Source: packages/graphics/src/Graphics.js

packages/graphics/src/Graphics.js

import { Circle, Ellipse, PI_2, Point, Polygon, Rectangle, RoundedRectangle, Matrix, SHAPES, } from '@pixi/math';
import { Texture, UniformGroup, State } from '@pixi/core';
import { BezierUtils, QuadraticUtils, ArcUtils, Star } from './utils';
import { hex2rgb, deprecation } from '@pixi/utils';
import { GraphicsGeometry } from './GraphicsGeometry';
import { FillStyle } from './styles/FillStyle';
import { LineStyle } from './styles/LineStyle';
import { BLEND_MODES } from '@pixi/constants';
import { Container } from '@pixi/display';
import { Shader } from '@pixi/core';
import { LINE_JOIN, LINE_CAP } from './const';
const temp = new Float32Array(3);
// a default shaders map used by graphics..
const DEFAULT_SHADERS = {};
/**
 * The Graphics class contains methods used to draw primitive shapes such as lines, circles and
 * rectangles to the display, and to color and fill them.
 *
 * Note that because Graphics can share a GraphicsGeometry with other instances,
 * it is necessary to call `destroy()` to properly dereference the underlying
 * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same
 * Graphics instance and call `clear()` between redraws.
 *
 * @class
 * @extends PIXI.Container
 * @memberof PIXI
 */
export class Graphics extends Container {
    /**
     * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted
     *        will create a new GraphicsGeometry instance.
     */
    constructor(geometry = null) {
        super();
        this._geometry = geometry || new GraphicsGeometry();
        this._geometry.refCount++;
        /**
         * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
         * Can be shared between multiple Graphics objects.
         *
         * @member {PIXI.Shader}
         */
        this.shader = null;
        /**
         * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,
         * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
         *
         * @member {PIXI.State}
         */
        this.state = State.for2d();
        /**
         * Current fill style
         *
         * @member {PIXI.FillStyle}
         * @protected
         */
        this._fillStyle = new FillStyle();
        /**
         * Current line style
         *
         * @member {PIXI.LineStyle}
         * @protected
         */
        this._lineStyle = new LineStyle();
        /**
         * Current shape transform matrix.
         *
         * @member {PIXI.Matrix}
         * @protected
         */
        this._matrix = null;
        /**
         * Current hole mode is enabled.
         *
         * @member {boolean}
         * @default false
         * @protected
         */
        this._holeMode = false;
        /**
         * Current path
         *
         * @member {PIXI.Polygon}
         * @protected
         */
        this.currentPath = null;
        /**
         * When cacheAsBitmap is set to true the graphics object will 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 in exchange for taking up texture memory. It is also useful if you need the graphics
         * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if
         * you are constantly redrawing the graphics element.
         *
         * @name cacheAsBitmap
         * @member {boolean}
         * @memberof PIXI.Graphics#
         * @default false
         */
        /**
         * A collections of batches! These can be drawn by the renderer batch system.
         *
         * @protected
         * @member {object[]}
         */
        this.batches = [];
        /**
         * Update dirty for limiting calculating tints for batches.
         *
         * @protected
         * @member {number}
         * @default -1
         */
        this.batchTint = -1;
        /**
         * Update dirty for limiting calculating batches.
         *
         * @protected
         * @member {number}
         * @default -1
         */
        this.batchDirty = -1;
        /**
         * Copy of the object vertex data.
         *
         * @protected
         * @member {Float32Array}
         */
        this.vertexData = null;
        /**
         * Renderer plugin for batching
         *
         * @member {string}
         * @default 'batch'
         */
        this.pluginName = 'batch';
        this._transformID = -1;
        // Set default
        this.tint = 0xFFFFFF;
        this.blendMode = BLEND_MODES.NORMAL;
    }
    /**
     * Includes vertex positions, face indices, normals, colors, UVs, and
     * custom attributes within buffers, reducing the cost of passing all
     * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.
