var math = require('../math'), RenderTexture = require('../textures/RenderTexture'), DisplayObject = require('./DisplayObject'), Sprite = require('../sprites/Sprite'), _tempMatrix = new math.Matrix(); DisplayObject.prototype._cacheAsBitmap = false; DisplayObject.prototype._originalRenderWebGL = false; DisplayObject.prototype._originalUpdateTransform = null; DisplayObject.prototype._cachedSprite = null; Object.defineProperties(DisplayObject.prototype, { cacheAsBitmap: { get: function () { return this._cacheAsBitmap; }, set: function (value) { if(this._cacheAsBitmap === value) { return; } this._cacheAsBitmap = value; if(value) { this._originalRenderWebGL = this.renderWebGL; this._originalUpdateTransform = this.updateTransform; this.renderWebGL = this._renderCachedWebGL; this.updateTransform = this.displayObjectUpdateTransform; } else { if(this._cachedSprite) { this._destroyCachedDisplayObject(); } this.renderWebGL = this._originalRenderWebGL; this.updateTransform = this._originalUpdateTransform; } } } }); DisplayObject.prototype._renderCachedWebGL = function(renderer) { this._initCachedDisplayObject( renderer ); this._cachedSprite.worldAlpha = this.worldAlpha; renderer.plugins.sprite.render( this._cachedSprite ); }; DisplayObject.prototype._initCachedDisplayObject = function( renderer ) { if(this._cachedSprite) { return; } var bounds = this.getLocalBounds(); var cachedRenderTarget = renderer.currentRenderTarget; var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0); // need to set // var m = _tempMatrix; m.tx = -bounds.x; m.ty = -bounds.y; // set all properties to there original so we can render to a texture this._cacheAsBitmap = false; this.renderWebGL = this._originalRenderWebGL; this.updateTransform = this._originalUpdateTransform; renderTexture.render(this, m, true); // TODO this could mess up the filter stack // TODO as this happens at runtime now this can be optimise this by removing the updateTransfom // now restore the state be setting the new properties renderer.setRenderTarget(cachedRenderTarget); this.updateTransform = this.displayObjectUpdateTransform; this.renderWebGL = this._renderCachedWebGL; this._cacheAsBitmap = true; // create our cached sprite this._cachedSprite = new Sprite(renderTexture); this._cachedSprite.worldTransform = this.worldTransform; this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); }; DisplayObject.prototype._destroyCachedDisplayObject = function() { this._cachedSprite._texture.destroy(); this._cachedSprite = null; }; DisplayObject.prototype._renderCachedCanvas = function( renderer ) { this._initCachedDisplayObject( renderer ); //TODO add some codes init! }; module.exports = {};