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import type { ExtensionMetadata } from '@pixi/core';
import { ExtensionType, Texture } from '@pixi/core';
import { DRAW_MODES } from '@pixi/constants';
import { canvasUtils } from '@pixi/canvas-renderer';
import type { CanvasRenderer } from '@pixi/canvas-renderer';
import type { Mesh } from '@pixi/mesh';
/**
* Renderer dedicated to meshes.
* @class
* @protected
* @memberof PIXI
*/
export class CanvasMeshRenderer
{
/** @ignore */
static extension: ExtensionMetadata = {
name: 'mesh',
type: ExtensionType.CanvasRendererPlugin,
};
/** A reference to the current renderer */
public renderer: CanvasRenderer;
/** @param renderer - A reference to the current renderer */
constructor(renderer: CanvasRenderer)
{
this.renderer = renderer;
}
/**
* Renders the Mesh
* @param mesh - the Mesh to render
*/
public render(mesh: Mesh): void
{
const renderer = this.renderer;
const transform = mesh.worldTransform;
renderer.context.globalAlpha = mesh.worldAlpha;
renderer.setBlendMode(mesh.blendMode);
renderer.setContextTransform(transform, mesh.roundPixels);
if (mesh.drawMode !== DRAW_MODES.TRIANGLES)
{
this._renderTriangleMesh(mesh);
}
else
{
this._renderTriangles(mesh);
}
}
/**
* Draws the object in Triangle Mesh mode
* @private
* @param mesh - the Mesh to render
*/
private _renderTriangleMesh(mesh: Mesh): void
{
// draw triangles!!
const length = mesh.geometry.buffers[0].data.length;
for (let i = 0; i < length - 2; i++)
{
// draw some triangles!
const index = i * 2;
this._renderDrawTriangle(mesh, index, (index + 2), (index + 4));
}
}
/**
* Draws the object in triangle mode using canvas
* @private
* @param mesh - the current mesh
*/
private _renderTriangles(mesh: Mesh): void
{
// draw triangles!!
const indices = mesh.geometry.getIndex().data;
const length = indices.length;
for (let i = 0; i < length; i += 3)
{
// draw some triangles!
const index0 = indices[i] * 2;
const index1 = indices[i + 1] * 2;
const index2 = indices[i + 2] * 2;
this._renderDrawTriangle(mesh, index0, index1, index2);
}
}
/**
* Draws one of the triangles that from the Mesh
* @private
* @param mesh - the current mesh
* @param index0 - the index of the first vertex
* @param index1 - the index of the second vertex
* @param index2 - the index of the third vertex
*/
private _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void
{
const context = this.renderer.context;
const vertices = mesh.geometry.buffers[0].data;
const { uvs, texture } = mesh;
if (!texture.valid)
{
return;
}
const isTinted = mesh.tint !== 0xFFFFFF;
const base = texture.baseTexture;
const textureWidth = base.width;
const textureHeight = base.height;
if (isTinted)
{
if (mesh._cachedTint !== mesh.tint)
{
mesh._cachedTint = mesh.tint;
mesh._cachedTexture = mesh._cachedTexture || new Texture(base);
mesh._tintedCanvas = canvasUtils.getTintedCanvas(
{ texture: mesh._cachedTexture },
mesh.tint
) as HTMLCanvasElement;
}
}
const textureSource = isTinted ? mesh._tintedCanvas : base.getDrawableSource();
const u0 = uvs[index0] * base.width;
const u1 = uvs[index1] * base.width;
const u2 = uvs[index2] * base.width;
const v0 = uvs[index0 + 1] * base.height;
const v1 = uvs[index1 + 1] * base.height;
const v2 = uvs[index2 + 1] * base.height;
let x0 = vertices[index0];
let x1 = vertices[index1];
let x2 = vertices[index2];
let y0 = vertices[index0 + 1];
let y1 = vertices[index1 + 1];
let y2 = vertices[index2 + 1];
const screenPadding = mesh.canvasPadding / this.renderer.resolution;
if (screenPadding > 0)
{
const { a, b, c, d } = mesh.worldTransform;
const centerX = (x0 + x1 + x2) / 3;
const centerY = (y0 + y1 + y2) / 3;
let normX = x0 - centerX;
let normY = y0 - centerY;
// Transform to screen space and calculate the distance
let screenX = (a * normX) + (c * normY);
let screenY = (b * normX) + (d * normY);
let screenDist = Math.sqrt((screenX * screenX) + (screenY * screenY));
// Factor by which to scale in order to add padding equal to screenPadding
let paddingFactor = 1 + (screenPadding / screenDist);
x0 = centerX + (normX * paddingFactor);
y0 = centerY + (normY * paddingFactor);
normX = x1 - centerX;
normY = y1 - centerY;
screenX = (a * normX) + (c * normY);
screenY = (b * normX) + (d * normY);
screenDist = Math.sqrt((screenX * screenX) + (screenY * screenY));
paddingFactor = 1 + (screenPadding / screenDist);
x1 = centerX + (normX * paddingFactor);
y1 = centerY + (normY * paddingFactor);
normX = x2 - centerX;
normY = y2 - centerY;
screenX = (a * normX) + (c * normY);
screenY = (b * normX) + (d * normY);
screenDist = Math.sqrt((screenX * screenX) + (screenY * screenY));
paddingFactor = 1 + (screenPadding / screenDist);
x2 = centerX + (normX * paddingFactor);
y2 = centerY + (normY * paddingFactor);
}
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
context.clip();
// Compute matrix transform
const delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
const deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
const deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
const deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
const deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
const deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
const 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(
textureSource,
0,
0,
textureWidth * base.resolution,
textureHeight * base.resolution,
0,
0,
textureWidth,
textureHeight
);
context.restore();
this.renderer.invalidateBlendMode();
}
/**
* Renders a flat Mesh
* @private
* @param mesh - The Mesh to render
*/
renderMeshFlat(mesh: Mesh): void
{
const context = this.renderer.context;
const vertices = mesh.geometry.getBuffer('aVertexPosition').data;
const length = vertices.length / 2;
// this.count++;
context.beginPath();
for (let i = 1; i < length - 2; ++i)
{
// draw some triangles!
const index = i * 2;
const x0 = vertices[index];
const y0 = vertices[index + 1];
const x1 = vertices[index + 2];
const y1 = vertices[index + 3];
const x2 = vertices[index + 4];
const y2 = vertices[index + 5];
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
}
context.fillStyle = '#FF0000';
context.fill();
context.closePath();
}
/** destroy the renderer */
public destroy(): void
{
this.renderer = null;
}
}