||
* @type HTMLCanvasElement
|
||||
*/
|
||||
this.view = view || document.createElement( 'canvas' );
|
||||
this.view.width = this.width;
|
||||
this.view.height = this.height;
|
||||
|
||||
// deal with losing context..
|
||||
this.contextLost = this.handleContextLost.bind(this);
|
||||
this.contextRestoredLost = this.handleContextRestored.bind(this);
|
||||
|
||||
this.view.addEventListener('webglcontextlost', this.contextLost, false);
|
||||
this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false);
|
||||
|
||||
this.options = {
|
||||
alpha: this.transparent,
|
||||
antialias:!!antialias, // SPEED UP??
|
||||
premultipliedAlpha:!!transparent,
|
||||
stencil:true
|
||||
};
|
||||
|
||||
//try 'experimental-webgl'
|
||||
try {
|
||||
this.gl = this.view.getContext('experimental-webgl', this.options);
|
||||
} catch (e) {
|
||||
//try 'webgl'
|
||||
try {
|
||||
this.gl = this.view.getContext('webgl', this.options);
|
||||
} catch (e2) {
|
||||
// fail, not able to get a context
|
||||
throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this);
|
||||
}
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++;
|
||||
|
||||
PIXI.glContexts[this.glContextId] = gl;
|
||||
|
||||
if(!PIXI.blendModesWebGL)
|
||||
{
|
||||
PIXI.blendModesWebGL = [];
|
||||
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
this.projection = new PIXI.Point();
|
||||
this.projection.x = this.width/2;
|
||||
this.projection.y = -this.height/2;
|
||||
|
||||
this.offset = new PIXI.Point(0, 0);
|
||||
|
||||
this.resize(this.width, this.height);
|
||||
this.contextLost = false;
|
||||
|
||||
// time to create the render managers! each one focuses on managine a state in webGL
|
||||
this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs
|
||||
this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites
|
||||
this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer
|
||||
this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters
|
||||
|
||||
this.renderSession = {};
|
||||
this.renderSession.gl = this.gl;
|
||||
this.renderSession.drawCount = 0;
|
||||
this.renderSession.shaderManager = this.shaderManager;
|
||||
this.renderSession.maskManager = this.maskManager;
|
||||
this.renderSession.filterManager = this.filterManager;
|
||||
this.renderSession.spriteBatch = this.spriteBatch;
|
||||
this.renderSession.renderer = this;
|
||||
|
||||
gl.useProgram(this.shaderManager.defaultShader.program);
|
||||
|
||||
gl.disable(gl.DEPTH_TEST);
|
||||
gl.disable(gl.CULL_FACE);
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.colorMask(true, true, true, this.transparent);
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
|
||||
|
||||
/**
|
||||
* Renders the stage to its webGL view
|
||||
*
|
||||
* @method render
|
||||
* @param stage {Stage} the Stage element to be rendered
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.render = function(stage)
|
||||
{
|
||||
if(this.contextLost)return;
|
||||
|
||||
|
||||
// if rendering a new stage clear the batches..
|
||||
if(this.__stage !== stage)
|
||||
{
|
||||
if(stage.interactive)stage.interactionManager.removeEvents();
|
||||
|
||||
// TODO make this work
|
||||
// dont think this is needed any more?
|
||||
this.__stage = stage;
|
||||
}
|
||||
|
||||
// update any textures this includes uvs and uploading them to the gpu
|
||||
PIXI.WebGLRenderer.updateTextures();
|
||||
|
||||
// update the scene graph
|
||||
stage.updateTransform();
|
||||
|
||||
|
||||
// interaction
|
||||
if(stage._interactive)
|
||||
{
|
||||
//need to add some events!
|
||||
if(!stage._interactiveEventsAdded)
|
||||
{
|
||||
stage._interactiveEventsAdded = true;
|
||||
stage.interactionManager.setTarget(this);
|
||||
}
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
// -- Does this need to be set every frame? -- //
|
||||
//gl.colorMask(true, true, true, this.transparent);
|
||||
gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
// make sure we are bound to the main frame buffer
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
if(this.transparent)
|
||||
{
|
||||
gl.clearColor(0, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1);
|
||||
}
|
||||
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
this.renderDisplayObject( stage, this.projection );
|
||||
|
||||
// interaction
|
||||
if(stage.interactive)
|
||||
{
|
||||
//need to add some events!
|
||||
if(!stage._interactiveEventsAdded)
|
||||
{
|
||||
stage._interactiveEventsAdded = true;
|
||||
stage.interactionManager.setTarget(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(stage._interactiveEventsAdded)
|
||||
{
|
||||
stage._interactiveEventsAdded = false;
|
||||
stage.interactionManager.setTarget(this);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
//can simulate context loss in Chrome like so:
|
||||
this.view.onmousedown = function(ev) {
|
||||
console.dir(this.gl.getSupportedExtensions());
|
||||
var ext = (
|
||||
gl.getExtension("WEBGL_scompressed_texture_s3tc")
|
||||
// gl.getExtension("WEBGL_compressed_texture_s3tc") ||
|
||||
// gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") ||
|
||||
// gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc")
|
||||
);
|
||||
console.dir(ext);
|
||||
var loseCtx = this.gl.getExtension("WEBGL_lose_context");
|
||||
console.log("killing context");
|
||||
loseCtx.loseContext();
|
||||
setTimeout(function() {
|
||||
console.log("restoring context...");
|
||||
loseCtx.restoreContext();
|
||||
}.bind(this), 1000);
|
||||
}.bind(this);
|
||||
*/
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a display Object
|
||||
*
|
||||
* @method renderDIsplayObject
|
||||
* @param displayObject {DisplayObject} The DisplayObject to render
|
||||
* @param projection {Point} The projection
|
||||
* @param buffer {Array} a standard WebGL buffer
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer)
|
||||
{
|
||||
// reset the render session data..
|
||||
this.renderSession.drawCount = 0;
|
||||
this.renderSession.currentBlendMode = 9999;
|
||||
|
||||
this.renderSession.projection = projection;
|
||||
this.renderSession.offset = this.offset;
|
||||
|
||||
// start the sprite batch
|
||||
this.spriteBatch.begin(this.renderSession);
|
||||
|
||||
// start the filter manager
|
||||
this.filterManager.begin(this.renderSession, buffer);
|
||||
|
||||
// render the scene!
|
||||
displayObject._renderWebGL(this.renderSession);
|
||||
|
||||
// finish the sprite batch
|
||||
this.spriteBatch.end();
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the textures loaded into this webgl renderer
|
||||
*
|
||||
* @static
|
||||
* @method updateTextures
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.updateTextures = function()
|
||||
{
|
||||
var i = 0;
|
||||
|
||||
//TODO break this out into a texture manager...
|
||||
//for (i = 0; i < PIXI.texturesToUpdate.length; i++)
|
||||
// PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]);
|
||||
|
||||
|
||||
for (i=0; i < PIXI.Texture.frameUpdates.length; i++)
|
||||
PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]);
|
||||
|
||||
for (i = 0; i < PIXI.texturesToDestroy.length; i++)
|
||||
PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
|
||||
|
||||
PIXI.texturesToUpdate.length = 0;
|
||||
PIXI.texturesToDestroy.length = 0;
|
||||
PIXI.Texture.frameUpdates.length = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys a loaded webgl texture
|
||||
*
|
||||
* @method destroyTexture
|
||||
* @param texture {Texture} The texture to update
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.destroyTexture = function(texture)
|
||||
{
|
||||
//TODO break this out into a texture manager...
|
||||
|
||||
for (var i = texture._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = texture._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
texture._glTextures.length = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method updateTextureFrame
|
||||
* @param texture {Texture} The texture to update the frame from
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.updateTextureFrame = function(texture)
|
||||
{
|
||||
texture.updateFrame = false;
|
||||
|
||||
// now set the uvs. Figured that the uv data sits with a texture rather than a sprite.
|
||||
// so uv data is stored on the texture itself
|
||||
texture._updateWebGLuvs();
|
||||
};
|
||||
|
||||
/**
|
||||
* resizes the webGL view to the specified width and height
|
||||
*
|
||||
* @method resize
|
||||
* @param width {Number} the new width of the webGL view
|
||||
* @param height {Number} the new height of the webGL view
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
||||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.view.width = width;
|
||||
this.view.height = height;
|
||||
|
||||
this.gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
this.projection.x = this.width/2;
|
||||
this.projection.y = -this.height/2;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a WebGL texture
|
||||
*
|
||||
* @method createWebGLTexture
|
||||
* @param texture {Texture} the texture to render
|
||||
* @param gl {webglContext} the WebGL context
|
||||
* @static
|
||||
*/
|
||||
PIXI.createWebGLTexture = function(texture, gl)
|
||||
{
|
||||
|
||||
|
||||
if(texture.hasLoaded)
|
||||
{
|
||||
texture._glTextures[gl.id] = gl.createTexture();
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
||||
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
|
||||
// reguler...
|
||||
|
||||
if(!texture._powerOf2)
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
||||
}
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, null);
|
||||
}
|
||||
|
||||
return texture._glTextures[gl.id];
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates a WebGL texture
|
||||
*
|
||||
* @method updateWebGLTexture
|
||||
* @param texture {Texture} the texture to update
|
||||
* @param gl {webglContext} the WebGL context
|
||||
* @private
|
||||
*/
|
||||
PIXI.updateWebGLTexture = function(texture, gl)
|
||||
{
|
||||
if( texture._glTextures[gl.id] )
|
||||
{
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
||||
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
|
||||
// reguler...
|
||||
|
||||
if(!texture._powerOf2)
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
||||
}
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, null);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Handles a lost webgl context
|
||||
*
|
||||
* @method handleContextLost
|
||||
* @param event {Event}
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
||||
{
|
||||
event.preventDefault();
|
||||
this.contextLost = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Handles a restored webgl context
|
||||
*
|
||||
* @method handleContextRestored
|
||||
* @param event {Event}
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
||||
{
|
||||
|
||||
//try 'experimental-webgl'
|
||||
try {
|
||||
this.gl = this.view.getContext('experimental-webgl', this.options);
|
||||
} catch (e) {
|
||||
//try 'webgl'
|
||||
try {
|
||||
this.gl = this.view.getContext('webgl', this.options);
|
||||
} catch (e2) {
|
||||
// fail, not able to get a context
|
||||
throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this);
|
||||
}
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
gl.id = PIXI.WebGLRenderer.glContextId ++;
|
||||
|
||||
|
||||
|
||||
// need to set the context...
|
||||
this.shaderManager.setContext(gl);
|
||||
this.spriteBatch.setContext(gl);
|
||||
this.maskManager.setContext(gl);
|
||||
this.filterManager.setContext(gl);
|
||||
|
||||
|
||||
this.renderSession.gl = this.gl;
|
||||
|
||||
gl.disable(gl.DEPTH_TEST);
|
||||
gl.disable(gl.CULL_FACE);
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.colorMask(true, true, true, this.transparent);
|
||||
|
||||
this.gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
for(var key in PIXI.TextureCache)
|
||||
{
|
||||
var texture = PIXI.TextureCache[key].baseTexture;
|
||||
texture._glTextures = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether the context was lost
|
||||
* @property contextLost
|
||||
* @type Boolean
|
||||
*/
|
||||
this.contextLost = false;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes everything from the renderer (event listeners, spritebatch, etc...)
|
||||
*
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.WebGLRenderer.prototype.destroy = function()
|
||||
{
|
||||
|
||||
// deal with losing context..
|
||||
|
||||
// remove listeners
|
||||
this.view.removeEventListener('webglcontextlost', this.contextLost);
|
||||
this.view.removeEventListener('webglcontextrestored', this.contextRestoredLost);
|
||||
|
||||
PIXI.glContexts[this.glContextId] = null;
|
||||
|
||||
this.projection = null;
|
||||
this.offset = null;
|
||||
|
||||
// time to create the render managers! each one focuses on managine a state in webGL
|
||||
this.shaderManager.destroy();
|
||||
this.spriteBatch.destroy();
|
||||
this.maskManager.destroy();
|
||||
this.filterManager.destroy();
|
||||
|
||||
this.shaderManager = null;
|
||||
this.spriteBatch = null;
|
||||
this.maskManager = null;
|
||||
this.filterManager = null;
|
||||
|
||||
this.gl = null;
|
||||
//
|
||||
this.renderSession = null;
|
||||
};
|
||||
|
||||
|
||||
PIXI.WebGLRenderer.glContextId = 0;
|
||||
146
src/pixi/renderers/webgl/shaders/PixiFastShader.js
Normal file
146
src/pixi/renderers/webgl/shaders/PixiFastShader.js
Normal file
@@ -0,0 +1,146 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class PixiFastShader
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.PixiFastShader = function(gl)
|
||||
{
|
||||
|
||||
/**
|
||||
* @property gl
|
||||
* @type WebGLContext
|
||||
*/
|
||||
this.gl = gl;
|
||||
|
||||
/**
|
||||
* @property {any} program - The WebGL program.
|
||||
*/
|
||||
this.program = null;
|
||||
|
||||
/**
|
||||
* @property {array} fragmentSrc - The fragment shader.
|
||||
*/
|
||||
this.fragmentSrc = [
|
||||
'precision lowp float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vColor;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
||||
'}'
|
||||
];
|
||||
|
||||
/**
|
||||
* @property {array} vertexSrc - The vertex shader
|
||||
*/
|
||||
this.vertexSrc = [
|
||||
'attribute vec2 aVertexPosition;',
|
||||
'attribute vec2 aPositionCoord;',
|
||||
'attribute vec2 aScale;',
|
||||
'attribute float aRotation;',
|
||||
'attribute vec2 aTextureCoord;',
|
||||
'attribute float aColor;',
|
||||
|
||||
'uniform vec2 projectionVector;',
|
||||
'uniform vec2 offsetVector;',
|
||||
'uniform mat3 uMatrix;',
|
||||
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vColor;',
|
||||
|
||||
'const vec2 center = vec2(-1.0, 1.0);',
|
||||
|
||||
'void main(void) {',
|
||||
' vec2 v;',
|
||||
' vec2 sv = aVertexPosition * aScale;',
|
||||
' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',
|
||||
' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',
|
||||
' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',
|
||||
' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',
|
||||
' vTextureCoord = aTextureCoord;',
|
||||
// ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
|
||||
' vColor = aColor;',
|
||||
'}'
|
||||
];
|
||||
|
||||
|
||||
/**
|
||||
* @property {number} textureCount - A local texture counter for multi-texture shaders.
|
||||
*/
|
||||
this.textureCount = 0;
|
||||
|
||||
|
||||
this.init();
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader
|
||||
* @method init
|
||||
*
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.init = function()
|
||||
{
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
// get and store the uniforms for the shader
|
||||
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
||||
|
||||
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
||||
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
||||
this.dimensions = gl.getUniformLocation(program, 'dimensions');
|
||||
this.uMatrix = gl.getUniformLocation(program, 'uMatrix');
|
||||
|
||||
// get and store the attributes
|
||||
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
||||
this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord');
|
||||
|
||||
this.aScale = gl.getAttribLocation(program, 'aScale');
|
||||
this.aRotation = gl.getAttribLocation(program, 'aRotation');
|
||||
|
||||
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
|
||||
|
||||
|
||||
// Begin worst hack eva //
|
||||
|
||||
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
|
||||
// maybe its somthing to do with the current state of the gl context.
|
||||
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
|
||||
// If theres any webGL people that know why could happen please help :)
|
||||
if(this.colorAttribute === -1)
|
||||
{
|
||||
this.colorAttribute = 2;
|
||||
}
|
||||
|
||||
this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute];
|
||||
|
||||
// End worst hack eva //
|
||||
|
||||
|
||||
this.program = program;
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the shader
|
||||
* @method destroy
|
||||
*
|
||||
*/
|
||||
PIXI.PixiFastShader.prototype.destroy = function()
|
||||
{
|
||||
this.gl.deleteProgram( this.program );
|
||||
this.uniforms = null;
|
||||
this.gl = null;
|
||||
|
||||
this.attributes = null;
|
||||
};
|
||||
340
src/pixi/renderers/webgl/shaders/PixiShader.js
Normal file
340
src/pixi/renderers/webgl/shaders/PixiShader.js
Normal file
@@ -0,0 +1,340 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class PixiShader
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.PixiShader = function(gl)
|
||||
{
|
||||
/**
|
||||
* @property gl
|
||||
* @type WebGLContext
|
||||
*/
|
||||
this.gl = gl;
|
||||
|
||||
/**
|
||||
* @property {any} program - The WebGL program.
|
||||
*/
|
||||
this.program = null;
|
||||
|
||||
/**
|
||||
* @property {array} fragmentSrc - The fragment shader.
|
||||
*/
|
||||
this.fragmentSrc = [
|
||||
'precision lowp float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
'uniform sampler2D uSampler;',
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
||||
'}'
|
||||
];
|
||||
|
||||
/**
|
||||
* @property {number} textureCount - A local texture counter for multi-texture shaders.
|
||||
*/
|
||||
this.textureCount = 0;
|
||||
|
||||
this.attributes = [];
|
||||
|
||||
this.init();
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader
|
||||
* @method init
|
||||
*
|
||||
*/
|
||||
PIXI.PixiShader.prototype.init = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
// get and store the uniforms for the shader
|
||||
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
||||
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
||||
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
||||
this.dimensions = gl.getUniformLocation(program, 'dimensions');
|
||||
|
||||
// get and store the attributes
|
||||
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
||||
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
|
||||
|
||||
// Begin worst hack eva //
|
||||
|
||||
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
|
||||
// maybe its something to do with the current state of the gl context.
|
||||
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
|
||||
// If theres any webGL people that know why could happen please help :)
|
||||
if(this.colorAttribute === -1)
|
||||
{
|
||||
this.colorAttribute = 2;
|
||||
}
|
||||
|
||||
this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute];
|
||||
|
||||
// End worst hack eva //
|
||||
|
||||
// add those custom shaders!
|
||||
for (var key in this.uniforms)
|
||||
{
|
||||
// get the uniform locations..
|
||||
this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
|
||||
}
|
||||
|
||||
this.initUniforms();
|
||||
|
||||
this.program = program;
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader uniform values.
|
||||
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
|
||||
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
|
||||
*
|
||||
* @method initUniforms
|
||||
*/
|
||||
PIXI.PixiShader.prototype.initUniforms = function()
|
||||
{
|
||||
this.textureCount = 1;
|
||||
var gl = this.gl;
|
||||
var uniform;
|
||||
|
||||
for (var key in this.uniforms)
|
||||
{
|
||||
uniform = this.uniforms[key];
|
||||
|
||||
var type = uniform.type;
|
||||
|
||||
if (type === 'sampler2D')
|
||||
{
|
||||
uniform._init = false;
|
||||
|
||||
if (uniform.value !== null)
|
||||
{
|
||||
this.initSampler2D(uniform);
|
||||
}
|
||||
}
|
||||
else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
|
||||
{
|
||||
// These require special handling
|
||||
uniform.glMatrix = true;
|
||||
uniform.glValueLength = 1;
|
||||
|
||||
if (type === 'mat2')
|
||||
{
|
||||
uniform.glFunc = gl.uniformMatrix2fv;
|
||||
}
|
||||
else if (type === 'mat3')
|
||||
{
|
||||
uniform.glFunc = gl.uniformMatrix3fv;
|
||||
}
|
||||
else if (type === 'mat4')
|
||||
{
|
||||
uniform.glFunc = gl.uniformMatrix4fv;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// GL function reference
|
||||
uniform.glFunc = gl['uniform' + type];
|
||||
|
||||
if (type === '2f' || type === '2i')
|
||||
{
|
||||
uniform.glValueLength = 2;
|
||||
}
|
||||
else if (type === '3f' || type === '3i')
|
||||
{
|
||||
uniform.glValueLength = 3;
|
||||
}
|
||||
else if (type === '4f' || type === '4i')
|
||||
{
|
||||
uniform.glValueLength = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
uniform.glValueLength = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
|
||||
*
|
||||
* @method initSampler2D
|
||||
*/
|
||||
PIXI.PixiShader.prototype.initSampler2D = function(uniform)
|
||||
{
|
||||
if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
|
||||
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);
|
||||
|
||||
// Extended texture data
|
||||
if (uniform.textureData)
|
||||
{
|
||||
var data = uniform.textureData;
|
||||
|
||||
// GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);
|
||||
// GLTextureLinear = mag/min linear, wrap clamp
|
||||
// GLTextureNearestRepeat = mag/min NEAREST, wrap repeat
|
||||
// GLTextureNearest = mag/min nearest, wrap clamp
|
||||
// AudioTexture = whatever + luminance + width 512, height 2, border 0
|
||||
// KeyTexture = whatever + luminance + width 256, height 2, border 0
|
||||
|
||||
// magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST
|
||||
// wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT
|
||||
|
||||
var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;
|
||||
var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;
|
||||
var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;
|
||||
var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;
|
||||
var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;
|
||||
|
||||
if (data.repeat)
|
||||
{
|
||||
wrapS = gl.REPEAT;
|
||||
wrapT = gl.REPEAT;
|
||||
}
|
||||
|
||||
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);
|
||||
|
||||
if (data.width)
|
||||
{
|
||||
var width = (data.width) ? data.width : 512;
|
||||
var height = (data.height) ? data.height : 2;
|
||||
var border = (data.border) ? data.border : 0;
|
||||
|
||||
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source);
|
||||
}
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
|
||||
}
|
||||
|
||||
gl.uniform1i(uniform.uniformLocation, this.textureCount);
|
||||
|
||||
uniform._init = true;
|
||||
|
||||
this.textureCount++;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the shader uniform values.
|
||||
*
|
||||
* @method syncUniforms
|
||||
*/
|
||||
PIXI.PixiShader.prototype.syncUniforms = function()
|
||||
{
|
||||
this.textureCount = 1;
|
||||
var uniform;
|
||||
var gl = this.gl;
|
||||
|
||||
// This would probably be faster in an array and it would guarantee key order
|
||||
for (var key in this.uniforms)
|
||||
{
|
||||
uniform = this.uniforms[key];
|
||||
|
||||
if (uniform.glValueLength === 1)
|
||||
{
|
||||
if (uniform.glMatrix === true)
|
||||
{
|
||||
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);
|
||||
}
|
||||
else
|
||||
{
|
||||
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);
|
||||
}
|
||||
}
|
||||
else if (uniform.glValueLength === 2)
|
||||
{
|
||||
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
|
||||
}
|
||||
else if (uniform.glValueLength === 3)
|
||||
{
|
||||
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
|
||||
}
|
||||
else if (uniform.glValueLength === 4)
|
||||
{
|
||||
uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
|
||||
}
|
||||
else if (uniform.type === 'sampler2D')
|
||||
{
|
||||
if (uniform._init)
|
||||
{
|
||||
gl.activeTexture(gl['TEXTURE' + this.textureCount]);
|
||||
gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));
|
||||
gl.uniform1i(uniform.uniformLocation, this.textureCount);
|
||||
this.textureCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.initSampler2D(uniform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the shader
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.PixiShader.prototype.destroy = function()
|
||||
{
|
||||
this.gl.deleteProgram( this.program );
|
||||
this.uniforms = null;
|
||||
this.gl = null;
|
||||
|
||||
this.attributes = null;
|
||||
};
|
||||
|
||||
/**
|
||||
* The Default Vertex shader source
|
||||
* @property defaultVertexSrc
|
||||
* @type String
|
||||
*/
|
||||
PIXI.PixiShader.defaultVertexSrc = [
|
||||
'attribute vec2 aVertexPosition;',
|
||||
'attribute vec2 aTextureCoord;',
|
||||
'attribute vec2 aColor;',
|
||||
|
||||
'uniform vec2 projectionVector;',
|
||||
'uniform vec2 offsetVector;',
|
||||
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying vec4 vColor;',
|
||||
|
||||
'const vec2 center = vec2(-1.0, 1.0);',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
|
||||
' vTextureCoord = aTextureCoord;',
|
||||
' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
|
||||
' vColor = vec4(color * aColor.x, aColor.x);',
|
||||
'}'
|
||||
];
|
||||
104
src/pixi/renderers/webgl/shaders/PrimitiveShader.js
Normal file
104
src/pixi/renderers/webgl/shaders/PrimitiveShader.js
Normal file
@@ -0,0 +1,104 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class PrimitiveShader
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.PrimitiveShader = function(gl)
|
||||
{
|
||||
/**
|
||||
* @property gl
|
||||
* @type WebGLContext
|
||||
*/
|
||||
this.gl = gl;
|
||||
|
||||
/**
|
||||
* @property {any} program - The WebGL program.
|
||||
*/
|
||||
this.program = null;
|
||||
|
||||
/**
|
||||
* @property fragmentSrc
|
||||
* @type Array
|
||||
*/
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec4 vColor;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = vColor;',
|
||||
'}'
|
||||
];
|
||||
|
||||
/**
|
||||
* @property vertexSrc
|
||||
* @type Array
|
||||
*/
|
||||
this.vertexSrc = [
|
||||
'attribute vec2 aVertexPosition;',
|
||||
'attribute vec4 aColor;',
|
||||
'uniform mat3 translationMatrix;',
|
||||
'uniform vec2 projectionVector;',
|
||||
'uniform vec2 offsetVector;',
|
||||
'uniform float alpha;',
|
||||
'uniform vec3 tint;',
|
||||
'varying vec4 vColor;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
|
||||
' v -= offsetVector.xyx;',
|
||||
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
|
||||
' vColor = aColor * vec4(tint * alpha, alpha);',
|
||||
'}'
|
||||
];
|
||||
|
||||
this.init();
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader
|
||||
* @method init
|
||||
*
|
||||
*/
|
||||
PIXI.PrimitiveShader.prototype.init = function()
|
||||
{
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
||||
gl.useProgram(program);
|
||||
|
||||
// get and store the uniforms for the shader
|
||||
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
||||
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
||||
this.tintColor = gl.getUniformLocation(program, 'tint');
|
||||
|
||||
|
||||
// get and store the attributes
|
||||
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
|
||||
this.attributes = [this.aVertexPosition, this.colorAttribute];
|
||||
|
||||
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
|
||||
this.alpha = gl.getUniformLocation(program, 'alpha');
|
||||
|
||||
this.program = program;
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the shader
|
||||
* @method destroy
|
||||
*
|
||||
*/
|
||||
PIXI.PrimitiveShader.prototype.destroy = function()
|
||||
{
|
||||
this.gl.deleteProgram( this.program );
|
||||
this.uniforms = null;
|
||||
this.gl = null;
|
||||
|
||||
this.attribute = null;
|
||||
};
|
||||
80
src/pixi/renderers/webgl/shaders/StripShader.js
Normal file
80
src/pixi/renderers/webgl/shaders/StripShader.js
Normal file
@@ -0,0 +1,80 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
PIXI.StripShader = function()
|
||||
{
|
||||
/**
|
||||
* @property {any} program - The WebGL program.
|
||||
*/
|
||||
this.program = null;
|
||||
|
||||
/**
|
||||
* @property {array} fragmentSrc - The fragment shader.
|
||||
*/
|
||||
this.fragmentSrc = [
|
||||
'precision mediump float;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'varying float vColor;',
|
||||
'uniform float alpha;',
|
||||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
||||
' gl_FragColor = gl_FragColor * alpha;',
|
||||
'}'
|
||||
];
|
||||
|
||||
/**
|
||||
* @property {array} fragmentSrc - The fragment shader.
|
||||
*/
|
||||
this.vertexSrc = [
|
||||
'attribute vec2 aVertexPosition;',
|
||||
'attribute vec2 aTextureCoord;',
|
||||
'attribute float aColor;',
|
||||
'uniform mat3 translationMatrix;',
|
||||
'uniform vec2 projectionVector;',
|
||||
'varying vec2 vTextureCoord;',
|
||||
'uniform vec2 offsetVector;',
|
||||
'varying float vColor;',
|
||||
|
||||
'void main(void) {',
|
||||
' vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);',
|
||||
' v -= offsetVector.xyx;',
|
||||
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);',
|
||||
' vTextureCoord = aTextureCoord;',
|
||||
' vColor = aColor;',
|
||||
'}'
|
||||
];
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader
|
||||
* @method init
|
||||
*
|
||||
*/
|
||||
PIXI.StripShader.prototype.init = function()
|
||||
{
|
||||
|
||||
var gl = PIXI.gl;
|
||||
|
||||
var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
|
||||
gl.useProgram(program);
|
||||
|
||||
// get and store the uniforms for the shader
|
||||
this.uSampler = gl.getUniformLocation(program, 'uSampler');
|
||||
this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
|
||||
this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
|
||||
this.colorAttribute = gl.getAttribLocation(program, 'aColor');
|
||||
//this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
|
||||
|
||||
// get and store the attributes
|
||||
this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
|
||||
this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
|
||||
this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
|
||||
this.alpha = gl.getUniformLocation(program, 'alpha');
|
||||
|
||||
this.program = program;
|
||||
};
|
||||
95
src/pixi/renderers/webgl/utils/FilterTexture.js
Normal file
95
src/pixi/renderers/webgl/utils/FilterTexture.js
Normal file
@@ -0,0 +1,95 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class FilterTexture
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
* @param width {Number} the horizontal range of the filter
|
||||
* @param height {Number} the vertical range of the filter
|
||||
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
||||
* @private
|
||||
*/
|
||||
PIXI.FilterTexture = function(gl, width, height, scaleMode)
|
||||
{
|
||||
/**
|
||||
* @property gl
|
||||
* @type WebGLContext
|
||||
*/
|
||||
this.gl = gl;
|
||||
|
||||
// next time to create a frame buffer and texture
|
||||
this.frameBuffer = gl.createFramebuffer();
|
||||
this.texture = gl.createTexture();
|
||||
|
||||
scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
|
||||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
|
||||
|
||||
// required for masking a mask??
|
||||
this.renderBuffer = gl.createRenderbuffer();
|
||||
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
|
||||
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);
|
||||
|
||||
this.resize(width, height);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Clears the filter texture
|
||||
* @method clear
|
||||
*/
|
||||
PIXI.FilterTexture.prototype.clear = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
gl.clearColor(0,0,0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
};
|
||||
|
||||
/**
|
||||
* Resizes the texture to the specified width and height
|
||||
*
|
||||
* @method resize
|
||||
* @param width {Number} the new width of the texture
|
||||
* @param height {Number} the new height of the texture
|
||||
*/
|
||||
PIXI.FilterTexture.prototype.resize = function(width, height)
|
||||
{
|
||||
if(this.width === width && this.height === height) return;
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
|
||||
// update the stencil buffer width and height
|
||||
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
|
||||
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the filter texture
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.FilterTexture.prototype.destroy = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
gl.deleteFramebuffer( this.frameBuffer );
|
||||
gl.deleteTexture( this.texture );
|
||||
|
||||
this.frameBuffer = null;
|
||||
this.texture = null;
|
||||
};
|
||||
350
src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js
Normal file
350
src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js
Normal file
@@ -0,0 +1,350 @@
|
||||
/**
|
||||
* @author Mat Groves
|
||||
*
|
||||
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
||||
* for creating the original pixi version!
|
||||
*
|
||||
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
||||
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
||||
*/
|
||||
|
||||
PIXI.WebGLFastSpriteBatch = function(gl)
|
||||
{
|
||||
|
||||
|
||||
this.vertSize = 10;
|
||||
this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize;
|
||||
this.size = this.maxSize;
|
||||
|
||||
//the total number of floats in our batch
|
||||
var numVerts = this.size * 4 * this.vertSize;
|
||||
//the total number of indices in our batch
|
||||
var numIndices = this.maxSize * 6;
|
||||
|
||||
//vertex data
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
//index data
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
|
||||
this.vertexBuffer = null;
|
||||
this.indexBuffer = null;
|
||||
|
||||
this.lastIndexCount = 0;
|
||||
|
||||
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
||||
{
|
||||
this.indices[i + 0] = j + 0;
|
||||
this.indices[i + 1] = j + 1;
|
||||
this.indices[i + 2] = j + 2;
|
||||
this.indices[i + 3] = j + 0;
|
||||
this.indices[i + 4] = j + 2;
|
||||
this.indices[i + 5] = j + 3;
|
||||
}
|
||||
|
||||
this.drawing = false;
|
||||
this.currentBatchSize = 0;
|
||||
this.currentBaseTexture = null;
|
||||
|
||||
this.currentBlendMode = 0;
|
||||
this.renderSession = null;
|
||||
|
||||
|
||||
this.shader = null;
|
||||
|
||||
this.matrix = null;
|
||||
|
||||
this.setContext(gl);
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
|
||||
// create a couple of buffers
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
this.indexBuffer = gl.createBuffer();
|
||||
|
||||
// 65535 is max index, so 65535 / 6 = 10922.
