var utils = require('../../../utils'); /** * Utility methods for Sprite/Texture tinting. * @static * @namespace PIXI */ var CanvasTinter = module.exports = {}; /** * Basically this method just needs a sprite and a color and tints the sprite with the given color. * * @param sprite {Sprite} the sprite to tint * @param color {number} the color to use to tint the sprite with * @return {HTMLCanvasElement} The tinted canvas */ CanvasTinter.getTintedTexture = function (sprite, color) { var texture = sprite.texture; color = CanvasTinter.roundColor(color); var stringColor = '#' + ('00000' + ( color | 0).toString(16)).substr(-6); texture.tintCache = texture.tintCache || {}; if (texture.tintCache[stringColor]) { return texture.tintCache[stringColor]; } // clone texture.. var canvas = CanvasTinter.canvas || document.createElement('canvas'); //CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); CanvasTinter.tintMethod(texture, color, canvas); if (CanvasTinter.convertTintToImage) { // is this better? var tintImage = new Image(); tintImage.src = canvas.toDataURL(); texture.tintCache[stringColor] = tintImage; } else { texture.tintCache[stringColor] = canvas; // if we are not converting the texture to an image then we need to lose the reference to the canvas CanvasTinter.canvas = null; } return canvas; }; /** * Tint a texture using the 'multiply' operation. * * @param texture {Texture} the texture to tint * @param color {number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ CanvasTinter.tintWithMultiply = function (texture, color, canvas) { var context = canvas.getContext( '2d' ); var crop = texture.crop; canvas.width = crop.width; canvas.height = crop.height; context.fillStyle = '#' + ('00000' + ( color | 0).toString(16)).substr(-6); context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation = 'multiply'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); context.globalCompositeOperation = 'destination-atop'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); }; /** * Tint a texture using the 'overlay' operation. * * @param texture {Texture} the texture to tint * @param color {number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ CanvasTinter.tintWithOverlay = function (texture, color, canvas) { var context = canvas.getContext( '2d' ); var crop = texture.crop; canvas.width = crop.width; canvas.height = crop.height; context.globalCompositeOperation = 'copy'; context.fillStyle = '#' + ('00000' + ( color | 0).toString(16)).substr(-6); context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation = 'destination-atop'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); // context.globalCompositeOperation = 'copy'; }; /** * Tint a texture pixel per pixel. * * @param texture {Texture} the texture to tint * @param color {number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ CanvasTinter.tintWithPerPixel = function (texture, color, canvas) { var context = canvas.getContext( '2d' ); var crop = texture.crop; canvas.width = crop.width; canvas.height = crop.height; context.globalCompositeOperation = 'copy'; context.drawImage( texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height ); var rgbValues = utils.hex2rgb(color); var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2]; var pixelData = context.getImageData(0, 0, crop.width, crop.height); var pixels = pixelData.data; for (var i = 0; i < pixels.length; i += 4) { pixels[i+0] *= r; pixels[i+1] *= g; pixels[i+2] *= b; } context.putImageData(pixelData, 0, 0); }; /** * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. * * @param color {number} the color to round, should be a hex color */ CanvasTinter.roundColor = function (color) { var step = CanvasTinter.cacheStepsPerColorChannel; var rgbValues = utils.hex2rgb(color); rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); return utils.rgb2hex(rgbValues); }; /** * Number of steps which will be used as a cap when rounding colors. * * @member */ CanvasTinter.cacheStepsPerColorChannel = 8; /** * Tint cache boolean flag. * * @member */ CanvasTinter.convertTintToImage = false; /** * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. * * @member */ CanvasTinter.canUseMultiply = utils.canUseNewCanvasBlendModes(); /** * The tinting method that will be used. * */ CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel;