mirror of
https://github.com/liabru/matter-js.git
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14221 lines
No EOL
390 KiB
JavaScript
14221 lines
No EOL
390 KiB
JavaScript
/**
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* @license
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* pixi.js - v1.5.1
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* Copyright (c) 2012-2014, Mat Groves
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* http://goodboydigital.com/
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*
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* Compiled: 2014-02-13
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*
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* pixi.js is licensed under the MIT License.
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* http://www.opensource.org/licenses/mit-license.php
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*/
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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(function(){
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var root = this;
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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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* @module PIXI
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*/
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var PIXI = PIXI || {};
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/*
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*
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* This file contains a lot of pixi consts which are used across the rendering engine
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* @class Consts
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*/
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PIXI.WEBGL_RENDERER = 0;
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PIXI.CANVAS_RENDERER = 1;
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// useful for testing against if your lib is using pixi.
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PIXI.VERSION = "v1.5.1";
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// the various blend modes supported by pixi
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PIXI.blendModes = {
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NORMAL:0,
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ADD:1,
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MULTIPLY:2,
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SCREEN:3,
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OVERLAY:4,
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DARKEN:5,
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LIGHTEN:6,
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COLOR_DODGE:7,
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COLOR_BURN:8,
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HARD_LIGHT:9,
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SOFT_LIGHT:10,
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DIFFERENCE:11,
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EXCLUSION:12,
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HUE:13,
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SATURATION:14,
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COLOR:15,
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LUMINOSITY:16
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};
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// the scale modes
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PIXI.scaleModes = {
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DEFAULT:0,
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LINEAR:0,
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NEAREST:1
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};
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// interaction frequency
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PIXI.INTERACTION_FREQUENCY = 30;
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PIXI.AUTO_PREVENT_DEFAULT = true;
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PIXI.RAD_TO_DEG = 180 / Math.PI;
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PIXI.DEG_TO_RAD = Math.PI / 180;
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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 Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @class Point
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* @constructor
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* @param x {Number} position of the point on the x axis
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* @param y {Number} position of the point on the y axis
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*/
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PIXI.Point = function(x, y)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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};
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/**
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* Creates a clone of this point
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*
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* @method clone
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* @return {Point} a copy of the point
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*/
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PIXI.Point.prototype.clone = function()
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{
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return new PIXI.Point(this.x, this.y);
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};
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// constructor
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PIXI.Point.prototype.constructor = PIXI.Point;
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PIXI.Point.prototype.set = function(x, y)
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{
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this.x = x || 0;
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this.y = y || ( (y !== 0) ? this.x : 0 ) ;
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};
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/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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* 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.
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*
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* @class Rectangle
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* @constructor
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* @param x {Number} The X coord of the upper-left corner of the rectangle
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* @param y {Number} The Y coord of the upper-left corner of the rectangle
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* @param width {Number} The overall width of this rectangle
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* @param height {Number} The overall height of this rectangle
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*/
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PIXI.Rectangle = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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};
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/**
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* Creates a clone of this Rectangle
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*
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* @method clone
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* @return {Rectangle} a copy of the rectangle
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*/
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PIXI.Rectangle.prototype.clone = function()
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{
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return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this Rectangle
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coords are within this Rectangle
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*/
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PIXI.Rectangle.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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var x1 = this.x;
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if(x >= x1 && x <= x1 + this.width)
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{
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var y1 = this.y;
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if(y >= y1 && y <= y1 + this.height)
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{
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return true;
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}
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}
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return false;
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};
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// constructor
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PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;
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PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
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/**
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* @author Adrien Brault <adrien.brault@gmail.com>
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*/
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/**
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* @class Polygon
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* @constructor
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* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
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* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
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* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
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* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
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* Numbers.
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*/
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PIXI.Polygon = function(points)
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{
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//if points isn't an array, use arguments as the array
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if(!(points instanceof Array))
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points = Array.prototype.slice.call(arguments);
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//if this is a flat array of numbers, convert it to points
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if(typeof points[0] === 'number') {
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var p = [];
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for(var i = 0, il = points.length; i < il; i+=2) {
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p.push(
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new PIXI.Point(points[i], points[i + 1])
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);
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}
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points = p;
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}
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this.points = points;
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};
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/**
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* Creates a clone of this polygon
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*
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* @method clone
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* @return {Polygon} a copy of the polygon
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*/
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PIXI.Polygon.prototype.clone = function()
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{
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var points = [];
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for (var i=0; i<this.points.length; i++) {
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points.push(this.points[i].clone());
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}
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return new PIXI.Polygon(points);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this polygon
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coordinates are within this polygon
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*/
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PIXI.Polygon.prototype.contains = function(x, y)
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{
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var inside = false;
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// use some raycasting to test hits
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// https://github.com/substack/point-in-polygon/blob/master/index.js
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for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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var xi = this.points[i].x, yi = this.points[i].y,
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xj = this.points[j].x, yj = this.points[j].y,
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intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
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if(intersect) inside = !inside;
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}
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return inside;
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};
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// constructor
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PIXI.Polygon.prototype.constructor = PIXI.Polygon;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Circle object can be used to specify a hit area for displayObjects
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*
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* @class Circle
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* @constructor
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* @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this circle
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* @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this circle
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* @param radius {Number} The radius of the circle
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*/
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PIXI.Circle = function(x, y, radius)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property radius
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* @type Number
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* @default 0
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*/
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this.radius = radius || 0;
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};
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/**
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* Creates a clone of this Circle instance
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*
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* @method clone
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* @return {Circle} a copy of the polygon
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*/
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PIXI.Circle.prototype.clone = function()
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{
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return new PIXI.Circle(this.x, this.y, this.radius);
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};
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/**
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* Checks whether the x, and y coordinates passed to this function are contained within this circle
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coordinates are within this polygon
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*/
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PIXI.Circle.prototype.contains = function(x, y)
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{
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if(this.radius <= 0)
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return false;
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var dx = (this.x - x),
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dy = (this.y - y),
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r2 = this.radius * this.radius;
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dx *= dx;
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dy *= dy;
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return (dx + dy <= r2);
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};
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// constructor
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PIXI.Circle.prototype.constructor = PIXI.Circle;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Ellipse object can be used to specify a hit area for displayObjects
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*
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* @class Ellipse
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* @constructor
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* @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse
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* @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse
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* @param width {Number} The overall width of this ellipse
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* @param height {Number} The overall height of this ellipse
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*/
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PIXI.Ellipse = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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};
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/**
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* Creates a clone of this Ellipse instance
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*
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* @method clone
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* @return {Ellipse} a copy of the ellipse
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*/
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PIXI.Ellipse.prototype.clone = function()
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{
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return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
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};
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/**
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* Checks whether the x and y coordinates passed to this function are contained within this ellipse
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*
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* @method contains
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* @param x {Number} The X coordinate of the point to test
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* @param y {Number} The Y coordinate of the point to test
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* @return {Boolean} Whether the x/y coords are within this ellipse
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*/
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PIXI.Ellipse.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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//normalize the coords to an ellipse with center 0,0
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var normx = ((x - this.x) / this.width),
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normy = ((y - this.y) / this.height);
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normx *= normx;
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normy *= normy;
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return (normx + normy <= 1);
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};
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/**
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* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object
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*
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* @method getBounds
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Ellipse.prototype.getBounds = function()
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{
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return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
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};
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// constructor
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PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.determineMatrixArrayType = function() {
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return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
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};
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/*
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* @class Matrix2
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* The Matrix2 class will choose the best type of array to use between
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* a regular javascript Array and a Float32Array if the latter is available
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*
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*/
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PIXI.Matrix2 = PIXI.determineMatrixArrayType();
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/*
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* @class Matrix
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* The Matrix class is now an object, which makes it a lot faster,
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* here is a representation of it :
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* | a | b | tx|
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* | c | c | ty|
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* | 0 | 0 | 1 |
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*
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*/
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PIXI.Matrix = function()
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{
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this.a = 1;
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this.b = 0;
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this.c = 0;
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this.d = 1;
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this.tx = 0;
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this.ty = 0;
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};
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/**
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* Creates a pixi matrix object based on the array given as a parameter
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*
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* @method fromArray
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* @param array {Array} The array that the matrix will be filled with
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*/
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PIXI.Matrix.prototype.fromArray = function(array)
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{
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this.a = array[0];
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this.b = array[1];
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this.c = array[3];
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this.d = array[4];
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this.tx = array[2];
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this.ty = array[5];
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};
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/**
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* Creates an array from the current Matrix object
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*
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* @method toArray
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* @param transpose {Boolean} Whether we need to transpose the matrix or not
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* @return array {Array} the newly created array which contains the matrix
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*/
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PIXI.Matrix.prototype.toArray = function(transpose)
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{
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if(!this.array) this.array = new Float32Array(9);
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var array = this.array;
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if(transpose)
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{
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this.array[0] = this.a;
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this.array[1] = this.c;
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this.array[2] = 0;
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this.array[3] = this.b;
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this.array[4] = this.d;
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this.array[5] = 0;
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this.array[6] = this.tx;
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this.array[7] = this.ty;
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this.array[8] = 1;
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}
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else
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{
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this.array[0] = this.a;
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this.array[1] = this.b;
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this.array[2] = this.tx;
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this.array[3] = this.c;
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this.array[4] = this.d;
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this.array[5] = this.ty;
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this.array[6] = 0;
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this.array[7] = 0;
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this.array[8] = 1;
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}
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return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
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};
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PIXI.identityMatrix = new PIXI.Matrix();
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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 base class for all objects that are rendered on the screen.
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*
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* @class DisplayObject
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* @constructor
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*/
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PIXI.DisplayObject = function()
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{
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/**
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* The coordinate of the object relative to the local coordinates of the parent.
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*
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* @property position
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* @type Point
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*/
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this.position = new PIXI.Point();
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/**
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* The scale factor of the object.
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*
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* @property scale
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* @type Point
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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|
/**
|
|
* 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
|
|
*
|
|
* @property filterArea
|
|
* @type Rectangle
|
|
*/
|
|
this.filterArea = 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;
|
|
|
|
/*
|
|
* 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;
|
|
}
|
|
});
|
|
|
|
/*
|
|
* 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()
|
|
{
|
|
//var matrixCache = this.worldTransform;
|
|
|
|
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;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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('The supplied DisplayObjects must be a child of the caller ' + this);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param child {DisplayObject} The DisplayObject to remove
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|
{
|
|
var index = this.children.indexOf( child );
|
|
if ( index !== -1 )
|
|
{
|
|
// update the stage reference..
|
|
if(this.stage)child.removeStageReference();
|
|
|
|
child.parent = undefined;
|
|
this.children.splice( index, 1 );
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this);
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Removes all the children
|
|
*
|
|
* @method removeAll
|
|
* NOT tested yet
|
|
*/
|
|
/* PIXI.DisplayObjectContainer.prototype.removeAll = function()
|
|
{
|
|
|
|
|
|
for(var i = 0 , j = this.children.length; i < j; i++)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
|
|
};
|
|
*/
|
|
/*
|
|
* 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 );
|
|
|
|
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;
|
|
|
|
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._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);
|
|
}
|
|
};
|
|
/**
|
|
* @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);
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
// alow for trimming
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
}
|
|
|
|
context.save();
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
var child = this.children[i];
|
|
var texture = child.texture;
|
|
var frame = texture.frame;
|
|
|
|
context.globalAlpha = this.worldAlpha * child.alpha;
|
|
|
|
if(child.rotation % (Math.PI * 2) === 0)
|
|
{
|
|
|
|
// 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
|
|
{
|
|
PIXI.DisplayObject.prototype.updateTransform.call(child);
|
|
|
|
transform = child.localTransform;
|
|
|
|
if(this.rotation !== this.rotationCache)
|
|
{
|
|
this.rotationCache = this.rotation;
|
|
this._sr = Math.sin(this.rotation);
|
|
this._cr = Math.cos(this.rotation);
|
|
}
|
|
|
|
var a = child._cr * child.scale.x,
|
|
b = -child._sr * child.scale.y,
|
|
c = child._sr * child.scale.x,
|
|
d = child._cr * child.scale.y;
|
|
|
|
context.setTransform(a, c, b, d, child.position.x, child.position.y);
|
|
|
|
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();
|
|
};
|
|
|
|
|
|
/**
|
|
* @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();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
PIXI.FilterBlock = function()
|
|
{
|
|
this.visible = true;
|
|
this.renderable = true;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
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
|
|
*/
|
|
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;
|
|
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);
|
|
}
|
|
this.canvas.width = maxLineWidth + this.style.strokeThickness;
|
|
|
|
//calculate text height
|
|
var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness;
|
|
this.canvas.height = lineHeight * lines.length;
|
|
|
|
if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
|
|
|
|
//set canvas text styles
|
|
this.context.fillStyle = this.style.fill;
|
|
this.context.font = this.style.font;
|
|
|
|
this.context.strokeStyle = this.style.stroke;
|
|
this.context.lineWidth = this.style.strokeThickness;
|
|
|
|
this.context.textBaseline = 'top';
|
|
|
|
//draw lines line by line
|
|
for (i = 0; i < lines.length; i++)
|
|
{
|
|
var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
|
|
|
|
if(this.style.align === 'right')
|
|
{
|
|
linePosition.x += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align === 'center')
|
|
{
|
|
linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if(this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.context.strokeText(lines[i], linePosition.x, linePosition.y);
|
|
}
|
|
|
|
if(this.style.fill)
|
|
{
|
|
this.context.fillText(lines[i], linePosition.x, linePosition.y);
|
|
}
|
|
}
|
|
|
|
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(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 = {};
|
|
|
|
/**
|
|
* @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 = {};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* Holds all information related to an Interaction event
|
|
*
|
|
* @class InteractionData
|
|
* @constructor
|
|
*/
|
|
PIXI.InteractionData = function()
|
|
{
|
|
/**
|
|
* This point stores the global coords of where the touch/mouse event happened
|
|
*
|
|
* @property global
|
|
* @type Point
|
|
*/
|
|
this.global = new PIXI.Point();
|
|
|
|
// this is here for legacy... but will remove
|
|
this.local = new PIXI.Point();
|
|
|
|
/**
|
|
* The target Sprite that was interacted with
|
|
*
|
|
* @property target
|
|
* @type Sprite
|
|
*/
|
|
this.target = null;
|
|
|
|
/**
|
|
* When passed to an event handler, this will be the original DOM Event that was captured
|
|
*
|
|
* @property originalEvent
|
|
* @type Event
|
|
*/
|
|
this.originalEvent = null;
|
|
};
|
|
|
|
/**
|
|
* This will return the local coordinates of the specified displayObject for this InteractionData
|
|
*
|
|
* @method getLocalPosition
|
|
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
|
|
* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
|
|
*/
|
|
PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
|
|
{
|
|
var worldTransform = displayObject.worldTransform;
|
|
var global = this.global;
|
|
|
|
// do a cheeky transform to get the mouse coords;
|
|
var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
|
|
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
|
|
id = 1 / (a00 * a11 + a01 * -a10);
|
|
// set the mouse coords...
|
|
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
|
|
};
|
|
|
|
// constructor
|
|
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
|
|
* if its interactive parameter is set to true
|
|
* This manager also supports multitouch.
|
|
*
|
|
* @class InteractionManager
|
|
* @constructor
|
|
* @param stage {Stage} The stage to handle interactions
|
|
*/
|
|
PIXI.InteractionManager = function(stage)
|
|
{
|
|
/**
|
|
* a reference to the stage
|
|
*
|
|
* @property stage
|
|
* @type Stage
|
|
*/
|
|
this.stage = stage;
|
|
|
|
/**
|
|
* the mouse data
|
|
*
|
|
* @property mouse
|
|
* @type InteractionData
|
|
*/
|
|
this.mouse = new PIXI.InteractionData();
|
|
|
|
/**
|
|
* an object that stores current touches (InteractionData) by id reference
|
|
*
|
|
* @property touchs
|
|
* @type Object
|
|
*/
|
|
this.touchs = {};
|
|
|
|
// helpers
|
|
this.tempPoint = new PIXI.Point();
|
|
|
|
/**
|
|
*
|
|
* @property mouseoverEnabled
|
|
* @type Boolean
|
|
* @default
|
|
*/
|
|
this.mouseoverEnabled = true;
|
|
|
|
/**
|
|
* tiny little interactiveData pool !
|
|
*
|
|
* @property pool
|
|
* @type Array
|
|
*/
|
|
this.pool = [];
|
|
|
|
/**
|
|
* An array containing all the iterative items from the our interactive tree
|
|
* @property interactiveItems
|
|
* @type Array
|
|
* @private
|
|
*
|
|
*/
|
|
this.interactiveItems = [];
|
|
|
|
/**
|
|
* Our canvas
|
|
* @property interactionDOMElement
|
|
* @type HTMLCanvasElement
|
|
* @private
|
|
*/
|
|
this.interactionDOMElement = null;
|
|
|
|
//this will make it so that you dont have to call bind all the time
|
|
this.onMouseMove = this.onMouseMove.bind( this );
|
|
this.onMouseDown = this.onMouseDown.bind(this);
|
|
this.onMouseOut = this.onMouseOut.bind(this);
|
|
this.onMouseUp = this.onMouseUp.bind(this);
|
|
|
|
this.onTouchStart = this.onTouchStart.bind(this);
|
|
this.onTouchEnd = this.onTouchEnd.bind(this);
|
|
this.onTouchMove = this.onTouchMove.bind(this);
|
|
|
|
this.last = 0;
|
|
|
|
/**
|
|
* The css style of the cursor that is being used
|
|
* @property currentCursorStyle
|
|
* @type String
|
|
*
|
|
*/
|
|
this.currentCursorStyle = 'inherit';
|
|
|
|
/**
|
|
* Is set to true when the mouse is moved out of the canvas
|
|
* @property mouseOut
|
|
* @type Boolean
|
|
*
|
|
*/
|
|
this.mouseOut = false;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
|
|
|
|
/**
|
|
* Collects an interactive sprite recursively to have their interactions managed
|
|
*
|
|
* @method collectInteractiveSprite
|
|
* @param displayObject {DisplayObject} the displayObject to collect
|
|
* @param iParent {DisplayObject} the display object's parent
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
|
|
{
|
|
var children = displayObject.children;
|
|
var length = children.length;
|
|
|
|
// make an interaction tree... {item.__interactiveParent}
|
|
for (var i = length-1; i >= 0; i--)
|
|
{
|
|
var child = children[i];
|
|
|
|
// push all interactive bits
|
|
if(child.interactive)
|
|
{
|
|
iParent.interactiveChildren = true;
|
|
//child.__iParent = iParent;
|
|
this.interactiveItems.push(child);
|
|
|
|
if(child.children.length > 0)
|
|
{
|
|
this.collectInteractiveSprite(child, child);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
child.__iParent = null;
|
|
|
|
if(child.children.length > 0)
|
|
{
|
|
this.collectInteractiveSprite(child, iParent);
|
|
}
|
|
}
|
|
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Sets the target for event delegation
|
|
*
|
|
* @method setTarget
|
|
* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.setTarget = function(target)
|
|
{
|
|
this.target = target;
|
|
|
|
//check if the dom element has been set. If it has don't do anything
|
|
if( this.interactionDOMElement === null ) {
|
|
|
|
this.setTargetDomElement( target.view );
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
* Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM
|
|
* elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element
|
|
* to receive those events
|
|
*
|
|
* @method setTargetDomElement
|
|
* @param domElement {DOMElement} the DOM element which will receive mouse and touch events
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
|
|
{
|
|
|
|
this.removeEvents();
|
|
|
|
|
|
if (window.navigator.msPointerEnabled)
|
|
{
|
|
// time to remove some of that zoom in ja..
