mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
444 lines
14 KiB
JavaScript
444 lines
14 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and
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* 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.
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*
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* @class Phaser.RenderTexture
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* @constructor
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* @extends PIXI.Texture
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [width=100] - The width of the render texture.
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* @param {number} [height=100] - The height of the render texture.
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* @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.
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* @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.
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* @param {number} [resolution=1] - The resolution of the texture being generated.
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*/
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Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution, renderer, textureUnit) {
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if (width === undefined) { width = 100; }
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if (height === undefined) { height = 100; }
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if (key === undefined) { key = ''; }
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if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
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if (resolution === undefined) { resolution = 1; }
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if (renderer === undefined) { renderer = PIXI.defaultRenderer; }
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if (textureUnit === undefined) { textureUnit = 0; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {string} key - The key of the RenderTexture in the Cache, if stored there.
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*/
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this.key = key;
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/**
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* @property {number} type - Base Phaser object type.
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*/
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this.type = Phaser.RENDERTEXTURE;
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/**
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* @property {Phaser.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.
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* @private
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*/
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this._tempMatrix = new Phaser.Matrix();
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this.width = width;
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this.height = height;
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this.resolution = resolution;
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this.frame = new Phaser.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
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this.crop = this.frame.clone();
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/**
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* The base texture object that this texture uses
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*
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* @property baseTexture
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* @type BaseTexture
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*/
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this.baseTexture = new PIXI.BaseTexture();
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this.baseTexture.width = this.width * this.resolution;
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this.baseTexture.height = this.height * this.resolution;
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this.baseTexture._glTextures = null;
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this.baseTexture.resolution = this.resolution;
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this.baseTexture.scaleMode = scaleMode;
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this.baseTexture.hasLoaded = true;
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PIXI.Texture.call(this, this.baseTexture, this.frame.clone());
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/**
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* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
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*
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* @property renderer
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* @type CanvasRenderer|WebGLRenderer
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*/
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this.renderer = renderer;
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if (this.renderer.type === Phaser.WEBGL)
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{
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var gl = this.renderer.gl;
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this.baseTexture.textureIndex = textureUnit;
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this.baseTexture._dirty[gl.id] = false;
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this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode, textureUnit);
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this.baseTexture._glTextures = this.textureBuffer.texture;
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this.projection = new Phaser.Point(this.width * 0.5, -this.height * 0.5);
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}
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else
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{
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this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
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this.baseTexture.source = this.textureBuffer.canvas;
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}
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/**
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* @property valid
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* @type Boolean
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*/
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this.valid = true;
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this.tempMatrix = new Phaser.Matrix();
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this._updateUvs();
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};
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Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
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Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
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/**
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* This function will draw the display object to the RenderTexture at the given coordinates.
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*
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* When the display object is drawn it takes into account scale and rotation.
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*
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* If you don't want those then use RenderTexture.renderRawXY instead.
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*
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* @method Phaser.RenderTexture.prototype.renderXY
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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* @param {number} x - The x position to render the object at.
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* @param {number} y - The y position to render the object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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*/
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Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear) {
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displayObject.updateTransform();
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this._tempMatrix.copyFrom(displayObject.worldTransform);
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this._tempMatrix.tx = x;
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this._tempMatrix.ty = y;
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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else
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{
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this._renderCanvas(displayObject, this._tempMatrix, clear);
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}
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};
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/**
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* This function will draw the display object to the RenderTexture at the given coordinates.
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*
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* When the display object is drawn it doesn't take into account scale, rotation or translation.
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*
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* If you need those then use RenderTexture.renderXY instead.
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*
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* @method Phaser.RenderTexture.prototype.renderRawXY
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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* @param {number} x - The x position to render the object at.
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* @param {number} y - The y position to render the object at.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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*/
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Phaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clear) {
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this._tempMatrix.identity().translate(x, y);
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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else
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{
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this._renderCanvas(displayObject, this._tempMatrix, clear);
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}
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};
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/**
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* This function will draw the display object to the RenderTexture.
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*
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* In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.
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* This is now a Matrix allowing you much more control over how the Display Object is rendered.
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* If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
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*
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* If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
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* pass `null`, leave it undefined or pass `displayObject.worldTransform` as the matrix value.
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*
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* @method Phaser.RenderTexture.prototype.render
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
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* @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.
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* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
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*/
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Phaser.RenderTexture.prototype.render = function (displayObject, matrix, clear) {
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if (matrix === undefined || matrix === null)
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{
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this._tempMatrix.copyFrom(displayObject.worldTransform);
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}
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else
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{
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this._tempMatrix.copyFrom(matrix);
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}
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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else
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{
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this._renderCanvas(displayObject, this._tempMatrix, clear);
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}
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};
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/**
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* Resizes the RenderTexture.
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*
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* @method Phaser.RenderTexture.prototype.resize
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* @param {number} width - The width to resize to.
