phaser/src/gameobjects/RenderTexture.js

154 lines
5.9 KiB
JavaScript
Raw Normal View History

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