/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Camera = require('../../cameras/2d/Camera'); var CanvasPool = require('../../display/canvas/CanvasPool'); var Class = require('../../utils/Class'); var Components = require('../components'); var CONST = require('../../const'); var GameObject = require('../GameObject'); var Render = require('./RenderTextureRender'); var RenderTextureCanvas = require('./RenderTextureCanvas'); var RenderTextureWebGL = require('./RenderTextureWebGL'); /** * @classdesc * A Render Texture. * * @class RenderTexture * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.2.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.ComputedSize * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {integer} [width=32] - The width of the Render Texture. * @param {integer} [height=32] - The height of the Render Texture. */ var RenderTexture = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.ComputedSize, Components.Depth, Components.Flip, Components.GetBounds, Components.Mask, Components.Origin, Components.Pipeline, Components.ScaleMode, Components.ScrollFactor, Components.Tint, Components.Transform, Components.Visible, Render ], initialize: function RenderTexture (scene, x, y, width, height) { if (width === undefined) { width = 32; } if (height === undefined) { height = 32; } GameObject.call(this, scene, 'RenderTexture'); /** * A reference to either the Canvas or WebGL Renderer that the Game instance is using. * * @name Phaser.GameObjects.RenderTexture#renderer * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} * @since 3.2.0 */ this.renderer = scene.sys.game.renderer; /** * A reference to the Texture Manager. * * @name Phaser.GameObjects.RenderTexture#textureManager * @type {Phaser.Textures.TextureManager} * @since 3.12.0 */ this.textureManager = scene.sys.textures; /** * The tint of the Render Texture when rendered. * * @name Phaser.GameObjects.RenderTexture#globalTint * @type {number} * @default 0xffffff * @since 3.2.0 */ this.globalTint = 0xffffff; /** * The alpha of the Render Texture when rendered. * * @name Phaser.GameObjects.RenderTexture#globalAlpha * @type {number} * @default 1 * @since 3.2.0 */ this.globalAlpha = 1; /** * The HTML Canvas Element that the Render Texture is drawing to. * This is only set if Phaser is running with the Canvas Renderer. * * @name Phaser.GameObjects.RenderTexture#canvas * @type {?HTMLCanvasElement} * @since 3.2.0 */ this.canvas = null; /** * A reference to the Rendering Context belonging to the Canvas Element this Render Texture is drawing to. * This is only set if Phaser is running with the Canvas Renderer. * * @name Phaser.GameObjects.RenderTexture#context * @type {?CanvasRenderingContext2D} * @since 3.2.0 */ this.context = null; /** * A reference to the GL Frame Buffer this Render Texture is drawing to. * This is only set if Phaser is running with the WebGL Renderer. * * @name Phaser.GameObjects.RenderTexture#framebuffer * @type {?WebGLFramebuffer} * @since 3.2.0 */ this.framebuffer = null; this.camera = new Camera(0, 0, width, height); this.camera.setScene(scene); // this.currentMatrix = new Components.TransformMatrix(); if (this.renderer.type === CONST.WEBGL) { var gl = this.renderer.gl; this.gl = gl; this.fill = RenderTextureWebGL.fill; this.clear = RenderTextureWebGL.clear; this.draw = RenderTextureWebGL.draw; this.drawList = RenderTextureWebGL.drawList; this.drawGameObject = RenderTextureWebGL.drawGameObject; this.drawTexture = RenderTextureWebGL.drawTexture; this.drawFrame = RenderTextureWebGL.drawFrame; this.drawGroup = RenderTextureWebGL.drawGroup; this.texture = this.renderer.createTexture2D(0, gl.NEAREST, gl.NEAREST, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height, false); this.framebuffer = this.renderer.createFramebuffer(width, height, this.texture, false); } else if (this.renderer.type === CONST.CANVAS) { this.fill = RenderTextureCanvas.fill; this.clear = RenderTextureCanvas.clear; this.draw = RenderTextureCanvas.draw; this.canvas = CanvasPool.create2D(this, width, height); this.context = this.canvas.getContext('2d'); } this.setPosition(x, y); this.setSize(width, height); this.initPipeline('TextureTintPipeline'); }, /** * Resizes the Render Texture to the new dimensions given. * * In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture. * In Canvas it will resize the underlying canvas element. * Both approaches will erase everything currently drawn to the Render Texture. * * If the dimensions given are the same as those already being used, calling this method will do nothing. * * @method Phaser.GameObjects.RenderTexture#resize * @since 3.10.0 * * @param {number} width - The new width of the Render Texture. * @param {number} [height] - The new height of the Render Texture. If not specified, will be set the same as the `width`. * * @return {this} This Render Texture. */ resize: function (width, height) { if (height === undefined) { height = width; } if (width !== this.width || height !== this.height) { if (this.canvas) { this.canvas.width = width; this.canvas.height = height; } else { this.renderer.deleteTexture(this.texture); this.renderer.deleteFramebuffer(this.framebuffer); var gl = this.renderer.gl; this.texture = this.renderer.createTexture2D(0, gl.NEAREST, gl.NEAREST, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height, false); this.framebuffer = this.renderer.createFramebuffer(width, height, this.texture, false); } this.setSize(width, height); } return this; }, /** * Set the tint to use when rendering this Render Texture. * * @method Phaser.GameObjects.RenderTexture#setGlobalTint * @since 3.2.0 * * @param {integer} tint - The tint value. * * @return {this} This Render Texture. */ setGlobalTint: function (tint) { this.globalTint = tint; return this; }, /** * Set the alpha to use when rendering this Render Texture. * * @method Phaser.GameObjects.RenderTexture#setGlobalAlpha * @since 3.2.0 * * @param {number} alpha - The alpha value. * * @return {this} This Render Texture. */ setGlobalAlpha: function (alpha) { this.globalAlpha = alpha; return this; }, /** * Internal destroy handler, called as part of the destroy process. * * @method Phaser.GameObjects.RenderTexture#preDestroy * @protected * @since 3.9.0 */ preDestroy: function () { if (this.canvas) { CanvasPool.remove(this.canvas); } if (this.renderer && this.renderer.gl) { this.renderer.deleteTexture(this.texture); this.renderer.deleteFramebuffer(this.framebuffer); } } /** * Fills the Render Texture with the given color. * * @method Phaser.GameObjects.RenderTexture#fill * @since 3.2.0 * * @param {number} rgb - The color to fill the Render Texture with. * * @return {Phaser.GameObjects.RenderTexture} This Game Object. */ /** * Clears the Render Texture. * * @method Phaser.GameObjects.RenderTexture#clear * @since 3.2.0 * * @return {Phaser.GameObjects.RenderTexture} This Game Object. */ /** * Draws a texture frame to the Render Texture at the given position. * * @method Phaser.GameObjects.RenderTexture#draw * @since 3.2.0 * * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {number} x - The x position to draw the frame at. * @param {number} y - The y position to draw the frame at. * * @return {Phaser.GameObjects.RenderTexture} This Game Object. */ }); module.exports = RenderTexture;