|
||||
|
||||
|
||||
//upload the index data
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
||||
|
||||
this.currentBlendMode = 99999;
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
|
||||
{
|
||||
this.renderSession = renderSession;
|
||||
this.shader = this.renderSession.shaderManager.fastShader;
|
||||
|
||||
this.matrix = spriteBatch.worldTransform.toArray(true);
|
||||
|
||||
this.start();
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.end = function()
|
||||
{
|
||||
this.flush();
|
||||
};
|
||||
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)
|
||||
{
|
||||
|
||||
var children = spriteBatch.children;
|
||||
var sprite = children[0];
|
||||
|
||||
// if the uvs have not updated then no point rendering just yet!
|
||||
|
||||
// check texture.
|
||||
if(!sprite.texture._uvs)return;
|
||||
|
||||
this.currentBaseTexture = sprite.texture.baseTexture;
|
||||
// check blend mode
|
||||
if(sprite.blendMode !== this.currentBlendMode)
|
||||
{
|
||||
this.setBlendMode(sprite.blendMode);
|
||||
}
|
||||
|
||||
for(var i=0,j= children.length; i<j; i++)
|
||||
{
|
||||
this.renderSprite(children[i]);
|
||||
}
|
||||
|
||||
this.flush();
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
|
||||
{
|
||||
//sprite = children[i];
|
||||
if(!sprite.visible)return;
|
||||
|
||||
// TODO trim??
|
||||
if(sprite.texture.baseTexture !== this.currentBaseTexture)
|
||||
{
|
||||
this.flush();
|
||||
this.currentBaseTexture = sprite.texture.baseTexture;
|
||||
|
||||
if(!sprite.texture._uvs)return;
|
||||
}
|
||||
|
||||
var uvs, verticies = this.vertices, width, height, w0, w1, h0, h1, index;
|
||||
|
||||
uvs = sprite.texture._uvs;
|
||||
|
||||
|
||||
width = sprite.texture.frame.width;
|
||||
height = sprite.texture.frame.height;
|
||||
|
||||
if (sprite.texture.trim)
|
||||
{
|
||||
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
||||
var trim = sprite.texture.trim;
|
||||
|
||||
w1 = trim.x - sprite.anchor.x * trim.width;
|
||||
w0 = w1 + sprite.texture.frame.width;
|
||||
|
||||
h1 = trim.y - sprite.anchor.y * trim.height;
|
||||
h0 = h1 + sprite.texture.frame.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);
|
||||
w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;
|
||||
|
||||
h0 = sprite.texture.frame.height * (1-sprite.anchor.y);
|
||||
h1 = sprite.texture.frame.height * -sprite.anchor.y;
|
||||
}
|
||||
|
||||
index = this.currentBatchSize * 4 * this.vertSize;
|
||||
|
||||
// xy
|
||||
verticies[index++] = w1;
|
||||
verticies[index++] = h1;
|
||||
|
||||
verticies[index++] = sprite.position.x;
|
||||
verticies[index++] = sprite.position.y;
|
||||
|
||||
//scale
|
||||
verticies[index++] = sprite.scale.x;
|
||||
verticies[index++] = sprite.scale.y;
|
||||
|
||||
//rotation
|
||||
verticies[index++] = sprite.rotation;
|
||||
|
||||
// uv
|
||||
verticies[index++] = uvs.x0;
|
||||
verticies[index++] = uvs.y1;
|
||||
// color
|
||||
verticies[index++] = sprite.alpha;
|
||||
|
||||
|
||||
// xy
|
||||
verticies[index++] = w0;
|
||||
verticies[index++] = h1;
|
||||
|
||||
verticies[index++] = sprite.position.x;
|
||||
verticies[index++] = sprite.position.y;
|
||||
|
||||
//scale
|
||||
verticies[index++] = sprite.scale.x;
|
||||
verticies[index++] = sprite.scale.y;
|
||||
|
||||
//rotation
|
||||
verticies[index++] = sprite.rotation;
|
||||
|
||||
// uv
|
||||
verticies[index++] = uvs.x1;
|
||||
verticies[index++] = uvs.y1;
|
||||
// color
|
||||
verticies[index++] = sprite.alpha;
|
||||
|
||||
|
||||
// xy
|
||||
verticies[index++] = w0;
|
||||
verticies[index++] = h0;
|
||||
|
||||
verticies[index++] = sprite.position.x;
|
||||
verticies[index++] = sprite.position.y;
|
||||
|
||||
//scale
|
||||
verticies[index++] = sprite.scale.x;
|
||||
verticies[index++] = sprite.scale.y;
|
||||
|
||||
//rotation
|
||||
verticies[index++] = sprite.rotation;
|
||||
|
||||
// uv
|
||||
verticies[index++] = uvs.x2;
|
||||
verticies[index++] = uvs.y2;
|
||||
// color
|
||||
verticies[index++] = sprite.alpha;
|
||||
|
||||
|
||||
|
||||
|
||||
// xy
|
||||
verticies[index++] = w1;
|
||||
verticies[index++] = h0;
|
||||
|
||||
verticies[index++] = sprite.position.x;
|
||||
verticies[index++] = sprite.position.y;
|
||||
|
||||
//scale
|
||||
verticies[index++] = sprite.scale.x;
|
||||
verticies[index++] = sprite.scale.y;
|
||||
|
||||
//rotation
|
||||
verticies[index++] = sprite.rotation;
|
||||
|
||||
// uv
|
||||
verticies[index++] = uvs.x3;
|
||||
verticies[index++] = uvs.y3;
|
||||
// color
|
||||
verticies[index++] = sprite.alpha;
|
||||
|
||||
// increment the batchs
|
||||
this.currentBatchSize++;
|
||||
|
||||
if(this.currentBatchSize >= this.size)
|
||||
{
|
||||
this.flush();
|
||||
}
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.flush = function()
|
||||
{
|
||||
|
||||
// If the batch is length 0 then return as there is nothing to draw
|
||||
if (this.currentBatchSize===0)return;
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
// bind the current texture
|
||||
|
||||
if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl));
|
||||
|
||||
// upload the verts to the buffer
|
||||
|
||||
|
||||
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
||||
{
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
||||
}
|
||||
|
||||
|
||||
// now draw those suckas!
|
||||
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
|
||||
|
||||
// then reset the batch!
|
||||
this.currentBatchSize = 0;
|
||||
|
||||
// increment the draw count
|
||||
this.renderSession.drawCount++;
|
||||
};
|
||||
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.stop = function()
|
||||
{
|
||||
this.flush();
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.start = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
// bind the main texture
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
|
||||
// bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// set the projection
|
||||
var projection = this.renderSession.projection;
|
||||
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
|
||||
|
||||
// set the matrix
|
||||
gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
|
||||
|
||||
// set the pointers
|
||||
var stride = this.vertSize * 4;
|
||||
|
||||
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
||||
gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
||||
gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);
|
||||
gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);
|
||||
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);
|
||||
gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);
|
||||
|
||||
// set the blend mode..
|
||||
if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
|
||||
{
|
||||
this.setBlendMode(PIXI.blendModes.NORMAL);
|
||||
}
|
||||
};
|
||||
|
||||
PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode)
|
||||
{
|
||||
this.flush();
|
||||
|
||||
this.currentBlendMode = blendMode;
|
||||
|
||||
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
|
||||
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
||||
};
|
||||
|
||||
|
||||
458
src/pixi/renderers/webgl/utils/WebGLFilterManager.js
Normal file
458
src/pixi/renderers/webgl/utils/WebGLFilterManager.js
Normal file
@@ -0,0 +1,458 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class WebGLFilterManager
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
* @param transparent {Boolean} Whether or not the drawing context should be transparent
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLFilterManager = function(gl, transparent)
|
||||
{
|
||||
this.transparent = transparent;
|
||||
|
||||
this.filterStack = [];
|
||||
|
||||
this.offsetX = 0;
|
||||
this.offsetY = 0;
|
||||
|
||||
this.setContext(gl);
|
||||
};
|
||||
|
||||
// API
|
||||
/**
|
||||
* Initialises the context and the properties
|
||||
* @method setContext
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.setContext = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
this.texturePool = [];
|
||||
|
||||
this.initShaderBuffers();
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method begin
|
||||
* @param renderSession {RenderSession}
|
||||
* @param buffer {ArrayBuffer}
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
|
||||
{
|
||||
this.renderSession = renderSession;
|
||||
this.defaultShader = renderSession.shaderManager.defaultShader;
|
||||
|
||||
var projection = this.renderSession.projection;
|
||||
// console.log(this.width)
|
||||
this.width = projection.x * 2;
|
||||
this.height = -projection.y * 2;
|
||||
this.buffer = buffer;
|
||||
};
|
||||
|
||||
/**
|
||||
* Applies the filter and adds it to the current filter stack
|
||||
* @method pushFilter
|
||||
* @param filterBlock {Object} the filter that will be pushed to the current filter stack
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
var projection = this.renderSession.projection;
|
||||
var offset = this.renderSession.offset;
|
||||
|
||||
filterBlock._filterArea = filterBlock.target.filterArea || filterBlock.target.getBounds();
|
||||
|
||||
|
||||
// filter program
|
||||
// OPTIMISATION - the first filter is free if its a simple color change?
|
||||
this.filterStack.push(filterBlock);
|
||||
|
||||
var filter = filterBlock.filterPasses[0];
|
||||
|
||||
this.offsetX += filterBlock._filterArea.x;
|
||||
this.offsetY += filterBlock._filterArea.y;
|
||||
|
||||
var texture = this.texturePool.pop();
|
||||
if(!texture)
|
||||
{
|
||||
texture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
texture.resize(this.width, this.height);
|
||||
}
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
||||
|
||||
var filterArea = filterBlock._filterArea;// filterBlock.target.getBounds();///filterBlock.target.filterArea;
|
||||
|
||||
var padding = filter.padding;
|
||||
filterArea.x -= padding;
|
||||
filterArea.y -= padding;
|
||||
filterArea.width += padding * 2;
|
||||
filterArea.height += padding * 2;
|
||||
|
||||
// cap filter to screen size..
|
||||
if(filterArea.x < 0)filterArea.x = 0;
|
||||
if(filterArea.width > this.width)filterArea.width = this.width;
|
||||
if(filterArea.y < 0)filterArea.y = 0;
|
||||
if(filterArea.height > this.height)filterArea.height = this.height;
|
||||
|
||||
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
|
||||
|
||||
// set view port
|
||||
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
||||
|
||||
projection.x = filterArea.width/2;
|
||||
projection.y = -filterArea.height/2;
|
||||
|
||||
offset.x = -filterArea.x;
|
||||
offset.y = -filterArea.y;
|
||||
|
||||
// update projection
|
||||
gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
|
||||
gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
|
||||
|
||||
gl.colorMask(true, true, true, true);
|
||||
gl.clearColor(0,0,0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
filterBlock._glFilterTexture = texture;
|
||||
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Removes the last filter from the filter stack and doesn't return it
|
||||
* @method popFilter
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.popFilter = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
var filterBlock = this.filterStack.pop();
|
||||
var filterArea = filterBlock._filterArea;
|
||||
var texture = filterBlock._glFilterTexture;
|
||||
var projection = this.renderSession.projection;
|
||||
var offset = this.renderSession.offset;
|
||||
|
||||
if(filterBlock.filterPasses.length > 1)
|
||||
{
|
||||
gl.viewport(0, 0, filterArea.width, filterArea.height);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
|
||||
this.vertexArray[0] = 0;
|
||||
this.vertexArray[1] = filterArea.height;
|
||||
|
||||
this.vertexArray[2] = filterArea.width;
|
||||
this.vertexArray[3] = filterArea.height;
|
||||
|
||||
this.vertexArray[4] = 0;
|
||||
this.vertexArray[5] = 0;
|
||||
|
||||
this.vertexArray[6] = filterArea.width;
|
||||
this.vertexArray[7] = 0;
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
// now set the uvs..
|
||||
this.uvArray[2] = filterArea.width/this.width;
|
||||
this.uvArray[5] = filterArea.height/this.height;
|
||||
this.uvArray[6] = filterArea.width/this.width;
|
||||
this.uvArray[7] = filterArea.height/this.height;
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
||||
|
||||
var inputTexture = texture;
|
||||
var outputTexture = this.texturePool.pop();
|
||||
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
||||
outputTexture.resize(this.width, this.height);
|
||||
|
||||
// need to clear this FBO as it may have some left over elements from a previous filter.
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
gl.disable(gl.BLEND);
|
||||
|
||||
for (var i = 0; i < filterBlock.filterPasses.length-1; i++)
|
||||
{
|
||||
var filterPass = filterBlock.filterPasses[i];
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
||||
|
||||
// set texture
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
|
||||
|
||||
// draw texture..
|
||||
//filterPass.applyFilterPass(filterArea.width, filterArea.height);
|
||||
this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);
|
||||
|
||||
// swap the textures..
|
||||
var temp = inputTexture;
|
||||
inputTexture = outputTexture;
|
||||
outputTexture = temp;
|
||||
}
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
|
||||
texture = inputTexture;
|
||||
this.texturePool.push(outputTexture);
|
||||
}
|
||||
|
||||
var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1];
|
||||
|
||||
this.offsetX -= filterArea.x;
|
||||
this.offsetY -= filterArea.y;
|
||||
|
||||
|
||||
var sizeX = this.width;
|
||||
var sizeY = this.height;
|
||||
|
||||
var offsetX = 0;
|
||||
var offsetY = 0;
|
||||
|
||||
var buffer = this.buffer;
|
||||
|
||||
// time to render the filters texture to the previous scene
|
||||
if(this.filterStack.length === 0)
|
||||
{
|
||||
gl.colorMask(true, true, true, true);//this.transparent);
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentFilter = this.filterStack[this.filterStack.length-1];
|
||||
filterArea = currentFilter._filterArea;
|
||||
|
||||
sizeX = filterArea.width;
|
||||
sizeY = filterArea.height;
|
||||
|
||||
offsetX = filterArea.x;
|
||||
offsetY = filterArea.y;
|
||||
|
||||
buffer = currentFilter._glFilterTexture.frameBuffer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// TODO need toremove thease global elements..
|
||||
projection.x = sizeX/2;
|
||||
projection.y = -sizeY/2;
|
||||
|
||||
offset.x = offsetX;
|
||||
offset.y = offsetY;
|
||||
|
||||
filterArea = filterBlock._filterArea;
|
||||
|
||||
var x = filterArea.x-offsetX;
|
||||
var y = filterArea.y-offsetY;
|
||||
|
||||
// update the buffers..
|
||||
// make sure to flip the y!
