/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. * * __Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded. * Otherwise black rectangles will be drawn instead. * * RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: * * 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); * * Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: * * var doc = new PIXI.DisplayObjectContainer(); * doc.addChild(sprite); * renderTexture.render(doc); // Renders to center of renderTexture * * @class RenderTexture * @extends Texture * @constructor * @param width {Number} The width of the render texture * @param height {Number} The height of the render texture * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts * @param resolution {Number} The resolution of the texture being generated */ PIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution) { /** * The with of the render texture * * @property width * @type Number */ this.width = width || 100; /** * The height of the render texture * * @property height * @type Number */ this.height = height || 100; /** * The Resolution of the texture. * * @property resolution * @type Number */ this.resolution = resolution || 1; /** * The framing rectangle of the render texture * * @property frame * @type Rectangle */ this.frame = new PIXI.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) * * @property crop * @type Rectangle */ this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution); /** * The base texture object that this texture uses * * @property baseTexture * @type BaseTexture */ this.baseTexture = new PIXI.BaseTexture(); this.baseTexture.width = this.width * this.resolution; this.baseTexture.height = this.height * this.resolution; this.baseTexture._glTextures = []; this.baseTexture.resolution = this.resolution; this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; this.baseTexture.hasLoaded = true; PIXI.Texture.call(this, this.baseTexture, new PIXI.Rectangle(0, 0, this.width, this.height) ); // each render texture can only belong to one renderer at the moment if its webGL this.renderer = renderer || PIXI.defaultRenderer; if(this.renderer.type === PIXI.WEBGL_RENDERER) { var gl = this.renderer.gl; this.textureBuffer = new PIXI.FilterTexture(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 PIXI.Point(this.width*0.5, -this.height*0.5); } else { this.render = this.renderCanvas; this.textureBuffer = new PIXI.CanvasBuffer(this.width* this.resolution, this.height* this.resolution); this.baseTexture.source = this.textureBuffer.canvas; } this.valid = true; this._updateUvs(); }; PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype); PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; /** * Resize the RenderTexture. * * @method resize * @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? */ PIXI.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 === PIXI.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. * * @method clear */ PIXI.RenderTexture.prototype.clear = function() { if(!this.valid)return; if (this.renderer.type === PIXI.WEBGL_RENDERER) { this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer); } this.textureBuffer.clear(); }; /** * This function will draw the display object to the texture. * * @method renderWebGL * @param displayObject {DisplayObject} The display object to render this texture on * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn * @private */ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear) { if(!this.valid)return; //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); 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; for(var 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(); PIXI.WebGLRenderer.updateTextures(); this.renderer.spriteBatch.dirty = true; this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer); this.renderer.spriteBatch.dirty = true; }; /** * This function will draw the display object to the texture. * * @method renderCanvas * @param displayObject {DisplayObject} The display object to render this texture on * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn * @private */ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear) { if(!this.valid)return; var children = displayObject.children; var originalWorldTransform = displayObject.worldTransform; displayObject.worldTransform = PIXI.RenderTexture.tempMatrix; if(position) { displayObject.worldTransform.tx = position.x; displayObject.worldTransform.ty = position.y; } else { displayObject.worldTransform.tx = 0; displayObject.worldTransform.ty = 0; } // displayObject.worldTransform.a = 0.5; // displayObject.worldTransform.d = 0.5; for(var i = 0, j = children.length; i < j; i++) { children[i].updateTransform(); } if(clear)this.textureBuffer.clear(); var context = this.textureBuffer.context; var realResolution = this.renderer.resolution; this.renderer.resolution = this.resolution; //this.baseTexture.resolution = 2; this.renderer.renderDisplayObject(displayObject, context); this.renderer.resolution = realResolution; context.setTransform(1,0,0,1,0,0); displayObject.worldTransform = originalWorldTransform; }; /** * Will return a HTML Image of the texture * * @method getImage */ PIXI.RenderTexture.prototype.getImage = function() { var image = new Image(); image.src = this.getBase64(); return image; }; /** * Will return a a base64 string of the texture * * @method getImage */ PIXI.RenderTexture.prototype.getBase64 = function() { return this.getCanvas().toDataURL(); }; PIXI.RenderTexture.prototype.getCanvas = function() { if (this.renderer.type === PIXI.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 PIXI.CanvasBuffer(width, height); var canvasData = tempCanvas.context.getImageData(0, 0, width, height); var canvasPixels = canvasData.data; for (var i = 0; i < webGLPixels.length; i+=4) { var alpha = webGLPixels[i+3]; canvasPixels[i] = webGLPixels[i] * alpha; canvasPixels[i+1] = webGLPixels[i+1] * alpha; canvasPixels[i+2] = webGLPixels[i+2] * alpha; canvasPixels[i+3] = alpha; } tempCanvas.context.putImageData(canvasData, 0, 0); return tempCanvas.canvas; } else { return this.textureBuffer.canvas; } }; PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();