#

API Docs for: 1.3.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/textures/RenderTexture.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

    /**
     A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.

     __Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded.
     Otherwise black rectangles will be drawn instead.

     RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be 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);

     Sprite in this case will be rendered to 0,0 position. To render this sprite at center 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}
     @param height {Number}
     **/
    PIXI.RenderTexture = function(width, height)
    {
    	PIXI.EventTarget.call( this );

    	this.width = width || 100;
    	this.height = height || 100;

    	this.indetityMatrix = PIXI.mat3.create();

    	this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);

    	if(PIXI.gl)
    	{
    		this.initWebGL();
    	}
    	else
    	{
    		this.initCanvas();
    	}
    }

    PIXI.RenderTexture.constructor = PIXI.RenderTexture;
    PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );

    PIXI.RenderTexture.prototype.initWebGL = function()
    {
    	var gl = PIXI.gl;
    	this.glFramebuffer = gl.createFramebuffer();

       	gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );

        this.glFramebuffer.width = this.width;
        this.glFramebuffer.height = this.height;

    	this.baseTexture = new PIXI.BaseTexture();

    	this.baseTexture.width = this.width;
    	this.baseTexture.height = this.height;

        this.baseTexture._glTexture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);

    	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,  this.width,  this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

    	this.baseTexture.isRender = true;

    	gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
    	gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);

    	// create a projection matrix..
    	this.projection = new PIXI.Point(this.width/2 , this.height/2);

    	this.projectionMatrix =  PIXI.mat4.create();

    	this.projectionMatrix[5] = 2/this.height// * 0.5;
    	this.projectionMatrix[13] = -1;

    	this.projectionMatrix[0] = 2/this.width;
    	this.projectionMatrix[12] = -1;

    	// set the correct render function..
    	this.render = this.renderWebGL;
    }

    PIXI.RenderTexture.prototype.initCanvas = function()
    {
    	this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);

    	this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
    	this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);

    	this.render = this.renderCanvas;
    }

    /**
     * This function will draw the display object to the texture.
     * @method render
     * @param displayObject {DisplayObject}
     * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
     */
    PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear)
    {
    	var gl = PIXI.gl;

    	// enable the alpha color mask..
    	gl.colorMask(true, true, true, true);

    	gl.viewport(0, 0, this.width, this.height);

    	gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );

    	if(clear)
    	{
    		gl.clearColor(0,0,0, 0);
    		gl.clear(gl.COLOR_BUFFER_BIT);
    	}

    	// THIS WILL MESS WITH HIT TESTING!
    	var children = displayObject.children;

    	//TODO -? create a new one??? dont think so!
    	displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
    	// modify to flip...
    	displayObject.worldTransform[4] = -1;
    	displayObject.worldTransform[5] = this.projection.y * 2;

    	for(var i=0,j=children.length; i<j; i++)
    	{
    		children[i].updateTransform();
    	}

    	var renderGroup = displayObject.__renderGroup;

    	if(renderGroup)
    	{
    		if(displayObject == renderGroup.root)
    		{
    			renderGroup.render(this.projection);
    		}
    		else
    		{
    			renderGroup.renderSpecific(displayObject, this.projection);
    		}
    	}
    	else
    	{
    		if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
    		this.renderGroup.setRenderable(displayObject);
    		this.renderGroup.render(this.projection);
    	}

    }

    PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, clear)
    {
    	var children = displayObject.children;

    	displayObject.worldTransform = PIXI.mat3.create();

    	for(var i=0,j=children.length; i<j; i++)
    	{
    		children[i].updateTransform();
    	}

    	if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
        this.renderer.renderDisplayObject(displayObject);

        PIXI.texturesToUpdate.push(this.baseTexture);
    }