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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* @copyright 2013 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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/**
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2013-11-13 06:49:24 +00:00
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it.
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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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* @param {Phaser.Game} game - Current game instance.
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2013-10-25 14:22:45 +00:00
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* @param {string} key - Asset key for the render texture.
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* @param {number} width - the width of the render texture.
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* @param {number} height - the height of the render texture.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-11 01:57:36 +00:00
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Phaser.RenderTexture = function (game, key, width, height) {
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2013-09-10 00:26:50 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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2013-09-10 00:26:50 +00:00
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this.game = game;
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-25 14:22:45 +00:00
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* @property {string} name - the name of the object.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-11 01:57:36 +00:00
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this.name = key;
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2013-11-13 06:49:24 +00:00
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PIXI.EventTarget.call(this);
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2013-09-10 00:26:50 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-25 14:22:45 +00:00
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* @property {number} width - the width.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-10 00:26:50 +00:00
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this.width = width || 100;
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-25 14:22:45 +00:00
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* @property {number} height - the height.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-10 00:26:50 +00:00
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this.height = height || 100;
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2013-10-11 03:42:11 +00:00
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/**
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2013-11-13 06:49:24 +00:00
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* @property {PIXI.mat3} indetityMatrix - Matrix object.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-19 12:33:51 +00:00
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this.indetityMatrix = PIXI.mat3.create();
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2013-09-10 00:26:50 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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2013-11-13 06:49:24 +00:00
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* @property {PIXI.Rectangle} frame - The frame for this texture.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-10 00:26:50 +00:00
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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2013-10-01 12:54:29 +00:00
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/**
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2013-11-13 06:49:24 +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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2013-09-12 20:54:41 +00:00
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this.type = Phaser.RENDERTEXTURE;
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2013-11-13 06:49:24 +00:00
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this._tempPoint = { x: 0, y: 0 };
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2013-09-10 00:26:50 +00:00
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if (PIXI.gl)
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{
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this.initWebGL();
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}
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else
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{
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this.initCanvas();
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}
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};
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2013-11-13 06:49:24 +00:00
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Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
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Phaser.RenderTexture.prototype.constructor = PIXI.RenderTexture;
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/**
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* This function will draw the display object to the texture. If the display object is a Group or has children it will
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* draw all children as well.
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*
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* @method render
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {Phaser.Point} [position] - Where to draw the display object.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.render = function(displayObject, position, clear) {
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if (typeof position === 'undefined') { position = false; }
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if (typeof clear === 'undefined') { clear = false; }
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if (displayObject instanceof Phaser.Group)
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{
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displayObject = displayObject._container;
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}
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if (PIXI.gl)
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{
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this.renderWebGL(displayObject, position, clear);
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}
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else
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{
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this.renderCanvas(displayObject, position, 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 texture at the given x/y coordinates.
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* If the display object is a Group or has children it will draw all children as well.
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*
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* @method renderXY
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* @param {DisplayObject} displayObject - The display object to render this texture on.
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* @param {number} x - The x coordinate to draw the display object at.
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* @param {number} y - The y coordinate to draw the display object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the displayObject is drawn.
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*/
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Phaser.RenderTexture.prototype.renderXY = function(displayObject, x, y, clear) {
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this._tempPoint.x = x;
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this._tempPoint.y = y;
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this.render(displayObject, this._tempPoint, clear);
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}
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/**
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* Initializes the webgl data for this texture
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*
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* @method initWebGL
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* @private
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*/
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Phaser.RenderTexture.prototype.initWebGL = function()
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{
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var gl = PIXI.gl;
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this.glFramebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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this.glFramebuffer.width = this.width;
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this.glFramebuffer.height = this.height;
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this.baseTexture = new PIXI.BaseTexture();
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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this.baseTexture._glTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.baseTexture.isRender = true;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
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// create a projection matrix..
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this.projection = new PIXI.Point(this.width/2 , -this.height/2);
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// set the correct render function..
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// this.render = this.renderWebGL;
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}
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Phaser.RenderTexture.prototype.resize = function(width, height)
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{
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this.width = width;
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this.height = height;
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if(PIXI.gl)
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{
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this.projection.x = this.width/2
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this.projection.y = -this.height/2;
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var gl = PIXI.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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}
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else
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{
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this.frame.width = this.width
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this.frame.height = this.height;
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this.renderer.resize(this.width, this.height);
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}
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}
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/**
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* Initializes the canvas data for this texture
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*
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* @method initCanvas
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* @private
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*/
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Phaser.RenderTexture.prototype.initCanvas = function()
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{
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
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this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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// this.render = this.renderCanvas;
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}
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/**
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* This function will draw the display object to the texture.
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*
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* @method renderWebGL
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
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* @private
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*/
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Phaser.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
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{
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var gl = PIXI.gl;
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// enable the alpha color mask..
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gl.colorMask(true, true, true, true);
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gl.viewport(0, 0, this.width, this.height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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if(clear)
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{
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gl.clearColor(0,0,0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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// THIS WILL MESS WITH HIT TESTING!
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var children = displayObject.children;
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//TODO -? create a new one??? dont think so!
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var originalWorldTransform = displayObject.worldTransform;
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displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
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// modify to flip...
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displayObject.worldTransform[4] = -1;
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displayObject.worldTransform[5] = this.projection.y * -2;
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if(position)
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{
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displayObject.worldTransform[2] = position.x;
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displayObject.worldTransform[5] -= position.y;
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}
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PIXI.visibleCount++;
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displayObject.vcount = PIXI.visibleCount;
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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var renderGroup = displayObject.__renderGroup;
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if(renderGroup)
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{
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if(displayObject == renderGroup.root)
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{
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renderGroup.render(this.projection, this.glFramebuffer);
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}
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else
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{
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renderGroup.renderSpecific(displayObject, this.projection, this.glFramebuffer);
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}
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}
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else
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{
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if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
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this.renderGroup.setRenderable(displayObject);
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this.renderGroup.render(this.projection, this.glFramebuffer);
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}
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displayObject.worldTransform = originalWorldTransform;
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}
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/**
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* This function will draw the display object to the texture.
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*
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* @method renderCanvas
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
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* @private
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*/
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Phaser.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
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{
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var children = displayObject.children;
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displayObject.worldTransform = PIXI.mat3.create();
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if(position)
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{
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displayObject.worldTransform[2] = position.x;
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displayObject.worldTransform[5] = position.y;
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}
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
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this.renderer.renderDisplayObject(displayObject);
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this.renderer.context.setTransform(1,0,0,1,0,0);
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// PIXI.texturesToUpdate.push(this.baseTexture);
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}
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