     *
     * @member {PIXI.GraphicsGeometry}
     * @readonly
     */
    get geometry() {
        return this._geometry;
    }
    /**
     * Creates a new Graphics object with the same values as this one.
     * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)
     *
     * @return {PIXI.Graphics} A clone of the graphics object
     */
    clone() {
        this.finishPoly();
        return new Graphics(this._geometry);
    }
    /**
     * The blend mode to be applied to the graphic shape. Apply a value of
     * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
     *
     * @member {number}
     * @default PIXI.BLEND_MODES.NORMAL;
     * @see PIXI.BLEND_MODES
     */
    set blendMode(value) {
        this.state.blendMode = value;
    }
    get blendMode() {
        return this.state.blendMode;
    }
    /**
     * The tint applied to the graphic shape. This is a hex value. A value of
     * 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @default 0xFFFFFF
     */
    get tint() {
        return this._tint;
    }
    set tint(value) {
        this._tint = value;
    }
    /**
     * The current fill style.
     *
     * @member {PIXI.FillStyle}
     * @readonly
     */
    get fill() {
        return this._fillStyle;
    }
    /**
     * The current line style.
     *
     * @member {PIXI.LineStyle}
     * @readonly
     */
    get line() {
        return this._lineStyle;
    }
    /**
     * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()
     * method or the drawCircle() method.
     *
     * @method PIXI.Graphics#lineStyle
     * @param {number} [width=0] - width of the line to draw, will update the objects stored style
     * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style
     * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style
     * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)
     * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    /**
     * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()
     * method or the drawCircle() method.
     *
     * @param {object} [options] - Line style options
     * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style
     * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style
     * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style
     * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)
     * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP
     * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style
     * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style
     * @param {number}[options.miterLimit=10] - miter limit ratio
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    lineStyle(options = null) {
        // Support non-object params: (width, color, alpha, alignment, native)
        if (typeof options === 'number') {
            // eslint-disable-next-line
            const args = arguments;
            options = {
                width: args[0] || 0,
                color: args[1] || 0x0,
                alpha: args[2] !== undefined ? args[2] : 1,
                alignment: args[3] !== undefined ? args[3] : 0.5,
                native: !!args[4],
            };
        }
        return this.lineTextureStyle(options);
    }
    /**
     * Like line style but support texture for line fill.
     *
     * @param {object} [options] - Collection of options for setting line style.
     * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style
     * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use
     * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.
     *  Default 0xFFFFFF if texture present.
     * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style
     * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture
     * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)
     * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP
     * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style
     * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style
     * @param {number}[options.miterLimit=10] - miter limit ratio
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    lineTextureStyle(options) {
        // backward compatibility with params: (width, texture,
        // color, alpha, matrix, alignment, native)
        if (typeof options === 'number') {
            deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle');
            // eslint-disable-next-line
            const [width, texture, color, alpha, matrix, alignment, native] = arguments;
            options = { width, texture, color, alpha, matrix, alignment, native };
            // Remove undefined keys
            Object.keys(options).forEach((key) => options[key] === undefined && delete options[key]);
        }
        // Apply defaults
        options = Object.assign({
            width: 0,
            texture: Texture.WHITE,
            color: (options && options.texture) ? 0xFFFFFF : 0x0,
            alpha: 1,
            matrix: null,
            alignment: 0.5,
            native: false,
            cap: LINE_CAP.BUTT,
            join: LINE_JOIN.MITER,
            miterLimit: 10,
        }, options);
        if (this.currentPath) {
            this.startPoly();
        }
        const visible = options.width > 0 && options.alpha > 0;
        if (!visible) {
            this._lineStyle.reset();
        }
        else {
            if (options.matrix) {
                options.matrix = options.matrix.clone();
                options.matrix.invert();
            }
            Object.assign(this._lineStyle, { visible }, options);
        }
        return this;
    }
    /**
     * Start a polygon object internally
     * @protected
     */
    startPoly() {
        if (this.currentPath) {
            const points = this.currentPath.points;
            const len = this.currentPath.points.length;
            if (len > 2) {
                this.drawShape(this.currentPath);
                this.currentPath = new Polygon();
                this.currentPath.closeStroke = false;
                this.currentPath.points.push(points[len - 2], points[len - 1]);
            }
        }
        else {
            this.currentPath = new Polygon();
            this.currentPath.closeStroke = false;
        }
    }
    /**
     * Finish the polygon object.
