PixiJS v6 plugin for making smooth shapes using HHAA shader.
This is very early version of the plugin.
Here's how it looks, compared to pixi graphics (antialias=false)
You can find examples in examples
folder, you have to start the local webserver in repo folder to view them.
This is drop-in replacement of PIXI.Graphics
, API is compatible.
import { SmoothGraphics as Graphics } from '@pixi/graphics-smooth';
const graphics = new Graphics();
graphics.moveTo(100, 100);
graphics.lineTo(200, 200);
For lines, native
mode is renamed to scaleMode
, you can ignore scale of element or even set default value for it!
import { SmoothGraphics, LINE_SCALE_MODE, settings } from '@pixi/graphics-smooth';
graphics.lineStyle({ width: 2.0, scaleMode: LINE_SCALE_MODE.NONE }); // now its always 2 independent from scale
//alternatively
settings.LINE_SCALE_MODE = LINE_SCALE_MODE.NONE;
const graphics2 = new SmoothGraphics();
graphics.lineStyle(2.0, 0xffffff, 1.0); //the usual, but scaleMode works by default
settings.LINE_SCALE_MODE = LINE_SCALE_MODE.NORMAL;
graphics.lineStyle(2.0, 0xffffff, 1.0); //its normal again
Note: NONE
was the only option for graphics-smooth <= 0.0.6
. Please update your code if you used early versions!
Fills have a bit of a problem - smoothing works good only on concave objects. It works only on circles and polygons. It is not implemented for rects and rounded rects yet.
graphics.beginFill(0xffffff, 1.0, true); //third param for beginFill
HHAA doesn't work with texture fill yet.
That's what you have to do if you need functions from graphics-extras package:
import { SmoothGraphics } from '@pixi/graphics-smooth';
import { Graphics } from '@pixi/graphics';
import '@pixi/graphics-extras';
Object.assign(SmoothGraphics.prototype, {
drawTorus: Graphics.prototype.drawTorus,
drawChamferRect: Graphics.prototype.drawChamferRect,
drawFilletRect: Graphics.prototype.drawFilletRect,
drawRegularPolygon: Graphics.prototype.drawRegularPolygon,
drawRoundedPolygon: Graphics.prototype.drawRoundedPolygon,
drawStar: Graphics.prototype.drawStar,
});
For UMD:
PIXI.smooth.SmoothGraphics.prototype.drawStar = PIXI.Graphics.prototype.drawStar;
You might notice that for diagonal lines, coverage differs from canvas2d a lot, especially if you do line animations. Solution is easy:
import { settings } from '@pixi/graphics-smooth';
settings.PIXEL_LINE = 1;
It has to be done before first GraphicsSmooth is created.
This setting is disabled by default because it adds extra computations in coverage calculation. It is not researched yet how it will affect performance.
- better AA on fills
- support for line textures
- rope mode for line textures
Currently graphics geometry uses 11 floats per vertex, when original graphics used only 8. Number of vertices also differ, it might use up to 2x of original.
Uniforms are used to store styles depends on (lineWidth * scaleMode, lineAlignment, texture, matrix).
If style buffer is too big (for now its max 24), one more drawcall will spawn.
- support instancing
- support Uniform Buffer Objects
- support batching of multiple graphics elements
npm
npm run build
http-server -c-1
Open examples/simple.html