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
|
||||
this.vertexArray[0] = x;
|
||||
this.vertexArray[1] = y + filterArea.height;
|
||||
|
||||
this.vertexArray[2] = x + filterArea.width;
|
||||
this.vertexArray[3] = y + filterArea.height;
|
||||
|
||||
this.vertexArray[4] = x;
|
||||
this.vertexArray[5] = y;
|
||||
|
||||
this.vertexArray[6] = x + filterArea.width;
|
||||
this.vertexArray[7] = y;
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
|
||||
this.uvArray[2] = filterArea.width/this.width;
|
||||
this.uvArray[5] = filterArea.height/this.height;
|
||||
this.uvArray[6] = filterArea.width/this.width;
|
||||
this.uvArray[7] = filterArea.height/this.height;
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);
|
||||
|
||||
//console.log(this.vertexArray)
|
||||
//console.log(this.uvArray)
|
||||
//console.log(sizeX + " : " + sizeY)
|
||||
|
||||
gl.viewport(0, 0, sizeX, sizeY);
|
||||
|
||||
// bind the buffer
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );
|
||||
|
||||
// set the blend mode!
|
||||
//gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
// set texture
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture.texture);
|
||||
|
||||
// apply!
|
||||
this.applyFilterPass(filter, filterArea, sizeX, sizeY);
|
||||
|
||||
// now restore the regular shader..
|
||||
gl.useProgram(this.defaultShader.program);
|
||||
gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2);
|
||||
gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY);
|
||||
|
||||
// return the texture to the pool
|
||||
this.texturePool.push(texture);
|
||||
filterBlock._glFilterTexture = null;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Applies the filter to the specified area
|
||||
* @method applyFilterPass
|
||||
* @param filter {AbstractFilter} the filter that needs to be applied
|
||||
* @param filterArea {texture} TODO - might need an update
|
||||
* @param width {Number} the horizontal range of the filter
|
||||
* @param height {Number} the vertical range of the filter
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)
|
||||
{
|
||||
// use program
|
||||
var gl = this.gl;
|
||||
var shader = filter.shaders[gl.id];
|
||||
|
||||
if(!shader)
|
||||
{
|
||||
shader = new PIXI.PixiShader(gl);
|
||||
|
||||
shader.fragmentSrc = filter.fragmentSrc;
|
||||
shader.uniforms = filter.uniforms;
|
||||
shader.init();
|
||||
|
||||
filter.shaders[gl.id] = shader;
|
||||
}
|
||||
|
||||
// set the shader
|
||||
gl.useProgram(shader.program);
|
||||
|
||||
gl.uniform2f(shader.projectionVector, width/2, -height/2);
|
||||
gl.uniform2f(shader.offsetVector, 0,0);
|
||||
|
||||
if(filter.uniforms.dimensions)
|
||||
{
|
||||
filter.uniforms.dimensions.value[0] = this.width;//width;
|
||||
filter.uniforms.dimensions.value[1] = this.height;//height;
|
||||
filter.uniforms.dimensions.value[2] = this.vertexArray[0];
|
||||
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
|
||||
}
|
||||
|
||||
// console.log(this.uvArray )
|
||||
shader.syncUniforms();
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
||||
gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// draw the filter...
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
||||
|
||||
this.renderSession.drawCount++;
|
||||
};
|
||||
|
||||
/**
|
||||
* Initialises the shader buffers
|
||||
* @method initShaderBuffers
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
// create some buffers
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
this.uvBuffer = gl.createBuffer();
|
||||
this.colorBuffer = gl.createBuffer();
|
||||
this.indexBuffer = gl.createBuffer();
|
||||
|
||||
|
||||
// bind and upload the vertexs..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferData(
|
||||
gl.ARRAY_BUFFER,
|
||||
this.vertexArray,
|
||||
gl.STATIC_DRAW);
|
||||
|
||||
|
||||
// bind and upload the uv buffer
|
||||
this.uvArray = new Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.bufferData(
|
||||
gl.ARRAY_BUFFER,
|
||||
this.uvArray,
|
||||
gl.STATIC_DRAW);
|
||||
|
||||
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF]);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
||||
gl.bufferData(
|
||||
gl.ARRAY_BUFFER,
|
||||
this.colorArray,
|
||||
gl.STATIC_DRAW);
|
||||
|
||||
// bind and upload the index
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(
|
||||
gl.ELEMENT_ARRAY_BUFFER,
|
||||
new Uint16Array([0, 1, 2, 1, 3, 2]),
|
||||
gl.STATIC_DRAW);
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the filter and removes it from the filter stack
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.WebGLFilterManager.prototype.destroy = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
this.filterStack = null;
|
||||
|
||||
this.offsetX = 0;
|
||||
this.offsetY = 0;
|
||||
|
||||
// destroy textures
|
||||
for (var i = 0; i < this.texturePool.length; i++) {
|
||||
this.texturePool.destroy();
|
||||
}
|
||||
|
||||
this.texturePool = null;
|
||||
|
||||
//destroy buffers..
|
||||
gl.deleteBuffer(this.vertexBuffer);
|
||||
gl.deleteBuffer(this.uvBuffer);
|
||||
gl.deleteBuffer(this.colorBuffer);
|
||||
gl.deleteBuffer(this.indexBuffer);
|
||||
};
|
||||
540
src/pixi/renderers/webgl/utils/WebGLGraphics.js
Normal file
540
src/pixi/renderers/webgl/utils/WebGLGraphics.js
Normal file
@@ -0,0 +1,540 @@
|
||||
/**
|
||||
* @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] = {points:[], indices:[], lastIndex:0,
|
||||
buffer:gl.createBuffer(),
|
||||
indexBuffer:gl.createBuffer()};
|
||||
|
||||
var webGL = graphics._webGL[gl.id];
|
||||
|
||||
if(graphics.dirty)
|
||||
{
|
||||
graphics.dirty = false;
|
||||
|
||||
if(graphics.clearDirty)
|
||||
{
|
||||
graphics.clearDirty = false;
|
||||
|
||||
webGL.lastIndex = 0;
|
||||
webGL.points = [];
|
||||
webGL.indices = [];
|
||||
|
||||
}
|
||||
|
||||
PIXI.WebGLGraphics.updateGraphics(graphics, gl);
|
||||
}
|
||||
|
||||
renderSession.shaderManager.activatePrimitiveShader();
|
||||
|
||||
// This could be speeded up for sure!
|
||||
|
||||
// set the matrix transform
|
||||
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
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);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, webGL.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, webGL.indexBuffer);
|
||||
|
||||
gl.drawElements(gl.TRIANGLE_STRIP, webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
|
||||
|
||||
renderSession.shaderManager.deactivatePrimitiveShader();
|
||||
|
||||
// return to default shader...
|
||||
// PIXI.activateShader(PIXI.defaultShader);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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];
|
||||
|
||||
for (var i = webGL.lastIndex; i < graphics.graphicsData.length; i++)
|
||||
{
|
||||
var data = graphics.graphicsData[i];
|
||||
|
||||
if(data.type === PIXI.Graphics.POLY)
|
||||
{
|
||||
if(data.fill)
|
||||
{
|
||||
if(data.points.length>3)
|
||||
PIXI.WebGLGraphics.buildPoly(data, webGL);
|
||||
}
|
||||
|
||||
if(data.lineWidth > 0)
|
||||
{
|
||||
PIXI.WebGLGraphics.buildLine(data, webGL);
|
||||
}
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.RECT)
|
||||
{
|
||||
PIXI.WebGLGraphics.buildRectangle(data, webGL);
|
||||
}
|
||||
else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP)
|
||||
{
|
||||
PIXI.WebGLGraphics.buildCircle(data, webGL);
|
||||
}
|
||||
}
|
||||
|
||||
webGL.lastIndex = graphics.graphicsData.length;
|
||||
|
||||
|
||||
|
||||
webGL.glPoints = new Float32Array(webGL.points);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, webGL.glPoints, gl.STATIC_DRAW);
|
||||
|
||||
webGL.glIndicies = new Uint16Array(webGL.indices);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, webGL.glIndicies, gl.STATIC_DRAW);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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 polygon to draw
|
||||
*
|
||||
* @static
|
||||
* @private
|
||||
* @method 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 = 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);
|
||||
}
|
||||
};
|
||||
97
src/pixi/renderers/webgl/utils/WebGLMaskManager.js
Normal file
97
src/pixi/renderers/webgl/utils/WebGLMaskManager.js
Normal file
@@ -0,0 +1,97 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* @class WebGLMaskManager
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLMaskManager = function(gl)
|
||||
{
|
||||
this.maskStack = [];
|
||||
this.maskPosition = 0;
|
||||
|
||||
this.setContext(gl);
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the drawing context to the one given in parameter
|
||||
* @method setContext
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.WebGLMaskManager.prototype.setContext = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
};
|
||||
|
||||
/**
|
||||
* Applies the Mask and adds it to the current filter stack
|
||||
* @method pushMask
|
||||
* @param maskData {Array}
|
||||
* @param renderSession {RenderSession}
|
||||
*/
|
||||
PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
if(this.maskStack.length === 0)
|
||||
{
|
||||
gl.enable(gl.STENCIL_TEST);
|
||||
gl.stencilFunc(gl.ALWAYS,1,1);
|
||||
}
|
||||
|
||||
// maskData.visible = false;
|
||||
|
||||
this.maskStack.push(maskData);
|
||||
|
||||
gl.colorMask(false, false, false, false);
|
||||
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
|
||||
|
||||
PIXI.WebGLGraphics.renderGraphics(maskData, renderSession);
|
||||
|
||||
gl.colorMask(true, true, true, true);
|
||||
gl.stencilFunc(gl.NOTEQUAL,0, this.maskStack.length);
|
||||
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the last filter from the filter stack and doesn't return it
|
||||
* @method popMask
|
||||
*
|
||||
* @param renderSession {RenderSession} an object containing all the useful parameters
|
||||
*/
|
||||
PIXI.WebGLMaskManager.prototype.popMask = function(renderSession)
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
var maskData = this.maskStack.pop();
|
||||
|
||||
if(maskData)
|
||||
{
|
||||
gl.colorMask(false, false, false, false);
|
||||
|
||||
//gl.stencilFunc(gl.ALWAYS,1,1);
|
||||
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
|
||||
|
||||
PIXI.WebGLGraphics.renderGraphics(maskData, renderSession);
|
||||
|
||||
gl.colorMask(true, true, true, true);
|
||||
gl.stencilFunc(gl.NOTEQUAL,0,this.maskStack.length);
|
||||
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
||||
}
|
||||
|
||||
if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST);
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the mask stack
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.WebGLMaskManager.prototype.destroy = function()
|
||||
{
|
||||
this.maskStack = null;
|
||||
this.gl = null;
|
||||
};
|
||||
158
src/pixi/renderers/webgl/utils/WebGLShaderManager.js
Normal file
158
src/pixi/renderers/webgl/utils/WebGLShaderManager.js
Normal file
@@ -0,0 +1,158 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class WebGLShaderManager
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLShaderManager = function(gl)
|
||||
{
|
||||
|
||||
this.maxAttibs = 10;
|
||||
this.attribState = [];
|
||||
this.tempAttribState = [];
|
||||
|
||||
for (var i = 0; i < this.maxAttibs; i++) {
|
||||
this.attribState[i] = false;
|
||||
}
|
||||
|
||||
this.setContext(gl);
|
||||
// the final one is used for the rendering strips
|
||||
//this.stripShader = new PIXI.StripShader(gl);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Initialises the context and the properties
|
||||
* @method setContext
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
* @param transparent {Boolean} Whether or not the drawing context should be transparent
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.setContext = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
|
||||
// the next one is used for rendering primatives
|
||||
this.primitiveShader = new PIXI.PrimitiveShader(gl);
|
||||
|
||||
// this shader is used for the default sprite rendering
|
||||
this.defaultShader = new PIXI.PixiShader(gl);
|
||||
|
||||
// this shader is used for the fast sprite rendering
|
||||
this.fastShader = new PIXI.PixiFastShader(gl);
|
||||
|
||||
|
||||
this.activateShader(this.defaultShader);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Takes the attributes given in parameters
|
||||
* @method setAttribs
|
||||
* @param attribs {Array} attribs
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
|
||||
{
|
||||
// reset temp state
|
||||
|
||||
var i;
|
||||
|
||||
for (i = 0; i < this.tempAttribState.length; i++)
|
||||
{
|
||||
this.tempAttribState[i] = false;
|
||||
}
|
||||
|
||||
// set the new attribs
|
||||
for (i = 0; i < attribs.length; i++)
|
||||
{
|
||||
var attribId = attribs[i];
|
||||
this.tempAttribState[attribId] = true;
|
||||
}
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
for (i = 0; i < this.attribState.length; i++)
|
||||
{
|
||||
|
||||
if(this.attribState[i] !== this.tempAttribState[i])
|
||||
{
|
||||
this.attribState[i] = this.tempAttribState[i];
|
||||
|
||||
if(this.tempAttribState[i])
|
||||
{
|
||||
gl.enableVertexAttribArray(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.disableVertexAttribArray(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets-up the given shader
|
||||
*
|
||||
* @method activateShader
|
||||
* @param shader {Object} the shader that is going to be activated
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
|
||||
{
|
||||
//if(this.currentShader == shader)return;
|
||||
|
||||
this.currentShader = shader;
|
||||
|
||||
this.gl.useProgram(shader.program);
|
||||
this.setAttribs(shader.attributes);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Triggers the primitive shader
|
||||
* @method activatePrimitiveShader
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
gl.useProgram(this.primitiveShader.program);
|
||||
|
||||
this.setAttribs(this.primitiveShader.attributes);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Disable the primitive shader
|
||||
* @method deactivatePrimitiveShader
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
gl.useProgram(this.defaultShader.program);
|
||||
|
||||
this.setAttribs(this.defaultShader.attributes);
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.WebGLShaderManager.prototype.destroy = function()
|
||||
{
|
||||
this.attribState = null;
|
||||
|
||||
this.tempAttribState = null;
|
||||
|
||||
this.primitiveShader.destroy();
|
||||
|
||||
this.defaultShader.destroy();
|
||||
|
||||
this.fastShader.destroy();
|
||||
|
||||
this.gl = null;
|
||||
};
|
||||
|
||||
57
src/pixi/renderers/webgl/utils/WebGLShaderUtils.js
Normal file
57
src/pixi/renderers/webgl/utils/WebGLShaderUtils.js
Normal file
@@ -0,0 +1,57 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
// TODO Alvin and Mat
|
||||
// Should we eventually create a Utils class ?
|
||||
// Or just move this file to the pixi.js file ?
|
||||
PIXI.initDefaultShaders = function()
|
||||
{
|
||||
|
||||
// PIXI.stripShader = new PIXI.StripShader();
|
||||
// PIXI.stripShader.init();
|
||||
|
||||
};
|
||||
|
||||
PIXI.CompileVertexShader = function(gl, shaderSrc)
|
||||
{
|
||||
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
|
||||
};
|
||||
|
||||
PIXI.CompileFragmentShader = function(gl, shaderSrc)
|
||||
{
|
||||
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
|
||||
};
|
||||
|
||||
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
|
||||
{
|
||||
var src = shaderSrc.join("\n");
|
||||
var shader = gl.createShader(shaderType);
|
||||
gl.shaderSource(shader, src);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
window.console.log(gl.getShaderInfoLog(shader));
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
};
|
||||
|
||||
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
|
||||
{
|
||||
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
|
||||
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
|
||||
|
||||
var shaderProgram = gl.createProgram();
|
||||
|
||||
gl.attachShader(shaderProgram, vertexShader);
|
||||
gl.attachShader(shaderProgram, fragmentShader);
|
||||
gl.linkProgram(shaderProgram);
|
||||
|
||||
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
||||
window.console.log("Could not initialise shaders");
|
||||
}
|
||||
|
||||
return shaderProgram;
|
||||
};
|
||||
494
src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js
Normal file
494
src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js
Normal file
@@ -0,0 +1,494 @@
|
||||
/**
|
||||
* @author Mat Groves
|
||||
*
|
||||
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
||||
* for creating the original pixi version!
