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pixi.js / src / core / textures / RenderTexture.js
@Mat Groves Mat Groves on 10 May 2015 14 KB fixed extends doc issue
var BaseTexture = require('./BaseTexture'),
    Texture = require('./Texture'),
    RenderTarget = require('../renderers/webgl/utils/RenderTarget'),
    FilterManager = require('../renderers/webgl/managers/FilterManager'),
    CanvasBuffer = require('../renderers/canvas/utils/CanvasBuffer'),
    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 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 Container should be used:
 *
 * ```js
 * var doc = new Container();
 *
 * doc.addChild(sprite);
 *
 * renderTexture.render(doc);  // Renders to center of renderTexture
 * ```
 *
 * @class
 * @extends PIXI.Texture
 * @memberof 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 SCALE_MODES} 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 || CONST.RESOLUTION;

    /**
     * The base texture object that this texture uses
     *
     * @member {BaseTexture}
     */
    var baseTexture = new BaseTexture();
    baseTexture.width = width;
    baseTexture.height = height;
    baseTexture.resolution = resolution;
    baseTexture.scaleMode = scaleMode || CONST.SCALE_MODES.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 `updateTransform` 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 [updateTransform=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.RENDERER_TYPE.WEBGL)
    {
        var gl = this.renderer.gl;

        this.textureBuffer = new RenderTarget(gl, this.width, this.height, baseTexture.scaleMode, this.resolution);//, this.baseTexture.scaleMode);
        this.baseTexture._glTextures[gl.id] =  this.textureBuffer.texture;

        //TODO refactor filter manager.. as really its no longer a manager if we use it here..
        this.filterManager = new FilterManager(this.renderer);
        this.filterManager.onContextChange();
        this.filterManager.resize(width, height);
        this.render = this.renderWebGL;

        // the creation of a filter manager unbinds the buffers..
        this.renderer.currentRenderer.start();
        this.renderer.currentRenderTarget.activate();
    }
    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.valid)
    {
        return;
    }

    this.textureBuffer.resize(this.width, this.height);

    if(this.filterManager)
    {
        this.filterManager.resize(this.width, this.height);
    }
};

/**
 * Clears the RenderTexture.
 *
 */
RenderTexture.prototype.clear = function ()
{
    if (!this.valid)
    {
        return;
    }

    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL)
    {
        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 [updateTransform=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, updateTransform)
{
    if (!this.valid)
    {
        return;
    }


    updateTransform = (updateTransform !== undefined) ? updateTransform : true;//!updateTransform;

    this.textureBuffer.transform = matrix;

    //TODO not a fan that this is here... it will move!
    this.textureBuffer.activate();
    
    // setWorld Alpha to ensure that the object is renderer at full opacity
    displayObject.worldAlpha = displayObject.alpha;

    if (updateTransform)
    {

        // reset the matrix of the displatyObject..
        displayObject.worldTransform.identity();

        displayObject.currentBounds = null;

        // 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();
        }
    }

    //TODO rename textureBuffer to renderTarget..
    var temp =  this.renderer.filterManager;

    this.renderer.filterManager = this.filterManager;
    this.renderer.renderDisplayObject(displayObject, this.textureBuffer, clear);

    this.renderer.filterManager = temp;
};


/**
 * 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
 */
RenderTexture.prototype.renderCanvas = function (displayObject, matrix, clear, updateTransform)
{
    if (!this.valid)
    {
        return;
    }

    updateTransform = !!updateTransform;
    var cachedWt = displayObject.worldTransform;

    var wt = tempMatrix;

    wt.identity();

    if (matrix)
    {
        wt.append(matrix);
    }

    displayObject.worldTransform = wt;

    // 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();
    }

    displayObject.worldTransform = cachedWt;

//    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);

};

/**
 * Destroys this texture
 *
 * @param destroyBase {boolean} Whether to destroy the base texture as well
 */
RenderTexture.prototype.destroy = function ()
{
    Texture.prototype.destroy.call(this, true);

    this.textureBuffer.destroy();

    // destroy the filtermanager..
    if(this.filterManager)
    {
        this.filterManager.destroy();
    }

    this.renderer = null;
};

/**
 * 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.RENDERER_TYPE.WEBGL)
    {
        var gl = this.renderer.gl;
        var width = this.textureBuffer.size.width;
        var height = this.textureBuffer.size.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;
    }
};

/**
 * 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 ()
{
    var width, height;

    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL)
    {
        var gl = this.renderer.gl;
        width = this.textureBuffer.size.width;
        height = this.textureBuffer.size.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);

        return webGLPixels;
    }
    else
    {
        width = this.textureBuffer.canvas.width;
        height = this.textureBuffer.canvas.height;

        return this.textureBuffer.canvas.getContext('2d').getImageData(0, 0, width, height).data;
    }
};

/**
 * 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)
{
    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL)
    {
        var gl = this.renderer.gl;

        var webGLPixels = new Uint8Array(4);

        gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
        gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);

        return webGLPixels;
    }
    else
    {
        return this.textureBuffer.canvas.getContext('2d').getImageData(x, y, 1, 1).data;
    }
};