     * @protected
     */
    finishPoly() {
        if (this.currentPath) {
            if (this.currentPath.points.length > 2) {
                this.drawShape(this.currentPath);
                this.currentPath = null;
            }
            else {
                this.currentPath.points.length = 0;
            }
        }
    }
    /**
     * Moves the current drawing position to x, y.
     *
     * @param {number} x - the X coordinate to move to
     * @param {number} y - the Y coordinate to move to
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    moveTo(x, y) {
        this.startPoly();
        this.currentPath.points[0] = x;
        this.currentPath.points[1] = y;
        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).
     *
     * @param {number} x - the X coordinate to draw to
     * @param {number} y - the Y coordinate to draw to
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    lineTo(x, y) {
        if (!this.currentPath) {
            this.moveTo(0, 0);
        }
        // remove duplicates..
        const points = this.currentPath.points;
        const fromX = points[points.length - 2];
        const fromY = points[points.length - 1];
        if (fromX !== x || fromY !== y) {
            points.push(x, y);
        }
        return this;
    }
    /**
     * Initialize the curve
     *
     * @protected
     * @param {number} [x=0]
     * @param {number} [y=0]
     */
    _initCurve(x = 0, y = 0) {
        if (this.currentPath) {
            if (this.currentPath.points.length === 0) {
                this.currentPath.points = [x, y];
            }
        }
        else {
            this.moveTo(x, y);
        }
    }
    /**
     * Calculate the points for a quadratic bezier curve and then draws it.
     * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
     *
     * @param {number} cpX - Control point x
     * @param {number} cpY - Control point y
     * @param {number} toX - Destination point x
     * @param {number} toY - Destination point y
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    quadraticCurveTo(cpX, cpY, toX, toY) {
        this._initCurve();
        const points = this.currentPath.points;
        if (points.length === 0) {
            this.moveTo(0, 0);
        }
        QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);
        return this;
    }
    /**
     * Calculate the points for a bezier curve and then draws it.
     *
     * @param {number} cpX - Control point x
     * @param {number} cpY - Control point y
     * @param {number} cpX2 - Second Control point x
     * @param {number} cpY2 - Second Control point y
     * @param {number} toX - Destination point x
     * @param {number} toY - Destination point y
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {
        this._initCurve();
        BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);
        return this;
    }
    /**
     * The arcTo() method creates an arc/curve between two tangents on the canvas.
     *
     * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
     *
     * @param {number} x1 - The x-coordinate of the first tangent point of the arc
     * @param {number} y1 - The y-coordinate of the first tangent point of the arc
     * @param {number} x2 - The x-coordinate of the end of the arc
     * @param {number} y2 - The y-coordinate of the end of the arc
     * @param {number} radius - The radius of the arc
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    arcTo(x1, y1, x2, y2, radius) {
        this._initCurve(x1, y1);
        const points = this.currentPath.points;
        const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);
        if (result) {
            const { cx, cy, radius, startAngle, endAngle, anticlockwise } = result;
            this.arc(cx, cy, radius, startAngle, endAngle, anticlockwise);
        }
        return this;
    }
    /**
     * The arc method creates an arc/curve (used to create circles, or parts of circles).
     *
     * @param {number} cx - The x-coordinate of the center of the circle
     * @param {number} cy - The y-coordinate of the center of the circle
     * @param {number} radius - The radius of the circle
     * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position
     *  of the arc's circle)
     * @param {number} endAngle - The ending angle, in radians
     * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be
     *  counter-clockwise or clockwise. False is default, and indicates clockwise, while true
     *  indicates counter-clockwise.