|
||||
*
|
||||
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
||||
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* @class WebGLSpriteBatch
|
||||
* @private
|
||||
* @constructor
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch = function(gl)
|
||||
{
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
* @property vertSize
|
||||
* @type Number
|
||||
*/
|
||||
this.vertSize = 6;
|
||||
|
||||
/**
|
||||
* The number of images in the SpriteBatch before it flushes
|
||||
* @property size
|
||||
* @type Number
|
||||
*/
|
||||
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
|
||||
|
||||
//the total number of floats in our batch
|
||||
var numVerts = this.size * 4 * this.vertSize;
|
||||
//the total number of indices in our batch
|
||||
var numIndices = this.size * 6;
|
||||
|
||||
//vertex data
|
||||
|
||||
/**
|
||||
* Holds the vertices
|
||||
*
|
||||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
|
||||
//index data
|
||||
/**
|
||||
* Holds the indices
|
||||
*
|
||||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
|
||||
this.lastIndexCount = 0;
|
||||
|
||||
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
||||
{
|
||||
this.indices[i + 0] = j + 0;
|
||||
this.indices[i + 1] = j + 1;
|
||||
this.indices[i + 2] = j + 2;
|
||||
this.indices[i + 3] = j + 0;
|
||||
this.indices[i + 4] = j + 2;
|
||||
this.indices[i + 5] = j + 3;
|
||||
}
|
||||
|
||||
|
||||
this.drawing = false;
|
||||
this.currentBatchSize = 0;
|
||||
this.currentBaseTexture = null;
|
||||
|
||||
this.setContext(gl);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method setContext
|
||||
*
|
||||
* @param gl {WebGLContext} the current WebGL drawing context
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
|
||||
// create a couple of buffers
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
this.indexBuffer = gl.createBuffer();
|
||||
|
||||
// 65535 is max index, so 65535 / 6 = 10922.
|
||||
|
||||
|
||||
//upload the index data
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
||||
|
||||
this.currentBlendMode = 99999;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method begin
|
||||
*
|
||||
* @param renderSession {RenderSession} the RenderSession
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
|
||||
{
|
||||
this.renderSession = renderSession;
|
||||
this.shader = this.renderSession.shaderManager.defaultShader;
|
||||
|
||||
this.start();
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method end
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.end = function()
|
||||
{
|
||||
this.flush();
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method render
|
||||
*
|
||||
* @param sprite {Sprite} the sprite to render when using this spritebatch
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
||||
{
|
||||
var texture = sprite.texture;
|
||||
|
||||
// check texture..
|
||||
if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size)
|
||||
{
|
||||
this.flush();
|
||||
this.currentBaseTexture = texture.baseTexture;
|
||||
}
|
||||
|
||||
|
||||
// check blend mode
|
||||
if(sprite.blendMode !== this.currentBlendMode)
|
||||
{
|
||||
this.setBlendMode(sprite.blendMode);
|
||||
}
|
||||
|
||||
// get the uvs for the texture
|
||||
var uvs = sprite._uvs || sprite.texture._uvs;
|
||||
// if the uvs have not updated then no point rendering just yet!
|
||||
if(!uvs)return;
|
||||
|
||||
// get the sprites current alpha
|
||||
var alpha = sprite.worldAlpha;
|
||||
var tint = sprite.tint;
|
||||
|
||||
var verticies = this.vertices;
|
||||
|
||||
|
||||
// TODO trim??
|
||||
var aX = sprite.anchor.x;
|
||||
var aY = sprite.anchor.y;
|
||||
|
||||
var w0, w1, h0, h1;
|
||||
|
||||
if (sprite.texture.trim)
|
||||
{
|
||||
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
||||
var trim = sprite.texture.trim;
|
||||
|
||||
w1 = trim.x - aX * trim.width;
|
||||
w0 = w1 + texture.frame.width;
|
||||
|
||||
h1 = trim.y - aY * trim.height;
|
||||
h0 = h1 + texture.frame.height;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
w0 = (texture.frame.width ) * (1-aX);
|
||||
w1 = (texture.frame.width ) * -aX;
|
||||
|
||||
h0 = texture.frame.height * (1-aY);
|
||||
h1 = texture.frame.height * -aY;
|
||||
}
|
||||
|
||||
var index = this.currentBatchSize * 4 * this.vertSize;
|
||||
|
||||
var worldTransform = sprite.worldTransform;//.toArray();
|
||||
|
||||
var a = worldTransform.a;//[0];
|
||||
var b = worldTransform.c;//[3];
|
||||
var c = worldTransform.b;//[1];
|
||||
var d = worldTransform.d;//[4];
|
||||
var tx = worldTransform.tx;//[2];
|
||||
var ty = worldTransform.ty;///[5];
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w1 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x0;
|
||||
verticies[index++] = uvs.y0;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w0 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x1;
|
||||
verticies[index++] = uvs.y1;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w0 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x2;
|
||||
verticies[index++] = uvs.y2;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w1 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x3;
|
||||
verticies[index++] = uvs.y3;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// increment the batchsize
|
||||
this.currentBatchSize++;
|
||||
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a tilingSprite using the spriteBatch
|
||||
* @method renderTilingSprite
|
||||
*
|
||||
* @param sprite {TilingSprite} the tilingSprite to render
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
|
||||
{
|
||||
var texture = tilingSprite.tilingTexture;
|
||||
|
||||
if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size)
|
||||
{
|
||||
this.flush();
|
||||
this.currentBaseTexture = texture.baseTexture;
|
||||
}
|
||||
|
||||
// check blend mode
|
||||
if(tilingSprite.blendMode !== this.currentBlendMode)
|
||||
{
|
||||
this.setBlendMode(tilingSprite.blendMode);
|
||||
}
|
||||
|
||||
// set the textures uvs temporarily
|
||||
// TODO create a separate texture so that we can tile part of a texture
|
||||
|
||||
if(!tilingSprite._uvs)tilingSprite._uvs = new PIXI.TextureUvs();
|
||||
|
||||
var uvs = tilingSprite._uvs;
|
||||
|
||||
tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x;
|
||||
tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y;
|
||||
|
||||
var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x);
|
||||
var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y);
|
||||
|
||||
var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
|
||||
var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);
|
||||
|
||||
uvs.x0 = 0 - offsetX;
|
||||
uvs.y0 = 0 - offsetY;
|
||||
|
||||
uvs.x1 = (1 * scaleX) - offsetX;
|
||||
uvs.y1 = 0 - offsetY;
|
||||
|
||||
uvs.x2 = (1 * scaleX) - offsetX;
|
||||
uvs.y2 = (1 * scaleY) - offsetY;
|
||||
|
||||
uvs.x3 = 0 - offsetX;
|
||||
uvs.y3 = (1 *scaleY) - offsetY;
|
||||
|
||||
// get the tilingSprites current alpha
|
||||
var alpha = tilingSprite.worldAlpha;
|
||||
var tint = tilingSprite.tint;
|
||||
|
||||
var verticies = this.vertices;
|
||||
|
||||
var width = tilingSprite.width;
|
||||
var height = tilingSprite.height;
|
||||
|
||||
// TODO trim??
|
||||
var aX = tilingSprite.anchor.x; // - tilingSprite.texture.trim.x
|
||||
var aY = tilingSprite.anchor.y; //- tilingSprite.texture.trim.y
|
||||
var w0 = width * (1-aX);
|
||||
var w1 = width * -aX;
|
||||
|
||||
var h0 = height * (1-aY);
|
||||
var h1 = height * -aY;
|
||||
|
||||
var index = this.currentBatchSize * 4 * this.vertSize;
|
||||
|
||||
var worldTransform = tilingSprite.worldTransform;
|
||||
|
||||
var a = worldTransform.a;//[0];
|
||||
var b = worldTransform.c;//[3];
|
||||
var c = worldTransform.b;//[1];
|
||||
var d = worldTransform.d;//[4];
|
||||
var tx = worldTransform.tx;//[2];
|
||||
var ty = worldTransform.ty;///[5];
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w1 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x0;
|
||||
verticies[index++] = uvs.y0;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w0 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x1;
|
||||
verticies[index++] = uvs.y1;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w0 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x2;
|
||||
verticies[index++] = uvs.y2;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w1 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs.x3;
|
||||
verticies[index++] = uvs.y3;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// increment the batchs
|
||||
this.currentBatchSize++;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Renders the content and empties the current batch
|
||||
*
|
||||
* @method flush
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.flush = function()
|
||||
{
|
||||
// If the batch is length 0 then return as there is nothing to draw
|
||||
if (this.currentBatchSize===0)return;
|
||||
|
||||
var gl = this.gl;
|
||||
|
||||
// bind the current texture
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl));
|
||||
|
||||
// upload the verts to the buffer
|
||||
|
||||
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
||||
{
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
||||
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
||||
}
|
||||
|
||||
// var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
||||
//gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
||||
|
||||
// now draw those suckas!
|
||||
gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);
|
||||
|
||||
// then reset the batch!
|
||||
this.currentBatchSize = 0;
|
||||
|
||||
// increment the draw count
|
||||
this.renderSession.drawCount++;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method stop
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.stop = function()
|
||||
{
|
||||
this.flush();
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @method start
|
||||
*
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.start = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
|
||||
// bind the main texture
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
|
||||
// bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// set the projection
|
||||
var projection = this.renderSession.projection;
|
||||
gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
|
||||
|
||||
// set the pointers
|
||||
var stride = this.vertSize * 4;
|
||||
gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
||||
gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
||||
gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
|
||||
|
||||
// set the blend mode..
|
||||
if(this.currentBlendMode !== PIXI.blendModes.NORMAL)
|
||||
{
|
||||
this.setBlendMode(PIXI.blendModes.NORMAL);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets-up the given blendMode from WebGL's point of view
|
||||
* @method setBlendMode
|
||||
*
|
||||
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
|
||||
{
|
||||
this.flush();
|
||||
|
||||
this.currentBlendMode = blendMode;
|
||||
|
||||
var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];
|
||||
this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the SpriteBatch
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.WebGLSpriteBatch.prototype.destroy = function()
|
||||
{
|
||||
|
||||
this.vertices = null;
|
||||
this.indices = null;
|
||||
|
||||
this.gl.deleteBuffer( this.vertexBuffer );
|
||||
this.gl.deleteBuffer( this.indexBuffer );
|
||||
|
||||
this.currentBaseTexture = null;
|
||||
|
||||
this.gl = null;
|
||||
};
|
||||
|
||||
196
src/pixi/text/BitmapText.js
Normal file
196
src/pixi/text/BitmapText.js
Normal file
@@ -0,0 +1,196 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n'
|
||||
* You can generate the fnt files using
|
||||
* http://www.angelcode.com/products/bmfont/ for windows or
|
||||
* http://www.bmglyph.com/ for mac.
|
||||
*
|
||||
* @class BitmapText
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param text {String} The copy that you would like the text to display
|
||||
* @param style {Object} The style parameters
|
||||
* @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
|
||||
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
*/
|
||||
PIXI.BitmapText = function(text, style)
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call(this);
|
||||
|
||||
this._pool = [];
|
||||
|
||||
this.setText(text);
|
||||
this.setStyle(style);
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
||||
PIXI.BitmapText.prototype.constructor = PIXI.BitmapText;
|
||||
|
||||
/**
|
||||
* Set the copy for the text object
|
||||
*
|
||||
* @method setText
|
||||
* @param text {String} The copy that you would like the text to display
|
||||
*/
|
||||
PIXI.BitmapText.prototype.setText = function(text)
|
||||
{
|
||||
this.text = text || ' ';
|
||||
this.dirty = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the style of the text
|
||||
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
|
||||
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
*
|
||||
* @method setStyle
|
||||
* @param style {Object} The style parameters, contained as properties of an object
|
||||
*/
|
||||
PIXI.BitmapText.prototype.setStyle = function(style)
|
||||
{
|
||||
style = style || {};
|
||||
style.align = style.align || 'left';
|
||||
this.style = style;
|
||||
|
||||
var font = style.font.split(' ');
|
||||
this.fontName = font[font.length - 1];
|
||||
this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
|
||||
|
||||
this.dirty = true;
|
||||
this.tint = style.tint;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders text and updates it when needed
|
||||
*
|
||||
* @method updateText
|
||||
* @private
|
||||
*/
|
||||
PIXI.BitmapText.prototype.updateText = function()
|
||||
{
|
||||
var data = PIXI.BitmapText.fonts[this.fontName];
|
||||
var pos = new PIXI.Point();
|
||||
var prevCharCode = null;
|
||||
var chars = [];
|
||||
var maxLineWidth = 0;
|
||||
var lineWidths = [];
|
||||
var line = 0;
|
||||
var scale = this.fontSize / data.size;
|
||||
|
||||
|
||||
for(var i = 0; i < this.text.length; i++)
|
||||
{
|
||||
var charCode = this.text.charCodeAt(i);
|
||||
if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i)))
|
||||
{
|
||||
lineWidths.push(pos.x);
|
||||
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
||||
line++;
|
||||
|
||||
pos.x = 0;
|
||||
pos.y += data.lineHeight;
|
||||
prevCharCode = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
var charData = data.chars[charCode];
|
||||
if(!charData) continue;
|
||||
|
||||
if(prevCharCode && charData[prevCharCode])
|
||||
{
|
||||
pos.x += charData.kerning[prevCharCode];
|
||||
}
|
||||
chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)});
|
||||
pos.x += charData.xAdvance;
|
||||
|
||||
prevCharCode = charCode;
|
||||
}
|
||||
|
||||
lineWidths.push(pos.x);
|
||||
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
||||
|
||||
var lineAlignOffsets = [];
|
||||
for(i = 0; i <= line; i++)
|
||||
{
|
||||
var alignOffset = 0;
|
||||
if(this.style.align === 'right')
|
||||
{
|
||||
alignOffset = maxLineWidth - lineWidths[i];
|
||||
}
|
||||
else if(this.style.align === 'center')
|
||||
{
|
||||
alignOffset = (maxLineWidth - lineWidths[i]) / 2;
|
||||
}
|
||||
lineAlignOffsets.push(alignOffset);
|
||||
}
|
||||
|
||||
var lenChildren = this.children.length;
|
||||
var lenChars = chars.length;
|
||||
var tint = this.tint || 0xFFFFFF;
|
||||
for(i = 0; i < lenChars; i++)
|
||||
{
|
||||
var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool.
|
||||
|
||||
if (c) c.setTexture(chars[i].texture); // check if got one before.
|
||||
else c = new PIXI.Sprite(chars[i].texture); // if no create new one.
|
||||
|
||||
c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
|
||||
c.position.y = chars[i].position.y * scale;
|
||||
c.scale.x = c.scale.y = scale;
|
||||
c.tint = tint;
|
||||
if (!c.parent) this.addChild(c);
|
||||
}
|
||||
|
||||
// remove unnecessary children.
|
||||
// and put their into the pool.
|
||||
while(this.children.length > lenChars)
|
||||
{
|
||||
var child = this.getChildAt(this.children.length - 1);
|
||||
this._pool.push(child);
|
||||
this.removeChild(child);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* [read-only] The width of the overall text, different from fontSize,
|
||||
* which is defined in the style object
|
||||
*
|
||||
* @property textWidth
|
||||
* @type Number
|
||||
*/
|
||||
this.textWidth = maxLineWidth * scale;
|
||||
|
||||
/**
|
||||
* [read-only] The height of the overall text, different from fontSize,
|
||||
* which is defined in the style object
|
||||
*
|
||||
* @property textHeight
|
||||
* @type Number
|
||||
*/
|
||||
this.textHeight = (pos.y + data.lineHeight) * scale;
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the transform of this object
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.BitmapText.prototype.updateTransform = function()
|
||||
{
|
||||
if(this.dirty)
|
||||
{
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
||||
};
|
||||
|
||||
PIXI.BitmapText.fonts = {};
|
||||
375
src/pixi/text/Text.js
Normal file
375
src/pixi/text/Text.js
Normal file
@@ -0,0 +1,375 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
* - Modified by Tom Slezakowski http://www.tomslezakowski.com @TomSlezakowski (24/03/2014) - Added dropShadowColor.
