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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2014-12-03 10:39:11 +00:00
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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</ul>
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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<h1 class="page-title">Source: src/pixi/textures/RenderTexture.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
*/
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/**
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* A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.
*
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
*
* A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:
*
* var renderTexture = new PIXI.RenderTexture(800, 600);
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
* sprite.position.x = 800/2;
* sprite.position.y = 600/2;
* sprite.anchor.x = 0.5;
* sprite.anchor.y = 0.5;
* renderTexture.render(sprite);
*
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:
*
* var doc = new PIXI.DisplayObjectContainer();
* doc.addChild(sprite);
* renderTexture.render(doc); // Renders to center of renderTexture
*
* @class RenderTexture
* @extends Texture
* @constructor
* @param width {Number} The width of the render texture
* @param height {Number} The height of the render texture
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param resolution {Number} The resolution of the texture being generated
*/
PIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution)
{
/**
* The with of the render texture
*
* @property width
* @type Number
*/
this.width = width || 100;
/**
* The height of the render texture
*
* @property height
* @type Number
*/
this.height = height || 100;
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = resolution || 1;
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/**
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* The framing rectangle of the render texture
*
* @property frame
* @type Rectangle
*/
this.frame = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
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/**
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* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
*
* @property crop
* @type Rectangle
*/
this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
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/**
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* The base texture object that this texture uses
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
this.baseTexture._glTextures = [];
this.baseTexture.resolution = this.resolution;
this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
this.baseTexture.hasLoaded = true;
PIXI.Texture.call(this,
this.baseTexture,
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new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution)
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);
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/**
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* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
*
* @property renderer
* @type CanvasRenderer|WebGLRenderer
*/
this.renderer = renderer || PIXI.defaultRenderer;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
var gl = this.renderer.gl;
this.baseTexture._dirty[gl.id] = false;
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this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode);
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this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
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this.render = this.renderWebGL;
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this.projection = new PIXI.Point(this.width * 0.5, -this.height * 0.5);
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}
else
{
this.render = this.renderCanvas;
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this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
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this.baseTexture.source = this.textureBuffer.canvas;
}
/**
* @property valid
* @type Boolean
*/
this.valid = true;
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this.tempMatrix = new Phaser.Matrix();
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this._updateUvs();
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};
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PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
/**
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* Resizes the RenderTexture.
*
* @method resize
* @param width {Number} The width to resize to.
* @param height {Number} The height to resize to.
* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
*/
PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
{
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if (width === this.width &amp;&amp; height === this.height)return;
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this.valid = (width > 0 &amp;&amp; height > 0);
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this.width = width;
this.height = height;
this.frame.width = this.crop.width = width * this.resolution;
this.frame.height = this.crop.height = height * this.resolution;
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if (updateBase)
{
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this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
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}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
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this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
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}
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if(!this.valid)return;
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this.textureBuffer.resize(this.width, this.height);
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};
/**
* Clears the RenderTexture.
*
* @method clear
*/
PIXI.RenderTexture.prototype.clear = function()
{
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if (!this.valid)
{
return;
}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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}
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this.textureBuffer.clear();
};
/**
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* This function will draw the display object to the texture.
*
* @method renderWebGL
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
* @private
*/
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear)
{
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if (!this.valid || displayObject.alpha === 0)
{
return;
}
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// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
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var wt = displayObject.worldTransform;
wt.identity();
wt.translate(0, this.projection.y * 2);
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if (matrix)
{
wt.append(matrix);
}
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wt.scale(1, -1);
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// Time to update all the children of the displayObject with the new matrix.
for (var i = 0; i &lt; displayObject.children.length; i++)
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{
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displayObject.children[i].updateTransform();
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}
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// Time for the webGL fun stuff!
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var gl = this.renderer.gl;
gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );
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if (clear)
{
this.textureBuffer.clear();
}
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this.renderer.spriteBatch.dirty = true;
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this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
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this.renderer.spriteBatch.dirty = true;
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};
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/**
* This function will draw the display object to the texture.
*
* @method renderCanvas
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
* @private
*/
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clear)
{
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if (!this.valid || displayObject.alpha === 0)
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{
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return;
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}
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// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
if (matrix)
{
wt.append(matrix);
}
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// Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)
for (var i = 0; i &lt; displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
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if (clear)
{
this.textureBuffer.clear();
}
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var realResolution = this.renderer.resolution;
this.renderer.resolution = this.resolution;
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this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
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this.renderer.resolution = realResolution;
};
/**
* Will return a HTML Image of the texture
*
* @method getImage
* @return {Image}
*/
PIXI.RenderTexture.prototype.getImage = function()
{
var image = new Image();
image.src = this.getBase64();
return image;
};
/**
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* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
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*
* @method getBase64
* @return {String} A base64 encoded string of the texture.
*/
PIXI.RenderTexture.prototype.getBase64 = function()
{
return this.getCanvas().toDataURL();
};
/**
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
*
* @method getCanvas
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
PIXI.RenderTexture.prototype.getCanvas = function()
{
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
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var gl = this.renderer.gl;
var width = this.textureBuffer.width;
var height = this.textureBuffer.height;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var tempCanvas = new PIXI.CanvasBuffer(width, height);
var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
canvasData.data.set(webGLPixels);
tempCanvas.context.putImageData(canvasData, 0, 0);
return tempCanvas.canvas;
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}
else
{
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return this.textureBuffer.canvas;
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}
};
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</pre>
</article>
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