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* @param {number} height - The height to resize to.
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* @param {boolean} updateBase - Should the baseTexture.width and height values be resized as well?
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*/
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Phaser.RenderTexture.prototype.resize = function (width, height, updateBase) {
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if (width === this.width && height === this.height)
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{
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return;
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}
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this.valid = (width > 0 && height > 0);
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this.width = width;
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this.height = height;
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this.frame.width = this.crop.width = width * this.resolution;
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this.frame.height = this.crop.height = height * this.resolution;
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if (updateBase)
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{
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this.baseTexture.width = this.width * this.resolution;
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this.baseTexture.height = this.height * this.resolution;
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}
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if (this.renderer.type === Phaser.WEBGL)
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{
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this.projection.x = this.width / 2;
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this.projection.y = -this.height / 2;
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}
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if (!this.valid)
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{
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return;
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}
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this.textureBuffer.resize(this.width, this.height);
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};
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/**
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* Clears the RenderTexture.
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*
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* @method Phaser.RenderTexture.prototype.clear
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*/
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Phaser.RenderTexture.prototype.clear = function () {
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if (!this.valid)
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{
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return;
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}
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if (this.renderer.type === Phaser.WEBGL)
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{
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this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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}
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this.textureBuffer.clear();
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};
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/**
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* This function will draw the display object to the texture.
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*
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* @private
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* @method Phaser.RenderTexture.prototype._renderWebGL
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
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* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
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* @private
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*/
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Phaser.RenderTexture.prototype._renderWebGL = function (displayObject, matrix, clear) {
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if (!this.valid || displayObject.alpha === 0)
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{
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return;
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}
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// Let's create a nice matrix to apply to our display object.
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// Frame buffers come in upside down so we need to flip the matrix.
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var wt = displayObject.worldTransform;
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wt.identity();
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wt.translate(0, this.projection.y * 2);
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if (matrix)
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{
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wt.append(matrix);
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}
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wt.scale(1, -1);
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// Time to update all the children of the displayObject with the new matrix.
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for (var i = 0; i < displayObject.children.length; i++)
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{
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displayObject.children[i].updateTransform();
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}
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// Time for the webGL fun stuff!
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var gl = this.renderer.gl;
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gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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if (clear)
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{
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this.textureBuffer.clear();
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}
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this.renderer.spriteBatch.dirty = true;
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this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
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this.renderer.spriteBatch.dirty = true;
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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};
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/**
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* This function will draw the display object to the texture.
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*
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* @private
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* @method Phaser.RenderTexture.prototype._renderCanvas
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* @param displayObject {DisplayObject} The display object to render this texture on
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* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
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* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
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*/
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Phaser.RenderTexture.prototype._renderCanvas = function (displayObject, matrix, clear) {
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if (!this.valid || displayObject.alpha === 0)
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{
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return;
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}
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// Let's create a nice matrix to apply to our display object.
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// Frame buffers come in upside down so we need to flip the matrix.
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var wt = displayObject.worldTransform;
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wt.identity();
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if (matrix)
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{
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wt.append(matrix);
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}
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// Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)
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for (var i = 0; i < displayObject.children.length; i++)
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{
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displayObject.children[i].updateTransform();
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}
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if (clear)
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{
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this.textureBuffer.clear();
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}
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var realResolution = this.renderer.resolution;
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this.renderer.resolution = this.resolution;
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this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
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this.renderer.resolution = realResolution;
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};
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/**
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* Will return a HTML Image of the texture
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*
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* @method Phaser.RenderTexture.prototype.getImage
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* @return {Image}
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*/
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Phaser.RenderTexture.prototype.getImage = function () {
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var image = new Image();
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image.src = this.getBase64();
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return image;
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};
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/**
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* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
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*
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* @method Phaser.RenderTexture.prototype.getBase64
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* @return {String} A base64 encoded string of the texture.
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*/
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Phaser.RenderTexture.prototype.getBase64 = function () {
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return this.getCanvas().toDataURL();
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};
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/**
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* Creates a Canvas element, renders this RenderTexture to it and then returns it.
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*
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* @method Phaser.RenderTexture.prototype.getCanvas
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* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
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*/
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Phaser.RenderTexture.prototype.getCanvas = function () {
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if (this.renderer.type === Phaser.WEBGL)
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{
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var gl = this.renderer.gl;
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var width = this.textureBuffer.width;
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var height = this.textureBuffer.height;
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var webGLPixels = new Uint8Array(4 * width * height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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var tempCanvas = new PIXI.CanvasBuffer(width, height);
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var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
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canvasData.data.set(webGLPixels);
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tempCanvas.context.putImageData(canvasData, 0, 0);
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return tempCanvas.canvas;
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}
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else
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{
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return this.textureBuffer.canvas;
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}
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};
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