/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2012 Scott Lembcke and Howling Moon Software http://www.cocos2d-x.org 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. ****************************************************************************/ /** *

CCDrawNode
* Node that draws dots, segments and polygons.
* Faster than the "drawing primitives" since it draws everything in one single batch.

* @class * @name cc.DrawNode * @extends cc.Node */ cc.DrawNode = cc.Node.extend(/** @lends cc.DrawNode# */{ //TODO need refactor _buffer: null, _blendFunc: null, _lineWidth: 1, _drawColor: null, /** * Gets the blend func * @returns {Object} */ getBlendFunc: function () { return this._blendFunc; }, /** * Set the blend func * @param blendFunc * @param dst */ setBlendFunc: function (blendFunc, dst) { if (dst === undefined) { this._blendFunc.src = blendFunc.src; this._blendFunc.dst = blendFunc.dst; } else { this._blendFunc.src = blendFunc; this._blendFunc.dst = dst; } }, /** * line width setter * @param {Number} width */ setLineWidth: function (width) { this._lineWidth = width; }, /** * line width getter * @returns {Number} */ getLineWidth: function () { return this._lineWidth; }, /** * draw color setter * @param {cc.Color} color */ setDrawColor: function (color) { var locDrawColor = this._drawColor; locDrawColor.r = color.r; locDrawColor.g = color.g; locDrawColor.b = color.b; locDrawColor.a = (color.a == null) ? 255 : color.a; }, /** * draw color getter * @returns {cc.Color} */ getDrawColor: function () { return cc.color(this._drawColor.r, this._drawColor.g, this._drawColor.b, this._drawColor.a); } }); /** * Creates a DrawNode * @deprecated since v3.0 please use `new cc.DrawNode()` instead. * @return {cc.DrawNode} */ cc.DrawNode.create = function () { return new cc.DrawNode(); }; cc.DrawNode.TYPE_DOT = 0; cc.DrawNode.TYPE_SEGMENT = 1; cc.DrawNode.TYPE_POLY = 2; cc.game.addEventListener(cc.game.EVENT_RENDERER_INITED, function () { function pMultOut(pin, floatVar, pout) { pout.x = pin.x * floatVar; pout.y = pin.y * floatVar; } if (cc._renderType === cc.game.RENDER_TYPE_CANVAS) { cc._DrawNodeElement = function (type, verts, fillColor, lineWidth, lineColor, lineCap, isClosePolygon, isFill, isStroke) { var _t = this; _t.type = type; _t.verts = verts || null; _t.fillColor = fillColor || null; _t.lineWidth = lineWidth || 0; _t.lineColor = lineColor || null; _t.lineCap = lineCap || "butt"; _t.isClosePolygon = isClosePolygon || false; _t.isFill = isFill || false; _t.isStroke = isStroke || false; }; cc.extend(cc.DrawNode.prototype, /** @lends cc.DrawNode# */{ _className: "DrawNodeCanvas", /** *

The cc.DrawNodeCanvas's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.DrawNodeCanvas()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.