|
||||
*/
|
||||
|
||||
/**
|
||||
* A Text Object will create a line(s) of text. To split a line you can use '\n'
|
||||
* or add a wordWrap property set to true and and wordWrapWidth property with a value
|
||||
* in the style object
|
||||
*
|
||||
* @class Text
|
||||
* @extends Sprite
|
||||
* @constructor
|
||||
* @param text {String} The copy that you would like the text to display
|
||||
* @param [style] {Object} The style parameters
|
||||
* @param [style.font] {String} default 'bold 20px Arial' The style and size of the font
|
||||
* @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'
|
||||
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
* @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00'
|
||||
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
||||
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
||||
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap, it needs wordWrap to be set to true
|
||||
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
|
||||
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
|
||||
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
|
||||
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
|
||||
*/
|
||||
PIXI.Text = function(text, style)
|
||||
{
|
||||
/**
|
||||
* The canvas element that everything is drawn to
|
||||
*
|
||||
* @property canvas
|
||||
* @type HTMLCanvasElement
|
||||
*/
|
||||
this.canvas = document.createElement('canvas');
|
||||
|
||||
/**
|
||||
* The canvas 2d context that everything is drawn with
|
||||
* @property context
|
||||
* @type HTMLCanvasElement 2d Context
|
||||
*/
|
||||
this.context = this.canvas.getContext('2d');
|
||||
|
||||
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
|
||||
|
||||
this.setText(text);
|
||||
this.setStyle(style);
|
||||
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
};
|
||||
|
||||
// constructor
|
||||
PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
PIXI.Text.prototype.constructor = PIXI.Text;
|
||||
|
||||
/**
|
||||
* Set the style of the text
|
||||
*
|
||||
* @method setStyle
|
||||
* @param [style] {Object} The style parameters
|
||||
* @param [style.font='bold 20pt Arial'] {String} The style and size of the font
|
||||
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
|
||||
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
* @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
|
||||
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
||||
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
||||
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
|
||||
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
|
||||
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
|
||||
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
|
||||
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
|
||||
*/
|
||||
PIXI.Text.prototype.setStyle = function(style)
|
||||
{
|
||||
style = style || {};
|
||||
style.font = style.font || 'bold 20pt Arial';
|
||||
style.fill = style.fill || 'black';
|
||||
style.align = style.align || 'left';
|
||||
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
|
||||
style.strokeThickness = style.strokeThickness || 0;
|
||||
style.wordWrap = style.wordWrap || false;
|
||||
style.wordWrapWidth = style.wordWrapWidth || 100;
|
||||
style.wordWrapWidth = style.wordWrapWidth || 100;
|
||||
|
||||
style.dropShadow = style.dropShadow || false;
|
||||
style.dropShadowAngle = style.dropShadowAngle || Math.PI / 6;
|
||||
style.dropShadowDistance = style.dropShadowDistance || 4;
|
||||
style.dropShadowColor = style.dropShadowColor || 'black';
|
||||
|
||||
this.style = style;
|
||||
this.dirty = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the copy for the text object. To split a line you can use '\n'
|
||||
*
|
||||
* @method setText
|
||||
* @param {String} text The copy that you would like the text to display
|
||||
*/
|
||||
PIXI.Text.prototype.setText = function(text)
|
||||
{
|
||||
this.text = text.toString() || ' ';
|
||||
this.dirty = true;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders text and updates it when needed
|
||||
*
|
||||
* @method updateText
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.updateText = function()
|
||||
{
|
||||
this.context.font = this.style.font;
|
||||
|
||||
var outputText = this.text;
|
||||
|
||||
// word wrap
|
||||
// preserve original text
|
||||
if(this.style.wordWrap)outputText = this.wordWrap(this.text);
|
||||
|
||||
//split text into lines
|
||||
var lines = outputText.split(/(?:\r\n|\r|\n)/);
|
||||
|
||||
//calculate text width
|
||||
var lineWidths = [];
|
||||
var maxLineWidth = 0;
|
||||
for (var i = 0; i < lines.length; i++)
|
||||
{
|
||||
var lineWidth = this.context.measureText(lines[i]).width;
|
||||
lineWidths[i] = lineWidth;
|
||||
maxLineWidth = Math.max(maxLineWidth, lineWidth);
|
||||
}
|
||||
|
||||
var width = maxLineWidth + this.style.strokeThickness;
|
||||
if(this.style.dropShadow)width += this.style.dropShadowDistance;
|
||||
|
||||
this.canvas.width = width + this.context.lineWidth;
|
||||
//calculate text height
|
||||
var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness;
|
||||
|
||||
var height = lineHeight * lines.length;
|
||||
if(this.style.dropShadow)height += this.style.dropShadowDistance;
|
||||
|
||||
this.canvas.height = height;
|
||||
|
||||
if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
|
||||
|
||||
this.context.font = this.style.font;
|
||||
this.context.strokeStyle = this.style.stroke;
|
||||
this.context.lineWidth = this.style.strokeThickness;
|
||||
this.context.textBaseline = 'top';
|
||||
|
||||
var linePositionX;
|
||||
var linePositionY;
|
||||
|
||||
if(this.style.dropShadow)
|
||||
{
|
||||
this.context.fillStyle = this.style.dropShadowColor;
|
||||
|
||||
var xShadowOffset = Math.sin(this.style.dropShadowAngle) * this.style.dropShadowDistance;
|
||||
var yShadowOffset = Math.cos(this.style.dropShadowAngle) * this.style.dropShadowDistance;
|
||||
|
||||
for (i = 0; i < lines.length; i++)
|
||||
{
|
||||
linePositionX = this.style.strokeThickness / 2;
|
||||
linePositionY = this.style.strokeThickness / 2 + i * lineHeight;
|
||||
|
||||
if(this.style.align === 'right')
|
||||
{
|
||||
linePositionX += maxLineWidth - lineWidths[i];
|
||||
}
|
||||
else if(this.style.align === 'center')
|
||||
{
|
||||
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
||||
}
|
||||
|
||||
if(this.style.fill)
|
||||
{
|
||||
this.context.fillText(lines[i], linePositionX + xShadowOffset, linePositionY + yShadowOffset);
|
||||
}
|
||||
|
||||
// if(dropShadow)
|
||||
}
|
||||
}
|
||||
|
||||
//set canvas text styles
|
||||
this.context.fillStyle = this.style.fill;
|
||||
|
||||
//draw lines line by line
|
||||
for (i = 0; i < lines.length; i++)
|
||||
{
|
||||
linePositionX = this.style.strokeThickness / 2;
|
||||
linePositionY = this.style.strokeThickness / 2 + i * lineHeight;
|
||||
|
||||
if(this.style.align === 'right')
|
||||
{
|
||||
linePositionX += maxLineWidth - lineWidths[i];
|
||||
}
|
||||
else if(this.style.align === 'center')
|
||||
{
|
||||
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
||||
}
|
||||
|
||||
if(this.style.stroke && this.style.strokeThickness)
|
||||
{
|
||||
this.context.strokeText(lines[i], linePositionX, linePositionY);
|
||||
}
|
||||
|
||||
if(this.style.fill)
|
||||
{
|
||||
this.context.fillText(lines[i], linePositionX, linePositionY);
|
||||
}
|
||||
|
||||
// if(dropShadow)
|
||||
}
|
||||
|
||||
|
||||
this.updateTexture();
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates texture size based on canvas size
|
||||
*
|
||||
* @method updateTexture
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.updateTexture = function()
|
||||
{
|
||||
this.texture.baseTexture.width = this.canvas.width;
|
||||
this.texture.baseTexture.height = this.canvas.height;
|
||||
this.texture.frame.width = this.canvas.width;
|
||||
this.texture.frame.height = this.canvas.height;
|
||||
|
||||
this._width = this.canvas.width;
|
||||
this._height = this.canvas.height;
|
||||
|
||||
this.requiresUpdate = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
if(this.requiresUpdate)
|
||||
{
|
||||
this.requiresUpdate = false;
|
||||
PIXI.updateWebGLTexture(this.texture.baseTexture, renderSession.gl);
|
||||
}
|
||||
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the transform of this object
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.updateTransform = function()
|
||||
{
|
||||
if(this.dirty)
|
||||
{
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
PIXI.Sprite.prototype.updateTransform.call(this);
|
||||
};
|
||||
|
||||
/*
|
||||
* http://stackoverflow.com/users/34441/ellisbben
|
||||
* great solution to the problem!
|
||||
* returns the height of the given font
|
||||
*
|
||||
* @method determineFontHeight
|
||||
* @param fontStyle {Object}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.determineFontHeight = function(fontStyle)
|
||||
{
|
||||
// build a little reference dictionary so if the font style has been used return a
|
||||
// cached version...
|
||||
var result = PIXI.Text.heightCache[fontStyle];
|
||||
|
||||
if(!result)
|
||||
{
|
||||
var body = document.getElementsByTagName('body')[0];
|
||||
var dummy = document.createElement('div');
|
||||
var dummyText = document.createTextNode('M');
|
||||
dummy.appendChild(dummyText);
|
||||
dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0');
|
||||
body.appendChild(dummy);
|
||||
|
||||
result = dummy.offsetHeight;
|
||||
PIXI.Text.heightCache[fontStyle] = result;
|
||||
|
||||
body.removeChild(dummy);
|
||||
}
|
||||
|
||||
return result;
|
||||
};
|
||||
|
||||
/**
|
||||
* Applies newlines to a string to have it optimally fit into the horizontal
|
||||
* bounds set by the Text object's wordWrapWidth property.
|
||||
*
|
||||
* @method wordWrap
|
||||
* @param text {String}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.wordWrap = function(text)
|
||||
{
|
||||
// Greedy wrapping algorithm that will wrap words as the line grows longer
|
||||
// than its horizontal bounds.
|
||||
var result = '';
|
||||
var lines = text.split('\n');
|
||||
for (var i = 0; i < lines.length; i++)
|
||||
{
|
||||
var spaceLeft = this.style.wordWrapWidth;
|
||||
var words = lines[i].split(' ');
|
||||
for (var j = 0; j < words.length; j++)
|
||||
{
|
||||
var wordWidth = this.context.measureText(words[j]).width;
|
||||
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
|
||||
if(j === 0 || wordWidthWithSpace > spaceLeft)
|
||||
{
|
||||
// Skip printing the newline if it's the first word of the line that is
|
||||
// greater than the word wrap width.
|
||||
if(j > 0)
|
||||
{
|
||||
result += '\n';
|
||||
}
|
||||
result += words[j];
|
||||
spaceLeft = this.style.wordWrapWidth - wordWidth;
|
||||
}
|
||||
else
|
||||
{
|
||||
spaceLeft -= wordWidthWithSpace;
|
||||
result += ' ' + words[j];
|
||||
}
|
||||
}
|
||||
|
||||
if (i < lines.length-1)
|
||||
{
|
||||
result += '\n';
|
||||
}
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys this text object
|
||||
*
|
||||
* @method destroy
|
||||
* @param destroyTexture {Boolean}
|
||||
*/
|
||||
PIXI.Text.prototype.destroy = function(destroyTexture)
|
||||
{
|
||||
if(destroyTexture)
|
||||
{
|
||||
this.texture.destroy();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
PIXI.Text.heightCache = {};
|
||||
191
src/pixi/textures/BaseTexture.js
Normal file
191
src/pixi/textures/BaseTexture.js
Normal file
@@ -0,0 +1,191 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.BaseTextureCache = {};
|
||||
PIXI.texturesToUpdate = [];
|
||||
PIXI.texturesToDestroy = [];
|
||||
|
||||
PIXI.BaseTextureCacheIdGenerator = 0;
|
||||
|
||||
/**
|
||||
* A texture stores the information that represents an image. All textures have a base texture
|
||||
*
|
||||
* @class BaseTexture
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param source {String} the source object (image or canvas)
|
||||
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
||||
*/
|
||||
PIXI.BaseTexture = function(source, scaleMode)
|
||||
{
|
||||
PIXI.EventTarget.call( this );
|
||||
|
||||
/**
|
||||
* [read-only] The width of the base texture set when the image has loaded
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
* @readOnly
|
||||
*/
|
||||
this.width = 100;
|
||||
|
||||
/**
|
||||
* [read-only] The height of the base texture set when the image has loaded
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
* @readOnly
|
||||
*/
|
||||
this.height = 100;
|
||||
|
||||
/**
|
||||
* The scale mode to apply when scaling this texture
|
||||
* @property scaleMode
|
||||
* @type PIXI.scaleModes
|
||||
* @default PIXI.scaleModes.LINEAR
|
||||
*/
|
||||
this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
||||
|
||||
/**
|
||||
* [read-only] Describes if the base texture has loaded or not
|
||||
*
|
||||
* @property hasLoaded
|
||||
* @type Boolean
|
||||
* @readOnly
|
||||
*/
|
||||
this.hasLoaded = false;
|
||||
|
||||
/**
|
||||
* The source that is loaded to create the texture
|
||||
*
|
||||
* @property source
|
||||
* @type Image
|
||||
*/
|
||||
this.source = source;
|
||||
|
||||
//TODO will be used for futer pixi 1.5...
|
||||
this.id = PIXI.BaseTextureCacheIdGenerator++;
|
||||
|
||||
// used for webGL
|
||||
this._glTextures = [];
|
||||
|
||||
if(!source)return;
|
||||
|
||||
if((this.source.complete || this.source.getContext) && this.source.width && this.source.height)
|
||||
{
|
||||
this.hasLoaded = true;
|
||||
this.width = this.source.width;
|
||||
this.height = this.source.height;
|
||||
|
||||
PIXI.texturesToUpdate.push(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
var scope = this;
|
||||
this.source.onload = function() {
|
||||
|
||||
scope.hasLoaded = true;
|
||||
scope.width = scope.source.width;
|
||||
scope.height = scope.source.height;
|
||||
|
||||
// add it to somewhere...
|
||||
PIXI.texturesToUpdate.push(scope);
|
||||
scope.dispatchEvent( { type: 'loaded', content: scope } );
|
||||
};
|
||||
}
|
||||
|
||||
this.imageUrl = null;
|
||||
this._powerOf2 = false;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
|
||||
|
||||
/**
|
||||
* Destroys this base texture
|
||||
*
|
||||
* @method destroy
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.destroy = function()
|
||||
{
|
||||
if(this.imageUrl)
|
||||
{
|
||||
delete PIXI.BaseTextureCache[this.imageUrl];
|
||||
this.imageUrl = null;
|
||||
this.source.src = null;
|
||||
}
|
||||
this.source = null;
|
||||
PIXI.texturesToDestroy.push(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Changes the source image of the texture
|
||||
*
|
||||
* @method updateSourceImage
|
||||
* @param newSrc {String} the path of the image
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
|
||||
{
|
||||
this.hasLoaded = false;
|
||||
this.source.src = null;
|
||||
this.source.src = newSrc;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that returns a base texture based on an image url
|
||||
* If the image is not in the base texture cache it will be created and loaded
|
||||
*
|
||||
* @static
|
||||
* @method fromImage
|
||||
* @param imageUrl {String} The image url of the texture
|
||||
* @param crossorigin {Boolean}
|
||||
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
||||
* @return BaseTexture
|
||||
*/
|
||||
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
|
||||
{
|
||||
var baseTexture = PIXI.BaseTextureCache[imageUrl];
|
||||
|
||||
if(crossorigin === undefined && imageUrl.indexOf('data:') === -1) crossorigin = true;
|
||||
|
||||
if(!baseTexture)
|
||||
{
|
||||
// new Image() breaks tex loading in some versions of Chrome.
|
||||
// See https://code.google.com/p/chromium/issues/detail?id=238071
|
||||
var image = new Image();//document.createElement('img');
|
||||
if (crossorigin)
|
||||
{
|
||||
image.crossOrigin = '';
|
||||
}
|
||||
image.src = imageUrl;
|
||||
baseTexture = new PIXI.BaseTexture(image, scaleMode);
|
||||
baseTexture.imageUrl = imageUrl;
|
||||
PIXI.BaseTextureCache[imageUrl] = baseTexture;
|
||||
}
|
||||
|
||||
return baseTexture;
|
||||
};
|
||||
|
||||
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
|
||||
{
|
||||
if(!canvas._pixiId)
|
||||
{
|
||||
canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++;
|
||||
}
|
||||
|
||||
var baseTexture = PIXI.BaseTextureCache[canvas._pixiId];
|
||||
|
||||
if(!baseTexture)
|
||||
{
|
||||
baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
|
||||
PIXI.BaseTextureCache[canvas._pixiId] = baseTexture;
|
||||
}
|
||||
|
||||
return baseTexture;
|
||||
};
|
||||
|
||||
|
||||
246
src/pixi/textures/RenderTexture.js
Normal file
246
src/pixi/textures/RenderTexture.js
Normal file
@@ -0,0 +1,246 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
|
||||
|
||||
__Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded.
|
||||
Otherwise black rectangles will be drawn instead.