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    arc(cx, cy, radius, startAngle, endAngle, anticlockwise = false) {
        if (startAngle === endAngle) {
            return this;
        }
        if (!anticlockwise && endAngle <= startAngle) {
            endAngle += PI_2;
        }
        else if (anticlockwise && startAngle <= endAngle) {
            startAngle += PI_2;
        }
        const sweep = endAngle - startAngle;
        if (sweep === 0) {
            return this;
        }
        const startX = cx + (Math.cos(startAngle) * radius);
        const startY = cy + (Math.sin(startAngle) * radius);
        const eps = this._geometry.closePointEps;
        // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.
        let points = this.currentPath ? this.currentPath.points : null;
        if (points) {
            // TODO: make a better fix.
            // We check how far our start is from the last existing point
            const xDiff = Math.abs(points[points.length - 2] - startX);
            const yDiff = Math.abs(points[points.length - 1] - startY);
            if (xDiff < eps && yDiff < eps) {
                // If the point is very close, we don't add it, since this would lead to artifacts
                // during tessellation due to floating point imprecision.
            }
            else {
                points.push(startX, startY);
            }
        }
        else {
            this.moveTo(startX, startY);
            points = this.currentPath.points;
        }
        ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);
        return this;
    }
    /**
     * Specifies a simple one-color fill that subsequent calls to other Graphics methods
     * (such as lineTo() or drawCircle()) use when drawing.
     *
     * @param {number} [color=0] - the color of the fill
     * @param {number} [alpha=1] - the alpha of the fill
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    beginFill(color = 0, alpha = 1) {
        return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });
    }
    /**
     * Begin the texture fill
     *
     * @param {object} [options] - Object object.
     * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill
     * @param {number} [options.color=0xffffff] - Background to fill behind texture
     * @param {number} [options.alpha=1] - Alpha of fill
     * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    beginTextureFill(options) {
        // backward compatibility with params: (texture, color, alpha, matrix)
        if (options instanceof Texture) {
            deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill');
            // eslint-disable-next-line
            const [texture, color, alpha, matrix] = arguments;
            options = { texture, color, alpha, matrix };
            // Remove undefined keys
            Object.keys(options).forEach((key) => options[key] === undefined && delete options[key]);
        }
        // Apply defaults
        options = Object.assign({
            texture: Texture.WHITE,
            color: 0xFFFFFF,
            alpha: 1,
            matrix: null,
        }, options);
        if (this.currentPath) {
            this.startPoly();
        }
        const visible = options.alpha > 0;
        if (!visible) {
            this._fillStyle.reset();
        }
        else {
            if (options.matrix) {
                options.matrix = options.matrix.clone();
                options.matrix.invert();
            }
            Object.assign(this._fillStyle, { visible }, options);
        }
        return this;
    }
    /**
     * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
     *
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    endFill() {
        this.finishPoly();
        this._fillStyle.reset();
        return this;
    }
    /**
     * Draws a rectangle shape.
     *
     * @param {number} x - The X coord of the top-left of the rectangle
     * @param {number} y - The Y coord of the top-left of the rectangle
     * @param {number} width - The width of the rectangle
     * @param {number} height - The height of the rectangle
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawRect(x, y, width, height) {
        return this.drawShape(new Rectangle(x, y, width, height));
    }
    /**
     * Draw a rectangle shape with rounded/beveled corners.
     *
     * @param {number} x - The X coord of the top-left of the rectangle
     * @param {number} y - The Y coord of the top-left of the rectangle
     * @param {number} width - The width of the rectangle
     * @param {number} height - The height of the rectangle
     * @param {number} radius - Radius of the rectangle corners
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawRoundedRect(x, y, width, height, radius) {
        return this.drawShape(new RoundedRectangle(x, y, width, height, radius));
    }
    /**
     * Draws a circle.
