2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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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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2018-04-23 22:41:05 +00:00
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var CanvasPool = require('../display/canvas/CanvasPool');
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2017-07-04 12:23:58 +00:00
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var Class = require('../utils/Class');
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2016-12-08 16:21:16 +00:00
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var IsSizePowerOfTwo = require('../math/pow2/IsSizePowerOfTwo');
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2017-07-04 12:23:58 +00:00
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var ScaleModes = require('../renderer/ScaleModes');
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2016-12-06 16:18:28 +00:00
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2018-02-08 04:01:44 +00:00
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/**
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* @classdesc
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* A Texture Source is the encapsulation of the actual source data for a Texture.
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* This is typically an Image Element, loaded from the file system or network, or a Canvas Element.
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*
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* A Texture can contain multiple Texture Sources, which only happens when a multi-atlas is loaded.
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*
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* @class TextureSource
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* @memberOf Phaser.Textures
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Textures.Texture} texture - The Texture this TextureSource belongs to.
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2018-04-18 12:34:22 +00:00
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* @param {(HTMLImageElement|HTMLCanvasElement)} source - The source image data.
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2018-02-08 04:01:44 +00:00
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* @param {integer} [width] - Optional width of the source image. If not given it's derived from the source itself.
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* @param {integer} [height] - Optional height of the source image. If not given it's derived from the source itself.
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*/
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2017-07-04 12:23:58 +00:00
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var TextureSource = new Class({
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2016-12-06 16:18:28 +00:00
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2017-07-04 12:23:58 +00:00
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initialize:
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2017-06-07 23:12:22 +00:00
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2017-07-04 12:23:58 +00:00
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function TextureSource (texture, source, width, height)
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{
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2017-09-13 20:54:32 +00:00
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var game = texture.manager.game;
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2018-04-23 17:37:30 +00:00
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/**
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* The Texture this TextureSource belongs to.
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*
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* @name Phaser.Textures.TextureSource#renderer
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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2018-05-04 17:51:02 +00:00
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* @since 3.7.0
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2018-04-23 17:37:30 +00:00
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*/
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this.renderer = game.renderer;
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2018-02-08 04:01:44 +00:00
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/**
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* The Texture this TextureSource belongs to.
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*
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* @name Phaser.Textures.TextureSource#texture
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* @type {string}
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.texture = texture;
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2018-02-08 04:01:44 +00:00
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/**
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* The source image data. This is either an Image Element, or a Canvas Element.
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*
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* @name Phaser.Textures.TextureSource#image
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2018-03-20 15:10:19 +00:00
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* @type {(HTMLImageElement|HTMLCanvasElement)}
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2018-02-08 04:01:44 +00:00
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.image = source;
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2018-02-08 04:01:44 +00:00
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/**
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* Currently un-used.
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*
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* @name Phaser.Textures.TextureSource#compressionAlgorithm
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* @type {integer}
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* @default null
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.compressionAlgorithm = null;
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2018-02-08 04:01:44 +00:00
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/**
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* The resolution of the source image.
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*
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* @name Phaser.Textures.TextureSource#resolution
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.resolution = 1;
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2018-02-08 04:01:44 +00:00
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/**
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* The width of the source image. If not specified in the constructor it will check
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* the `naturalWidth` and then `width` properties of the source image.
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*
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* @name Phaser.Textures.TextureSource#width
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* @type {integer}
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.width = width || source.naturalWidth || source.width || 0;
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2018-02-08 04:01:44 +00:00
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/**
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* The height of the source image. If not specified in the constructor it will check
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* the `naturalHeight` and then `height` properties of the source image.
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*
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* @name Phaser.Textures.TextureSource#height
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* @type {integer}
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.height = height || source.naturalHeight || source.height || 0;
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2018-02-08 04:01:44 +00:00
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/**
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* The Scale Mode the image will use when rendering.
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* Either Linear or Nearest.
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*
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* @name Phaser.Textures.TextureSource#scaleMode
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2018-03-19 01:03:17 +00:00
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* @type {number}
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2018-02-08 04:01:44 +00:00
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* @since 3.0.0
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*/
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2017-07-04 12:23:58 +00:00
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this.scaleMode = ScaleModes.DEFAULT;
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2018-02-08 04:01:44 +00:00
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/**
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* Is the source image a Canvas Element?
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*
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* @name Phaser.Textures.TextureSource#isCanvas
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* @type {boolean}
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* @since 3.0.0
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*/
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2017-09-20 23:15:31 +00:00
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this.isCanvas = (source instanceof HTMLCanvasElement);
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2018-02-08 04:01:44 +00:00
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/**
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* Are the source image dimensions a power of two?
