var BaseRenderTexture = require('./BaseRenderTexture'),
Texture = require('./Texture'),
math = require('../math'),
CONST = require('../const'),
tempMatrix = new math.Matrix();
/**
* 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:
*
* ```js
* var renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });
* var renderTexture = new PIXI.RenderTexture(renderer, 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 Container should be used:
*
* ```js
* var doc = new PIXI.Container();
*
* doc.addChild(sprite);
*
* renderTexture.render(doc); // Renders to center of renderTexture
* ```
*
* @class
* @extends PIXI.Texture
* @memberof PIXI
* @param renderer {PIXI.CanvasRenderer|PIXI.WebGLRenderer} The renderer used for this RenderTexture
* @param [width=100] {number} The width of the render texture
* @param [height=100] {number} The height of the render texture
* @param [scaleMode] {number} See {@link PIXI.SCALE_MODES} for possible values
* @param [resolution=1] {number} The resolution of the texture being generated
*/
function RenderTexture(baseRenderTexture, frame)
{
if (!renderer)
{
throw new Error('Unable to create RenderTexture, you must pass a renderer into the constructor.');
}
/**
* The base texture object that this texture uses
*
* @member {BaseTexture}
*/
Texture.call(this,
baseRenderTexture,
frame
);
/**
* @member {boolean}
*/
this.valid = true;
this._updateUvs();
}
RenderTexture.prototype = Object.create(Texture.prototype);
RenderTexture.prototype.constructor = RenderTexture;
module.exports = RenderTexture;
/**
* Resizes the RenderTexture.
*
* @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?
*/
RenderTexture.prototype.resize = function (width, height, doNotResizeBaseTexture)
{
//TODO - could be not required..
this.valid = (width > 0 && height > 0);
this._frame.width = this.crop.width = width;
this._frame.height = this.crop.height = height;
if (!doNotResizeBaseTexture)
{
this.baseTexture.resize(width, height)
}
this._updateUvs();
};
/**
* Clears the RenderTexture.
*
*/
RenderTexture.prototype.clear = function ()
{
if (!this.valid)
{
return;
}
this.baseTexture.clear(this.frame)
};
/**
* Will return a HTML Image of the texture
*
* @return {Image}
*/
RenderTexture.prototype.getImage = function ()
{
return this.baseTexture.getImage(this.frame);
};
/**
* Will return a a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
*
* @return {string} A base64 encoded string of the texture.
*/
RenderTexture.prototype.getBase64 = function ()
{
return this.getBase64.getImage(this.frame);
};
/**
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
*
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
RenderTexture.prototype.getCanvas = function ()
{
return this.baseTexture.getCanvas(this.frame);
};
/**
* Will return a one-dimensional array containing the pixel data of the entire texture in RGBA order, with integer values between 0 and 255 (included).
*
* @return {Uint8ClampedArray}
*/
RenderTexture.prototype.getPixels = function ()
{
return this.baseTexture.getPixels(this.frame);
};
/**
* Will return a one-dimensional array containing the pixel data of a pixel within the texture in RGBA order, with integer values between 0 and 255 (included).
*
* @param x {number} The x coordinate of the pixel to retrieve.
* @param y {number} The y coordinate of the pixel to retrieve.
* @return {Uint8ClampedArray}
*/
RenderTexture.prototype.getPixel = function (x, y)
{
return this.baseTexture.getPixel(this.frame, x, y);
};
RenderTexture.create = function(width, height, scaleMode, resolution)
{
return new RenderTexture(new BaseRenderTexture(width, height, scaleMode, resolution));
}