     *
     * @param {number} x - The X coordinate of the center of the circle
     * @param {number} y - The Y coordinate of the center of the circle
     * @param {number} radius - The radius of the circle
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawCircle(x, y, radius) {
        return this.drawShape(new Circle(x, y, radius));
    }
    /**
     * Draws an ellipse.
     *
     * @param {number} x - The X coordinate of the center of the ellipse
     * @param {number} y - The Y coordinate of the center of the ellipse
     * @param {number} width - The half width of the ellipse
     * @param {number} height - The half height of the ellipse
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawEllipse(x, y, width, height) {
        return this.drawShape(new Ellipse(x, y, width, height));
    }
    /**
     * Draws a polygon using the given path.
     *
     * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawPolygon(...path) {
        let points;
        let closeStroke = true; // !!this._fillStyle;
        const poly = path[0];
        // check if data has points..
        if (poly.points) {
            closeStroke = poly.closeStroke;
            points = poly.points;
        }
        else if (Array.isArray(path[0])) {
            points = path[0];
        }
        else {
            points = path;
        }
        const shape = new Polygon(points);
        shape.closeStroke = closeStroke;
        this.drawShape(shape);
        return this;
    }
    /**
     * Draw any shape.
     *
     * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawShape(shape) {
        if (!this._holeMode) {
            this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);
        }
        else {
            this._geometry.drawHole(shape, this._matrix);
        }
        return this;
    }
    /**
     * Draw a star shape with an arbitrary number of points.
     *
     * @param {number} x - Center X position of the star
     * @param {number} y - Center Y position of the star
     * @param {number} points - The number of points of the star, must be > 1
     * @param {number} radius - The outer radius of the star
     * @param {number} [innerRadius] - The inner radius between points, default half `radius`
     * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    drawStar(x, y, points, radius, innerRadius, rotation = 0) {
        return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation));
    }
    /**
     * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
     *
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */
    clear() {
        this._geometry.clear();
        this._lineStyle.reset();
        this._fillStyle.reset();
        this._boundsID++;
        this._matrix = null;
        this._holeMode = false;
        this.currentPath = null;
        return this;
    }
    /**
     * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and
     * masked with gl.scissor.
     *
     * @returns {boolean} True if only 1 rect.
     */
    isFastRect() {
        const data = this._geometry.graphicsData;
        return data.length === 1
            && data[0].shape.type === SHAPES.RECT
            && !(data[0].lineStyle.visible && data[0].lineStyle.width);
    }
    /**
     * Renders the object using the WebGL renderer
     *
     * @protected
     * @param {PIXI.Renderer} renderer - The renderer
     */
    _render(renderer) {
        this.finishPoly();
        const geometry = this._geometry;
        const hasuint32 = renderer.context.supports.uint32Indices;
        // batch part..
        // batch it!
        geometry.updateBatches(hasuint32);
        if (geometry.batchable) {
            if (this.batchDirty !== geometry.batchDirty) {
                this._populateBatches();
            }
            this._renderBatched(renderer);
        }
        else {
            // no batching...