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*
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* @name Phaser.Textures.TextureSource#isPowerOf2
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* @type {boolean}
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* @since 3.0.0
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*/
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2017-08-01 12:10:08 +00:00
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this.isPowerOf2 = IsSizePowerOfTwo(this.width, this.height);
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2018-02-08 04:01:44 +00:00
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/**
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* The WebGL Texture of the source image.
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*
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* @name Phaser.Textures.TextureSource#glTexture
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2018-03-19 01:03:17 +00:00
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* @type {?WebGLTexture}
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2018-02-08 04:01:44 +00:00
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* @default null
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* @since 3.0.0
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*/
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2018-01-29 23:38:27 +00:00
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this.glTexture = null;
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2017-09-13 20:54:32 +00:00
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this.init(game);
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},
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2017-07-04 12:23:58 +00:00
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2018-02-08 04:01:44 +00:00
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/**
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* Creates a WebGL Texture, if required, and sets the Texture filter mode.
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*
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* @method Phaser.Textures.TextureSource#init
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - A reference to the Phaser Game instance.
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*/
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2017-09-13 20:54:32 +00:00
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init: function (game)
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{
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2018-05-15 07:51:54 +00:00
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if (this.renderer && this.renderer.gl)
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2017-07-04 12:23:58 +00:00
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{
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2018-04-23 17:37:30 +00:00
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if (this.isCanvas)
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{
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this.glTexture = this.renderer.canvasToTexture(this.image);
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}
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else
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{
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this.glTexture = this.renderer.createTextureFromSource(this.image, this.width, this.height, this.scaleMode);
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}
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2017-07-04 12:23:58 +00:00
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}
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2018-06-27 14:27:16 +00:00
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if (!game.config.antialias)
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2017-07-04 12:23:58 +00:00
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{
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this.setFilter(1);
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}
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},
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2018-02-08 04:01:44 +00:00
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/**
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* Sets the Filter Mode for this Texture.
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*
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* The mode can be either Linear, the default, or Nearest.
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*
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* For pixel-art you should use Nearest.
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*
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* @method Phaser.Textures.TextureSource#setFilter
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* @since 3.0.0
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*
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2018-03-29 15:42:20 +00:00
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* @param {Phaser.Textures.FilterMode} filterMode - The Filter Mode.
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2018-02-08 04:01:44 +00:00
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*/
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2017-07-04 12:23:58 +00:00
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setFilter: function (filterMode)
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2017-05-20 01:16:45 +00:00
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{
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2018-04-23 17:37:30 +00:00
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if (this.renderer.gl)
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{
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this.renderer.setTextureFilter(this.glTexture, filterMode);
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}
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},
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2017-07-04 12:23:58 +00:00
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2018-04-23 17:37:30 +00:00
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/**
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* If this TextureSource is backed by a Canvas and is running under WebGL,
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* it updates the WebGLTexture using the canvas data.
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*
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* @method Phaser.Textures.TextureSource#update
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2018-05-04 17:51:02 +00:00
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* @since 3.7.0
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2018-04-23 17:37:30 +00:00
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*/
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update: function ()
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{
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if (this.renderer.gl && this.isCanvas)
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2017-07-04 12:23:58 +00:00
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{
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2018-04-23 17:37:30 +00:00
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this.renderer.canvasToTexture(this.image, this.glTexture);
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2017-07-04 12:23:58 +00:00
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}
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2018-01-31 03:38:10 +00:00
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},
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2018-02-08 04:01:44 +00:00
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/**
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2018-04-23 17:37:30 +00:00
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* Destroys this Texture Source and nulls the references.
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2018-02-08 04:01:44 +00:00
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*
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* @method Phaser.Textures.TextureSource#destroy
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* @since 3.0.0
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*/
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2018-01-31 03:38:10 +00:00
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destroy: function ()
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{
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2018-04-23 17:37:30 +00:00
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if (this.glTexture)
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{
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this.renderer.deleteTexture(this.glTexture);
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}
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2018-01-31 03:38:10 +00:00
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2018-04-23 22:41:05 +00:00
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if (this.isCanvas)
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{
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CanvasPool.remove(this.image);
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}
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2018-04-23 17:37:30 +00:00
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this.renderer = null;
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this.texture = null;
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2018-01-31 03:38:10 +00:00
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this.image = null;
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2017-05-20 01:16:45 +00:00
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}
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2017-07-04 12:23:58 +00:00
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});
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2017-05-20 01:16:45 +00:00
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2016-12-06 16:18:28 +00:00
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module.exports = TextureSource;
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