phaser/src/textures/TextureManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Textures are managed by the global TextureManager. This is a singleton class that is
* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
*
* Sprites and other Game Objects get the texture data they need from the TextureManager.
*
* Access it via `state.textures`.
*
* @class Phaser.TextureManager
* @constructor
* @param {Phaser.Game} game
*/
Phaser.TextureManager = function (game)
{
this.game = game;
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this.list = {};
this.parsers = {
Image: Phaser.TextureManager.Parsers.Image,
Canvas: Phaser.TextureManager.Parsers.Canvas,
JSONArray: Phaser.TextureManager.Parsers.JSONArray,
JSONHash: Phaser.TextureManager.Parsers.JSONHash,
StarlingXML: Phaser.TextureManager.Parsers.StarlingXML,
Pyxel: Phaser.TextureManager.Parsers.Pyxel,
SpriteSheet: Phaser.TextureManager.Parsers.SpriteSheet
};
};
Phaser.TextureManager.prototype.constructor = Phaser.TextureManager;
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// Where the different parsers hook themselves
Phaser.TextureManager.Parsers = {};
Phaser.TextureManager.prototype = {
addImage: function (key, source)
{
var texture = this.create(key, source);
this.parsers.Image(texture, 0);
return texture;
},
addCanvas: function (key, source)
{
var texture = this.create(key, source);
this.parsers.Canvas(texture, 0);
return texture;
},
addAtlasJSONArray: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
this.parsers.JSONArray(texture, i, data[i]);
}
}
else
{
this.parsers.JSONArray(texture, 0, data);
}
return texture;
},
addAtlasJSONHash: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
this.parsers.JSONHash(texture, i, data[i]);
}
}
else
{
this.parsers.JSONHash(texture, 0, data);
}
return texture;
},
addSpriteSheet: function (key, source, frameWidth, frameHeight, startFrame, endFrame, margin, spacing)
{
var texture = this.create(key, source);
var width = texture.source[0].width;
var height = texture.source[0].height;
this.parsers.SpriteSheet(texture, 0, 0, 0, width, height, frameWidth, frameHeight, startFrame, endFrame, margin, spacing);
return texture;
},
/*
addAtlasStarlingXML: function (key, source, data)
{
var texture = this.create(key, source);
return Phaser.TextureManager.Parsers.StarlingXML(texture, data);
},
addAtlasPyxel: function (key, source, data)
{
var texture = this.create(key, source);
return Phaser.TextureManager.Parsers.Pyxel(texture, data);
},
*/
create: function (key, source)
{
var texture = new Phaser.Texture(this, key, source);
this.list[key] = texture;
return texture;
},
exists: function (key)
{
return (this.list.hasOwnProperty(key));
},
get: function (key)
{
if (this.list[key])
{
return this.list[key];
}
},
getFrame: function (key, frame)
{
if (this.list[key])
{
return this.list[key].get(frame);
}
},
/**
* Passes all Textures to the given callback.
*
* @method each
* @param {function} callback - The function to call.
* @param {object} [thisArg] - Value to use as `this` when executing callback.
* @param {...*} [arguments] - Additional arguments that will be passed to the callback, after the child.
*/
each: function (callback, thisArg)
{
var args = [ null ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var texture in this.list)
{
args[0] = this.list[texture];
callback.apply(thisArg, args);
}
},
/**
* TODO: This should move to the WebGL Renderer class.
*
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* A texture is still 100% usable and will simply be re-uploaded if there is a sprite on screen that is using it.
*
* @method unloadFromGPU
*/
unloadFromGPU: function ()
{
this.dirty();
// delete the webGL textures if any.
for (var i = this._glTextures.length - 1; i >= 0; i--)
{
var glTexture = this._glTextures[i];
var gl = PIXI.glContexts[i];
if (gl && glTexture)
{
gl.deleteTexture(glTexture);
}
}
this._glTextures.length = 0;
this.dirty();
},
/**
* TODO: This should move to the WebGL Renderer class.
*
* Updates and Creates a WebGL texture for the renderers context.
*
* @method updateTexture
* @param texture {Texture} the texture to update
* @return {boolean} True if the texture was successfully bound, otherwise false.
*/
loadToGPU: function (texture)
{
if (!texture.hasLoaded)
{
return false;
}
if (texture.source.compressionAlgorithm)
{
return this.updateCompressedTexture(texture);
}
var gl = this.gl;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
}
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
texture._dirty[gl.id] = false;
// return texture._glTextures[gl.id];
return true;
}
};