mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 04:23:30 +00:00
319 lines
10 KiB
JavaScript
319 lines
10 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Camera = require('../../cameras/2d/Camera');
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var CanvasPool = require('../../display/canvas/CanvasPool');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var CONST = require('../../const');
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var GameObject = require('../GameObject');
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var Render = require('./RenderTextureRender');
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var RenderTextureCanvas = require('./RenderTextureCanvas');
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var RenderTextureWebGL = require('./RenderTextureWebGL');
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/**
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* @classdesc
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* A Render Texture.
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*
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* @class RenderTexture
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* @extends Phaser.GameObjects.GameObject
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* @memberOf Phaser.GameObjects
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* @constructor
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* @since 3.2.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScaleMode
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {integer} [width=32] - The width of the Render Texture.
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* @param {integer} [height=32] - The height of the Render Texture.
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*/
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var RenderTexture = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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Components.Pipeline,
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Components.ScaleMode,
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Components.ScrollFactor,
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Components.Tint,
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Components.Transform,
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Components.Visible,
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Render
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],
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initialize:
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function RenderTexture (scene, x, y, width, height)
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{
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if (width === undefined) { width = 32; }
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if (height === undefined) { height = 32; }
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GameObject.call(this, scene, 'RenderTexture');
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/**
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* A reference to either the Canvas or WebGL Renderer that the Game instance is using.
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*
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* @name Phaser.GameObjects.RenderTexture#renderer
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.2.0
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*/
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this.renderer = scene.sys.game.renderer;
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/**
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* A reference to the Texture Manager.
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*
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* @name Phaser.GameObjects.RenderTexture#textureManager
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* @type {Phaser.Textures.TextureManager}
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* @since 3.12.0
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*/
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this.textureManager = scene.sys.textures;
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/**
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* The tint of the Render Texture when rendered.
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*
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* @name Phaser.GameObjects.RenderTexture#globalTint
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* @type {number}
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* @default 0xffffff
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* @since 3.2.0
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*/
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this.globalTint = 0xffffff;
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/**
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* The alpha of the Render Texture when rendered.
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*
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* @name Phaser.GameObjects.RenderTexture#globalAlpha
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* @type {number}
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* @default 1
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* @since 3.2.0
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*/
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this.globalAlpha = 1;
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/**
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* The HTML Canvas Element that the Render Texture is drawing to.
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* This is only set if Phaser is running with the Canvas Renderer.
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*
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* @name Phaser.GameObjects.RenderTexture#canvas
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* @type {?HTMLCanvasElement}
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* @since 3.2.0
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*/
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this.canvas = null;
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/**
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* A reference to the Rendering Context belonging to the Canvas Element this Render Texture is drawing to.
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* This is only set if Phaser is running with the Canvas Renderer.
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*
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* @name Phaser.GameObjects.RenderTexture#context
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* @type {?CanvasRenderingContext2D}
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* @since 3.2.0
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*/
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this.context = null;
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/**
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* A reference to the GL Frame Buffer this Render Texture is drawing to.
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* This is only set if Phaser is running with the WebGL Renderer.
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*
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* @name Phaser.GameObjects.RenderTexture#framebuffer
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* @type {?WebGLFramebuffer}
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* @since 3.2.0
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*/
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this.framebuffer = null;
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this.camera = new Camera(0, 0, width, height);
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this.camera.setScene(scene);
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// this.currentMatrix = new Components.TransformMatrix();
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if (this.renderer.type === CONST.WEBGL)
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{
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var gl = this.renderer.gl;
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this.gl = gl;
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this.fill = RenderTextureWebGL.fill;
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this.clear = RenderTextureWebGL.clear;
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this.draw = RenderTextureWebGL.draw;
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this.drawList = RenderTextureWebGL.drawList;
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this.drawGameObject = RenderTextureWebGL.drawGameObject;
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this.drawTexture = RenderTextureWebGL.drawTexture;
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this.drawFrame = RenderTextureWebGL.drawFrame;
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this.drawGroup = RenderTextureWebGL.drawGroup;
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this.texture = this.renderer.createTexture2D(0, gl.NEAREST, gl.NEAREST, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height, false);
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this.framebuffer = this.renderer.createFramebuffer(width, height, this.texture, false);
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}
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else if (this.renderer.type === CONST.CANVAS)
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{
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this.fill = RenderTextureCanvas.fill;
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this.clear = RenderTextureCanvas.clear;
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this.draw = RenderTextureCanvas.draw;
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this.canvas = CanvasPool.create2D(this, width, height);
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this.context = this.canvas.getContext('2d');
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}
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this.setPosition(x, y);
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this.setSize(width, height);
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this.initPipeline('TextureTintPipeline');
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},
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/**
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* Resizes the Render Texture to the new dimensions given.
