phaser/src/gameobjects/RenderTexture.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @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.
*
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* @class Phaser.RenderTexture
* @constructor
* @extends PIXI.Texture
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* @param {Phaser.Game} game - Current game instance.
* @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.
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*/
Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution, renderer, textureUnit) {
if (width === undefined) { width = 100; }
if (height === undefined) { height = 100; }
if (key === undefined) { key = ''; }
if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
if (resolution === undefined) { resolution = 1; }
if (renderer === undefined) { renderer = PIXI.defaultRenderer; }
if (textureUnit === undefined) { textureUnit = 0; }
/**
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* @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;
/**
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* @property {number} type - Base Phaser object type.
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*/
this.type = Phaser.RENDERTEXTURE;
/**
* @property {Phaser.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.
* @private
*/
this._tempMatrix = new Phaser.Matrix();
this.width = width;
this.height = height;
this.resolution = resolution;
this.frame = new Phaser.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
this.crop = this.frame.clone();
/**
* 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;
this.baseTexture.hasLoaded = true;
PIXI.Texture.call(this, this.baseTexture, this.frame.clone());
/**
* 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;
if (this.renderer.type === Phaser.WEBGL)
{
var gl = this.renderer.gl;
this.baseTexture.textureIndex = textureUnit;
this.baseTexture._dirty[gl.id] = false;
this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode, textureUnit);
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
this.projection = new Phaser.Point(this.width * 0.5, -this.height * 0.5);
}
else
{
this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
this.baseTexture.source = this.textureBuffer.canvas;
}
/**
* @property valid
* @type Boolean
*/
this.valid = true;
this.tempMatrix = new Phaser.Matrix();
this._updateUvs();
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};
Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.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 === Phaser.WEBGL)
{
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 === Phaser.WEBGL)
{
this._renderWebGL(displayObject, this._tempMatrix, clear);
}
else
{
this._renderCanvas(displayObject, this._tempMatrix, clear);
}
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};
/**
* 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 (matrix === undefined || matrix === null)
{
this._tempMatrix.copyFrom(displayObject.worldTransform);
}
else
{
this._tempMatrix.copyFrom(matrix);
}
if (this.renderer.type === Phaser.WEBGL)
{
this._renderWebGL(displayObject, this._tempMatrix, clear);
}
else
{
this._renderCanvas(displayObject, this._tempMatrix, clear);
}
};
/**
* Resizes the RenderTexture.
*
* @method Phaser.RenderTexture.prototype.resize
* @param {number} width - The width to resize to.
* @param {number} height - The height to resize to.
* @param {boolean} updateBase - Should the baseTexture.width and height values be resized as well?
*/
Phaser.RenderTexture.prototype.resize = function (width, height, updateBase) {
if (width === this.width && height === this.height)
{
return;
}
this.valid = (width > 0 && height > 0);
this.width = width;
this.height = height;
this.frame.width = this.crop.width = width * this.resolution;
this.frame.height = this.crop.height = height * this.resolution;
if (updateBase)
{
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
}
if (this.renderer.type === Phaser.WEBGL)
{
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
}
if (!this.valid)
{
return;
}
this.textureBuffer.resize(this.width, this.height);
};
/**
* Clears the RenderTexture.
*
* @method Phaser.RenderTexture.prototype.clear
*/
Phaser.RenderTexture.prototype.clear = function () {
if (!this.valid)
{
return;
}
if (this.renderer.type === Phaser.WEBGL)
{
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
}
this.textureBuffer.clear();
};
/**
* This function will draw the display object to the texture.
*
* @private
* @method Phaser.RenderTexture.prototype._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
*/
Phaser.RenderTexture.prototype._renderWebGL = function (displayObject, matrix, clear) {
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// 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();
wt.translate(0, this.projection.y * 2);
if (matrix)
{
wt.append(matrix);
}
wt.scale(1, -1);
// Time to update all the children of the displayObject with the new matrix.
for (var i = 0; i < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
// Time for the webGL fun stuff!
var gl = this.renderer.gl;
gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
if (clear)
{
this.textureBuffer.clear();
}
this.renderer.spriteBatch.dirty = true;
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
this.renderer.spriteBatch.dirty = true;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
/**
* This function will draw the display object to the texture.
*
* @private
* @method Phaser.RenderTexture.prototype._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
*/
Phaser.RenderTexture.prototype._renderCanvas = function (displayObject, matrix, clear) {
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// 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);
}
// 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 < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
if (clear)
{
this.textureBuffer.clear();
}
var realResolution = this.renderer.resolution;
this.renderer.resolution = this.resolution;
this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
this.renderer.resolution = realResolution;
};
/**
* Will return a HTML Image of the texture
*
* @method Phaser.RenderTexture.prototype.getImage
* @return {Image}
*/
Phaser.RenderTexture.prototype.getImage = function () {
var image = new Image();
image.src = this.getBase64();
return image;
};
/**
* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
*
* @method Phaser.RenderTexture.prototype.getBase64
* @return {String} A base64 encoded string of the texture.
*/
Phaser.RenderTexture.prototype.getBase64 = function () {
return this.getCanvas().toDataURL();
};
/**
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
*
* @method Phaser.RenderTexture.prototype.getCanvas
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
Phaser.RenderTexture.prototype.getCanvas = function () {
if (this.renderer.type === Phaser.WEBGL)
{
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;
}
else
{
return this.textureBuffer.canvas;
}
};