phaser/src/textures/RenderTexture.js
Richard Davey 729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00

444 lines
14 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and
* render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.
*
* @class Phaser.RenderTexture
* @constructor
* @extends PIXI.Texture
* @param {Phaser.Game} game - Current game instance.
* @param {number} [width=100] - The width of the render texture.
* @param {number} [height=100] - The height of the render texture.
* @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.
* @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.
* @param {number} [resolution=1] - The resolution of the texture being generated.
*/
Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution, renderer, textureUnit) {
if (width === undefined) { width = 100; }
if (height === undefined) { height = 100; }
if (key === undefined) { key = ''; }
if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
if (resolution === undefined) { resolution = 1; }
if (renderer === undefined) { renderer = PIXI.defaultRenderer; }
if (textureUnit === undefined) { textureUnit = 0; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {string} key - The key of the RenderTexture in the Cache, if stored there.
*/
this.key = key;
/**
* @property {number} type - Base Phaser object type.
*/
this.type = Phaser.RENDERTEXTURE;
/**
* @property {Phaser.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.
* @private
*/
this._tempMatrix = new Phaser.Matrix();
this.width = width;
this.height = height;
this.resolution = resolution;
this.frame = new Phaser.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
this.crop = this.frame.clone();
/**
* The base texture object that this texture uses
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
this.baseTexture._glTextures = null;
this.baseTexture.resolution = this.resolution;
this.baseTexture.scaleMode = scaleMode;
this.baseTexture.hasLoaded = true;
PIXI.Texture.call(this, this.baseTexture, this.frame.clone());
/**
* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
*
* @property renderer
* @type CanvasRenderer|WebGLRenderer
*/
this.renderer = renderer;
if (this.renderer.type === Phaser.WEBGL)
{
var gl = this.renderer.gl;
this.baseTexture.textureIndex = textureUnit;
this.baseTexture._dirty[gl.id] = false;
this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode, textureUnit);
this.baseTexture._glTextures = this.textureBuffer.texture;
this.projection = new Phaser.Point(this.width * 0.5, -this.height * 0.5);
}
else
{
this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
this.baseTexture.source = this.textureBuffer.canvas;
}
/**
* @property valid
* @type Boolean
*/
this.valid = true;
this.tempMatrix = new Phaser.Matrix();
this._updateUvs();
};
Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
/**
* This function will draw the display object to the RenderTexture at the given coordinates.
*
* When the display object is drawn it takes into account scale and rotation.
*
* If you don't want those then use RenderTexture.renderRawXY instead.
*
* @method Phaser.RenderTexture.prototype.renderXY
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
* @param {number} x - The x position to render the object at.
* @param {number} y - The y position to render the object at.
* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
*/
Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear) {
displayObject.updateTransform();
this._tempMatrix.copyFrom(displayObject.worldTransform);
this._tempMatrix.tx = x;
this._tempMatrix.ty = y;
if (this.renderer.type === Phaser.WEBGL)
{
this._renderWebGL(displayObject, this._tempMatrix, clear);
}
else
{
this._renderCanvas(displayObject, this._tempMatrix, clear);
}
};
/**
* This function will draw the display object to the RenderTexture at the given coordinates.
*
* When the display object is drawn it doesn't take into account scale, rotation or translation.
*
* If you need those then use RenderTexture.renderXY instead.
*
* @method Phaser.RenderTexture.prototype.renderRawXY
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
* @param {number} x - The x position to render the object at.
* @param {number} y - The y position to render the object at.
* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
*/
Phaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clear) {
this._tempMatrix.identity().translate(x, y);
if (this.renderer.type === Phaser.WEBGL)
{
this._renderWebGL(displayObject, this._tempMatrix, clear);
}
else
{
this._renderCanvas(displayObject, this._tempMatrix, clear);
}
};
/**
* This function will draw the display object to the RenderTexture.
*
* In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.
* This is now a Matrix allowing you much more control over how the Display Object is rendered.
* If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
*
* If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
* pass `null`, leave it undefined or pass `displayObject.worldTransform` as the matrix value.
*
* @method Phaser.RenderTexture.prototype.render
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
* @param {Phaser.Matrix} [matrix] - Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object.
* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
*/
Phaser.RenderTexture.prototype.render = function (displayObject, matrix, clear) {
if (matrix === undefined || matrix === null)
{
this._tempMatrix.copyFrom(displayObject.worldTransform);
}
else
{
this._tempMatrix.copyFrom(matrix);
}
if (this.renderer.type === Phaser.WEBGL)
{
this._renderWebGL(displayObject, this._tempMatrix, clear);
}
else
{
this._renderCanvas(displayObject, this._tempMatrix, clear);
}
};
/**
* Resizes the RenderTexture.
*
* @method Phaser.RenderTexture.prototype.resize
* @param {number} width - The width to resize to.
* @param {number} height - The height to resize to.
* @param {boolean} updateBase - Should the baseTexture.width and height values be resized as well?
*/
Phaser.RenderTexture.prototype.resize = function (width, height, updateBase) {
if (width === this.width && height === this.height)
{
return;
}
this.valid = (width > 0 && height > 0);
this.width = width;
this.height = height;
this.frame.width = this.crop.width = width * this.resolution;
this.frame.height = this.crop.height = height * this.resolution;
if (updateBase)
{
this.baseTexture.width = this.width * this.resolution;
this.baseTexture.height = this.height * this.resolution;
}
if (this.renderer.type === Phaser.WEBGL)
{
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
}
if (!this.valid)
{
return;
}
this.textureBuffer.resize(this.width, this.height);
};
/**
* Clears the RenderTexture.
*
* @method Phaser.RenderTexture.prototype.clear
*/
Phaser.RenderTexture.prototype.clear = function () {
if (!this.valid)
{
return;
}
if (this.renderer.type === Phaser.WEBGL)
{
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
}
this.textureBuffer.clear();
};
/**
* This function will draw the display object to the texture.
*
* @private
* @method Phaser.RenderTexture.prototype._renderWebGL
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
* @private
*/
Phaser.RenderTexture.prototype._renderWebGL = function (displayObject, matrix, clear) {
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
wt.translate(0, this.projection.y * 2);
if (matrix)
{
wt.append(matrix);
}
wt.scale(1, -1);
// Time to update all the children of the displayObject with the new matrix.
for (var i = 0; i < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
// Time for the webGL fun stuff!
var gl = this.renderer.gl;
gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
if (clear)
{
this.textureBuffer.clear();
}
this.renderer.spriteBatch.dirty = true;
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
this.renderer.spriteBatch.dirty = true;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
/**
* This function will draw the display object to the texture.
*
* @private
* @method Phaser.RenderTexture.prototype._renderCanvas
* @param displayObject {DisplayObject} The display object to render this texture on
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
*/
Phaser.RenderTexture.prototype._renderCanvas = function (displayObject, matrix, clear) {
if (!this.valid || displayObject.alpha === 0)
{
return;
}
// Let's create a nice matrix to apply to our display object.
// Frame buffers come in upside down so we need to flip the matrix.
var wt = displayObject.worldTransform;
wt.identity();
if (matrix)
{
wt.append(matrix);
}
// Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)
for (var i = 0; i < displayObject.children.length; i++)
{
displayObject.children[i].updateTransform();
}
if (clear)
{
this.textureBuffer.clear();
}
var realResolution = this.renderer.resolution;
this.renderer.resolution = this.resolution;
this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
this.renderer.resolution = realResolution;
};
/**
* Will return a HTML Image of the texture
*
* @method Phaser.RenderTexture.prototype.getImage
* @return {Image}
*/
Phaser.RenderTexture.prototype.getImage = function () {
var image = new Image();
image.src = this.getBase64();
return image;
};
/**
* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
*
* @method Phaser.RenderTexture.prototype.getBase64
* @return {String} A base64 encoded string of the texture.
*/
Phaser.RenderTexture.prototype.getBase64 = function () {
return this.getCanvas().toDataURL();
};
/**
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
*
* @method Phaser.RenderTexture.prototype.getCanvas
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
Phaser.RenderTexture.prototype.getCanvas = function () {
if (this.renderer.type === Phaser.WEBGL)
{
var gl = this.renderer.gl;
var width = this.textureBuffer.width;
var height = this.textureBuffer.height;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var tempCanvas = new PIXI.CanvasBuffer(width, height);
var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
canvasData.data.set(webGLPixels);
tempCanvas.context.putImageData(canvasData, 0, 0);
return tempCanvas.canvas;
}
else
{
return this.textureBuffer.canvas;
}
};