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*
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* In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture.
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* In Canvas it will resize the underlying canvas element.
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* Both approaches will erase everything currently drawn to the Render Texture.
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*
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* If the dimensions given are the same as those already being used, calling this method will do nothing.
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*
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* @method Phaser.GameObjects.RenderTexture#resize
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* @since 3.10.0
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*
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* @param {number} width - The new width of the Render Texture.
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* @param {number} [height] - The new height of the Render Texture. If not specified, will be set the same as the `width`.
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*
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* @return {this} This Render Texture.
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*/
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resize: function (width, height)
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{
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if (height === undefined) { height = width; }
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if (width !== this.width || height !== this.height)
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{
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if (this.canvas)
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{
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this.canvas.width = width;
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this.canvas.height = height;
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}
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else
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{
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this.renderer.deleteTexture(this.texture);
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this.renderer.deleteFramebuffer(this.framebuffer);
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var gl = this.renderer.gl;
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this.texture = this.renderer.createTexture2D(0, gl.NEAREST, gl.NEAREST, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height, false);
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this.framebuffer = this.renderer.createFramebuffer(width, height, this.texture, false);
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}
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this.setSize(width, height);
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}
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return this;
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},
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/**
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* Set the tint to use when rendering this Render Texture.
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*
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* @method Phaser.GameObjects.RenderTexture#setGlobalTint
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* @since 3.2.0
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*
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* @param {integer} tint - The tint value.
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*
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* @return {this} This Render Texture.
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*/
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setGlobalTint: function (tint)
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{
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this.globalTint = tint;
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return this;
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},
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/**
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* Set the alpha to use when rendering this Render Texture.
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*
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* @method Phaser.GameObjects.RenderTexture#setGlobalAlpha
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* @since 3.2.0
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*
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* @param {number} alpha - The alpha value.
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*
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* @return {this} This Render Texture.
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*/
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setGlobalAlpha: function (alpha)
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{
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this.globalAlpha = alpha;
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return this;
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},
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/**
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* Internal destroy handler, called as part of the destroy process.
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*
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* @method Phaser.GameObjects.RenderTexture#preDestroy
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* @protected
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* @since 3.9.0
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*/
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preDestroy: function ()
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{
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if (this.canvas)
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{
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CanvasPool.remove(this.canvas);
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}
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if (this.renderer && this.renderer.gl)
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{
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this.renderer.deleteTexture(this.texture);
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this.renderer.deleteFramebuffer(this.framebuffer);
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}
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}
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/**
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* Fills the Render Texture with the given color.
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*
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* @method Phaser.GameObjects.RenderTexture#fill
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* @since 3.2.0
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*
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* @param {number} rgb - The color to fill the Render Texture with.
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*
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* @return {Phaser.GameObjects.RenderTexture} This Game Object.
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*/
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/**
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* Clears the Render Texture.
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*
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* @method Phaser.GameObjects.RenderTexture#clear
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* @since 3.2.0
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*
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* @return {Phaser.GameObjects.RenderTexture} This Game Object.
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*/
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/**
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* Draws a texture frame to the Render Texture at the given position.
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*
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* @method Phaser.GameObjects.RenderTexture#draw
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* @since 3.2.0
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*
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {number} x - The x position to draw the frame at.
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* @param {number} y - The y position to draw the frame at.
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*
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* @return {Phaser.GameObjects.RenderTexture} This Game Object.
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*/
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});
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module.exports = RenderTexture;
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