2016-12-06 16:18:28 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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2017-01-20 18:51:20 +00:00
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var CONST = require('../const');
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2017-01-18 14:48:02 +00:00
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var ScaleModes = require('../renderer/ScaleModes');
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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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2017-01-20 18:51:20 +00:00
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var CreateTexture2DFromSource = require('../renderer/webgl/utils/texture/CreateTexture2DFromSource');
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2016-12-06 16:18:28 +00:00
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/**
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*
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* @class Phaser.TextureSource
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* @constructor
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* @param {object} source
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* @param {number} scaleMode
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*/
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var TextureSource = function (texture, source)
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{
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this.texture = texture;
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this.image = source;
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this.compressionAlgorithm = null;
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/**
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* The Resolution of the texture.
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*
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* @property resolution
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* @type Number
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*/
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this.resolution = 1;
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/**
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* The width of the Texture.
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*
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* @property width
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* @type Number
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* @readOnly
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*/
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this.width = source.naturalWidth || source.width || 0;
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/**
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* The height of the Texture.
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*
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* @property height
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* @type Number
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* @readOnly
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*/
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this.height = source.naturalHeight || source.height || 0;
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/**
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* The scale mode to apply when scaling this texture.
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* NEAREST or DEFAULT
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*
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* @property scaleMode
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* @type {Number}
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* @default Phaser.scaleModes.DEFAULT;
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*/
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2017-01-18 14:48:02 +00:00
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this.scaleMode = ScaleModes.DEFAULT;
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2016-12-06 16:18:28 +00:00
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/**
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* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
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*
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* @property premultipliedAlpha
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* @type Boolean
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* @default true
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*/
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this.premultipliedAlpha = true;
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/**
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* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
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* Also the texture must be a power of two size to work
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*
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2017-01-20 18:51:20 +00:00
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* @property mipmapLevel
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* @type {integer}
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2016-12-06 16:18:28 +00:00
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*/
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2017-01-20 18:51:20 +00:00
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this.mipmapLevel = 0;
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2016-12-06 16:18:28 +00:00
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/**
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* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
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*
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* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
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* that has children that you do want to render, without causing a batch flush in the process.
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*
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* @property renderable
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* @type Boolean
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*/
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this.renderable = true;
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/**
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* @property isPowerOf2
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* @type boolean
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*/
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2016-12-08 16:21:16 +00:00
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this.isPowerOf2 = IsSizePowerOfTwo(this.width, this.height);
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2016-12-06 16:18:28 +00:00
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/**
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* @property glTexture
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*/
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this.glTexture = null;
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/**
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* The multi texture batching index number.
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* @property glTextureIndex
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* @type Number
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*/
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this.glTextureIndex = 0;
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/**
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* The timestamp when this texture was last used by the WebGL renderer.
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* Can be used to purge out 'dead' textures from GPU memory.
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* @property glLastUsed
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* @type Number
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*/
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this.glLastUsed = 0;
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/**
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* @property glDirty
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*/
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this.glDirty = true;
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2017-01-20 18:51:20 +00:00
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var game = texture.manager.game;
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if (game.config.renderType === CONST.WEBGL)
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{
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CreateTexture2DFromSource(game.renderer.gl, this);
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}
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2016-12-06 16:18:28 +00:00
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};
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module.exports = TextureSource;
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