mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
Callback is now invoked in Image.onload to avoid race conditions.
This commit is contained in:
parent
7c03028534
commit
f5106de6c5
1 changed files with 80 additions and 22 deletions
|
@ -27,14 +27,6 @@ var TextureTintPipeline = require('./pipelines/TextureTintPipeline');
|
|||
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGL Renderer which owns the context.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {object} SnapshotState
|
||||
*
|
||||
* @property {SnapshotCallback} callback - The function to call after the snapshot is taken.
|
||||
* @property {string} type - The type of the image to create.
|
||||
* @property {number} encoder - The image quality, between 0 and 1, for image formats which use lossy compression (such as `image/jpeg`).
|
||||
*/
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* WebGLRenderer is a class that contains the needed functionality to keep the
|
||||
|
@ -212,10 +204,12 @@ var WebGLRenderer = new Class({
|
|||
this.snapshotState = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: 1,
|
||||
height: 1,
|
||||
getPixel: false,
|
||||
callback: null,
|
||||
type: null,
|
||||
encoder: null
|
||||
type: 'image/png',
|
||||
encoder: 0.92
|
||||
};
|
||||
|
||||
// Internal Renderer State (Textures, Framebuffers, Pipelines, Buffers, etc)
|
||||
|
@ -1931,7 +1925,7 @@ var WebGLRenderer = new Class({
|
|||
|
||||
if (state.callback)
|
||||
{
|
||||
state.callback(WebGLSnapshot(this.canvas, state));
|
||||
WebGLSnapshot(this.canvas, state);
|
||||
|
||||
state.callback = null;
|
||||
}
|
||||
|
@ -1945,36 +1939,100 @@ var WebGLRenderer = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* Schedules a snapshot to be taken after the current frame is rendered.
|
||||
* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
|
||||
*
|
||||
* To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`.
|
||||
*
|
||||
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
|
||||
* calling this method will override it.
|
||||
*
|
||||
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
|
||||
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
|
||||
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
|
||||
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshot
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {SnapshotCallback} callback - Function to invoke after the snapshot is created.
|
||||
* @param {string} type - The format of the image to create, usually `image/png`.
|
||||
* @param {number} encoderOptions - The image quality, between 0 and 1, to use for image formats with lossy compression (such as `image/jpeg`).
|
||||
* @param {SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
|
||||
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
|
||||
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
|
||||
*
|
||||
* @return {Phaser.Renderer.WebGL.WebGLRenderer} This WebGL Renderer.
|
||||
* @return {this} This WebGL Renderer.
|
||||
*/
|
||||
snapshot: function (callback, type, encoderOptions)
|
||||
{
|
||||
return this.snapshotArea(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight, callback, type, encoderOptions);
|
||||
},
|
||||
|
||||
/**
|
||||
* Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
|
||||
*
|
||||
* To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`.
|
||||
*
|
||||
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
|
||||
* calling this method will override it.
|
||||
*
|
||||
* Snapshots work by using the WebGL `readPixels` feature to grab every pixel from the frame buffer into an ArrayBufferView.
|
||||
* It then parses this, copying the contents to a temporary Canvas and finally creating an Image object from it,
|
||||
* which is the image returned to the callback provided. All in all, this is a computationally expensive and blocking process,
|
||||
* which gets more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotArea
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {integer} x - The x coordinate to grab from.
|
||||
* @param {integer} y - The y coordinate to grab from.
|
||||
* @param {integer} width - The width of the area to grab.
|
||||
* @param {integer} height - The height of the area to grab.
|
||||
* @param {SnapshotCallback} callback - The Function to invoke after the snapshot image is created.
|
||||
* @param {string} [type='image/png'] - The format of the image to create, usually `image/png` or `image/jpeg`.
|
||||
* @param {number} [encoderOptions=0.92] - The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.
|
||||
*
|
||||
* @return {this} This WebGL Renderer.
|
||||
*/
|
||||
snapshotArea: function (x, y, width, height, callback, type, encoderOptions)
|
||||
{
|
||||
var state = this.snapshotState;
|
||||
|
||||
state.callback = callback;
|
||||
state.type = type;
|
||||
state.encoder = encoderOptions;
|
||||
state.getPixel = false;
|
||||
state.x = x;
|
||||
state.y = y;
|
||||
state.width = Math.min(width, this.gl.drawingBufferWidth);
|
||||
state.height = Math.min(height, this.gl.drawingBufferHeight);
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
getPixel: function (x, y, callback)
|
||||
/**
|
||||
* Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
|
||||
*
|
||||
* To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`.
|
||||
*
|
||||
* Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then
|
||||
* calling this method will override it.
|
||||
*
|
||||
* Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for
|
||||
* the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
|
||||
* using less memory.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.WebGLRenderer#snapshotPixel
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {integer} x - The x coordinate of the pixel to get.
|
||||
* @param {integer} y - The y coordinate of the pixel to get.
|
||||
* @param {SnapshotCallback} callback - The Function to invoke after the snapshot pixel data is extracted.
|
||||
*
|
||||
* @return {this} This WebGL Renderer.
|
||||
*/
|
||||
snapshotPixel: function (x, y, callback)
|
||||
{
|
||||
var state = this.snapshotState;
|
||||
this.snapshotArea(x, y, 1, 1, callback);
|
||||
|
||||
state.x = x;
|
||||
state.y = y;
|
||||
state.getPixel = true;
|
||||
state.callback = callback;
|
||||
this.snapshotState.getPixel = true;
|
||||
|
||||
return this;
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue