phaser/3.0.0/merge/renderer/canvas/CanvasRenderer.js
2016-11-22 03:11:33 +00:00

522 lines
15 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Canvas based renderer.
*
* @class Phaser.Renderer.Canvas
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Renderer.Canvas = function (game)
{
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
this.type = Phaser.CANVAS;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = game.clearBeforeRender;
this.dirtyRender = false;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = false;
/**
* The width of the canvas view
*
* @property width
* @type Number
* @default 800
*/
this.width = game.width * game.resolution;
/**
* The height of the canvas view
*
* @property height
* @type Number
* @default 600
*/
this.height = game.height * game.resolution;
/**
* The canvas element that everything is drawn to.
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* The canvas 2d context that everything is drawn with
* @property context
* @type CanvasRenderingContext2D
*/
this.context = this.view.getContext('2d', { alpha: true });
this.smoothProperty = Phaser.Canvas.getSmoothingPrefix(this.context);
this.roundPixels = false;
var so = 'source-over';
this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
this.currentAlpha = 1;
this.currentBlendMode = 0;
this.currentScaleMode = 0;
this.tintMethod = this.tintWithPerPixel;
this.init();
};
Phaser.Renderer.Canvas.GameObjects = {};
Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;
Phaser.Renderer.Canvas.prototype = {
init: function ()
{
// Mixin the renderer functions
for (var renderer in Phaser.Renderer.Canvas.GameObjects)
{
var types = Phaser.Renderer.Canvas.GameObjects[renderer].TYPES;
for (var i = 0; i < types.length; i++)
{
types[i].render = Phaser.Renderer.Canvas.GameObjects[renderer].render;
}
}
if (this.game.device.canUseMultiply)
{
this.tintMethod = this.tintWithMultiply;
this.mapBlendModes();
}
this.resize(this.width, this.height);
},
/**
* Maps Blend modes to Canvas blend modes.
*
* @method mapBlendModes
* @private
*/
mapBlendModes: function ()
{
var modes = Phaser.blendModes;
this.blendModes[modes.MULTIPLY] = 'multiply';
this.blendModes[modes.SCREEN] = 'screen';
this.blendModes[modes.OVERLAY] = 'overlay';
this.blendModes[modes.DARKEN] = 'darken';
this.blendModes[modes.LIGHTEN] = 'lighten';
this.blendModes[modes.COLOR_DODGE] = 'color-dodge';
this.blendModes[modes.COLOR_BURN] = 'color-burn';
this.blendModes[modes.HARD_LIGHT] = 'hard-light';
this.blendModes[modes.SOFT_LIGHT] = 'soft-light';
this.blendModes[modes.DIFFERENCE] = 'difference';
this.blendModes[modes.EXCLUSION] = 'exclusion';
this.blendModes[modes.HUE] = 'hue';
this.blendModes[modes.SATURATION] = 'saturation';
this.blendModes[modes.COLOR] = 'color';
this.blendModes[modes.LUMINOSITY] = 'luminosity';
},
resize: function (width, height)
{
this.width = width * this.game.resolution;
this.height = height * this.game.resolution;
this.view.width = this.width;
this.view.height = this.height;
if (this.autoResize)
{
this.view.style.width = (this.width / this.game.resolution) + 'px';
this.view.style.height = (this.height / this.game.resolution) + 'px';
}
if (this.smoothProperty)
{
this.context[this.smoothProperty] = (this.scaleMode === Phaser.scaleModes.LINEAR);
}
},
/**
* Renders the Phaser.Stage to the canvas view, then iterates through its children.
*
* @method render
* @param stage {Phaser.Stage}
*/
render: function (stage)
{
if (this.dirtyRender && this.game.updates.processed === 0)
{
return;
}
this.context.setTransform(1, 0, 0, 1, 0, 0);
// If the alpha or blend mode didn't change since the last render, then don't set them again
// (saves 2 canvas ops)
if (this.currentAlpha !== 1)
{
this.context.globalAlpha = 1;
}
if (this.currentBlendMode !== 0)
{
this.context.globalCompositeOperation = 'source-over';
}
this.currentBlendMode = 0;
this.currentScaleMode = 0;
this.currentAlpha = 1;
// Add Pre-render hook
// Is this needed any longer?
/*
if (navigator.isCocoonJS && this.view.screencanvas)
{
this.context.fillStyle = "black";
this.context.clear();
}
*/
if (this.clearBeforeRender)
{
this.context.clearRect(0, 0, this.width, this.height);
}
stage.render(this, stage);
// console.log('render stage', this.game.updates.processed);
// Add Post-render hook
},
/**
* This method adds it to the current stack of masks.
*
* @method pushMask
* @param maskData {Object} the maskData that will be pushed
* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
*/
pushMask: function (maskData)
{
this.context.save();
var cacheAlpha = maskData.alpha;
var transform = maskData.worldTransform;
var resolution = this.game.resolution;
this.context.setTransform(
transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution
);
this.applyMask(maskData);
this.context.clip();
maskData.worldAlpha = cacheAlpha;
},
/*
* Renders a graphics mask
*
* @static
* @private
* @method renderGraphicsMask
* @param graphics {Graphics} the graphics which will be used as a mask
* @param context {CanvasRenderingContext2D} the context 2d method of the canvas
*/
applyMask: function (graphics)
{
var len = graphics.graphicsData.length;
if (len === 0)
{
return;
}
var context = this.context;
context.beginPath();
for (var i = 0; i < len; i++)
{
var data = graphics.graphicsData[i];
var shape = data.shape;
switch (data.type)
{
case Phaser.RECTANGLE:
context.rect(shape.x, shape.y, shape.width, shape.height);
context.closePath();
break;
case Phaser.CIRCLE:
context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
context.closePath();
break;
case Phaser.POLYGON:
var points = shape.points;
context.moveTo(points[0], points[1]);
for (var j = 1; j < points.length / 2; j++)
{
context.lineTo(points[j * 2], points[j * 2 + 1]);
}
// If the first and last point are the same close the path - much neater :)
if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])
{
context.closePath();
}
break;
case Phaser.ELLIPSE:
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
var w = shape.width * 2;
var h = shape.height * 2;
var x = shape.x - (w / 2);
var y = shape.y - (h / 2);
var kappa = 0.5522848;
var ox = (w / 2) * kappa; // control point offset horizontal
var oy = (h / 2) * kappa; // control point offset vertical
var xe = x + w; // x-end
var ye = y + h; // y-end
var xm = x + (w / 2); // x-middle
var ym = y + (h / 2); // y-middle
context.moveTo(x, ym);
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
context.closePath();
break;
case Phaser.ROUNDEDRECTANGLE:
var rx = shape.x;
var ry = shape.y;
var width = shape.width;
var height = shape.height;
var radius = shape.radius;
var maxRadius = Math.min(width, height) / 2 | 0;
radius = radius > maxRadius ? maxRadius : radius;
context.moveTo(rx, ry + radius);
context.lineTo(rx, ry + height - radius);
context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
context.lineTo(rx + width - radius, ry + height);
context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
context.lineTo(rx + width, ry + radius);
context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
context.lineTo(rx + radius, ry);
context.quadraticCurveTo(rx, ry, rx, ry + radius);
context.closePath();
break;
}
}
},
popMask: function ()
{
this.context.restore();
},
/**
* Basically this method just needs a sprite and a color and tints the sprite with the given color.
*
* @method getTintedTexture
* @static
* @param sprite {Sprite} the sprite to tint
* @param color {Number} the color to use to tint the sprite with
* @return {HTMLCanvasElement} The tinted canvas
*/
getTintedTexture: function (sprite, color)
{
var canvas = sprite.tintedTexture || Phaser.CanvasPool.create(sprite);
this.tintMethod(sprite.texture, color, canvas);
return canvas;
},
/**
* Tint a texture using the "multiply" operation.
*
* @method tintWithMultiply
* @static
* @param texture {Texture} the texture to tint
* @param color {Number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
tintWithMultiply: function (texture, color, canvas)
{
var context = canvas.getContext('2d');
var crop = texture.crop;
var w = crop.width;
var h = crop.height;
if (texture.rotated)
{
w = h;
h = crop.width;
}
if (canvas.width !== w || canvas.height !== h)
{
canvas.width = w;
canvas.height = h;
}
context.clearRect(0, 0, w, h);
context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);
context.fillRect(0, 0, w, h);
context.globalCompositeOperation = 'multiply';
context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
context.globalCompositeOperation = 'destination-atop';
context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
},
/**
* Tint a texture pixel per pixel.
*
* @method tintPerPixel
* @static
* @param texture {Texture} the texture to tint
* @param color {Number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
tintWithPerPixel: function (texture, color, canvas)
{
var context = canvas.getContext('2d');
var crop = texture.crop;
var w = crop.width;
var h = crop.height;
if (texture.rotated)
{
w = h;
h = crop.width;
}
if (canvas.width !== w || canvas.height !== h)
{
canvas.width = w;
canvas.height = h;
}
context.globalCompositeOperation = 'copy';
context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
var rgbValues = Phaser.Color.hexToRGBArray(color);
var r = rgbValues[0];
var g = rgbValues[1];
var b = rgbValues[2];
var pixelData = context.getImageData(0, 0, w, h);
var pixels = pixelData.data;
for (var i = 0; i < pixels.length; i += 4)
{
pixels[i + 0] *= r;
pixels[i + 1] *= g;
pixels[i + 2] *= b;
if (!PIXI.CanvasTinter.canHandleAlpha)
{
var alpha = pixels[i + 3];
pixels[i + 0] /= 255 / alpha;
pixels[i + 1] /= 255 / alpha;
pixels[i + 2] /= 255 / alpha;
}
}
context.putImageData(pixelData, 0, 0);
},
/**
* Removes everything from the renderer and optionally removes the Canvas DOM element.
*
* @method destroy
* @param [removeView=true] {boolean} Removes the Canvas element from the DOM.
*/
destroy: function ()
{
// CanvasPool
this.view = null;
this.context = null;
this.maskManager = null;
}
};