            renderer.batch.flush();
            this._renderDirect(renderer);
        }
    }
    /**
     * Populating batches for rendering
     *
     * @protected
     */
    _populateBatches() {
        const geometry = this._geometry;
        const blendMode = this.blendMode;
        const len = geometry.batches.length;
        this.batchTint = -1;
        this._transformID = -1;
        this.batchDirty = geometry.batchDirty;
        this.batches.length = len;
        this.vertexData = new Float32Array(geometry.points);
        for (let i = 0; i < len; i++) {
            const gI = geometry.batches[i];
            const color = gI.style.color;
            const vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);
            const uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);
            const indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);
            const batch = {
                vertexData,
                blendMode,
                indices,
                uvs,
                _batchRGB: hex2rgb(color),
                _tintRGB: color,
                _texture: gI.style.texture,
                alpha: gI.style.alpha,
                worldAlpha: 1
            };
            this.batches[i] = batch;
        }
    }
    /**
     * Renders the batches using the BathedRenderer plugin
     *
     * @protected
     * @param {PIXI.Renderer} renderer - The renderer
     */
    _renderBatched(renderer) {
        if (!this.batches.length) {
            return;
        }
        renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
        this.calculateVertices();
        this.calculateTints();
        for (let i = 0, l = this.batches.length; i < l; i++) {
            const batch = this.batches[i];
            batch.worldAlpha = this.worldAlpha * batch.alpha;
            renderer.plugins[this.pluginName].render(batch);
        }
    }
    /**
     * Renders the graphics direct
     *
     * @protected
     * @param {PIXI.Renderer} renderer - The renderer
     */
    _renderDirect(renderer) {
        const shader = this._resolveDirectShader(renderer);
        const geometry = this._geometry;
        const tint = this.tint;
        const worldAlpha = this.worldAlpha;
        const uniforms = shader.uniforms;
        const drawCalls = geometry.drawCalls;
        // lets set the transfomr
        uniforms.translationMatrix = this.transform.worldTransform;
        // and then lets set the tint..
        uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;
        uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;
        uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;
        uniforms.tint[3] = worldAlpha;
        // the first draw call, we can set the uniforms of the shader directly here.
        // this means that we can tack advantage of the sync function of pixi!
        // bind and sync uniforms..
        // there is a way to optimise this..
        renderer.shader.bind(shader);
        renderer.geometry.bind(geometry, shader);
        // set state..
        renderer.state.set(this.state);
        // then render the rest of them...
        for (let i = 0, l = drawCalls.length; i < l; i++) {
            this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);
        }
    }
    /**
     * Renders specific DrawCall
     *
     * @param {PIXI.Renderer} renderer
     * @param {PIXI.BatchDrawCall} drawCall
     */
    _renderDrawCallDirect(renderer, drawCall) {
        const { texArray, type, size, start } = drawCall;
        const groupTextureCount = texArray.count;
        for (let j = 0; j < groupTextureCount; j++) {
            renderer.texture.bind(texArray.elements[j], j);
        }
        renderer.geometry.draw(type, size, start);
    }
    /**
     * Resolves shader for direct rendering
     *
     * @protected
     * @param {PIXI.Renderer} renderer - The renderer
     */
    _resolveDirectShader(renderer) {
        let shader = this.shader;
        const pluginName = this.pluginName;
        if (!shader) {
            // if there is no shader here, we can use the default shader.
            // and that only gets created if we actually need it..
            // but may be more than one plugins for graphics
            if (!DEFAULT_SHADERS[pluginName]) {
                const MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES;
                const sampleValues = new Int32Array(MAX_TEXTURES);
                for (let i = 0; i < MAX_TEXTURES; i++) {
                    sampleValues[i] = i;
                }
                const uniforms = {
                    tint: new Float32Array([1, 1, 1, 1]),
                    translationMatrix: new Matrix(),
                    default: UniformGroup.from({ uSamplers: sampleValues }, true),
                };
                const program = renderer.plugins[pluginName]._shader.program;
                DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);
            }
            shader = DEFAULT_SHADERS[pluginName];
        }
        return shader;
    }
    /**
     * Retrieves the bounds of the graphic shape as a rectangle object
     *
     * @protected
     */
    _calculateBounds() {
        this.finishPoly();
        const geometry = this._geometry;
        // skipping when graphics is empty, like a container
        if (!geometry.graphicsData.length) {
            return;
        }
        const { minX, minY, maxX, maxY } = geometry.bounds;
        this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);
    }
    /**
     * Tests if a point is inside this graphics object
     *
     * @param {PIXI.IPointData} point - the point to test
     * @return {boolean} the result of the test
     */
    containsPoint(point) {
        this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);
        return this._geometry.containsPoint(Graphics._TEMP_POINT);
    }
    /**
     * Recalcuate the tint by applying tin to batches using Graphics tint.