|
|
domElement.style['-ms-content-zooming'] = 'none';
|
|
domElement.style['-ms-touch-action'] = 'none';
|
|
|
|
// DO some window specific touch!
|
|
}
|
|
|
|
this.interactionDOMElement = domElement;
|
|
|
|
domElement.addEventListener('mousemove', this.onMouseMove, true);
|
|
domElement.addEventListener('mousedown', this.onMouseDown, true);
|
|
domElement.addEventListener('mouseout', this.onMouseOut, true);
|
|
|
|
// aint no multi touch just yet!
|
|
domElement.addEventListener('touchstart', this.onTouchStart, true);
|
|
domElement.addEventListener('touchend', this.onTouchEnd, true);
|
|
domElement.addEventListener('touchmove', this.onTouchMove, true);
|
|
|
|
document.body.addEventListener('mouseup', this.onMouseUp, true);
|
|
};
|
|
|
|
|
|
PIXI.InteractionManager.prototype.removeEvents = function()
|
|
{
|
|
if(!this.interactionDOMElement)return;
|
|
|
|
this.interactionDOMElement.style['-ms-content-zooming'] = '';
|
|
this.interactionDOMElement.style['-ms-touch-action'] = '';
|
|
|
|
this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true);
|
|
this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true);
|
|
this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true);
|
|
|
|
// aint no multi touch just yet!
|
|
this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true);
|
|
this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true);
|
|
this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true);
|
|
|
|
this.interactionDOMElement = null;
|
|
|
|
document.body.removeEventListener('mouseup', this.onMouseUp, true);
|
|
};
|
|
|
|
/**
|
|
* updates the state of interactive objects
|
|
*
|
|
* @method update
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.update = function()
|
|
{
|
|
if(!this.target)return;
|
|
|
|
// frequency of 30fps??
|
|
var now = Date.now();
|
|
var diff = now - this.last;
|
|
diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
|
|
if(diff < 1)return;
|
|
this.last = now;
|
|
|
|
var i = 0;
|
|
|
|
// ok.. so mouse events??
|
|
// yes for now :)
|
|
// OPTIMISE - how often to check??
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
|
|
var len = this.interactiveItems.length;
|
|
|
|
for (i = 0; i < len; i++) {
|
|
this.interactiveItems[i].interactiveChildren = false;
|
|
}
|
|
|
|
this.interactiveItems = [];
|
|
|
|
if(this.stage.interactive)this.interactiveItems.push(this.stage);
|
|
// go through and collect all the objects that are interactive..
|
|
this.collectInteractiveSprite(this.stage, this.stage);
|
|
}
|
|
|
|
// loop through interactive objects!
|
|
var length = this.interactiveItems.length;
|
|
var cursor = 'inherit';
|
|
var over = false;
|
|
|
|
for (i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
// OPTIMISATION - only calculate every time if the mousemove function exists..
|
|
// OK so.. does the object have any other interactive functions?
|
|
// hit-test the clip!
|
|
// if(item.mouseover || item.mouseout || item.buttonMode)
|
|
// {
|
|
// ok so there are some functions so lets hit test it..
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
this.mouse.target = item;
|
|
// ok so deal with interactions..
|
|
// looks like there was a hit!
|
|
if(item.__hit && !over)
|
|
{
|
|
if(item.buttonMode) cursor = item.defaultCursor;
|
|
|
|
if(!item.interactiveChildren)over = true;
|
|
|
|
if(!item.__isOver)
|
|
{
|
|
if(item.mouseover)item.mouseover(this.mouse);
|
|
item.__isOver = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(item.__isOver)
|
|
{
|
|
// roll out!
|
|
if(item.mouseout)item.mouseout(this.mouse);
|
|
item.__isOver = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( this.currentCursorStyle !== cursor )
|
|
{
|
|
this.currentCursorStyle = cursor;
|
|
this.interactionDOMElement.style.cursor = cursor;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Is called when the mouse moves across the renderer element
|
|
*
|
|
* @method onMouseMove
|
|
* @param event {Event} The DOM event of the mouse moving
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseMove = function(event)
|
|
{
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
// TODO optimize by not check EVERY TIME! maybe half as often? //
|
|
var rect = this.interactionDOMElement.getBoundingClientRect();
|
|
|
|
this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
|
|
this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
|
|
|
|
var length = this.interactiveItems.length;
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.mousemove)
|
|
{
|
|
//call the function!
|
|
item.mousemove(this.mouse);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Is called when the mouse button is pressed down on the renderer element
|
|
*
|
|
* @method onMouseDown
|
|
* @param event {Event} The DOM event of a mouse button being pressed down
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseDown = function(event)
|
|
{
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
|
|
if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault();
|
|
|
|
// loop through interaction tree...
|
|
// hit test each item! ->
|
|
// get interactive items under point??
|
|
//stage.__i
|
|
var length = this.interactiveItems.length;
|
|
|
|
// while
|
|
// hit test
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.mousedown || item.click)
|
|
{
|
|
item.__mouseIsDown = true;
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
|
|
if(item.__hit)
|
|
{
|
|
//call the function!
|
|
if(item.mousedown)item.mousedown(this.mouse);
|
|
item.__isDown = true;
|
|
|
|
// just the one!
|
|
if(!item.interactiveChildren)break;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Is called when the mouse button is moved out of the renderer element
|
|
*
|
|
* @method onMouseOut
|
|
* @param event {Event} The DOM event of a mouse button being moved out
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseOut = function()
|
|
{
|
|
var length = this.interactiveItems.length;
|
|
|
|
this.interactionDOMElement.style.cursor = 'inherit';
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
if(item.__isOver)
|
|
{
|
|
this.mouse.target = item;
|
|
if(item.mouseout)item.mouseout(this.mouse);
|
|
item.__isOver = false;
|
|
}
|
|
}
|
|
|
|
this.mouseOut = true;
|
|
|
|
// move the mouse to an impossible position
|
|
this.mouse.global.x = -10000;
|
|
this.mouse.global.y = -10000;
|
|
};
|
|
|
|
/**
|
|
* Is called when the mouse button is released on the renderer element
|
|
*
|
|
* @method onMouseUp
|
|
* @param event {Event} The DOM event of a mouse button being released
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
|
{
|
|
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
|
|
var length = this.interactiveItems.length;
|
|
var up = false;
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
|
|
if(item.__hit && !up)
|
|
{
|
|
//call the function!
|
|
if(item.mouseup)
|
|
{
|
|
item.mouseup(this.mouse);
|
|
}
|
|
if(item.__isDown)
|
|
{
|
|
if(item.click)item.click(this.mouse);
|
|
}
|
|
|
|
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;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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 listeneners
|
|
* @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;
|
|
};
|
|
};
|
|
|
|
/**
|
|
* @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);
|
|
};
|
|
|
|
/*
|
|
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;
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* @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._glTexture);
|
|
|
|
// 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;
|
|
};
|
|
|
|
/**
|
|
*
|
|
* @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);',
|
|
'}'
|
|
];
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* @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);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
|
|
|
|
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();
|
|
|
|
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;
|
|
|
|
/**
|
|
* @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, true);
|
|
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;
|
|
};
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
|
|
/**
|
|
* @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 = 10000;//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)
|
|
{
|
|
// check texture..