|
||||
|
||||
RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:
|
||||
|
||||
var renderTexture = new PIXI.RenderTexture(800, 600);
|
||||
var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
||||
sprite.position.x = 800/2;
|
||||
sprite.position.y = 600/2;
|
||||
sprite.anchor.x = 0.5;
|
||||
sprite.anchor.y = 0.5;
|
||||
renderTexture.render(sprite);
|
||||
|
||||
Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:
|
||||
|
||||
var doc = new PIXI.DisplayObjectContainer();
|
||||
doc.addChild(sprite);
|
||||
renderTexture.render(doc); // Renders to center of renderTexture
|
||||
|
||||
* @class RenderTexture
|
||||
* @extends Texture
|
||||
* @constructor
|
||||
* @param width {Number} The width of the render texture
|
||||
* @param height {Number} The height of the render texture
|
||||
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
||||
*/
|
||||
PIXI.RenderTexture = function(width, height, renderer, scaleMode)
|
||||
{
|
||||
PIXI.EventTarget.call( this );
|
||||
|
||||
/**
|
||||
* The with of the render texture
|
||||
*
|
||||
* @property width
|
||||
* @type Number
|
||||
*/
|
||||
this.width = width || 100;
|
||||
/**
|
||||
* The height of the render texture
|
||||
*
|
||||
* @property height
|
||||
* @type Number
|
||||
*/
|
||||
this.height = height || 100;
|
||||
|
||||
/**
|
||||
* The framing rectangle of the render texture
|
||||
*
|
||||
* @property frame
|
||||
* @type Rectangle
|
||||
*/
|
||||
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
||||
|
||||
/**
|
||||
* The base texture object that this texture uses
|
||||
*
|
||||
* @property baseTexture
|
||||
* @type BaseTexture
|
||||
*/
|
||||
this.baseTexture = new PIXI.BaseTexture();
|
||||
this.baseTexture.width = this.width;
|
||||
this.baseTexture.height = this.height;
|
||||
this.baseTexture._glTextures = [];
|
||||
|
||||
this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
||||
|
||||
this.baseTexture.hasLoaded = true;
|
||||
|
||||
// each render texture can only belong to one renderer at the moment if its webGL
|
||||
this.renderer = renderer || PIXI.defaultRenderer;
|
||||
|
||||
if(this.renderer.type === PIXI.WEBGL_RENDERER)
|
||||
{
|
||||
var gl = this.renderer.gl;
|
||||
|
||||
this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode);
|
||||
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
|
||||
|
||||
this.render = this.renderWebGL;
|
||||
this.projection = new PIXI.Point(this.width/2 , -this.height/2);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.render = this.renderCanvas;
|
||||
this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height);
|
||||
this.baseTexture.source = this.textureBuffer.canvas;
|
||||
}
|
||||
|
||||
PIXI.Texture.frameUpdates.push(this);
|
||||
|
||||
|
||||
};
|
||||
|
||||
PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
|
||||
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
|
||||
|
||||
/**
|
||||
* Resize the RenderTexture.
|
||||
*
|
||||
* @method resize
|
||||
* @param width {Number} The width to resize to.
|
||||
* @param height {Number} The height to resize to.
|
||||
* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
|
||||
*/
|
||||
PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
|
||||
{
|
||||
if (width === this.width && height === this.height)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.frame.width = this.width;
|
||||
this.frame.height = this.height;
|
||||
|
||||
if (updateBase)
|
||||
{
|
||||
this.baseTexture.width = this.width;
|
||||
this.baseTexture.height = this.height;
|
||||
}
|
||||
|
||||
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
||||
{
|
||||
this.projection.x = this.width / 2;
|
||||
this.projection.y = -this.height / 2;
|
||||
}
|
||||
|
||||
this.textureBuffer.resize(this.width, this.height);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clears the RenderTexture.
|
||||
*
|
||||
* @method clear
|
||||
*/
|
||||
PIXI.RenderTexture.prototype.clear = function()
|
||||
{
|
||||
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
||||
{
|
||||
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
|
||||
}
|
||||
|
||||
this.textureBuffer.clear();
|
||||
};
|
||||
|
||||
/**
|
||||
* This function will draw the display object to the texture.
|
||||
*
|
||||
* @method renderWebGL
|
||||
* @param displayObject {DisplayObject} The display object to render this texture on
|
||||
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
||||
* @private
|
||||
*/
|
||||
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
|
||||
{
|
||||
//TOOD replace position with matrix..
|
||||
var gl = this.renderer.gl;
|
||||
|
||||
gl.colorMask(true, true, true, true);
|
||||
|
||||
gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );
|
||||
|
||||
if(clear)this.textureBuffer.clear();
|
||||
|
||||
// THIS WILL MESS WITH HIT TESTING!
|
||||
var children = displayObject.children;
|
||||
|
||||
//TODO -? create a new one??? dont think so!
|
||||
var originalWorldTransform = displayObject.worldTransform;
|
||||
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
|
||||
// modify to flip...
|
||||
displayObject.worldTransform.d = -1;
|
||||
displayObject.worldTransform.ty = this.projection.y * -2;
|
||||
|
||||
if(position)
|
||||
{
|
||||
displayObject.worldTransform.tx = position.x;
|
||||
displayObject.worldTransform.ty -= position.y;
|
||||
}
|
||||
|
||||
for(var i=0,j=children.length; i<j; i++)
|
||||
{
|
||||
children[i].updateTransform();
|
||||
}
|
||||
|
||||
// update the textures!
|
||||
PIXI.WebGLRenderer.updateTextures();
|
||||
|
||||
//
|
||||
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer);
|
||||
|
||||
displayObject.worldTransform = originalWorldTransform;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* This function will draw the display object to the texture.
|
||||
*
|
||||
* @method renderCanvas
|
||||
* @param displayObject {DisplayObject} The display object to render this texture on
|
||||
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
||||
* @private
|
||||
*/
|
||||
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
|
||||
{
|
||||
var children = displayObject.children;
|
||||
|
||||
var originalWorldTransform = displayObject.worldTransform;
|
||||
|
||||
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
|
||||
|
||||
if(position)
|
||||
{
|
||||
displayObject.worldTransform.tx = position.x;
|
||||
displayObject.worldTransform.ty = position.y;
|
||||
}
|
||||
|
||||
for(var i = 0, j = children.length; i < j; i++)
|
||||
{
|
||||
children[i].updateTransform();
|
||||
}
|
||||
|
||||
if(clear)this.textureBuffer.clear();
|
||||
|
||||
var context = this.textureBuffer.context;
|
||||
|
||||
this.renderer.renderDisplayObject(displayObject, context);
|
||||
|
||||
context.setTransform(1,0,0,1,0,0);
|
||||
|
||||
displayObject.worldTransform = originalWorldTransform;
|
||||
};
|
||||
|
||||
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
||||
|
||||
257
src/pixi/textures/Texture.js
Normal file
257
src/pixi/textures/Texture.js
Normal file
@@ -0,0 +1,257 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
PIXI.TextureCache = {};
|
||||
PIXI.FrameCache = {};
|
||||
|
||||
PIXI.TextureCacheIdGenerator = 0;
|
||||
|
||||
/**
|
||||
* A texture stores the information that represents an image or part of an image. It cannot be added
|
||||
* to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
|
||||
*
|
||||
* @class Texture
|
||||
* @uses EventTarget
|
||||
* @constructor
|
||||
* @param baseTexture {BaseTexture} The base texture source to create the texture from
|
||||
* @param frame {Rectangle} The rectangle frame of the texture to show
|
||||
*/
|
||||
PIXI.Texture = function(baseTexture, frame)
|
||||
{
|
||||
PIXI.EventTarget.call( this );
|
||||
|
||||
if(!frame)
|
||||
{
|
||||
this.noFrame = true;
|
||||
frame = new PIXI.Rectangle(0,0,1,1);
|
||||
}
|
||||
|
||||
if(baseTexture instanceof PIXI.Texture)
|
||||
baseTexture = baseTexture.baseTexture;
|
||||
|
||||
/**
|
||||
* The base texture of that this texture uses
|
||||
*
|
||||
* @property baseTexture
|
||||
* @type BaseTexture
|
||||
*/
|
||||
this.baseTexture = baseTexture;
|
||||
|
||||
/**
|
||||
* The frame specifies the region of the base texture that this texture uses
|
||||
*
|
||||
* @property frame
|
||||
* @type Rectangle
|
||||
*/
|
||||
this.frame = frame;
|
||||
|
||||
/**
|
||||
* The trim point
|
||||
*
|
||||
* @property trim
|
||||
* @type Rectangle
|
||||
*/
|
||||
this.trim = null;
|
||||
|
||||
this.scope = this;
|
||||
|
||||
this._uvs = null;
|
||||
|
||||
if(baseTexture.hasLoaded)
|
||||
{
|
||||
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
|
||||
|
||||
this.setFrame(frame);
|
||||
}
|
||||
else
|
||||
{
|
||||
var scope = this;
|
||||
baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); });
|
||||
}
|
||||
};
|
||||
|
||||
PIXI.Texture.prototype.constructor = PIXI.Texture;
|
||||
|
||||
/**
|
||||
* Called when the base texture is loaded
|
||||
*
|
||||
* @method onBaseTextureLoaded
|
||||
* @param event
|
||||
* @private
|
||||
*/
|
||||
PIXI.Texture.prototype.onBaseTextureLoaded = function()
|
||||
{
|
||||
var baseTexture = this.baseTexture;
|
||||
baseTexture.removeEventListener( 'loaded', this.onLoaded );
|
||||
|
||||
if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
|
||||
|
||||
this.setFrame(this.frame);
|
||||
|
||||
this.scope.dispatchEvent( { type: 'update', content: this } );
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys this texture
|
||||
*
|
||||
* @method destroy
|
||||
* @param destroyBase {Boolean} Whether to destroy the base texture as well
|
||||
*/
|
||||
PIXI.Texture.prototype.destroy = function(destroyBase)
|
||||
{
|
||||
if(destroyBase) this.baseTexture.destroy();
|
||||
};
|
||||
|
||||
/**
|
||||
* Specifies the rectangle region of the baseTexture
|
||||
*
|
||||
* @method setFrame
|
||||
* @param frame {Rectangle} The frame of the texture to set it to
|
||||
*/
|
||||
PIXI.Texture.prototype.setFrame = function(frame)
|
||||
{
|
||||
this.frame = frame;
|
||||
this.width = frame.width;
|
||||
this.height = frame.height;
|
||||
|
||||
if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
|
||||
{
|
||||
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
|
||||
}
|
||||
|
||||
this.updateFrame = true;
|
||||
|
||||
PIXI.Texture.frameUpdates.push(this);
|
||||
|
||||
|
||||
//this.dispatchEvent( { type: 'update', content: this } );
|
||||
};
|
||||
|
||||
PIXI.Texture.prototype._updateWebGLuvs = function()
|
||||
{
|
||||
if(!this._uvs)this._uvs = new PIXI.TextureUvs();
|
||||
|
||||
var frame = this.frame;
|
||||
var tw = this.baseTexture.width;
|
||||
var th = this.baseTexture.height;
|
||||
|
||||
this._uvs.x0 = frame.x / tw;
|
||||
this._uvs.y0 = frame.y / th;
|
||||
|
||||
this._uvs.x1 = (frame.x + frame.width) / tw;
|
||||
this._uvs.y1 = frame.y / th;
|
||||
|
||||
this._uvs.x2 = (frame.x + frame.width) / tw;
|
||||
this._uvs.y2 = (frame.y + frame.height) / th;
|
||||
|
||||
this._uvs.x3 = frame.x / tw;
|
||||
this._uvs.y3 = (frame.y + frame.height) / th;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that returns a texture based on an image url
|
||||
* If the image is not in the texture cache it will be created and loaded
|
||||
*
|
||||
* @static
|
||||
* @method fromImage
|
||||
* @param imageUrl {String} The image url of the texture
|
||||
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
||||
* @return Texture
|
||||
*/
|
||||
PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
|
||||
{
|
||||
var texture = PIXI.TextureCache[imageUrl];
|
||||
|
||||
if(!texture)
|
||||
{
|
||||
texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
|
||||
PIXI.TextureCache[imageUrl] = texture;
|
||||
}
|
||||
|
||||
return texture;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that returns a texture based on a frame id
|
||||
* If the frame id is not in the texture cache an error will be thrown
|
||||
*
|
||||
* @static
|
||||
* @method fromFrame
|
||||
* @param frameId {String} The frame id of the texture
|
||||
* @return Texture
|
||||
*/
|
||||
PIXI.Texture.fromFrame = function(frameId)
|
||||
{
|
||||
var texture = PIXI.TextureCache[frameId];
|
||||
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ');
|
||||
return texture;
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that returns a texture based on a canvas element
|
||||
* If the canvas is not in the texture cache it will be created and loaded
|
||||
*
|
||||
* @static
|
||||
* @method fromCanvas
|
||||
* @param canvas {Canvas} The canvas element source of the texture
|
||||
* @return Texture
|
||||
*/
|
||||
PIXI.Texture.fromCanvas = function(canvas, scaleMode)
|
||||
{
|
||||
var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);
|
||||
|
||||
return new PIXI.Texture( baseTexture );
|
||||
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Adds a texture to the textureCache.
|
||||
*
|
||||
* @static
|
||||
* @method addTextureToCache
|
||||
* @param texture {Texture}
|
||||
* @param id {String} the id that the texture will be stored against.
|
||||
*/
|
||||
PIXI.Texture.addTextureToCache = function(texture, id)
|
||||
{
|
||||
PIXI.TextureCache[id] = texture;
|
||||
};
|
||||
|
||||
/**
|
||||
* Remove a texture from the textureCache.
|
||||
*
|
||||
* @static
|
||||
* @method removeTextureFromCache
|
||||
* @param id {String} the id of the texture to be removed
|
||||
* @return {Texture} the texture that was removed
|
||||
*/
|
||||
PIXI.Texture.removeTextureFromCache = function(id)
|
||||
{
|
||||
var texture = PIXI.TextureCache[id];
|
||||
delete PIXI.TextureCache[id];
|
||||
delete PIXI.BaseTextureCache[id];
|
||||
return texture;
|
||||
};
|
||||
|
||||
// this is more for webGL.. it contains updated frames..
|
||||
PIXI.Texture.frameUpdates = [];
|
||||
|
||||
PIXI.TextureUvs = function()
|
||||
{
|
||||
this.x0 = 0;
|
||||
this.y0 = 0;
|
||||
|
||||
this.x1 = 0;
|
||||
this.y1 = 0;
|
||||
|
||||
this.x2 = 0;
|
||||
this.y2 = 0;
|
||||
|
||||
this.x3 = 0;
|
||||
this.y4 = 0;
|
||||
|
||||
|
||||
};
|
||||
|
||||
76
src/pixi/utils/Detector.js
Normal file
76
src/pixi/utils/Detector.js
Normal file
@@ -0,0 +1,76 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* This helper function will automatically detect which renderer you should be using.
|
||||
* WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by
|
||||
* the browser then this function will return a canvas renderer
|
||||
* @class autoDetectRenderer
|
||||
* @static
|
||||
* @param width=800 {Number} the width of the renderers view
|
||||
* @param height=600 {Number} the height of the renderers view
|
||||
* @param [view] {Canvas} the canvas to use as a view, optional
|
||||
* @param [transparent=false] {Boolean} the transparency of the render view, default false
|
||||
* @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment)
|
||||
*
|
||||
*/
|
||||
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
|
||||
{
|
||||
if(!width)width = 800;
|
||||
if(!height)height = 600;
|
||||
|
||||
// BORROWED from Mr Doob (mrdoob.com)
|
||||
var webgl = ( function () { try {
|
||||
var canvas = document.createElement( 'canvas' );
|
||||
return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
|
||||
} catch( e ) {
|
||||
return false;
|
||||
}
|
||||
} )();
|
||||
|
||||
if( webgl )
|
||||
{
|
||||
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
|
||||
}
|
||||
|
||||
return new PIXI.CanvasRenderer(width, height, view, transparent);
|
||||
};
|
||||
|
||||
/**
|
||||
* This helper function will automatically detect which renderer you should be using.
