/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 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.RenderTexture * @param {Phaser.Game} game - Current game instance. * @param {string} key - Internal Phaser reference key for the render texture. * @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) { if (key === undefined) { key = ''; } if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; } if (resolution === undefined) { resolution = 1; } /** * @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 {PIXI.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture. * @private */ this._tempMatrix = new PIXI.Matrix(); PIXI.RenderTexture.call(this, width, height, this.game.renderer, scaleMode, resolution); this.render = Phaser.RenderTexture.prototype.render; }; Phaser.RenderTexture.prototype = Object.create(PIXI.RenderTexture.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 === PIXI.WEBGL_RENDERER) { 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 === PIXI.WEBGL_RENDERER) { 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 === PIXI.WEBGL_RENDERER) { this.renderWebGL(displayObject, this._tempMatrix, clear); } else { this.renderCanvas(displayObject, this._tempMatrix, clear); } };