|
|
if(sprite.texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = sprite.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;
|
|
|
|
var width = sprite.texture.frame.width;
|
|
var height = sprite.texture.frame.height;
|
|
|
|
// 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 + width;
|
|
|
|
h1 = trim.y - aY * trim.height;
|
|
h0 = h1 + height;
|
|
}
|
|
else
|
|
{
|
|
w0 = (width ) * (1-aX);
|
|
w1 = (width ) * -aX;
|
|
|
|
h0 = height * (1-aY);
|
|
h1 = 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.tilePosition.y %= texture.baseTexture.height;
|
|
|
|
var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width;
|
|
var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height;
|
|
|
|
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;
|
|
};
|
|
|
|
|
|
/**
|
|
* @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];
|
|
|
|
// 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]);
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* @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;
|
|
|
|
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;
|
|
|
|
|
|
// 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.target.filterArea.x;
|
|
this.offsetY += filterBlock.target.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);
|
|
|
|
filterBlock.target.filterArea = filterBlock.target.getBounds();
|
|
|
|
var filterArea = filterBlock.target.filterArea;
|
|
|
|
var padidng = filter.padding;
|
|
filterArea.x -= padidng;
|
|
filterArea.y -= padidng;
|
|
filterArea.width += padidng * 2;
|
|
filterArea.height += padidng * 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.target.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);
|
|
|
|
// 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, this.transparent);
|
|
}
|
|
else
|
|
{
|
|
var currentFilter = this.filterStack[this.filterStack.length-1];
|
|
filterArea = currentFilter.target.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.target.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);
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
};
|
|
/**
|
|
* @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
|
|
* @private
|
|
*/
|
|
PIXI.FilterTexture = function(gl, width, height)
|
|
{
|
|
/**
|
|
* @property gl
|
|
* @type WebGLContext
|
|
*/
|
|
this.gl = gl;
|
|
|
|
// next time to create a frame buffer and texture
|
|
this.frameBuffer = gl.createFramebuffer();
|
|
this.texture = gl.createTexture();
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
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);
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
};
|
|
|
|
/**
|
|
* @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();
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
|
|
|
|
/**
|
|
* @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;
|
|
};
|
|
|
|
|
|
/**
|
|
* @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();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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 bounds
|
|
* @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;
|
|
}
|
|
|
|
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 = -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;
|
|
|
|
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.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;
|
|
|
|
/**
|
|
* @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.DisplayObjectContainer.call( this );
|
|
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.DisplayObjectContainer.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;
|
|
};
|
|
/* @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;
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*
|
|
* @class TilingSprite
|
|
* @extends DisplayObjectContainer
|
|
* @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;
|
|
};
|
|
|
|
/**
|
|
* 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 || 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);
|
|
}
|
|
|
|
if(!this.tilingTexture)this.generateTilingTexture(true);
|
|
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();
|
|
}
|
|
else
|
|
{
|
|
if(!this.tilingTexture)this.generateTilingTexture(true);
|
|
else renderSession.spriteBatch.renderTilingSprite(this);
|
|
|
|
// 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.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
|
|
|
|
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
|
|
|
|
|
if(!this.__tilePattern)
|
|
{
|
|
this.generateTilingTexture(false);
|
|
|
|
if(this.tilingTexture)
|
|
{
|
|
this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
|
|
}
|
|
|
|
}
|
|
|
|
// 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;
|
|
context.fillRect(-tilePosition.x,-tilePosition.y,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;
|
|
|
|
this.tilingTexture = texture;
|
|
|
|
var newTextureRequired = false;
|
|
|
|
if(!forcePowerOfTwo)
|
|
{
|
|
if(isFrame)
|
|
{
|
|
targetWidth = frame.width;
|
|
targetHeight = frame.height;
|
|
|
|
newTextureRequired = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width);
|
|
targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height);
|
|
|
|
if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true;
|
|
}
|
|
|
|
if(newTextureRequired)
|
|
{
|
|
var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
|
|
|
|
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
0,
|
|
0,
|
|
targetWidth,
|
|
targetHeight);
|
|
|
|
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
|
|
this.tileScaleOffset.x = frame.width / targetWidth;
|
|
this.tileScaleOffset.y = frame.height / targetHeight;
|
|
}
|
|
|
|
|
|
this.tilingTexture.baseTexture._powerOf2 = true;
|
|
};
|
|
/**
|
|
* @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
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* Awesome JS run time provided by EsotericSoftware
|
|
*
|
|
* https://github.com/EsotericSoftware/spine-runtimes
|
|
*
|
|
*/
|
|
|
|
|
|
|
|
var spine = {};
|
|
|
|
spine.BoneData = function (name, parent) {
|
|
this.name = name;
|
|
this.parent = parent;
|
|
};
|
|
spine.BoneData.prototype = {
|
|
length: 0,
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1
|
|
};
|
|
|
|
spine.SlotData = function (name, boneData) {
|
|
this.name = name;
|
|
this.boneData = boneData;
|
|
};
|
|
spine.SlotData.prototype = {
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
attachmentName: null
|
|
};
|
|
|
|
spine.Bone = function (boneData, parent) {
|
|
this.data = boneData;
|
|
this.parent = parent;
|
|
this.setToSetupPose();
|
|
};
|
|
spine.Bone.yDown = false;
|
|
spine.Bone.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
m00: 0, m01: 0, worldX: 0, // a b x
|
|
m10: 0, m11: 0, worldY: 0, // c d y
|
|
worldRotation: 0,
|
|
worldScaleX: 1, worldScaleY: 1,
|
|
updateWorldTransform: function (flipX, flipY) {
|
|
var parent = this.parent;
|
|
if (parent != null) {
|
|
this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
|
|
this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
|
|
this.worldScaleX = parent.worldScaleX * this.scaleX;
|
|
this.worldScaleY = parent.worldScaleY * this.scaleY;
|
|
this.worldRotation = parent.worldRotation + this.rotation;
|
|
} else {
|
|
this.worldX = this.x;
|
|
this.worldY = this.y;
|
|
this.worldScaleX = this.scaleX;
|
|
this.worldScaleY = this.scaleY;
|
|
this.worldRotation = this.rotation;
|
|
}
|
|
var radians = this.worldRotation * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
this.m00 = cos * this.worldScaleX;
|
|
this.m10 = sin * this.worldScaleX;
|
|
this.m01 = -sin * this.worldScaleY;
|
|
this.m11 = cos * this.worldScaleY;
|
|
if (flipX) {
|
|
this.m00 = -this.m00;
|
|
this.m01 = -this.m01;
|
|
}
|
|
if (flipY) {
|
|
this.m10 = -this.m10;
|
|
this.m11 = -this.m11;
|
|
}
|
|
if (spine.Bone.yDown) {
|
|
this.m10 = -this.m10;
|
|
this.m11 = -this.m11;
|
|
}
|
|
},
|
|
setToSetupPose: function () {
|
|
var data = this.data;
|
|
this.x = data.x;
|
|
this.y = data.y;
|
|
this.rotation = data.rotation;
|
|
this.scaleX = data.scaleX;
|
|
this.scaleY = data.scaleY;
|
|
}
|
|
};
|
|
|
|
spine.Slot = function (slotData, skeleton, bone) {
|
|
this.data = slotData;
|
|
this.skeleton = skeleton;
|
|
this.bone = bone;
|
|
this.setToSetupPose();
|
|
};
|
|
spine.Slot.prototype = {
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
_attachmentTime: 0,
|
|
attachment: null,
|
|
setAttachment: function (attachment) {
|
|
this.attachment = attachment;
|
|
this._attachmentTime = this.skeleton.time;
|
|
},
|
|
setAttachmentTime: function (time) {
|
|
this._attachmentTime = this.skeleton.time - time;
|
|
},
|
|
getAttachmentTime: function () {
|
|
return this.skeleton.time - this._attachmentTime;
|
|
},
|
|
setToSetupPose: function () {
|
|
var data = this.data;
|
|
this.r = data.r;
|
|
this.g = data.g;
|
|
this.b = data.b;
|
|
this.a = data.a;
|
|
|
|
var slotDatas = this.skeleton.data.slots;
|
|
for (var i = 0, n = slotDatas.length; i < n; i++) {
|
|
if (slotDatas[i] == data) {
|
|
this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Skin = function (name) {
|
|
this.name = name;
|
|
this.attachments = {};
|
|
};
|
|
spine.Skin.prototype = {
|
|
addAttachment: function (slotIndex, name, attachment) {
|
|
this.attachments[slotIndex + ":" + name] = attachment;
|
|
},
|
|
getAttachment: function (slotIndex, name) {
|
|
return this.attachments[slotIndex + ":" + name];
|
|
},
|
|
_attachAll: function (skeleton, oldSkin) {
|
|
for (var key in oldSkin.attachments) {
|
|
var colon = key.indexOf(":");
|
|
var slotIndex = parseInt(key.substring(0, colon), 10);
|
|
var name = key.substring(colon + 1);
|
|
var slot = skeleton.slots[slotIndex];
|
|
if (slot.attachment && slot.attachment.name == name) {
|
|
var attachment = this.getAttachment(slotIndex, name);
|
|
if (attachment) slot.setAttachment(attachment);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Animation = function (name, timelines, duration) {
|
|
this.name = name;
|
|
this.timelines = timelines;
|
|
this.duration = duration;
|
|
};
|
|
spine.Animation.prototype = {
|
|
apply: function (skeleton, time, loop) {
|
|
if (loop && this.duration) time %= this.duration;
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, time, 1);
|
|
},
|
|
mix: function (skeleton, time, loop, alpha) {
|
|
if (loop && this.duration) time %= this.duration;
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, time, alpha);
|
|
}
|
|
};
|
|
|
|
spine.binarySearch = function (values, target, step) {
|
|
var low = 0;
|
|
var high = Math.floor(values.length / step) - 2;
|
|
if (!high) return step;
|
|
var current = high >>> 1;
|
|
while (true) {
|
|
if (values[(current + 1) * step] <= target)
|
|
low = current + 1;
|
|
else
|
|
high = current;
|
|
if (low == high) return (low + 1) * step;
|
|
current = (low + high) >>> 1;
|
|
}
|
|
};
|
|
spine.linearSearch = function (values, target, step) {
|
|
for (var i = 0, last = values.length - step; i <= last; i += step)
|
|
if (values[i] > target) return i;
|
|
return -1;
|
|
};
|
|
|
|
spine.Curves = function (frameCount) {
|
|
this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
|
|
this.curves.length = (frameCount - 1) * 6;
|
|
};
|
|
spine.Curves.prototype = {
|
|
setLinear: function (frameIndex) {
|
|
this.curves[frameIndex * 6] = 0/*LINEAR*/;
|
|
},
|
|
setStepped: function (frameIndex) {
|
|
this.curves[frameIndex * 6] = -1/*STEPPED*/;
|
|
},
|
|
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
|
|
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
|
|
* the difference between the keyframe's values. */
|
|
setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
|
|
var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
|
|
var subdiv_step2 = subdiv_step * subdiv_step;
|
|
var subdiv_step3 = subdiv_step2 * subdiv_step;
|
|
var pre1 = 3 * subdiv_step;
|
|
var pre2 = 3 * subdiv_step2;
|
|
var pre4 = 6 * subdiv_step2;
|
|
var pre5 = 6 * subdiv_step3;
|
|
var tmp1x = -cx1 * 2 + cx2;
|
|
var tmp1y = -cy1 * 2 + cy2;
|
|
var tmp2x = (cx1 - cx2) * 3 + 1;
|
|
var tmp2y = (cy1 - cy2) * 3 + 1;
|
|
var i = frameIndex * 6;
|
|
var curves = this.curves;
|
|
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
|
|
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
|
|
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
|
|
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
|
|
curves[i + 4] = tmp2x * pre5;
|
|
curves[i + 5] = tmp2y * pre5;
|
|
},
|
|
getCurvePercent: function (frameIndex, percent) {
|
|
percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
|
|
var curveIndex = frameIndex * 6;
|
|
var curves = this.curves;
|
|
var dfx = curves[curveIndex];
|
|
if (!dfx/*LINEAR*/) return percent;
|
|
if (dfx == -1/*STEPPED*/) return 0;
|
|
var dfy = curves[curveIndex + 1];
|
|
var ddfx = curves[curveIndex + 2];
|
|
var ddfy = curves[curveIndex + 3];
|
|
var dddfx = curves[curveIndex + 4];
|
|
var dddfy = curves[curveIndex + 5];
|
|
var x = dfx, y = dfy;
|
|
var i = 10/*BEZIER_SEGMENTS*/ - 2;
|
|
while (true) {
|
|
if (x >= percent) {
|
|
var lastX = x - dfx;
|
|
var lastY = y - dfy;
|
|
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
|
|
}
|
|
if (!i) break;
|
|
i--;
|
|
dfx += ddfx;
|
|
dfy += ddfy;
|
|
ddfx += dddfx;
|
|
ddfy += dddfy;
|
|
x += dfx;
|
|
y += dfy;
|
|
}
|
|
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
|
|
}
|
|
};
|
|
|
|
spine.RotateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, angle, ...
|
|
this.frames.length = frameCount * 2;
|
|
};
|
|
spine.RotateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, angle) {
|
|
frameIndex *= 2;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = angle;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames,
|
|
amount;
|
|
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 2]) { // Time is after last frame.
|
|
amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 2);
|
|
var lastFrameValue = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
|
|
|
|
amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
}
|
|
};
|
|
|
|
spine.TranslateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.TranslateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
|
|
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
|
|
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ScaleTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.ScaleTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ColorTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, r, g, b, a, ...
|
|
this.frames.length = frameCount * 5;
|
|
};
|
|
spine.ColorTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 5;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = r;
|
|
this.frames[frameIndex + 2] = g;
|
|
this.frames[frameIndex + 3] = b;
|
|
this.frames[frameIndex + 4] = a;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var slot = skeleton.slots[this.slotIndex];
|
|
|
|
if (time >= frames[frames.length - 5]) { // Time is after last frame.
|
|
var i = frames.length - 1;
|
|
slot.r = frames[i - 3];
|
|
slot.g = frames[i - 2];
|
|
slot.b = frames[i - 1];
|
|
slot.a = frames[i];
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 5);
|
|
var lastFrameR = frames[frameIndex - 4];
|
|
var lastFrameG = frames[frameIndex - 3];
|
|
var lastFrameB = frames[frameIndex - 2];
|
|
var lastFrameA = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
|
|
|
|
var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
|
|
var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
|
|
var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
|
|
var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
|
|
if (alpha < 1) {
|
|
slot.r += (r - slot.r) * alpha;
|
|
slot.g += (g - slot.g) * alpha;
|
|
slot.b += (b - slot.b) * alpha;
|
|
slot.a += (a - slot.a) * alpha;
|
|
} else {
|
|
slot.r = r;
|
|
slot.g = g;
|
|
slot.b = b;
|
|
slot.a = a;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.AttachmentTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, ...
|
|
this.frames.length = frameCount;
|
|
this.attachmentNames = []; // time, ...
|
|
this.attachmentNames.length = frameCount;
|
|
};
|
|
spine.AttachmentTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, attachmentName) {
|
|
this.frames[frameIndex] = time;
|
|
this.attachmentNames[frameIndex] = attachmentName;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameIndex;
|
|
if (time >= frames[frames.length - 1]) // Time is after last frame.
|
|
frameIndex = frames.length - 1;
|
|
else
|
|
frameIndex = spine.binarySearch(frames, time, 1) - 1;
|
|
|
|
var attachmentName = this.attachmentNames[frameIndex];
|
|
skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
}
|
|
};
|
|
|
|
spine.SkeletonData = function () {
|
|
this.bones = [];
|
|
this.slots = [];
|
|
this.skins = [];
|
|
this.animations = [];
|
|
};
|
|
spine.SkeletonData.prototype = {
|
|
defaultSkin: null,
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
if (slots[i].name == slotName) return slot[i];
|
|
}
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].name == slotName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSkin: function (skinName) {
|
|
var skins = this.skins;
|
|
for (var i = 0, n = skins.length; i < n; i++)
|
|
if (skins[i].name == skinName) return skins[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findAnimation: function (animationName) {
|
|
var animations = this.animations;
|
|
for (var i = 0, n = animations.length; i < n; i++)
|
|
if (animations[i].name == animationName) return animations[i];
|
|
return null;
|
|
}
|
|
};
|
|
|
|
spine.Skeleton = function (skeletonData) {
|
|
this.data = skeletonData;
|
|
|
|
this.bones = [];
|
|
for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
|
|
var boneData = skeletonData.bones[i];
|
|
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
|
|
this.bones.push(new spine.Bone(boneData, parent));
|
|
}
|
|
|
|
this.slots = [];
|
|
this.drawOrder = [];
|
|
for (i = 0, n = skeletonData.slots.length; i < n; i++) {
|
|
var slotData = skeletonData.slots[i];
|
|
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
|
|
var slot = new spine.Slot(slotData, this, bone);
|
|
this.slots.push(slot);
|
|
this.drawOrder.push(slot);
|
|
}
|
|
};
|
|
spine.Skeleton.prototype = {
|
|
x: 0, y: 0,
|
|
skin: null,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
time: 0,
|
|
flipX: false, flipY: false,
|
|
/** Updates the world transform for each bone. */
|
|
updateWorldTransform: function () {
|
|
var flipX = this.flipX;
|
|
var flipY = this.flipY;
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].updateWorldTransform(flipX, flipY);
|
|
},
|
|
/** Sets the bones and slots to their setup pose values. */
|
|
setToSetupPose: function () {
|
|
this.setBonesToSetupPose();
|
|
this.setSlotsToSetupPose();
|
|
},
|
|
setBonesToSetupPose: function () {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].setToSetupPose();
|
|
},
|
|
setSlotsToSetupPose: function () {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
slots[i].setToSetupPose(i);
|
|
},
|
|
/** @return May return null. */
|
|
getRootBone: function () {
|
|
return this.bones.length ? this.bones[0] : null;
|
|
},
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return slots[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return i;
|
|
return -1;
|
|
},
|
|
setSkinByName: function (skinName) {
|
|
var skin = this.data.findSkin(skinName);
|
|
if (!skin) throw "Skin not found: " + skinName;
|
|
this.setSkin(skin);
|
|
},
|
|
/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
|
|
* from the new skin are attached if the corresponding attachment from the old skin was attached.
