import * as utils from '../../utils'; import canUseNewCanvasBlendModes from '../../renderers/canvas/utils/canUseNewCanvasBlendModes'; /** * Utility methods for Sprite/Texture tinting. * * @namespace PIXI.CanvasTinter */ const CanvasTinter = { /** * Basically this method just needs a sprite and a color and tints the sprite with the given color. * * @memberof PIXI.CanvasTinter * @param {PIXI.Sprite} sprite - the sprite to tint * @param {number} color - the color to use to tint the sprite with * @return {HTMLCanvasElement} The tinted canvas */ getTintedTexture: (sprite, color) => { const texture = sprite.texture; color = CanvasTinter.roundColor(color); const stringColor = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`; texture.tintCache = texture.tintCache || {}; if (texture.tintCache[stringColor]) { return texture.tintCache[stringColor]; } // clone texture.. const canvas = CanvasTinter.canvas || document.createElement('canvas'); // CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); CanvasTinter.tintMethod(texture, color, canvas); if (CanvasTinter.convertTintToImage) { // is this better? const tintImage = new Image(); tintImage.src = canvas.toDataURL(); texture.tintCache[stringColor] = tintImage; } else { texture.tintCache[stringColor] = canvas; // if we are not converting the texture to an image then we need to lose the reference to the canvas CanvasTinter.canvas = null; } return canvas; }, /** * Tint a texture using the 'multiply' operation. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas */ tintWithMultiply: (texture, color, canvas) => { const context = canvas.getContext('2d'); const crop = texture._frame.clone(); const resolution = texture.baseTexture.resolution; crop.x *= resolution; crop.y *= resolution; crop.width *= resolution; crop.height *= resolution; canvas.width = crop.width; canvas.height = crop.height; context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`; context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation = 'multiply'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); context.globalCompositeOperation = 'destination-atop'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); }, /** * Tint a texture using the 'overlay' operation. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas */ tintWithOverlay(texture, color, canvas) { const context = canvas.getContext('2d'); const crop = texture._frame.clone(); const resolution = texture.baseTexture.resolution; crop.x *= resolution; crop.y *= resolution; crop.width *= resolution; crop.height *= resolution; canvas.width = crop.width; canvas.height = crop.height; context.globalCompositeOperation = 'copy'; context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`; context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation = 'destination-atop'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); // context.globalCompositeOperation = 'copy'; }, /** * Tint a texture pixel per pixel. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas */ tintWithPerPixel: (texture, color, canvas) => { const context = canvas.getContext('2d'); const crop = texture._frame.clone(); const resolution = texture.baseTexture.resolution; crop.x *= resolution; crop.y *= resolution; crop.width *= resolution; crop.height *= resolution; canvas.width = crop.width; canvas.height = crop.height; context.globalCompositeOperation = 'copy'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); const rgbValues = utils.hex2rgb(color); const r = rgbValues[0]; const g = rgbValues[1]; const b = rgbValues[2]; const pixelData = context.getImageData(0, 0, crop.width, crop.height); const pixels = pixelData.data; for (let i = 0; i < pixels.length; i += 4) { pixels[i + 0] *= r; pixels[i + 1] *= g; pixels[i + 2] *= b; } context.putImageData(pixelData, 0, 0); }, /** * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. * * @memberof PIXI.CanvasTinter * @param {number} color - the color to round, should be a hex color * @return {number} The rounded color. */ roundColor: (color) => { const step = CanvasTinter.cacheStepsPerColorChannel; const rgbValues = utils.hex2rgb(color); rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); return utils.rgb2hex(rgbValues); }, /** * Number of steps which will be used as a cap when rounding colors. * * @memberof PIXI.CanvasTinter * @type {number} */ cacheStepsPerColorChannel: 8, /** * Tint cache boolean flag. * * @memberof PIXI.CanvasTinter * @type {boolean} */ convertTintToImage: false, /** * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. * * @memberof PIXI.CanvasTinter * @type {boolean} */ canUseMultiply: canUseNewCanvasBlendModes(), /** * The tinting method that will be used. * * @memberof PIXI.CanvasTinter * @type {tintMethodFunctionType} */ tintMethod: 0, }; CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel; /** * The tintMethod type. * * @memberof PIXI.CanvasTinter * @callback tintMethodFunctionType * @param texture {PIXI.Texture} the texture to tint * @param color {number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ export default CanvasTinter;