(shape, contours)
| 50 | } |
| 51 | |
| 52 | constructFromContours(shape, contours) { |
| 53 | if (this._useUserVertexProperties){ |
| 54 | this._resetUserVertexProperties(); |
| 55 | } |
| 56 | this.geometry.reset(); |
| 57 | this.contourIndices = []; |
| 58 | // TODO: handle just some contours having non-PATH mode |
| 59 | this.shapeMode = shape.contours[0].kind; |
| 60 | const shouldProcessEdges = !!this.renderer.states.strokeColor; |
| 61 | |
| 62 | const userVertexPropertyHelpers = {}; |
| 63 | if (shape.userVertexProperties) { |
| 64 | this._useUserVertexProperties = true; |
| 65 | for (const key in shape.userVertexProperties) { |
| 66 | const name = shape.vertexPropertyName(key); |
| 67 | const prop = this.geometry._userVertexPropertyHelper( |
| 68 | name, |
| 69 | [], |
| 70 | shape.userVertexProperties[key] |
| 71 | ); |
| 72 | userVertexPropertyHelpers[key] = prop; |
| 73 | this.tessyVertexSize += prop.getDataSize(); |
| 74 | this.bufferStrides[prop.getSrcName()] = prop.getDataSize(); |
| 75 | this.renderer.buffers.user.push( |
| 76 | new RenderBuffer( |
| 77 | prop.getDataSize(), |
| 78 | prop.getSrcName(), |
| 79 | prop.getDstName(), |
| 80 | name, |
| 81 | this.renderer |
| 82 | ) |
| 83 | ); |
| 84 | } |
| 85 | } else { |
| 86 | this._useUserVertexProperties = false; |
| 87 | } |
| 88 | |
| 89 | for (const contour of contours) { |
| 90 | this.contourIndices.push(this.geometry.vertices.length); |
| 91 | for (const vertex of contour) { |
| 92 | // WebGL doesn't support QUADS or QUAD_STRIP, so we duplicate data to turn |
| 93 | // QUADS into TRIANGLES and QUAD_STRIP into TRIANGLE_STRIP. (There is no extra |
| 94 | // work to convert QUAD_STRIP here, since the only difference is in how edges |
| 95 | // are rendered.) |
| 96 | if (this.shapeMode === constants.QUADS) { |
| 97 | // A finished quad turned into triangles should leave 6 vertices in the |
| 98 | // buffer: |
| 99 | // 0--3 0 3--5 |
| 100 | // | | --> | \ \ | |
| 101 | // 1--2 1--2 4 |
| 102 | // When vertex index 3 is being added, add the necessary duplicates. |
| 103 | if (this.geometry.vertices.length % 6 === 3) { |
| 104 | for (const key in this.bufferStrides) { |
| 105 | const stride = this.bufferStrides[key]; |
| 106 | const buffer = this.geometry[key]; |
| 107 | buffer.push( |
| 108 | ...buffer.slice( |
| 109 | buffer.length - 3 * stride, |
no test coverage detected