phaser/v3/src/textures/TextureSource.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}
*/
var CONST = require('../const');
var IsPowerOfTwo = require('../math/IsPowerOfTwo');
/**
*
* @class Phaser.TextureSource
* @constructor
* @param {object} source
* @param {number} scaleMode
*/
var TextureSource = function (texture, source)
{
this.texture = texture;
this.image = source;
this.compressionAlgorithm = null;
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = 1;
/**
* The width of the Texture.
*
* @property width
* @type Number
* @readOnly
*/
this.width = source.naturalWidth || source.width || 0;
/**
* The height of the Texture.
*
* @property height
* @type Number
* @readOnly
*/
this.height = source.naturalHeight || source.height || 0;
/**
* The scale mode to apply when scaling this texture.
* NEAREST or DEFAULT
*
* @property scaleMode
* @type {Number}
* @default Phaser.scaleModes.DEFAULT;
*/
this.scaleMode = CONST.scaleModes.DEFAULT;
// this.scaleMode = CONST.scaleModes.NEAREST;
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
*
* @property premultipliedAlpha
* @type Boolean
* @default true
*/
this.premultipliedAlpha = true;
/**
* 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
* Also the texture must be a power of two size to work
*
* @property mipmap
* @type {Boolean}
*/
this.mipmap = false;
/**
* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
*
* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
* that has children that you do want to render, without causing a batch flush in the process.
*
* @property renderable
* @type Boolean
*/
this.renderable = true;
/**
* @property isPowerOf2
* @type boolean
*/
this.isPowerOf2 = IsPowerOfTwo(this.width, this.height);
/**
* @property glTexture
*/
this.glTexture = null;
/**
* The multi texture batching index number.
* @property glTextureIndex
* @type Number
*/
this.glTextureIndex = 0;
/**
* The timestamp when this texture was last used by the WebGL renderer.
* Can be used to purge out 'dead' textures from GPU memory.
* @property glLastUsed
* @type Number
*/
this.glLastUsed = 0;
/**
* @property glDirty
*/
this.glDirty = true;
};
module.exports = TextureSource;