/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. * * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. * * A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: * * var renderTexture = new PIXI.RenderTexture(800, 600); * var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); * sprite.position.x = 800/2; * sprite.position.y = 600/2; * sprite.anchor.x = 0.5; * sprite.anchor.y = 0.5; * renderTexture.render(sprite); * * The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used: * * var doc = new PIXI.DisplayObjectContainer(); * doc.addChild(sprite); * renderTexture.render(doc); // Renders to center of renderTexture * * @class RenderTexture * @extends Texture * @constructor * @param width {Number} The width of the render texture * @param height {Number} The height of the render texture * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param resolution {Number} The resolution of the texture being generated */ PIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution) { /** * The with of the render texture * * @property width * @type Number */ this.width = width || 100; /** * The height of the render texture * * @property height * @type Number */ this.height = height || 100; /** * The Resolution of the texture. * * @property resolution * @type Number */ this.resolution = resolution || 1; /** * The framing rectangle of the render texture * * @property frame * @type Rectangle */ this.frame = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution); /** * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) * * @property crop * @type Rectangle */ this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution); /** * 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 = []; this.baseTexture.resolution = this.resolution; this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; this.baseTexture.hasLoaded = true; PIXI.Texture.call(this, this.baseTexture, new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution) ); /** * 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 || PIXI.defaultRenderer; if (this.renderer.type === PIXI.WEBGL_RENDERER) { var gl = this.renderer.gl; this.baseTexture._dirty[gl.id] = false; this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode); this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; this.render = this.renderWebGL; this.projection = new PIXI.Point(this.width * 0.5, -this.height * 0.5); } else { this.render = this.renderCanvas; 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(); }; PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype); PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; /** * Resizes the RenderTexture. * * @method resize * @param width {Number} The width to resize to. * @param height {Number} The height to resize to. * @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well? */ PIXI.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 === PIXI.WEBGL_RENDERER) { 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 clear */ PIXI.RenderTexture.prototype.clear = function() { if (!this.valid) { return; } if (this.renderer.type === PIXI.WEBGL_RENDERER) { this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer); } this.textureBuffer.clear(); }; /** * This function will draw the display object to the texture. * * @method 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 */ PIXI.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; }; /** * This function will draw the display object to the texture. * * @method 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 * @private */ PIXI.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 getImage * @return {Image} */ PIXI.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 getBase64 * @return {String} A base64 encoded string of the texture. */ PIXI.RenderTexture.prototype.getBase64 = function() { return this.getCanvas().toDataURL(); }; /** * Creates a Canvas element, renders this RenderTexture to it and then returns it. * * @method getCanvas * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. */ PIXI.RenderTexture.prototype.getCanvas = function() { if (this.renderer.type === PIXI.WEBGL_RENDERER) { 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; } };