#

API Docs for: 1.0.0
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.
     * @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.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 not 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;

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

    }

    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);
    }