var BaseTexture = require('./BaseTexture'),
Texture = require('./Texture'),
RenderTarget = require('../renderers/webgl/utils/RenderTarget'),
CanvasBuffer = require('../renderers/canvas/utils/CanvasBuffer'),
math = require('../math'),
CONST = require('../const');
/**
* 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 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:
*
* ```js
* var doc = new DisplayObjectContainer();
*
* doc.addChild(sprite);
*
* renderTexture.render(doc); // Renders to center of renderTexture
* ```
*
* @class
* @extends Texture
* @namespace PIXI
* @param renderer {CanvasRenderer|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 scaleModes} for possible values
* @param [resolution=1] {number} The resolution of the texture being generated
*/
function RenderTexture(renderer, width, height, scaleMode, resolution)
{
if (!renderer)
{
throw new Error('Unable to create RenderTexture, you must pass a renderer into the constructor.');
}
width = width || 100;
height = height || 100;
resolution = resolution || 1;
/**
* The base texture object that this texture uses
*
* @member {BaseTexture}
*/
var baseTexture = new BaseTexture();
baseTexture.width = width * resolution;
baseTexture.height = height * resolution;
baseTexture._glTextures = [];
baseTexture.resolution = resolution;
baseTexture.scaleMode = scaleMode || CONST.scaleModes.DEFAULT;
baseTexture.hasLoaded = true;
Texture.call(this,
baseTexture,
new math.Rectangle(0, 0, width, height)
);
/**
* The with of the render texture
*
* @member {number}
*/
this.width = width;
/**
* The height of the render texture
*
* @member {number}
*/
this.height = height;
/**
* The Resolution of the texture.
*
* @member {number}
*/
this.resolution = resolution;
/**
* The framing rectangle of the render texture
*
* @member {Rectangle}
*/
//this._frame = new math.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)
*
* @member {Rectangle}
*/
//this.crop = new math.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
/**
* Draw/render the given DisplayObject onto the texture.
*
* The displayObject and descendents are transformed during this operation.
* If `restoreWorldTransform` is true then the transformations will be restored before the
* method returns. Otherwise it is up to the calling code to correctly use or reset
* the transformed display objects.
*
* The display object is always rendered with a worldAlpha value of 1.
*
* @method
* @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=false] {boolean} If true the texture will be cleared before the displayObject is drawn
* @param [restoreWorldTransform=true] {boolean} If true the displayObject's worldTransform/worldAlpha and all children
* transformations will be restored. Not restoring this information will be a little faster.
*/
this.render = null;
/**
* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
*
* @member {CanvasRenderer|WebGLRenderer}
*/
this.renderer = renderer;
if (this.renderer.type === CONST.WEBGL_RENDERER)
{
var gl = this.renderer.gl;
this.textureBuffer = new RenderTarget(gl, this.width * this.resolution, this.height * this.resolution);//, this.baseTexture.scaleMode);
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
this.render = this.renderWebGL;
this.projection = new math.Point(this.width*0.5, -this.height*0.5);
}
else
{
this.render = this.renderCanvas;
this.textureBuffer = new CanvasBuffer(this.width* this.resolution, this.height* this.resolution);
this.baseTexture.source = this.textureBuffer.canvas;
}
/**
* @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, updateBase)
{
if (width === this.width && height === this.height)
{
return;
}
this.valid = (width > 0 && height > 0);
this.width = this._frame.width = this.crop.width = width;
this.height = this._frame.height = this.crop.height = height;
if (updateBase)
{
this.baseTexture.width = this.width;
this.baseTexture.height = this.height;
}
if (this.renderer.type === CONST.WEBGL_RENDERER)
{
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
}
if (!this.valid)
{
return;
}
this.textureBuffer.resize(this.width * this.resolution, this.height * this.resolution);
};
/**
* Clears the RenderTexture.
*
*/
RenderTexture.prototype.clear = function ()
{
if (!this.valid)
{
return;
}
if (this.renderer.type === CONST.WEBGL_RENDERER)
{
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
}
this.textureBuffer.clear();
};
/**
* Internal method assigned to the `render` property if using a CanvasRenderer.
*
* @private
* @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=false] {boolean} If true the texture will be cleared before the displayObject is drawn
* @param [restoreWorldTransform=true] {boolean} If true the displayObject's worldTransform/worldAlpha and all children
* transformations will be restored. Not restoring this information will be a little faster.
*/
RenderTexture.prototype.renderWebGL = function (displayObject, matrix, clear, restoreWorldTransform)
{
if (!this.valid)
{
return;
}
if (typeof restoreWorldTransform === 'undefined')
{
restoreWorldTransform = true;
}
var tempAlpha,
tempTransform;
if (restoreWorldTransform)
{
tempAlpha = displayObject.worldAlpha;
tempTransform = displayObject.worldTransform.toArray();
}
//TOOD replace position with matrix..
//Lets 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);
// setWorld Alpha to ensure that the object is renderer at full opacity
displayObject.worldAlpha = 1;
// Time to update all the children of the displayObject with the new matrix..
var children = displayObject.children;
var i, j;
for (i = 0, j = children.length; i < j; ++i)
{
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.spriteRenderer.dirty = true;
this.renderer.renderDisplayObject(displayObject, this.textureBuffer);//this.projection, this.textureBuffer.frameBuffer);
// this.renderer.spriteRenderer.dirty = true;
if (restoreWorldTransform)
{
displayObject.worldAlpha = tempAlpha;
displayObject.worldTransform.fromArray(tempTransform);
for (i = 0, j = children.length; i < j; ++i)
{
children[i].updateTransform();
}
}
};
/**
* Internal method assigned to the `render` property if using a CanvasRenderer.
*
* @private
* @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
* @param [restoreWorldTransform=true] {boolean} If true the displayObject's worldTransform/worldAlpha and all children
* transformations will be restored. Not restoring this information will be a little faster.
*/
RenderTexture.prototype.renderCanvas = function (displayObject, matrix, clear, restoreWorldTransform)
{
if (!this.valid)
{
return;
}
var tempAlpha,
tempTransform;
var wt = displayObject.worldTransform;
wt.identity();
if (matrix)
{
wt.append(matrix);
}
// setWorld Alpha to ensure that the object is renderer at full opacity
displayObject.worldAlpha = 1;
// Time to update all the children of the displayObject with the new matrix..
var children = displayObject.children;
var i, j;
for (i = 0, j = children.length; i < j; ++i)
{
children[i].updateTransform();
}
if (clear)
{
this.textureBuffer.clear();
}
// this.textureBuffer.
var context = this.textureBuffer.context;
var realResolution = this.renderer.resolution;
this.renderer.resolution = this.resolution;
this.renderer.renderDisplayObject(displayObject, context);
this.renderer.resolution = realResolution;
// context.setTransform(1, 0, 0, 1, 0, 0);
// context.fillStyle ="#FF0000"
// context.fillRect(0, 0, 800, 600);
};
/**
* Will return a HTML Image of the texture
*
* @return {Image}
*/
RenderTexture.prototype.getImage = function ()
{
var image = new Image();
image.src = this.getBase64();
return image;
};
/**
* 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.getCanvas().toDataURL();
};
/**
* 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 ()
{
if (this.renderer.type === CONST.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 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;
}
};