*/ ctor: function () { cc.Node.prototype.ctor.call(this); var locCmd = this._renderCmd; locCmd._buffer = this._buffer = []; locCmd._drawColor = this._drawColor = cc.color(255, 255, 255, 255); locCmd._blendFunc = this._blendFunc = new cc.BlendFunc(cc.SRC_ALPHA, cc.ONE_MINUS_SRC_ALPHA); this.init(); this._localBB = new cc.Rect(); }, setLocalBB: function (rectorX, y, width, height) { var localBB = this._localBB; if (y === undefined) { localBB.x = rectorX.x; localBB.y = rectorX.y; localBB.width = rectorX.width; localBB.height = rectorX.height; } else { localBB.x = rectorX; localBB.y = y; localBB.width = width; localBB.height = height; } }, /** * draws a rectangle given the origin and destination point measured in points. * @param {cc.Point} origin * @param {cc.Point} destination * @param {cc.Color} fillColor * @param {Number} lineWidth * @param {cc.Color} lineColor */ drawRect: function (origin, destination, fillColor, lineWidth, lineColor) { lineWidth = (lineWidth == null) ? this._lineWidth : lineWidth; lineColor = lineColor || this.getDrawColor(); if (lineColor.a == null) lineColor.a = 255; var vertices = [ origin, cc.p(destination.x, origin.y), destination, cc.p(origin.x, destination.y) ]; var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = vertices; element.lineWidth = lineWidth; element.lineColor = lineColor; element.isClosePolygon = true; element.isStroke = true; element.lineCap = "butt"; element.fillColor = fillColor; if (fillColor) { if (fillColor.a == null) fillColor.a = 255; element.isFill = true; } this._buffer.push(element); }, /** * draws a circle given the center, radius and number of segments. * @override * @param {cc.Point} center center of circle * @param {Number} radius * @param {Number} angle angle in radians * @param {Number} segments * @param {Boolean} drawLineToCenter * @param {Number} lineWidth * @param {cc.Color} color */ drawCircle: function (center, radius, angle, segments, drawLineToCenter, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var coef = 2.0 * Math.PI / segments; var vertices = []; for (var i = 0; i <= segments; i++) { var rads = i * coef; var j = radius * Math.cos(rads + angle) + center.x; var k = radius * Math.sin(rads + angle) + center.y; vertices.push(cc.p(j, k)); } if (drawLineToCenter) { vertices.push(cc.p(center.x, center.y)); } var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = vertices; element.lineWidth = lineWidth; element.lineColor = color; element.isClosePolygon = true; element.isStroke = true; this._buffer.push(element); }, /** * draws a quad bezier path * @override * @param {cc.Point} origin * @param {cc.Point} control * @param {cc.Point} destination * @param {Number} segments * @param {Number} lineWidth * @param {cc.Color} color */ drawQuadBezier: function (origin, control, destination, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var vertices = [], t = 0.0; for (var i = 0; i < segments; i++) { var x = Math.pow(1 - t, 2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x; var y = Math.pow(1 - t, 2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y; vertices.push(cc.p(x, y)); t += 1.0 / segments; } vertices.push(cc.p(destination.x, destination.y)); var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = vertices; element.lineWidth = lineWidth; element.lineColor = color; element.isStroke = true; element.lineCap = "round"; this._buffer.push(element); }, /** * draws a cubic bezier path * @override * @param {cc.Point} origin * @param {cc.Point} control1 * @param {cc.Point} control2 * @param {cc.Point} destination * @param {Number} segments * @param {Number} lineWidth * @param {cc.Color} color */ drawCubicBezier: function (origin, control1, control2, destination, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var vertices = [], t = 0; for (var i = 0; i < segments; i++) { var x = Math.pow(1 - t, 3) * origin.x + 3.0 * Math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x; var y = Math.pow(1 - t, 3) * origin.y + 3.0 * Math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y; vertices.push(cc.p(x, y)); t += 1.0 / segments; } vertices.push(cc.p(destination.x, destination.y)); var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = vertices; element.lineWidth = lineWidth; element.lineColor = color; element.isStroke = true; element.lineCap = "round"; this._buffer.push(element); }, /** * draw a CatmullRom curve * @override * @param {Array} points * @param {Number} segments * @param {Number} [lineWidth] * @param {cc.Color} [color] */ drawCatmullRom: function (points, segments, lineWidth, color) { this.drawCardinalSpline(points, 0.5, segments, lineWidth, color); }, /** * draw a cardinal spline path * @override * @param {Array} config * @param {Number} tension * @param {Number} segments * @param {Number} [lineWidth] * @param {cc.Color} [color] */ drawCardinalSpline: function (config, tension, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var vertices = [], p, lt, deltaT = 1.0 / config.length; for (var i = 0; i < segments + 1; i++) { var dt = i / segments; // border if (dt === 1) { p = config.length - 1; lt = 1; } else { p = 0 | (dt / deltaT); lt = (dt - deltaT * p) / deltaT; } // Interpolate var newPos = cc.cardinalSplineAt( cc.getControlPointAt(config, p - 1), cc.getControlPointAt(config, p - 0), cc.getControlPointAt(config, p + 1), cc.getControlPointAt(config, p + 2), tension, lt); vertices.push(newPos); } var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = vertices; element.lineWidth = lineWidth; element.lineColor = color; element.isStroke = true; element.lineCap = "round"; this._buffer.push(element); }, /** * draw a dot at a position, with a given radius and color * @param {cc.Point} pos * @param {Number} radius * @param {cc.Color} [color] */ drawDot: function (pos, radius, color) { color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_DOT); element.verts = [pos]; element.lineWidth = radius; element.fillColor = color; this._buffer.push(element); }, /** * draws an array of points. * @override * @param {Array} points point of array * @param {Number} radius * @param {cc.Color} [color] */ drawDots: function (points, radius, color) { if (!points || points.length == 0) return; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; for (var i = 0, len = points.length; i < len; i++) this.drawDot(points[i], radius, color); }, /** * draw a segment with a radius and color * @param {cc.Point} from * @param {cc.Point} to * @param {Number} [lineWidth] * @param {cc.Color} [color] */ drawSegment: function (from, to, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = [from, to]; element.lineWidth = lineWidth * 2; element.lineColor = color; element.isStroke = true; element.lineCap = "round"; this._buffer.push(element); }, /** * draw a polygon with a fill color and line color without copying the vertex list * @param {Array} verts * @param {cc.Color|null} fillColor Fill color or `null` for a hollow polygon. * @param {Number} [lineWidth] * @param {cc.Color} [color] */ drawPoly_: function (verts, fillColor, lineWidth, color) { lineWidth = (lineWidth == null ) ? this._lineWidth : lineWidth; color = color || this.getDrawColor(); if (color.a == null) color.a = 255; var element = new cc._DrawNodeElement(cc.DrawNode.TYPE_POLY); element.verts = verts; element.fillColor = fillColor; element.lineWidth = lineWidth; element.lineColor = color; element.isClosePolygon = true; element.isStroke = true; element.lineCap = "round"; if (fillColor) element.isFill = true; this._buffer.push(element); }, /** * draw a polygon with a fill color and line color, copying the vertex list * @param {Array} verts * @param {cc.Color|null} fillColor Fill color or `null` for a hollow polygon. * @param {Number} [lineWidth] * @param {cc.Color} [lineColor] */ drawPoly: function (verts, fillColor, lineWidth, lineColor) { var vertsCopy = []; for (var i = 0; i < verts.length; i++) { vertsCopy.push(cc.p(verts[i].x, verts[i].y)); } return this.drawPoly_(vertsCopy, fillColor, lineWidth, lineColor); }, /** * Clear the geometry in the node's buffer. */ clear: function () { this._buffer.length = 0; }, _createRenderCmd: function () { return new cc.DrawNode.CanvasRenderCmd(this); } }); } else if (cc._renderType === cc.game.RENDER_TYPE_WEBGL) { // 9600 vertices by default configurable in ccConfig.js // 20 is 2 float for position, 4 int for color and 2 float for uv var _sharedBuffer = null; var FLOAT_PER_VERTEX = 2 + 1 + 2; var VERTEX_BYTE = FLOAT_PER_VERTEX * 4; var FLOAT_PER_TRIANGLE = 3 * FLOAT_PER_VERTEX; var TRIANGLE_BYTES = FLOAT_PER_TRIANGLE * 4; var MAX_INCREMENT = 200; var _vertices = [], _from = cc.p(), _to = cc.p(), _color = new Uint32Array(1); // Used in drawSegment var _n = cc.p(), _t = cc.p(), _nw = cc.p(), _tw = cc.p(), _extrude = []; cc.extend(cc.DrawNode.prototype, { _bufferCapacity: 0, _vertexCount: 0, _offset: 0, _occupiedSize: 0, _f32Buffer: null, _ui32Buffer: null, _dirty: false, _className: "DrawNodeWebGL", manualRelease: false, ctor: function (capacity, manualRelease) { cc.Node.prototype.ctor.call(this); if (!_sharedBuffer) { _sharedBuffer = new GlobalVertexBuffer(cc._renderContext, cc.DRAWNODE_TOTAL_VERTICES * VERTEX_BYTE); } this._renderCmd._shaderProgram = cc.shaderCache.programForKey(cc.SHADER_POSITION_LENGTHTEXTURECOLOR); this._blendFunc = new cc.BlendFunc(cc.SRC_ALPHA, cc.ONE_MINUS_SRC_ALPHA); this._drawColor = cc.color(255, 255, 255, 255); this._bufferCapacity = capacity || 64; this.manualRelease = manualRelease; this._dirty = true; }, onEnter: function () { cc.Node.prototype.onEnter.call(this); if (this._occupiedSize < this._bufferCapacity) { this._ensureCapacity(this._bufferCapacity); } }, onExit: function () { if (!this.manualRelease) { this.release(); } cc.Node.prototype.onExit.call(this); }, release: function () { if (this._occupiedSize > 0) { this._vertexCount = 0; _sharedBuffer.freeBuffer(this._offset, VERTEX_BYTE * this._occupiedSize); this._occupiedSize = 0; } }, _ensureCapacity: function (count) { var _t = this; var prev = _t._occupiedSize; var prevOffset = _t._offset; if (count > prev || _t._bufferCapacity > prev) { var request = Math.max(Math.min(prev + prev, MAX_INCREMENT), count, _t._bufferCapacity); // free previous buffer if (prev !== 0) { _sharedBuffer.freeBuffer(prevOffset, VERTEX_BYTE * prev); _t._occupiedSize = 0; } var offset = _t._offset = _sharedBuffer.requestBuffer(VERTEX_BYTE * request); if (offset >= 0) { _t._occupiedSize = _t._bufferCapacity = request; // 5 floats per vertex _t._f32Buffer = new Float32Array(_sharedBuffer.data, offset, FLOAT_PER_VERTEX * _t._occupiedSize); _t._ui32Buffer = new Uint32Array(_sharedBuffer.data, offset, FLOAT_PER_VERTEX * _t._occupiedSize); // Copy old data if (prev !== 0 && prevOffset !