var core = require('../../core'),
tempRect = new core.Rectangle();
/**
* The extract manager provides functionality to export content from the renderers
* @class
* @memberof PIXI
* @param renderer {PIXI.CanvasRenderer} A reference to the current renderer
*/
function Extract(renderer)
{
this.renderer = renderer;
renderer.extract = this;
}
Extract.prototype.constructor = Extract;
module.exports = Extract;
/**
* Will return a HTML Image of the target
*
* @return {Image}
* @param target {PIXI.DisplayObject|PIXI.RenderTexture} A displayObject or renderTexture to convert. If left empty will use use the main renderer
*/
Extract.prototype.image = function ( target )
{
var image = new Image();
image.src = this.base64( target );
return image;
};
/**
* Will return a a base64 encoded string of this target. It works by calling WebGLExtract.getCanvas and then running toDataURL on that.
* @param target {PIXI.DisplayObject|PIXI.RenderTexture} A displayObject or renderTexture to convert. If left empty will use use the main renderer
* @return {string} A base64 encoded string of the texture.
*/
Extract.prototype.base64 = function ( target )
{
return this.canvas( target ).toDataURL();
};
/**
* Creates a Canvas element, renders this target to it and then returns it.
* @param target {PIXI.DisplayObject|PIXI.RenderTexture} A displayObject or renderTexture to convert. If left empty will use use the main renderer
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
*/
Extract.prototype.canvas = function ( target )
{
var renderer = this.renderer;
var textureBuffer;
var resolution;
var frame;
var flipY = false;
var renderTexture;
if(target)
{
if(target instanceof core.RenderTexture)
{
renderTexture = target;
}
else
{
renderTexture = this.renderer.generateTexture(target);
}
}
if(renderTexture)
{
textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID];
resolution = textureBuffer.resolution;
frame = renderTexture.frame;
flipY = false;
}
else
{
textureBuffer = this.renderer.rootRenderTarget;
resolution = textureBuffer.resolution;
flipY = true;
frame = tempRect;
frame.width = textureBuffer.size.width;
frame.height = textureBuffer.size.height;
}
var width = frame.width * resolution;
var height = frame.height * resolution;
var canvasBuffer = new core.CanvasRenderTarget(width, height);
if(textureBuffer)
{
// bind the buffer
renderer.bindRenderTarget(textureBuffer);
// set up an array of pixels
var webGLPixels = new Uint8Array(4 * width * height);
// read pixels to the array
var gl = renderer.gl;
gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
// add the pixels to the canvas
var canvasData = canvasBuffer.context.getImageData(0, 0, width, height);
canvasData.data.set(webGLPixels);
canvasBuffer.context.putImageData(canvasData, 0, 0);
// pulling pixels
if(flipY)
{
canvasBuffer.context.scale(1, -1);
canvasBuffer.context.drawImage(canvasBuffer.canvas, 0,-height);
}
}
// send the canvas back..
return canvasBuffer.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).
* @param target {PIXI.DisplayObject|PIXI.RenderTexture} A displayObject or renderTexture to convert. If left empty will use use the main renderer
* @return {Uint8ClampedArray}
*/
Extract.prototype.pixels = function ( target )
{
var renderer = this.renderer;
var textureBuffer;
var resolution;
var frame;
var renderTexture;
if(target)
{
if(target instanceof core.RenderTexture)
{
renderTexture = target;
}
else
{
renderTexture = this.renderer.generateTexture(target);
}
}
if(renderTexture)
{
textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID];
resolution = textureBuffer.resolution;
frame = renderTexture.frame;
}
else
{
textureBuffer = this.renderer.rootRenderTarget;
resolution = textureBuffer.resolution;
frame = tempRect;
frame.width = textureBuffer.size.width;
frame.height = textureBuffer.size.height;
}
var width = frame.width * resolution;
var height = frame.height * resolution;
var webGLPixels = new Uint8Array(4 * width * height);
if(textureBuffer)
{
// bind the buffer
renderer.bindRenderTarget(textureBuffer);
// read pixels to the array
var gl = renderer.gl;
gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
}
return webGLPixels;
};
/**
* Destroys the extract
*
*/
Extract.prototype.destroy = function ()
{
this.renderer.extract = null;
this.renderer = null;
};
core.WebGLRenderer.registerPlugin('extract', Extract);