import BaseTexture from './BaseTexture'; import FrameBuffer from './FrameBuffer'; /** * A BaseRenderTexture is a special texture that allows any PixiJS 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 * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 }); * let baseRenderTexture = new PIXI.BaseRenderTexture(renderer, 800, 600); * let 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 using its local transform. To render this sprite at 0,0 * you can clear the transform * * ```js * * sprite.setTransform() * * let baseRenderTexture = new PIXI.BaseRenderTexture(100, 100); * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); * * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture * ``` * * @class * @extends PIXI.BaseTexture * @memberof PIXI */ export default class BaseRenderTexture extends BaseTexture { /** * @param {number} [width=100] - The width of the base render texture * @param {number} [height=100] - The height of the base render texture * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated */ constructor(width = 100, height = 100, scaleMode, resolution) { super(null, scaleMode, resolution, width, height); this.width = Math.ceil(width); this.height = Math.ceil(height); this.hasLoaded = true; /** * A map of renderer IDs to webgl renderTargets * * @private * @member {object<number, WebGLTexture>} */ // this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object<number, WebGLTexture>} */ this._canvasRenderTarget = null; this.clearColor = [0, 0, 0, 0]; this.frameBuffer = new FrameBuffer(width, height) .addColorTexture(0, this); // TODO - could this be added the systems? /** * The data structure for the stencil masks * * @member {PIXI.Graphics[]} */ this.stencilMaskStack = []; /** * The data structure for the filters * * @member {PIXI.Graphics[]} */ this.filterStack = []; } /** * Resizes the BaseRenderTexture. * * @param {number} width - The width to resize to. * @param {number} height - The height to resize to. */ resize(width, height) { this.width = Math.ceil(width); this.height = Math.ceil(height); super.resize(width, height); this.frameBuffer.resize(width, height); } /** * Destroys this texture * */ destroy() { super.destroy(true); this.renderer = null; } }