== offset) { // offset is in byte, we need to transform to float32 index var last = prevOffset / 4 + prev * FLOAT_PER_VERTEX; for (var i = offset / 4, j = prevOffset / 4; j < last; i++, j++) { _sharedBuffer.dataArray[i] = _sharedBuffer.dataArray[j]; } } return true; } else { cc.warn('Failed to allocate buffer for DrawNode: buffer for ' + request + ' vertices requested'); return false; } } else { return true; } }, drawRect: function (origin, destination, fillColor, lineWidth, lineColor) { lineWidth = (lineWidth == null) ? this._lineWidth : lineWidth; lineColor = lineColor || this._drawColor; _vertices.length = 0; _vertices.push(origin.x, origin.y, destination.x, origin.y, destination.x, destination.y, origin.x, destination.y); if (fillColor == null) this._drawSegments(_vertices, lineWidth, lineColor, true); else this.drawPoly(_vertices, fillColor, lineWidth, lineColor); _vertices.length = 0; }, drawCircle: function (center, radius, angle, segments, drawLineToCenter, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this._drawColor; var coef = 2.0 * Math.PI / segments, i, len; _vertices.length = 0; for (i = 0; i <= segments; i++) { var rads = i * coef; var j = radius * Math.cos(rads + angle) + center.x; var k = radius * Math.sin(rads + angle) + center.y; _vertices.push(j, k); } if (drawLineToCenter) _vertices.push(center.x, center.y); lineWidth *= 0.5; for (i = 0, len = _vertices.length - 2; i < len; i += 2) { _from.x = _vertices[i]; _from.y = _vertices[i + 1]; _to.x = _vertices[i + 2]; _to.y = _vertices[i + 3]; this.drawSegment(_from, _to, lineWidth, color); } _vertices.length = 0; }, drawQuadBezier: function (origin, control, destination, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this._drawColor; var t = 0.0; _vertices.length = 0; for (var i = 0; i < segments; i++) { var x = Math.pow(1 - t, 2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x; var y = Math.pow(1 - t, 2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y; _vertices.push(x, y); t += 1.0 / segments; } _vertices.push(destination.x, destination.y); this._drawSegments(_vertices, lineWidth, color, false); _vertices.length = 0; }, drawCubicBezier: function (origin, control1, control2, destination, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this._drawColor; var t = 0; _vertices.length = 0; for (var i = 0; i < segments; i++) { var x = Math.pow(1 - t, 3) * origin.x + 3.0 * Math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x; var y = Math.pow(1 - t, 3) * origin.y + 3.0 * Math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y; _vertices.push(x, y); t += 1.0 / segments; } _vertices.push(destination.x, destination.y); this._drawSegments(_vertices, lineWidth, color, false); _vertices.length = 0; }, drawCatmullRom: function (points, segments, lineWidth, color) { this.drawCardinalSpline(points, 0.5, segments, lineWidth, color); }, drawCardinalSpline: function (config, tension, segments, lineWidth, color) { lineWidth = lineWidth || this._lineWidth; color = color || this._drawColor; var p, lt, deltaT = 1.0 / config.length; _vertices.length = 0; for (var i = 0; i < segments + 1; i++) { var dt = i / segments; // border if (dt === 1) { p = config.length - 1; lt = 1; } else { p = 0 | (dt / deltaT); lt = (dt - deltaT * p) / deltaT; } // Interpolate cc.cardinalSplineAt( cc.getControlPointAt(config, p - 1), cc.getControlPointAt(config, p - 0), cc.getControlPointAt(config, p + 1), cc.getControlPointAt(config, p + 2), tension, lt, _from); _vertices.push(_from.x, _from.y); } lineWidth *= 0.5; for (var j = 0, len = _vertices.length - 2; j < len; j += 2) { _from.x = _vertices[j]; _from.y = _vertices[j + 1]; _to.x = _vertices[j + 2]; _to.y = _vertices[j + 3]; this.drawSegment(_from, _to, lineWidth, color); } _vertices.length = 0; }, drawDots: function (points, radius, color) { if (!points || points.length === 0) return; color = color || this._drawColor; for (var i = 0, len = points.length; i < len; i++) { this.drawDot(points[i], radius, color); } }, _render: function () { var gl = cc._renderContext; if (this._offset < 0 || this._vertexCount <= 0) { return; } if (this._dirty) { // bindBuffer is done in updateSubData _sharedBuffer.updateSubData(this._offset, this._f32Buffer); this._dirty = false; } else { gl.bindBuffer(gl.ARRAY_BUFFER, _sharedBuffer.vertexBuffer); } gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION); gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR); gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS); // vertex gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, VERTEX_BYTE, 0); // color gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, VERTEX_BYTE, 8); // texcood gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, VERTEX_BYTE, 12); gl.drawArrays(gl.TRIANGLES, this._offset / VERTEX_BYTE, this._vertexCount); cc.incrementGLDraws(1); //cc.checkGLErrorDebug(); }, appendVertexData: function (x, y, color, u, v) { var f32Buffer = this._f32Buffer; // Float offset = byte offset / 4 + vertex count * floats by vertex var offset = this._vertexCount * FLOAT_PER_VERTEX; f32Buffer[offset] = x; f32Buffer[offset + 1] = y; _color[0] = ((color.a << 24) | (color.b << 16) | (color.g << 8) | color.r); this._ui32Buffer[offset + 2] = _color[0]; f32Buffer[offset + 3] = u; f32Buffer[offset + 4] = v; this._vertexCount++; }, drawDot: function (pos, radius, color) { color = color || this._drawColor; if (color.a == null) color.a = 255; var l = pos.x - radius, b = pos.y - radius, r = pos.x + radius, t = pos.y + radius; var vertexCount = 2 * 3; var succeed = this._ensureCapacity(this._vertexCount + vertexCount); if (!succeed) return; // lb, lt, rt, lb, rt, rb this.appendVertexData(l, b, color, -1, -1); this.appendVertexData(l, t, color, -1, 1); this.appendVertexData(r, t, color, 1, 1); this.appendVertexData(l, b, color, -1, -1); this.appendVertexData(r, t, color, 1, 1); this.appendVertexData(r, b, color, 1, -1); this._dirty = true; }, drawSegment: function (from, to, radius, color) { color = color || this.getDrawColor(); if (color.a == null) color.a = 255; radius = radius || (this._lineWidth * 0.5); var vertexCount = 6 * 3; var succeed = this._ensureCapacity(this._vertexCount + vertexCount); if (!succeed) return; var a = from, b = to; // var n = normalize(perp(sub(b, a))) _n.x = a.y - b.y; _n.y = b.x - a.x; cc.pNormalizeIn(_n); // var t = perp(n); _t.x = -_n.y; _t.y = _n.x; // var nw = mult(n, radius), tw = mult(t, radius); pMultOut(_n, radius, _nw); pMultOut(_t, radius, _tw); // var v0 = sub(b, add(nw, tw)); uv0 = neg(add(n, t)) var v0x = b.x - _nw.x - _tw.x, v0y = b.y - _nw.y - _tw.y, u0 = -(_n.x + _t.x), v0 = -(_n.y + _t.y); // var v1 = add(b, sub(nw, tw)); uv1 = sub(n, t) var v1x = b.x + _nw.x - _tw.x, v1y = b.y + _nw.y - _tw.y, u1 = _n.x - _t.x, v1 = _n.y - _t.y; // var v2 = sub(b, nw); uv2 = neg(n) var v2x = b.x - _nw.x, v2y = b.y - _nw.y, u2 = -_n.x, v2 = -_n.y; // var v3 = add(b, nw); uv3 = n var v3x = b.x + _nw.x, v3y = b.y + _nw.y, u3 = _n.x, v3 = _n.y; // var v4 = sub(a, nw); uv4 = neg(n) var v4x = a.x - _nw.x, v4y = a.y - _nw.y, u4 = u2, v4 = v2; // var v5 = add(a, nw); uv5 = n var v5x = a.x + _nw.x, v5y = a.y + _nw.y, u5 = _n.x, v5 = _n.y; // var v6 = sub(a, sub(nw, tw)); uv6 = sub(t, n) var v6x = a.x - _nw.x + _tw.x, v6y = a.y - _nw.y + _tw.y, u6 = _t.x - _n.x, v6 = _t.y - _n.y; // var v7 = add(a, add(nw, tw)); uv7 = add(n, t) var v7x = a.x + _nw.x + _tw.x, v7y = a.y + _nw.y + _tw.y, u7 = _n.x + _t.x, v7 = _n.y + _t.y; this.appendVertexData(v0x, v0y, color, u0, v0); this.appendVertexData(v1x, v1y, color, u1, v1); this.appendVertexData(v2x, v2y, color, u2, v2); this.appendVertexData(v3x, v3y, color, u3, v3); this.appendVertexData(v1x, v1y, color, u1, v1); this.appendVertexData(v2x, v2y, color, u2, v2); this.appendVertexData(v3x, v3y, color, u3, v3); this.appendVertexData(v4x, v4y, color, u4, v4); this.appendVertexData(v2x, v2y, color, u2, v2); this.appendVertexData(v3x, v3y, color, u3, v3); this.appendVertexData(v4x, v4y, color, u4, v4); this.appendVertexData(v5x, v5y, color, u5, v5); this.appendVertexData(v6x, v6y, color, u6, v6); this.appendVertexData(v4x, v4y, color, u4, v4); this.appendVertexData(v5x, v5y, color, u5, v5); this.appendVertexData(v6x, v6y, color, u6, v6); this.appendVertexData(v7x, v7y, color, u7, v7); this.appendVertexData(v5x, v5y, color, u5, v5); this._dirty = true; }, drawPoly: function (verts, fillColor, borderWidth, borderColor) { // Backward compatibility if (typeof verts[0] === 'object') { _vertices.length = 0; for (var i = 0; i < verts.length; i++) { _vertices.push(verts[i].x, verts[i].y); } verts = _vertices; } if (fillColor == null) { this._drawSegments(verts, borderWidth, borderColor, true); return; } if (fillColor.a == null) fillColor.a = 255; if (borderColor.a == null) borderColor.a = 255; borderWidth = (borderWidth == null) ? this._lineWidth : borderWidth; borderWidth *= 0.5; var v0x, v0y, v1x, v1y, v2x, v2y, factor, offx, offy, i, count = verts.length; _extrude.length = 0; for (i = 0; i < count; i += 2) { v0x = verts[(i - 2 + count) % count]; v0y = verts[(i - 1 + count) % count]; v1x = verts[i]; v1y = verts[i + 1]; v2x = verts[(i + 2) % count]; v2y = verts[(i + 3) % count]; // var n1 = normalize(perp(sub(v1, v0))); // var n2 = normalize(perp(sub(v2, v1))); _n.x = v0y - v1y; _n.y = v1x - v0x; _nw.x = v1y - v2y; _nw.y = v2x - v1x; cc.pNormalizeIn(_n); cc.pNormalizeIn(_nw); // var offset = mult(add(n1, n2), 1.0 / (dot(n1, n2) + 1.0)); factor = _n.x * _nw.x + _n.y * _nw.y + 1; offx = (_n.x + _nw.x) / factor; offy = (_n.y + _nw.y) / factor; // extrude[i] = {offset: offset, n: n2}; _extrude.push(offx, offy, _nw.x, _nw.y); } // The actual input vertex count count = count / 2; var outline = (borderWidth > 0.0), triangleCount = 3 * count - 2, vertexCount = 3 * triangleCount; var succeed = this._ensureCapacity(this._vertexCount + vertexCount); if (!succeed) return; var inset = (outline == false ? 0.5 : 0.0); for (i = 0; i < count - 2; i++) { // v0 = sub(verts[0], multi(extrude[0].offset, inset)); v0x = verts[0] - _extrude[0] * inset; v0y = verts[1] - _extrude[1] * inset; // v1 = sub(verts[i + 1], multi(extrude[i + 1].offset, inset)); v1x = verts[i * 2 + 2] - _extrude[(i + 1) * 4] * inset; v1y = verts[i * 2 + 3] - _extrude[(i + 1) * 4 + 1] * inset; // v2 = sub(verts[i + 2], multi(extrude[i + 2].offset, inset)); v2x = verts[i * 2 + 4] - _extrude[(i + 2) * 4] * inset; v2y = verts[i * 2 + 5] - _extrude[(i + 2) * 4 + 1] * inset; this.appendVertexData(v0x, v0y, fillColor, 0, 0); this.appendVertexData(v1x, v1y, fillColor, 0, 0); this.appendVertexData(v2x, v2y, fillColor, 0, 0); } var off0x, off0y, off1x, off1y, bw = outline ? borderWidth : 0.5, color = outline ? borderColor : fillColor, in0x, in0y, in1x, in1y, out0x, out0y, out1x, out1y; for (i = 0; i < count; i++) { var j = (i + 1) % count; v0x = verts[i * 2]; v0y = verts[i * 2 + 1]; v1x = verts[j * 2]; v1y = verts[j * 2 + 1]; _n.x = _extrude[i * 4 + 2]; _n.y = _extrude[i * 4 + 3]; _nw.x = outline ? -_n.x : 0; _nw.y = outline ? -_n.y : 0; off0x = _extrude[i * 4]; off0y = _extrude[i * 4 + 1]; off1x = _extrude[j * 4]; off1y = _extrude[j * 4 + 1]; in0x = v0x - off0x * bw; in0y = v0y - off0y * bw; in1x = v1x - off1x * bw; in1y = v1y - off1y * bw; out0x = v0x + off0x * bw; out0y = v0y + off0y * bw; out1x = v1x + off1x * bw; out1y = v1y + off1y * bw; this.appendVertexData(in0x, in0y, color, _nw.x, _nw.y); this.appendVertexData(in1x, in1y, color, _nw.x, _nw.y); this.appendVertexData(out1x, out1y, color, _n.x, _n.y); this.appendVertexData(in0x, in0y, color, _nw.x, _nw.y); this.appendVertexData(out0x, out0y, color, _n.x, _n.y); this.appendVertexData(out1x, out1y, color, _n.x, _n.y); } _extrude.length = 0; _vertices.length = 0; this._dirty = true; }, _drawSegments: function (verts, borderWidth, borderColor, closePoly) { borderWidth = (borderWidth == null) ? this._lineWidth : borderWidth; if (borderWidth <= 0) return; borderColor = borderColor || this._drawColor; if (borderColor.a == null) borderColor.a = 255; borderWidth *= 0.5; var v0x, v0y, v1x, v1y, v2x, v2y, factor, offx, offy, i, count = verts.length; _extrude.length = 0; for (i = 0; i < count; i += 2) { v0x = verts[(i - 2 + count) % count]; v0y = verts[(i - 1 + count) % count]; v1x = verts[i]; v1y = verts[i + 1]; v2x = verts[(i + 2) % count]; v2y = verts[(i + 3) % count]; // var n1 = normalize(perp(sub(v1, v0))); // var n2 = normalize(perp(sub(v2, v1))); _n.x = v0y - v1y; _n.y = v1x - v0x; _nw.x = v1y - v2y; _nw.y = v2x - v1x; cc.pNormalizeIn(_n); cc.pNormalizeIn(_nw); // var offset = multi(add(n1, n2), 1.0 / (dot(n1, n2) + 1.0)); factor = _n.x * _nw.x + _n.y * _nw.y + 1; offx = (_n.x + _nw.x) / factor; offy = (_n.y + _nw.y) / factor; // extrude[i] = {offset: offset, n: n2}; _extrude.push(offx, offy, _nw.x, _nw.y); } // The actual input vertex count count = count / 2; var triangleCount = 3 * count - 2, vertexCount = 3 * triangleCount; var succeed = this._ensureCapacity(this._vertexCount + vertexCount); if (!succeed) return; var len = closePoly ? count : count - 1, off0x, off0y, off1x, off1y, in0x, in0y, in1x, in1y, out0x, out0y, out1x, out1y; for (i = 0; i < len; i++) { var j = (i + 1) % count; v0x = verts[i * 2]; v0y = verts[i * 2 + 1]; v1x = verts[j * 2]; v1y = verts[j * 2 + 1]; _n.x = _extrude[i * 4 + 2]; _n.y = _extrude[i * 4 + 3]; off0x = _extrude[i * 4]; off0y = _extrude[i * 4 + 1]; off1x = _extrude[j * 4]; off1y = _extrude[j * 4 + 1]; in0x = v0x - off0x * borderWidth; in0y = v0y - off0y * borderWidth; in1x = v1x - off1x * borderWidth; in1y = v1y - off1y * borderWidth; out0x = v0x + off0x * borderWidth; out0y = v0y + off0y * borderWidth; out1x = v1x + off1x * borderWidth; out1y = v1y + off1y * borderWidth; this.appendVertexData(in0x, in0y, borderColor, -_n.x, -_n.y); this.appendVertexData(in1x, in1y, borderColor, -_n.x, -_n.y); this.appendVertexData(out1x, out1y, borderColor, _n.x, _n.y); this.appendVertexData(in0x, in0y, borderColor, -_n.x, -_n.y); this.appendVertexData(out0x, out0y, borderColor, _n.x, _n.y); this.appendVertexData(out1x, out1y, borderColor, _n.x, _n.y); } _extrude.length = 0; this._dirty = true; }, clear: function () { this.release(); this._dirty = true; }, _createRenderCmd: function () { return new cc.DrawNode.WebGLRenderCmd(this); } }); } });