|
|
* @param newSkin May be null. */
|
|
setSkin: function (newSkin) {
|
|
if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
|
|
this.skin = newSkin;
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotName: function (slotName, attachmentName) {
|
|
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
|
|
if (this.skin) {
|
|
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
|
|
if (attachment) return attachment;
|
|
}
|
|
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
|
|
return null;
|
|
},
|
|
/** @param attachmentName May be null. */
|
|
setAttachment: function (slotName, attachmentName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.size; i < n; i++) {
|
|
var slot = slots[i];
|
|
if (slot.data.name == slotName) {
|
|
var attachment = null;
|
|
if (attachmentName) {
|
|
attachment = this.getAttachment(i, attachmentName);
|
|
if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
}
|
|
slot.setAttachment(attachment);
|
|
return;
|
|
}
|
|
}
|
|
throw "Slot not found: " + slotName;
|
|
},
|
|
update: function (delta) {
|
|
time += delta;
|
|
}
|
|
};
|
|
|
|
spine.AttachmentType = {
|
|
region: 0
|
|
};
|
|
|
|
spine.RegionAttachment = function () {
|
|
this.offset = [];
|
|
this.offset.length = 8;
|
|
this.uvs = [];
|
|
this.uvs.length = 8;
|
|
};
|
|
spine.RegionAttachment.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
width: 0, height: 0,
|
|
rendererObject: null,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
setUVs: function (u, v, u2, v2, rotate) {
|
|
var uvs = this.uvs;
|
|
if (rotate) {
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v2;
|
|
uvs[4/*X3*/] = u;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v;
|
|
uvs[0/*X1*/] = u2;
|
|
uvs[1/*Y1*/] = v2;
|
|
} else {
|
|
uvs[0/*X1*/] = u;
|
|
uvs[1/*Y1*/] = v2;
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v;
|
|
uvs[4/*X3*/] = u2;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v2;
|
|
}
|
|
},
|
|
updateOffset: function () {
|
|
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
|
|
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
|
|
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
|
|
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
|
|
var localX2 = localX + this.regionWidth * regionScaleX;
|
|
var localY2 = localY + this.regionHeight * regionScaleY;
|
|
var radians = this.rotation * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
var localXCos = localX * cos + this.x;
|
|
var localXSin = localX * sin;
|
|
var localYCos = localY * cos + this.y;
|
|
var localYSin = localY * sin;
|
|
var localX2Cos = localX2 * cos + this.x;
|
|
var localX2Sin = localX2 * sin;
|
|
var localY2Cos = localY2 * cos + this.y;
|
|
var localY2Sin = localY2 * sin;
|
|
var offset = this.offset;
|
|
offset[0/*X1*/] = localXCos - localYSin;
|
|
offset[1/*Y1*/] = localYCos + localXSin;
|
|
offset[2/*X2*/] = localXCos - localY2Sin;
|
|
offset[3/*Y2*/] = localY2Cos + localXSin;
|
|
offset[4/*X3*/] = localX2Cos - localY2Sin;
|
|
offset[5/*Y3*/] = localY2Cos + localX2Sin;
|
|
offset[6/*X4*/] = localX2Cos - localYSin;
|
|
offset[7/*Y4*/] = localYCos + localX2Sin;
|
|
},
|
|
computeVertices: function (x, y, bone, vertices) {
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.m00;
|
|
var m01 = bone.m01;
|
|
var m10 = bone.m10;
|
|
var m11 = bone.m11;
|
|
var offset = this.offset;
|
|
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
|
|
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
|
|
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
|
|
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
|
|
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
|
|
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
|
|
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
|
|
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
|
|
}
|
|
}
|
|
|
|
spine.AnimationStateData = function (skeletonData) {
|
|
this.skeletonData = skeletonData;
|
|
this.animationToMixTime = {};
|
|
};
|
|
spine.AnimationStateData.prototype = {
|
|
defaultMix: 0,
|
|
setMixByName: function (fromName, toName, duration) {
|
|
var from = this.skeletonData.findAnimation(fromName);
|
|
if (!from) throw "Animation not found: " + fromName;
|
|
var to = this.skeletonData.findAnimation(toName);
|
|
if (!to) throw "Animation not found: " + toName;
|
|
this.setMix(from, to, duration);
|
|
},
|
|
setMix: function (from, to, duration) {
|
|
this.animationToMixTime[from.name + ":" + to.name] = duration;
|
|
},
|
|
getMix: function (from, to) {
|
|
var time = this.animationToMixTime[from.name + ":" + to.name];
|
|
return time ? time : this.defaultMix;
|
|
}
|
|
};
|
|
|
|
spine.AnimationState = function (stateData) {
|
|
this.data = stateData;
|
|
this.queue = [];
|
|
};
|
|
spine.AnimationState.prototype = {
|
|
current: null,
|
|
previous: null,
|
|
currentTime: 0,
|
|
previousTime: 0,
|
|
currentLoop: false,
|
|
previousLoop: false,
|
|
mixTime: 0,
|
|
mixDuration: 0,
|
|
update: function (delta) {
|
|
this.currentTime += delta;
|
|
this.previousTime += delta;
|
|
this.mixTime += delta;
|
|
|
|
if (this.queue.length > 0) {
|
|
var entry = this.queue[0];
|
|
if (this.currentTime >= entry.delay) {
|
|
this._setAnimation(entry.animation, entry.loop);
|
|
this.queue.shift();
|
|
}
|
|
}
|
|
},
|
|
apply: function (skeleton) {
|
|
if (!this.current) return;
|
|
if (this.previous) {
|
|
this.previous.apply(skeleton, this.previousTime, this.previousLoop);
|
|
var alpha = this.mixTime / this.mixDuration;
|
|
if (alpha >= 1) {
|
|
alpha = 1;
|
|
this.previous = null;
|
|
}
|
|
this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
|
|
} else
|
|
this.current.apply(skeleton, this.currentTime, this.currentLoop);
|
|
},
|
|
clearAnimation: function () {
|
|
this.previous = null;
|
|
this.current = null;
|
|
this.queue.length = 0;
|
|
},
|
|
_setAnimation: function (animation, loop) {
|
|
this.previous = null;
|
|
if (animation && this.current) {
|
|
this.mixDuration = this.data.getMix(this.current, animation);
|
|
if (this.mixDuration > 0) {
|
|
this.mixTime = 0;
|
|
this.previous = this.current;
|
|
this.previousTime = this.currentTime;
|
|
this.previousLoop = this.currentLoop;
|
|
}
|
|
}
|
|
this.current = animation;
|
|
this.currentLoop = loop;
|
|
this.currentTime = 0;
|
|
},
|
|
/** @see #setAnimation(Animation, Boolean) */
|
|
setAnimationByName: function (animationName, loop) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.setAnimation(animation, loop);
|
|
},
|
|
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
|
|
* @param animation May be null. */
|
|
setAnimation: function (animation, loop) {
|
|
this.queue.length = 0;
|
|
this._setAnimation(animation, loop);
|
|
},
|
|
/** @see #addAnimation(Animation, Boolean, Number) */
|
|
addAnimationByName: function (animationName, loop, delay) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.addAnimation(animation, loop, delay);
|
|
},
|
|
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
|
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
|
addAnimation: function (animation, loop, delay) {
|
|
var entry = {};
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
|
|
if (!delay || delay <= 0) {
|
|
var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current;
|
|
if (previousAnimation != null)
|
|
delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
|
|
else
|
|
delay = 0;
|
|
}
|
|
entry.delay = delay;
|
|
|
|
this.queue.push(entry);
|
|
},
|
|
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
|
isComplete: function () {
|
|
return !this.current || this.currentTime >= this.current.duration;
|
|
}
|
|
};
|
|
|
|
spine.SkeletonJson = function (attachmentLoader) {
|
|
this.attachmentLoader = attachmentLoader;
|
|
};
|
|
spine.SkeletonJson.prototype = {
|
|
scale: 1,
|
|
readSkeletonData: function (root) {
|
|
/*jshint -W069*/
|
|
var skeletonData = new spine.SkeletonData(),
|
|
boneData;
|
|
|
|
// Bones.
|
|
var bones = root["bones"];
|
|
for (var i = 0, n = bones.length; i < n; i++) {
|
|
var boneMap = bones[i];
|
|
var parent = null;
|
|
if (boneMap["parent"]) {
|
|
parent = skeletonData.findBone(boneMap["parent"]);
|
|
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
|
|
}
|
|
boneData = new spine.BoneData(boneMap["name"], parent);
|
|
boneData.length = (boneMap["length"] || 0) * this.scale;
|
|
boneData.x = (boneMap["x"] || 0) * this.scale;
|
|
boneData.y = (boneMap["y"] || 0) * this.scale;
|
|
boneData.rotation = (boneMap["rotation"] || 0);
|
|
boneData.scaleX = boneMap["scaleX"] || 1;
|
|
boneData.scaleY = boneMap["scaleY"] || 1;
|
|
skeletonData.bones.push(boneData);
|
|
}
|
|
|
|
// Slots.
|
|
var slots = root["slots"];
|
|
for (i = 0, n = slots.length; i < n; i++) {
|
|
var slotMap = slots[i];
|
|
boneData = skeletonData.findBone(slotMap["bone"]);
|
|
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
|
|
var slotData = new spine.SlotData(slotMap["name"], boneData);
|
|
|
|
var color = slotMap["color"];
|
|
if (color) {
|
|
slotData.r = spine.SkeletonJson.toColor(color, 0);
|
|
slotData.g = spine.SkeletonJson.toColor(color, 1);
|
|
slotData.b = spine.SkeletonJson.toColor(color, 2);
|
|
slotData.a = spine.SkeletonJson.toColor(color, 3);
|
|
}
|
|
|
|
slotData.attachmentName = slotMap["attachment"];
|
|
|
|
skeletonData.slots.push(slotData);
|
|
}
|
|
|
|
// Skins.
|
|
var skins = root["skins"];
|
|
for (var skinName in skins) {
|
|
if (!skins.hasOwnProperty(skinName)) continue;
|
|
var skinMap = skins[skinName];
|
|
var skin = new spine.Skin(skinName);
|
|
for (var slotName in skinMap) {
|
|
if (!skinMap.hasOwnProperty(slotName)) continue;
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
var slotEntry = skinMap[slotName];
|
|
for (var attachmentName in slotEntry) {
|
|
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
|
|
var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
|
|
if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
}
|
|
}
|
|
skeletonData.skins.push(skin);
|
|
if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
}
|
|
|
|
// Animations.
|
|
var animations = root["animations"];
|
|
for (var animationName in animations) {
|
|
if (!animations.hasOwnProperty(animationName)) continue;
|
|
this.readAnimation(animationName, animations[animationName], skeletonData);
|
|
}
|
|
|
|
return skeletonData;
|
|
},
|
|
readAttachment: function (skin, name, map) {
|
|
/*jshint -W069*/
|
|
name = map["name"] || name;
|
|
|
|
var type = spine.AttachmentType[map["type"] || "region"];
|
|
|
|
if (type == spine.AttachmentType.region) {
|
|
var attachment = new spine.RegionAttachment();
|
|
attachment.x = (map["x"] || 0) * this.scale;
|
|
attachment.y = (map["y"] || 0) * this.scale;
|
|
attachment.scaleX = map["scaleX"] || 1;
|
|
attachment.scaleY = map["scaleY"] || 1;
|
|
attachment.rotation = map["rotation"] || 0;
|
|
attachment.width = (map["width"] || 32) * this.scale;
|
|
attachment.height = (map["height"] || 32) * this.scale;
|
|
attachment.updateOffset();
|
|
|
|
attachment.rendererObject = {};
|
|
attachment.rendererObject.name = name;
|
|
attachment.rendererObject.scale = {};
|
|
attachment.rendererObject.scale.x = attachment.scaleX;
|
|
attachment.rendererObject.scale.y = attachment.scaleY;
|
|
attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180;
|
|
return attachment;
|
|
}
|
|
|
|
throw "Unknown attachment type: " + type;
|
|
},
|
|
|
|
readAnimation: function (name, map, skeletonData) {
|
|
/*jshint -W069*/
|
|
var timelines = [];
|
|
var duration = 0;
|
|
var frameIndex, timeline, timelineName, valueMap, values,
|
|
i, n;
|
|
|
|
var bones = map["bones"];
|
|
for (var boneName in bones) {
|
|
if (!bones.hasOwnProperty(boneName)) continue;
|
|
var boneIndex = skeletonData.findBoneIndex(boneName);
|
|
if (boneIndex == -1) throw "Bone not found: " + boneName;
|
|
var boneMap = bones[boneName];
|
|
|
|
for (timelineName in boneMap) {
|
|
if (!boneMap.hasOwnProperty(timelineName)) continue;
|
|
values = boneMap[timelineName];
|
|
if (timelineName == "rotate") {
|
|
timeline = new spine.RotateTimeline(values.length);
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
|
|
|
|
} else if (timelineName == "translate" || timelineName == "scale") {
|
|
var timelineScale = 1;
|
|
if (timelineName == "scale")
|
|
timeline = new spine.ScaleTimeline(values.length);
|
|
else {
|
|
timeline = new spine.TranslateTimeline(values.length);
|
|
timelineScale = this.scale;
|
|
}
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
var x = (valueMap["x"] || 0) * timelineScale;
|
|
var y = (valueMap["y"] || 0) * timelineScale;
|
|
timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
}
|
|
}
|
|
var slots = map["slots"];
|
|
for (var slotName in slots) {
|
|
if (!slots.hasOwnProperty(slotName)) continue;
|
|
var slotMap = slots[slotName];
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
|
for (timelineName in slotMap) {
|
|
if (!slotMap.hasOwnProperty(timelineName)) continue;
|
|
values = slotMap[timelineName];
|
|
if (timelineName == "color") {
|
|
timeline = new spine.ColorTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
var color = valueMap["color"];
|
|
var r = spine.SkeletonJson.toColor(color, 0);
|
|
var g = spine.SkeletonJson.toColor(color, 1);
|
|
var b = spine.SkeletonJson.toColor(color, 2);
|
|
var a = spine.SkeletonJson.toColor(color, 3);
|
|
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
|
|
|
|
} else if (timelineName == "attachment") {
|
|
timeline = new spine.AttachmentTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
}
|
|
}
|
|
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
|
|
}
|
|
};
|
|
spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
|
|
/*jshint -W069*/
|
|
var curve = valueMap["curve"];
|
|
if (!curve) return;
|
|
if (curve == "stepped")
|
|
timeline.curves.setStepped(frameIndex);
|
|
else if (curve instanceof Array)
|
|
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
};
|
|
spine.SkeletonJson.toColor = function (hexString, colorIndex) {
|
|
if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
|
|
return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
|
|
};
|
|
|
|
spine.Atlas = function (atlasText, textureLoader) {
|
|
this.textureLoader = textureLoader;
|
|
this.pages = [];
|
|
this.regions = [];
|
|
|
|
var reader = new spine.AtlasReader(atlasText);
|
|
var tuple = [];
|
|
tuple.length = 4;
|
|
var page = null;
|
|
while (true) {
|
|
var line = reader.readLine();
|
|
if (line == null) break;
|
|
line = reader.trim(line);
|
|
if (!line.length)
|
|
page = null;
|
|
else if (!page) {
|
|
page = new spine.AtlasPage();
|
|
page.name = line;
|
|
|
|
page.format = spine.Atlas.Format[reader.readValue()];
|
|
|
|
reader.readTuple(tuple);
|
|
page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
|
|
page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
|
|
|
|
var direction = reader.readValue();
|
|
page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
if (direction == "x")
|
|
page.uWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "y")
|
|
page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "xy")
|
|
page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
|
textureLoader.load(page, line);
|
|
|
|
this.pages.push(page);
|
|
|
|
} else {
|
|
var region = new spine.AtlasRegion();
|
|
region.name = line;
|
|
region.page = page;
|
|
|
|
region.rotate = reader.readValue() == "true";
|
|
|
|
reader.readTuple(tuple);
|
|
var x = parseInt(tuple[0], 10);
|
|
var y = parseInt(tuple[1], 10);
|
|
|
|
reader.readTuple(tuple);
|
|
var width = parseInt(tuple[0], 10);
|
|
var height = parseInt(tuple[1], 10);
|
|
|
|
region.u = x / page.width;
|
|
region.v = y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (x + height) / page.width;
|
|
region.v2 = (y + width) / page.height;
|
|
} else {
|
|
region.u2 = (x + width) / page.width;
|
|
region.v2 = (y + height) / page.height;
|
|
}
|
|
region.x = x;
|
|
region.y = y;
|
|
region.width = Math.abs(width);
|
|
region.height = Math.abs(height);
|
|
|
|
if (reader.readTuple(tuple) == 4) { // split is optional
|
|
region.splits = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];
|
|
|
|
if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
|
|
region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];
|
|
|
|
reader.readTuple(tuple);
|
|
}
|
|
}
|
|
|
|
region.originalWidth = parseInt(tuple[0], 10);
|
|
region.originalHeight = parseInt(tuple[1], 10);
|
|
|
|
reader.readTuple(tuple);
|
|
region.offsetX = parseInt(tuple[0], 10);
|
|
region.offsetY = parseInt(tuple[1], 10);
|
|
|
|
region.index = parseInt(reader.readValue(), 10);
|
|
|
|
this.regions.push(region);
|
|
}
|
|
}
|
|
};
|
|
spine.Atlas.prototype = {
|
|
findRegion: function (name) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++)
|
|
if (regions[i].name == name) return regions[i];
|
|
return null;
|
|
},
|
|
dispose: function () {
|
|
var pages = this.pages;
|
|
for (var i = 0, n = pages.length; i < n; i++)
|
|
this.textureLoader.unload(pages[i].rendererObject);
|
|
},
|
|
updateUVs: function (page) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++) {
|
|
var region = regions[i];
|
|
if (region.page != page) continue;
|
|
region.u = region.x / page.width;
|
|
region.v = region.y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (region.x + region.height) / page.width;
|
|
region.v2 = (region.y + region.width) / page.height;
|
|
} else {
|
|
region.u2 = (region.x + region.width) / page.width;
|
|
region.v2 = (region.y + region.height) / page.height;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Atlas.Format = {
|
|
alpha: 0,
|
|
intensity: 1,
|
|
luminanceAlpha: 2,
|
|
rgb565: 3,
|
|
rgba4444: 4,
|
|
rgb888: 5,
|
|
rgba8888: 6
|
|
};
|
|
|
|
spine.Atlas.TextureFilter = {
|
|
nearest: 0,
|
|
linear: 1,
|
|
mipMap: 2,
|
|
mipMapNearestNearest: 3,
|
|
mipMapLinearNearest: 4,
|
|
mipMapNearestLinear: 5,
|
|
mipMapLinearLinear: 6
|
|
};
|
|
|
|
spine.Atlas.TextureWrap = {
|
|
mirroredRepeat: 0,
|
|
clampToEdge: 1,
