2013-10-01 12:54:29 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2015-02-25 03:36:23 +00:00
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* @copyright 2015 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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2014-07-31 12:39:12 +00:00
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and
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* render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.
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*
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2013-10-01 12:54:29 +00:00
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* @class Phaser.RenderTexture
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* @constructor
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2014-09-16 16:35:08 +00:00
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* @extends PIXI.RenderTexture
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2013-10-01 12:54:29 +00:00
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* @param {Phaser.Game} game - Current game instance.
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2014-02-07 06:25:28 +00:00
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* @param {string} key - Internal Phaser reference key for the render texture.
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* @param {number} [width=100] - The width of the render texture.
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* @param {number} [height=100] - The height of the render texture.
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2014-05-15 14:32:59 +00:00
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* @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.
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* @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.
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2014-10-22 20:20:38 +00:00
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* @param {number} [resolution=1] - The resolution of the texture being generated.
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2013-10-01 12:54:29 +00:00
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*/
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2014-10-22 20:20:38 +00:00
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Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution) {
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2014-05-15 14:32:59 +00:00
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2015-07-22 09:37:15 +00:00
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if (key === undefined) { key = ''; }
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if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
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if (resolution === undefined) { resolution = 1; }
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2013-09-10 00:26:50 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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2014-03-23 07:59:28 +00:00
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* @property {Phaser.Game} game - A reference to the currently running game.
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2013-11-25 03:13:04 +00:00
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*/
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this.game = game;
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2013-09-10 00:26:50 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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2014-02-07 06:25:28 +00:00
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* @property {string} key - The key of the RenderTexture in the Cache, if stored there.
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2013-11-25 03:13:04 +00:00
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*/
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2014-02-07 06:25:28 +00:00
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this.key = key;
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2013-09-10 00:26:50 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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2014-03-23 07:59:28 +00:00
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* @property {number} type - Base Phaser object type.
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2013-10-01 12:54:29 +00:00
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*/
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2013-11-25 03:13:04 +00:00
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this.type = Phaser.RENDERTEXTURE;
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2014-02-21 13:44:39 +00:00
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/**
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2015-04-17 02:22:07 +00:00
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* @property {PIXI.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.
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* @private
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2014-02-21 13:44:39 +00:00
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*/
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2015-04-17 02:22:07 +00:00
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this._tempMatrix = new PIXI.Matrix();
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2014-02-21 13:44:39 +00:00
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2014-10-22 20:20:38 +00:00
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PIXI.RenderTexture.call(this, width, height, this.game.renderer, scaleMode, resolution);
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this.render = Phaser.RenderTexture.prototype.render;
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2014-03-23 07:59:28 +00:00
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2013-09-10 00:26:50 +00:00
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};
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2014-02-07 02:31:29 +00:00
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Phaser.RenderTexture.prototype = Object.create(PIXI.RenderTexture.prototype);
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Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
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2014-02-21 13:44:39 +00:00
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/**
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2015-04-17 02:22:07 +00:00
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* This function will draw the display object to the RenderTexture at the given coordinates.
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*
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* When the display object is drawn it takes into account scale and rotation.
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*
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* If you don't want those then use RenderTexture.renderRawXY instead.
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2014-02-21 13:44:39 +00:00
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*
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* @method Phaser.RenderTexture.prototype.renderXY
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2015-04-17 02:22:07 +00:00
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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2014-02-21 13:44:39 +00:00
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* @param {number} x - The x position to render the object at.
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* @param {number} y - The y position to render the object at.
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2015-04-17 02:22:07 +00:00
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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2014-02-21 13:44:39 +00:00
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*/
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Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear) {
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2015-04-17 02:22:07 +00:00
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displayObject.updateTransform();
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this._tempMatrix.copyFrom(displayObject.worldTransform);
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this._tempMatrix.tx = x;
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this._tempMatrix.ty = y;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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this.renderWebGL(displayObject, this._tempMatrix, clear);
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}
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else
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{
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this.renderCanvas(displayObject, this._tempMatrix, clear);
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}
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};
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/**
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* This function will draw the display object to the RenderTexture at the given coordinates.
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*
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* When the display object is drawn it doesn't take into account scale, rotation or translation.
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*
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* If you need those then use RenderTexture.renderXY instead.
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*
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* @method Phaser.RenderTexture.prototype.renderRawXY
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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* @param {number} x - The x position to render the object at.
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* @param {number} y - The y position to render the object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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*/
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Phaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clear) {
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this._tempMatrix.identity().translate(x, y);
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2014-02-21 13:44:39 +00:00
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2014-10-22 20:20:38 +00:00
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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2015-04-17 02:22:07 +00:00
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this.renderWebGL(displayObject, this._tempMatrix, clear);
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2014-10-22 20:20:38 +00:00
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}
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else
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{
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2015-04-17 02:22:07 +00:00
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this.renderCanvas(displayObject, this._tempMatrix, clear);
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2014-10-22 20:20:38 +00:00
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}
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2014-02-21 13:44:39 +00:00
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2014-03-23 08:40:24 +00:00
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};
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2014-02-21 13:44:39 +00:00
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/**
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2015-04-17 02:22:07 +00:00
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* This function will draw the display object to the RenderTexture.
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*
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* In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.
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* This is now a Matrix allowing you much more control over how the Display Object is rendered.
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* If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
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*
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* If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
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* pass `null`, leave it undefined or pass `displayObject.worldTransform` as the matrix value.
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2014-02-21 13:44:39 +00:00
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*
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* @method Phaser.RenderTexture.prototype.render
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2015-04-17 02:22:07 +00:00
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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* @param {Phaser.Matrix} [matrix] - Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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2014-02-21 13:44:39 +00:00
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*/
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2015-04-17 02:22:07 +00:00
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Phaser.RenderTexture.prototype.render = function (displayObject, matrix, clear) {
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2014-02-21 13:44:39 +00:00
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2015-07-22 09:37:15 +00:00
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if (matrix === undefined || matrix === null)
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2015-04-17 02:22:07 +00:00
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{
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this._tempMatrix.copyFrom(displayObject.worldTransform);
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}
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else
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{
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this._tempMatrix.copyFrom(matrix);
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}
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2014-10-22 20:20:38 +00:00
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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2015-04-17 02:22:07 +00:00
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this.renderWebGL(displayObject, this._tempMatrix, clear);
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2014-10-22 20:20:38 +00:00
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}
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else
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{
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2015-04-17 02:22:07 +00:00
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this.renderCanvas(displayObject, this._tempMatrix, clear);
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2014-10-22 20:20:38 +00:00
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}
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};
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