/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * @class FilterTexture * @constructor * @param gl {WebGLContext} the current WebGL drawing context * @param width {Number} the horizontal range of the filter * @param height {Number} the vertical range of the filter * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ PIXI.FilterTexture = function(gl, width, height, scaleMode) { /** * @property gl * @type WebGLContext */ this.gl = gl; // next time to create a frame buffer and texture /** * @property frameBuffer * @type Any */ this.frameBuffer = gl.createFramebuffer(); /** * @property texture * @type Any */ this.texture = gl.createTexture(); /** * @property scaleMode * @type Number */ scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); 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); gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0); // required for masking a mask?? this.renderBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer); this.resize(width, height); }; PIXI.FilterTexture.prototype.constructor = PIXI.FilterTexture; /** * Clears the filter texture. * * @method clear */ PIXI.FilterTexture.prototype.clear = function() { var gl = this.gl; gl.clearColor(0,0,0, 0); gl.clear(gl.COLOR_BUFFER_BIT); }; /** * Resizes the texture to the specified width and height * * @method resize * @param width {Number} the new width of the texture * @param height {Number} the new height of the texture */ PIXI.FilterTexture.prototype.resize = function(width, height) { if(this.width === width && this.height === height) return; this.width = width; this.height = height; var gl = this.gl; gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width , height , 0, gl.RGBA, gl.UNSIGNED_BYTE, null); // update the stencil buffer width and height gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width , height ); }; /** * Destroys the filter texture. * * @method destroy */ PIXI.FilterTexture.prototype.destroy = function() { var gl = this.gl; gl.deleteFramebuffer( this.frameBuffer ); gl.deleteTexture( this.texture ); this.frameBuffer = null; this.texture = null; };