|
|
repeat: 2
|
|
};
|
|
|
|
spine.AtlasPage = function () {};
|
|
spine.AtlasPage.prototype = {
|
|
name: null,
|
|
format: null,
|
|
minFilter: null,
|
|
magFilter: null,
|
|
uWrap: null,
|
|
vWrap: null,
|
|
rendererObject: null,
|
|
width: 0,
|
|
height: 0
|
|
};
|
|
|
|
spine.AtlasRegion = function () {};
|
|
spine.AtlasRegion.prototype = {
|
|
page: null,
|
|
name: null,
|
|
x: 0, y: 0,
|
|
width: 0, height: 0,
|
|
u: 0, v: 0, u2: 0, v2: 0,
|
|
offsetX: 0, offsetY: 0,
|
|
originalWidth: 0, originalHeight: 0,
|
|
index: 0,
|
|
rotate: false,
|
|
splits: null,
|
|
pads: null,
|
|
};
|
|
|
|
spine.AtlasReader = function (text) {
|
|
this.lines = text.split(/\r\n|\r|\n/);
|
|
};
|
|
spine.AtlasReader.prototype = {
|
|
index: 0,
|
|
trim: function (value) {
|
|
return value.replace(/^\s+|\s+$/g, "");
|
|
},
|
|
readLine: function () {
|
|
if (this.index >= this.lines.length) return null;
|
|
return this.lines[this.index++];
|
|
},
|
|
readValue: function () {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
return this.trim(line.substring(colon + 1));
|
|
},
|
|
/** Returns the number of tuple values read (2 or 4). */
|
|
readTuple: function (tuple) {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
var i = 0, lastMatch= colon + 1;
|
|
for (; i < 3; i++) {
|
|
var comma = line.indexOf(",", lastMatch);
|
|
if (comma == -1) {
|
|
if (!i) throw "Invalid line: " + line;
|
|
break;
|
|
}
|
|
tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
|
|
lastMatch = comma + 1;
|
|
}
|
|
tuple[i] = this.trim(line.substring(lastMatch));
|
|
return i + 1;
|
|
}
|
|
}
|
|
|
|
spine.AtlasAttachmentLoader = function (atlas) {
|
|
this.atlas = atlas;
|
|
}
|
|
spine.AtlasAttachmentLoader.prototype = {
|
|
newAttachment: function (skin, type, name) {
|
|
switch (type) {
|
|
case spine.AttachmentType.region:
|
|
var region = this.atlas.findRegion(name);
|
|
if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
|
|
var attachment = new spine.RegionAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
}
|
|
throw "Unknown attachment type: " + type;
|
|
}
|
|
}
|
|
|
|
spine.Bone.yDown = true;
|
|
PIXI.AnimCache = {};
|
|
|
|
/**
|
|
* A class that enables the you to import and run your spine animations in pixi.
|
|
* Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
*
|
|
* @class Spine
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param url {String} The url of the spine anim file to be used
|
|
*/
|
|
PIXI.Spine = function (url) {
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.spineData = PIXI.AnimCache[url];
|
|
|
|
if (!this.spineData) {
|
|
throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
|
|
}
|
|
|
|
this.skeleton = new spine.Skeleton(this.spineData);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
this.stateData = new spine.AnimationStateData(this.spineData);
|
|
this.state = new spine.AnimationState(this.stateData);
|
|
|
|
this.slotContainers = [];
|
|
|
|
for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) {
|
|
var slot = this.skeleton.drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = new PIXI.DisplayObjectContainer();
|
|
this.slotContainers.push(slotContainer);
|
|
this.addChild(slotContainer);
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
continue;
|
|
}
|
|
var spriteName = attachment.rendererObject.name;
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slot.currentSprite = sprite;
|
|
slot.currentSpriteName = spriteName;
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
};
|
|
|
|
PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.Spine.prototype.constructor = PIXI.Spine;
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Spine.prototype.updateTransform = function () {
|
|
this.lastTime = this.lastTime || Date.now();
|
|
var timeDelta = (Date.now() - this.lastTime) * 0.001;
|
|
this.lastTime = Date.now();
|
|
this.state.update(timeDelta);
|
|
this.state.apply(this.skeleton);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
var drawOrder = this.skeleton.drawOrder;
|
|
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
|
var slot = drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = this.slotContainers[i];
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
slotContainer.visible = false;
|
|
continue;
|
|
}
|
|
|
|
if (attachment.rendererObject) {
|
|
if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) {
|
|
var spriteName = attachment.rendererObject.name;
|
|
if (slot.currentSprite !== undefined) {
|
|
slot.currentSprite.visible = false;
|
|
}
|
|
slot.sprites = slot.sprites || {};
|
|
if (slot.sprites[spriteName] !== undefined) {
|
|
slot.sprites[spriteName].visible = true;
|
|
} else {
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
slot.currentSprite = slot.sprites[spriteName];
|
|
slot.currentSpriteName = spriteName;
|
|
}
|
|
}
|
|
slotContainer.visible = true;
|
|
|
|
var bone = slot.bone;
|
|
|
|
slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01;
|
|
slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11;
|
|
slotContainer.scale.x = bone.worldScaleX;
|
|
slotContainer.scale.y = bone.worldScaleY;
|
|
|
|
slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180);
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
|
|
PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
|
|
var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png";
|
|
var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name));
|
|
sprite.scale = descriptor.scale;
|
|
sprite.rotation = descriptor.rotation;
|
|
sprite.anchor.x = sprite.anchor.y = 0.5;
|
|
|
|
slot.sprites = slot.sprites || {};
|
|
slot.sprites[descriptor.name] = sprite;
|
|
return sprite;
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
|
|
if(!source)return;
|
|
|
|
if(this.source.complete || this.source.getContext)
|
|
{
|
|
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;
|
|
|
|
//TODO will be used for futer pixi 1.5...
|
|
this.id = PIXI.BaseTextureCacheIdGenerator++;
|
|
|
|
// used for webGL
|
|
this._glTextures = [];
|
|
|
|
};
|
|
|
|
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];
|
|
crossorigin = !crossorigin;
|
|
|
|
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;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* @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;
|
|
|
|
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];
|
|
PIXI.TextureCache[id] = null;
|
|
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;
|
|
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
* @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
|
|
*/
|
|
PIXI.RenderTexture = function(width, height, renderer)
|
|
{
|
|
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.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._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;
|
|
|
|
PIXI.RenderTexture.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.frame.width = this.width;
|
|
this.frame.height = this.height;
|
|
|
|
if(this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.projection.x = this.width / 2;
|
|
this.projection.y = -this.height / 2;
|
|
|
|
var gl = this.renderer.gl;
|
|
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
}
|
|
else
|
|
{
|
|
this.textureBuffer.resize(this.width, this.height);
|
|
}
|
|
|
|
PIXI.Texture.frameUpdates.push(this);
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
|
|
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);
|
|
};
|
|
|
|
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
|
/**
|
|
* @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.loader);
|
|
}
|
|
|
|
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();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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 () {
|
|
this.ajaxRequest = new PIXI.AjaxRequest(this.crossorigin);
|
|
var scope = this;
|
|
this.ajaxRequest.onreadystatechange = function () {
|
|
scope.onJSONLoaded();
|
|
};
|
|
|
|
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 onJSONLoaded
|
|
* @private
|
|
*/
|
|
PIXI.JsonLoader.prototype.onJSONLoaded = function () {
|
|
if (this.ajaxRequest.readyState === 4) {
|
|
if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1) {
|
|
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();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.onError();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* 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
|
|
});
|
|
};
|
|
/**
|
|
* @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
|
|
});
|
|
};
|
|
|
|
/**
|
|
* @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
|
|
});
|
|
};
|
|
|
|
/**
|
|
* @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();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @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});
|
|
};
|
|
|
|
/**
|
|
* @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});
|
|
};
|
|
|
|
|
|
/**
|
|
* @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 || [];
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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.DotScreenFilter.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;
|
|
}
|
|
});
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @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);
|
|
} else {
|
|
root.PIXI = PIXI;
|
|
}
|
|
}).call(this); |