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(),
tempRect = new math.Rectangle();
/**
* A BaseRenderTexture 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 BaseRenderTexture should be preloaded
* otherwise black rectangles will be drawn instead.
*
* A BaseRenderTexture 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 renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });
* var BaserenderTexture = new PIXI.BaseRenderTexture(renderer, 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;
*
* BaserenderTexture.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 PIXI.Container();
*
* doc.addChild(sprite);
*
* BaserenderTexture.render(doc); // Renders to center of BaserenderTexture
* ```
*
* @class
* @extends PIXI.Texture
* @memberof PIXI
* @param renderer {PIXI.CanvasRenderer|PIXI.WebGLRenderer} The renderer used for this BaseRenderTexture
* @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 PIXI.SCALE_MODES} for possible values
* @param [resolution=1] {number} The resolution of the texture being generated
*/
function BaseRenderTexture(width, height, scaleMode, resolution)
{
if (!renderer)
{
throw new Error('Unable to create BaseRenderTexture, you must pass a renderer into the constructor.');
}
BaseTexture.call(this, null, scaleMode);
this.width = width || 100;
this.height = height || 100;
this.resolution = resolution || CONST.RESOLUTION;;
this.scaleMode = scaleMode || CONST.SCALE_MODES.DEFAULT;
this.hasLoaded = true;
this._glRenderTargets = [];
/**
* The renderer this BaseRenderTexture uses. A BaseRenderTexture can only belong to one renderer at the moment if its webGL.
*
* @member {PIXI.CanvasRenderer|PIXI.WebGLRenderer}
*/
this.renderer = renderer;
/**
* @member {boolean}
*/
this.valid = false;
}
BaseRenderTexture.prototype = Object.create(BaseTexture.prototype);
BaseRenderTexture.prototype.constructor = BaseRenderTexture;
module.exports = BaseRenderTexture;
/**
* Resizes the BaseRenderTexture.
*
* @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?
*/
BaseRenderTexture.prototype.resize = function (width, height)
{
if (width === this.width && height === this.height)
{
return;
}
this.valid = (width > 0 && height > 0);
this.width = width;
this.height = height;
if (!this.valid)
{
return;
}
this.emit('update', this);
//TODO - remove this!
if(this.filterManager)
{
this.filterManager.resize(this.width, this.height);
}
};
/**
* Destroys this texture
*
* @param destroyBase {boolean} Whether to destroy the base texture as well
*/
BaseRenderTexture.prototype.destroy = function ()
{
BaseTexture.prototype.destroy.call(this, true);
// destroy the filtermanager..
if(this.filterManager)
{
this.filterManager.destroy();
}
this.renderer = null;
};
/**
* Will return a HTML Image of the texture
*
* @return {Image}
*/
BaseRenderTexture.prototype.getImage = function (frame)
{
var image = new Image();
image.src = this.getBase64(frame);
return image;
};
/**
* Will return a a base64 encoded string of this texture. It works by calling BaseRenderTexture.getCanvas and then running toDataURL on that.
*
* @return {string} A base64 encoded string of the texture.
*/
BaseRenderTexture.prototype.getBase64 = function ( frame )
{
return this.getCanvas(frame).toDataURL();
};
/**
* Creates a Canvas element, renders this BaseRenderTexture to it and then returns it.
*
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
BaseRenderTexture.prototype.getCanvas = function ( frame )
{
if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL)
{
if(!frame)
{
frame = tempRect;
frame.width = this.textureBuffer.size.width;
frame.height = this.textureBuffer.size.height;
}
var width = frame.width * this.resolution;
var height = frame.height * this.resolution;
var gl = this.renderer.gl;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
gl.readPixels(frame.x * this.resolution, frame.y * this.resolution, 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
{
if(!frame)
{
frame = tempRect;
frame.width = this.textureBuffer.canvas.width;
frame.height = this.textureBuffer.canvas.height;
}
if(frame.width === this.textureBuffer.canvas.width &&
frame.height === this.textureBuffer.canvas.height )
{
return this.textureBuffer.canvas;
}
else
{
var resolution = this.resolution;
var tempCanvas = new CanvasBuffer(frame.width * resolution, frame.height * resolution);
var canvasData = this.textureBuffer.context.getImageData(frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution);
tempCanvas.context.putImageData(canvasData, 0, 0);
return tempCanvas.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}
*/
BaseRenderTexture.prototype.getPixels = function ( frame )
{
if(!frame)
{
frame = tempRect;
frame.width = this.textureBuffer.size.width;
frame.height = this.textureBuffer.size.height;
}
var width = frame.width * this.resolution;
var height = frame.height * this.resolution;
if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL)
{
var gl = this.renderer.gl;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
gl.readPixels(frame.x * this.resolution, frame.y * this.resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return webGLPixels;
}
else
{
return this.textureBuffer.canvas.getContext('2d').getImageData(frame.x * this.resolution, frame.y * this.resolution, 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}
*/
BaseRenderTexture.prototype.getPixel = function (frame, x, y)
{
tempRect.x = x;
tempRect.y = y;
tempRect.width = 1 / this.resolution;
tempRect.height = 1 / this.resolution;
if(frame)
{
tempRect.x += frame.x;
tempRect.y += frame.y;
}
return this.getPixels(tempRect);
};