|
||||
* This function is very similar to the autoDetectRenderer function except that is will return a canvas renderer for android.
|
||||
* Even thought both android chrome suports webGL the canvas implementation perform better at the time of writing.
|
||||
* This function will likely change and update as webGL performance imporoves on thease devices.
|
||||
* @class getRecommendedRenderer
|
||||
* @static
|
||||
* @param width=800 {Number} the width of the renderers view
|
||||
* @param height=600 {Number} the height of the renderers view
|
||||
* @param [view] {Canvas} the canvas to use as a view, optional
|
||||
* @param [transparent=false] {Boolean} the transparency of the render view, default false
|
||||
* @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment)
|
||||
*
|
||||
*/
|
||||
PIXI.autoDetectRecommendedRenderer = function(width, height, view, transparent, antialias)
|
||||
{
|
||||
if(!width)width = 800;
|
||||
if(!height)height = 600;
|
||||
|
||||
// BORROWED from Mr Doob (mrdoob.com)
|
||||
var webgl = ( function () { try {
|
||||
var canvas = document.createElement( 'canvas' );
|
||||
return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
|
||||
} catch( e ) {
|
||||
return false;
|
||||
}
|
||||
} )();
|
||||
|
||||
var isAndroid = /Android/i.test(navigator.userAgent);
|
||||
|
||||
if( webgl && !isAndroid)
|
||||
{
|
||||
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
|
||||
}
|
||||
|
||||
return new PIXI.CanvasRenderer(width, height, view, transparent);
|
||||
};
|
||||
107
src/pixi/utils/EventTarget.js
Normal file
107
src/pixi/utils/EventTarget.js
Normal file
@@ -0,0 +1,107 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
/**
|
||||
* https://github.com/mrdoob/eventtarget.js/
|
||||
* THankS mr DOob!
|
||||
*/
|
||||
|
||||
/**
|
||||
* Adds event emitter functionality to a class
|
||||
*
|
||||
* @class EventTarget
|
||||
* @example
|
||||
* function MyEmitter() {
|
||||
* PIXI.EventTarget.call(this); //mixes in event target stuff
|
||||
* }
|
||||
*
|
||||
* var em = new MyEmitter();
|
||||
* em.emit({ type: 'eventName', data: 'some data' });
|
||||
*/
|
||||
PIXI.EventTarget = function () {
|
||||
|
||||
/**
|
||||
* Holds all the listeners
|
||||
*
|
||||
* @property listeners
|
||||
* @type Object
|
||||
*/
|
||||
var listeners = {};
|
||||
|
||||
/**
|
||||
* Adds a listener for a specific event
|
||||
*
|
||||
* @method addEventListener
|
||||
* @param type {string} A string representing the event type to listen for.
|
||||
* @param listener {function} The callback function that will be fired when the event occurs
|
||||
*/
|
||||
this.addEventListener = this.on = function ( type, listener ) {
|
||||
|
||||
|
||||
if ( listeners[ type ] === undefined ) {
|
||||
|
||||
listeners[ type ] = [];
|
||||
|
||||
}
|
||||
|
||||
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
|
||||
|
||||
listeners[ type ].push( listener );
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Fires the event, ie pretends that the event has happened
|
||||
*
|
||||
* @method dispatchEvent
|
||||
* @param event {Event} the event object
|
||||
*/
|
||||
this.dispatchEvent = this.emit = function ( event ) {
|
||||
|
||||
if ( !listeners[ event.type ] || !listeners[ event.type ].length ) {
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
for(var i = 0, l = listeners[ event.type ].length; i < l; i++) {
|
||||
|
||||
listeners[ event.type ][ i ]( event );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the specified listener that was assigned to the specified event type
|
||||
*
|
||||
* @method removeEventListener
|
||||
* @param type {string} A string representing the event type which will have its listener removed
|
||||
* @param listener {function} The callback function that was be fired when the event occured
|
||||
*/
|
||||
this.removeEventListener = this.off = function ( type, listener ) {
|
||||
|
||||
var index = listeners[ type ].indexOf( listener );
|
||||
|
||||
if ( index !== - 1 ) {
|
||||
|
||||
listeners[ type ].splice( index, 1 );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes all the listeners that were active for the specified event type
|
||||
*
|
||||
* @method removeAllEventListeners
|
||||
* @param type {string} A string representing the event type which will have all its listeners removed
|
||||
*/
|
||||
this.removeAllEventListeners = function( type ) {
|
||||
var a = listeners[type];
|
||||
if (a)
|
||||
a.length = 0;
|
||||
};
|
||||
};
|
||||
169
src/pixi/utils/Polyk.js
Normal file
169
src/pixi/utils/Polyk.js
Normal file
@@ -0,0 +1,169 @@
|
||||
/*
|
||||
PolyK library
|
||||
url: http://polyk.ivank.net
|
||||
Released under MIT licence.
|
||||
|
||||
Copyright (c) 2012 Ivan Kuckir
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
This is an amazing lib!
|
||||
|
||||
slightly modified by Mat Groves (matgroves.com);
|
||||
*/
|
||||
|
||||
/**
|
||||
* Based on the Polyk library http://polyk.ivank.net released under MIT licence.
|
||||
* This is an amazing lib!
|
||||
* slightly modified by Mat Groves (matgroves.com);
|
||||
* @class PolyK
|
||||
*
|
||||
*/
|
||||
PIXI.PolyK = {};
|
||||
|
||||
/**
|
||||
* Triangulates shapes for webGL graphic fills
|
||||
*
|
||||
* @method Triangulate
|
||||
*
|
||||
*/
|
||||
PIXI.PolyK.Triangulate = function(p)
|
||||
{
|
||||
var sign = true;
|
||||
|
||||
var n = p.length >> 1;
|
||||
if(n < 3) return [];
|
||||
|
||||
var tgs = [];
|
||||
var avl = [];
|
||||
for(var i = 0; i < n; i++) avl.push(i);
|
||||
|
||||
i = 0;
|
||||
var al = n;
|
||||
while(al > 3)
|
||||
{
|
||||
var i0 = avl[(i+0)%al];
|
||||
var i1 = avl[(i+1)%al];
|
||||
var i2 = avl[(i+2)%al];
|
||||
|
||||
var ax = p[2*i0], ay = p[2*i0+1];
|
||||
var bx = p[2*i1], by = p[2*i1+1];
|
||||
var cx = p[2*i2], cy = p[2*i2+1];
|
||||
|
||||
var earFound = false;
|
||||
if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign))
|
||||
{
|
||||
earFound = true;
|
||||
for(var j = 0; j < al; j++)
|
||||
{
|
||||
var vi = avl[j];
|
||||
if(vi === i0 || vi === i1 || vi === i2) continue;
|
||||
|
||||
if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {
|
||||
earFound = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(earFound)
|
||||
{
|
||||
tgs.push(i0, i1, i2);
|
||||
avl.splice((i+1)%al, 1);
|
||||
al--;
|
||||
i = 0;
|
||||
}
|
||||
else if(i++ > 3*al)
|
||||
{
|
||||
// need to flip flip reverse it!
|
||||
// reset!
|
||||
if(sign)
|
||||
{
|
||||
tgs = [];
|
||||
avl = [];
|
||||
for(i = 0; i < n; i++) avl.push(i);
|
||||
|
||||
i = 0;
|
||||
al = n;
|
||||
|
||||
sign = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
window.console.log("PIXI Warning: shape too complex to fill");
|
||||
return [];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tgs.push(avl[0], avl[1], avl[2]);
|
||||
return tgs;
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether a point is within a triangle
|
||||
*
|
||||
* @method _PointInTriangle
|
||||
* @param px {Number} x coordinate of the point to test
|
||||
* @param py {Number} y coordinate of the point to test
|
||||
* @param ax {Number} x coordinate of the a point of the triangle
|
||||
* @param ay {Number} y coordinate of the a point of the triangle
|
||||
* @param bx {Number} x coordinate of the b point of the triangle
|
||||
* @param by {Number} y coordinate of the b point of the triangle
|
||||
* @param cx {Number} x coordinate of the c point of the triangle
|
||||
* @param cy {Number} y coordinate of the c point of the triangle
|
||||
* @private
|
||||
*/
|
||||
PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
|
||||
{
|
||||
var v0x = cx-ax;
|
||||
var v0y = cy-ay;
|
||||
var v1x = bx-ax;
|
||||
var v1y = by-ay;
|
||||
var v2x = px-ax;
|
||||
var v2y = py-ay;
|
||||
|
||||
var dot00 = v0x*v0x+v0y*v0y;
|
||||
var dot01 = v0x*v1x+v0y*v1y;
|
||||
var dot02 = v0x*v2x+v0y*v2y;
|
||||
var dot11 = v1x*v1x+v1y*v1y;
|
||||
var dot12 = v1x*v2x+v1y*v2y;
|
||||
|
||||
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
|
||||
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
||||
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
||||
|
||||
// Check if point is in triangle
|
||||
return (u >= 0) && (v >= 0) && (u + v < 1);
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks whether a shape is convex
|
||||
*
|
||||
* @method _convex
|
||||
*
|
||||
* @private
|
||||
*/
|
||||
PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
|
||||
{
|
||||
return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign;
|
||||
};
|
||||
197
src/pixi/utils/Utils.js
Normal file
197
src/pixi/utils/Utils.js
Normal file
@@ -0,0 +1,197 @@
|
||||
/**
|
||||
* @author Mat Groves http://matgroves.com/ @Doormat23
|
||||
*/
|
||||
|
||||
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
|
||||
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
|
||||
|
||||
// requestAnimationFrame polyfill by Erik Möller. fixes from Paul Irish and Tino Zijdel
|
||||
|
||||
// MIT license
|
||||
|
||||
/**
|
||||
* A polyfill for requestAnimationFrame
|
||||
* You can actually use both requestAnimationFrame and requestAnimFrame,
|
||||
* you will still benefit from the polyfill
|
||||
*
|
||||
* @method requestAnimationFrame
|
||||
*/
|
||||
/**
|
||||
* A polyfill for cancelAnimationFrame
|
||||
*
|
||||
* @method cancelAnimationFrame
|
||||
*/
|
||||
var lastTime = 0;
|
||||
var vendors = ['ms', 'moz', 'webkit', 'o'];
|
||||
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
|
||||
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
|
||||
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] ||
|
||||
window[vendors[x] + 'CancelRequestAnimationFrame'];
|
||||
}
|
||||
|
||||
if (!window.requestAnimationFrame) {
|
||||
window.requestAnimationFrame = function(callback) {
|
||||
var currTime = new Date().getTime();
|
||||
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
|
||||
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
|
||||
timeToCall);
|
||||
lastTime = currTime + timeToCall;
|
||||
return id;
|
||||
};
|
||||
}
|
||||
|
||||
if (!window.cancelAnimationFrame) {
|
||||
window.cancelAnimationFrame = function(id) {
|
||||
clearTimeout(id);
|
||||
};
|
||||
}
|
||||
|
||||
window.requestAnimFrame = window.requestAnimationFrame;
|
||||
|
||||
/**
|
||||
* Converts a hex color number to an [R, G, B] array
|
||||
*
|
||||
* @method hex2rgb
|
||||
* @param hex {Number}
|
||||
*/
|
||||
PIXI.hex2rgb = function(hex) {
|
||||
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a color as an [R, G, B] array to a hex number
|
||||
*
|
||||
* @method rgb2hex
|
||||
* @param rgb {Array}
|
||||
*/
|
||||
PIXI.rgb2hex = function(rgb) {
|
||||
return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255);
|
||||
};
|
||||
|
||||
/**
|
||||
* A polyfill for Function.prototype.bind
|
||||
*
|
||||
* @method bind
|
||||
*/
|
||||
if (typeof Function.prototype.bind !== 'function') {
|
||||
Function.prototype.bind = (function () {
|
||||
var slice = Array.prototype.slice;
|
||||
return function (thisArg) {
|
||||
var target = this, boundArgs = slice.call(arguments, 1);
|
||||
|
||||
if (typeof target !== 'function') throw new TypeError();
|
||||
|
||||
function bound() {
|
||||
var args = boundArgs.concat(slice.call(arguments));
|
||||
target.apply(this instanceof bound ? this : thisArg, args);
|
||||
}
|
||||
|
||||
bound.prototype = (function F(proto) {
|
||||
if (proto) F.prototype = proto;
|
||||
if (!(this instanceof F)) return new F();
|
||||
})(target.prototype);
|
||||
|
||||
return bound;
|
||||
};
|
||||
})();
|
||||
}
|
||||
|
||||
/**
|
||||
* A wrapper for ajax requests to be handled cross browser
|
||||
*
|
||||
* @class AjaxRequest
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.AjaxRequest = function()
|
||||
{
|
||||
var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE
|
||||
|
||||
if (window.ActiveXObject)
|
||||
{ //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken)
|
||||
for (var i=0; i<activexmodes.length; i++)
|
||||
{
|
||||
try{
|
||||
return new window.ActiveXObject(activexmodes[i]);
|
||||
}
|
||||
catch(e) {
|
||||
//suppress error
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (window.XMLHttpRequest) // if Mozilla, Safari etc
|
||||
{
|
||||
return new window.XMLHttpRequest();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
};
|
||||
/*
|
||||
PIXI.packColorRGBA = function(r, g, b, a)//r, g, b, a)
|
||||
{
|
||||
// console.log(r, b, c, d)
|
||||
return (Math.floor((r)*63) << 18) | (Math.floor((g)*63) << 12) | (Math.floor((b)*63) << 6);// | (Math.floor((a)*63))
|
||||
// i = i | (Math.floor((a)*63));
|
||||
// return i;
|
||||
// var r = (i / 262144.0 ) / 64;
|
||||
// var g = (i / 4096.0)%64 / 64;
|
||||
// var b = (i / 64.0)%64 / 64;
|
||||
// var a = (i)%64 / 64;
|
||||
|
||||
// console.log(r, g, b, a);
|
||||
// return i;
|
||||
|
||||
};
|
||||
*/
|
||||
/*
|
||||
PIXI.packColorRGB = function(r, g, b)//r, g, b, a)
|
||||
{
|
||||
return (Math.floor((r)*255) << 16) | (Math.floor((g)*255) << 8) | (Math.floor((b)*255));
|
||||
};
|
||||
|
||||
PIXI.unpackColorRGB = function(r, g, b)//r, g, b, a)
|
||||
{
|
||||
return (Math.floor((r)*255) << 16) | (Math.floor((g)*255) << 8) | (Math.floor((b)*255));
|
||||
};
|
||||
*/
|
||||
|
||||
/**
|
||||
* Checks whether the Canvas BlendModes are supported by the current browser
|
||||
*
|
||||
* @method canUseNewCanvasBlendModes
|
||||
* @return {Boolean} whether they are supported
|
||||
*/
|
||||
PIXI.canUseNewCanvasBlendModes = function()
|
||||
{
|
||||
var canvas = document.createElement('canvas');
|
||||
canvas.width = 1;
|
||||
canvas.height = 1;
|
||||
var context = canvas.getContext('2d');
|
||||
context.fillStyle = '#000';
|
||||
context.fillRect(0,0,1,1);
|
||||
context.globalCompositeOperation = 'multiply';
|
||||
context.fillStyle = '#fff';
|
||||
context.fillRect(0,0,1,1);
|
||||
return context.getImageData(0,0,1,1).data[0] === 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Given a number, this function returns the closest number that is a power of two
|
||||
* this function is taken from Starling Framework as its pretty neat ;)
|
||||
*
|
||||
* @method getNextPowerOfTwo
|
||||
* @param number {Number}
|
||||
* @return {Number} the closest number that is a power of two
|
||||
*/
|
||||
PIXI.getNextPowerOfTwo = function(number)
|
||||
{
|
||||
if (number > 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj
|
||||
return number;
|
||||
else
|
||||
{
|
||||
var result = 1;
|
||||
while (result < number) result <<= 1;
|
||||
return result;
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user