import * as core from '../../core'; const SharedTicker = core.ticker.shared; const CANVAS_START_SIZE = 16; const DEFAULT_UPLOADS_PER_FRAME = 4; /** * The prepare manager provides functionality to upload content to the GPU * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing * textures to an offline canvas. * This draw call will force the texture to be moved onto the GPU. * * @class * @memberof PIXI */ export default class CanvasPrepare { /** * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer */ constructor(renderer) { /** * Reference to the renderer. * @type {PIXI.CanvasRenderer} * @private */ this.renderer = renderer; /** * An offline canvas to render textures to * @type {HTMLCanvasElement} * @private */ this.canvas = document.createElement('canvas'); this.canvas.width = CANVAS_START_SIZE; this.canvas.height = CANVAS_START_SIZE; /** * The context to the canvas * @type {CanvasRenderingContext2D} * @private */ this.ctx = this.canvas.getContext('2d'); /** * Collection of items to uploads at once. * @type {Array<*>} * @private */ this.queue = []; /** * Collection of additional hooks for finding assets. * @type {Array<Function>} * @private */ this.addHooks = []; /** * Collection of additional hooks for processing assets. * @type {Array<Function>} * @private */ this.uploadHooks = []; /** * Callback to call after completed. * @type {Array<Function>} * @private */ this.completes = []; /** * If prepare is ticking (running). * @type {boolean} * @private */ this.ticking = false; // Add textures to upload this.register(findBaseTextures, uploadBaseTextures); } /** * Upload all the textures and graphics to the GPU. * * @param {Function|PIXI.DisplayObject|PIXI.Container} item - Either * the container or display object to search for items to upload or * the callback function, if items have been added using `prepare.add`. * @param {Function} [done] - Optional callback when all queued uploads have completed */ upload(item, done) { if (typeof item === 'function') { done = item; item = null; } // If a display object, search for items // that we could upload if (item) { this.add(item); } // Get the items for upload from the display if (this.queue.length) { this.numLeft = CanvasPrepare.UPLOADS_PER_FRAME; if (done) { this.completes.push(done); } if (!this.ticking) { this.ticking = true; SharedTicker.add(this.tick, this); } } else if (done) { done(); } } /** * Handle tick update * * @private */ tick() { // Upload the graphics while (this.queue.length && this.numLeft > 0) { const item = this.queue[0]; let uploaded = false; for (let i = 0, len = this.uploadHooks.length; i < len; i++) { if (this.uploadHooks[i](this, item)) { this.numLeft--; this.queue.shift(); uploaded = true; break; } } if (!uploaded) { this.queue.shift(); } } // We're finished if (this.queue.length) { this.numLeft = CanvasPrepare.UPLOADS_PER_FRAME; } else { this.ticking = false; SharedTicker.remove(this.tick, this); const completes = this.completes.slice(0); this.completes.length = 0; for (let i = 0, len = completes.length; i < len; i++) { completes[i](); } } } /** * Adds hooks for finding and uploading items. * * @param {Function} [addHook] - Function call that takes two parameters: `item:*, queue:Array` function must return `true` if it was able to add item to the queue. * @param {Function} [uploadHook] - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and * function must return `true` if it was able to handle upload of item. * @return {PIXI.CanvasPrepare} Instance of plugin for chaining. */ register(addHook, uploadHook) { if (addHook) { this.addHooks.push(addHook); } if (uploadHook) { this.uploadHooks.push(uploadHook); } return this; } /** * Manually add an item to the uploading queue. * * @param {PIXI.DisplayObject|PIXI.Container|*} item - Object to add to the queue * @return {PIXI.CanvasPrepare} Instance of plugin for chaining. */ add(item) { // Add additional hooks for finding elements on special // types of objects that for (let i = 0, len = this.addHooks.length; i < len; i++) { if (this.addHooks[i](item, this.queue)) { break; } } // Get childen recursively if (item instanceof core.Container) { for (let i = item.children.length - 1; i >= 0; i--) { this.add(item.children[i]); } } return this; } /** * Destroys the plugin, don't use after this. * */ destroy() { if (this.ticking) { SharedTicker.remove(this.tick, this); } this.ticking = false; this.addHooks = null; this.uploadHooks = null; this.renderer = null; this.completes = null; this.queue = null; this.ctx = null; this.canvas = null; } } /** * The number of graphics or textures to upload to the GPU. * * @static * @type {number} * @default 4 */ CanvasPrepare.UPLOADS_PER_FRAME = DEFAULT_UPLOADS_PER_FRAME; /** * Built-in hook to upload PIXI.Texture objects to the GPU. * * @private * @param {*} prepare - Instance of CanvasPrepare * @param {*} item - Item to check * @return {boolean} If item was uploaded. */ function uploadBaseTextures(prepare, item) { if (item instanceof core.BaseTexture) { const image = item.source; // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. // So if the width or height is equal to zero then use the canvas size // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. const imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width); const imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height); // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU // A smaller draw can be faster. prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height); return true; } return false; } /** * Built-in hook to find textures from Sprites. * * @private * @param {PIXI.DisplayObject} item -Display object to check * @param {Array<*>} queue - Collection of items to upload * @return {boolean} if a PIXI.Texture object was found. */ function findBaseTextures(item, queue) { // Objects with textures, like Sprites/Text if (item instanceof core.BaseTexture) { if (queue.indexOf(item) === -1) { queue.push(item); } return true; } else if (item._texture && item._texture instanceof core.Texture) { const texture = item._texture.baseTexture; if (queue.indexOf(texture) === -1) { queue.push(texture); } return true; } return false; } core.CanvasRenderer.registerPlugin('prepare', CanvasPrepare);