     * @protected
     */
    calculateTints() {
        if (this.batchTint !== this.tint) {
            this.batchTint = this.tint;
            const tintRGB = hex2rgb(this.tint, temp);
            for (let i = 0; i < this.batches.length; i++) {
                const batch = this.batches[i];
                const batchTint = batch._batchRGB;
                const r = (tintRGB[0] * batchTint[0]) * 255;
                const g = (tintRGB[1] * batchTint[1]) * 255;
                const b = (tintRGB[2] * batchTint[2]) * 255;
                // TODO Ivan, can this be done in one go?
                const color = (r << 16) + (g << 8) + (b | 0);
                batch._tintRGB = (color >> 16)
                    + (color & 0xff00)
                    + ((color & 0xff) << 16);
            }
        }
    }
    /**
     * If there's a transform update or a change to the shape of the
     * geometry, recaculate the vertices.
     * @protected
     */
    calculateVertices() {
        const wtID = this.transform._worldID;
        if (this._transformID === wtID) {
            return;
        }
        this._transformID = wtID;
        const wt = this.transform.worldTransform;
        const a = wt.a;
        const b = wt.b;
        const c = wt.c;
        const d = wt.d;
        const tx = wt.tx;
        const ty = wt.ty;
        const data = this._geometry.points; // batch.vertexDataOriginal;
        const vertexData = this.vertexData;
        let count = 0;
        for (let i = 0; i < data.length; i += 2) {
            const x = data[i];
            const y = data[i + 1];
            vertexData[count++] = (a * x) + (c * y) + tx;
            vertexData[count++] = (d * y) + (b * x) + ty;
        }
    }
    /**
     * Closes the current path.
     *
     * @return {PIXI.Graphics} Returns itself.
     */
    closePath() {
        const currentPath = this.currentPath;
        if (currentPath) {
            // we don't need to add extra point in the end because buildLine will take care of that
            currentPath.closeStroke = true;
        }
        return this;
    }
    /**
     * Apply a matrix to the positional data.
     *
     * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.
     * @return {PIXI.Graphics} Returns itself.
     */
    setMatrix(matrix) {
        this._matrix = matrix;
        return this;
    }
    /**
     * Begin adding holes to the last draw shape
     * IMPORTANT: holes must be fully inside a shape to work
     * Also weirdness ensues if holes overlap!
     * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,
     * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.
     * @return {PIXI.Graphics} Returns itself.
     */
    beginHole() {
        this.finishPoly();
        this._holeMode = true;
        return this;
    }
    /**
     * End adding holes to the last draw shape
     * @return {PIXI.Graphics} Returns itself.
     */
    endHole() {
        this.finishPoly();
        this._holeMode = false;
        return this;
    }
    /**
     * Destroys the Graphics object.
     *
     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all
     *  options have been set to that value
     * @param {boolean} [options.children=false] - if set to true, all the children will have
     *  their destroy method called as well. 'options' will be passed on to those calls.
     * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
     *  Should it destroy the texture of the child sprite
     * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
     *  Should it destroy the base texture of the child sprite
     */
    destroy(options) {
        this._geometry.refCount--;
        if (this._geometry.refCount === 0) {
            this._geometry.dispose();
        }
        this._matrix = null;
        this.currentPath = null;
        this._lineStyle.destroy();
        this._lineStyle = null;
        this._fillStyle.destroy();
        this._fillStyle = null;
        this._geometry = null;
        this.shader = null;
        this.vertexData = null;
        this.batches.length = 0;
        this.batches = null;
        super.destroy(options);
    }
}
/**
 * Temporary point to use for containsPoint
 *
 * @static
 * @private
 * @member {PIXI.Point}
 */
Graphics._TEMP_POINT = new Point();