1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 | 1 1 1 1 1 1 | /** * @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 renders 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 */ PIXI.RenderTexture = function(width, height, renderer) { PIXI.EventTarget.call( this ); this.width = width || 100; this.height = height || 100; this.indetityMatrix = PIXI.mat3.create(); this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); this.baseTexture = new PIXI.BaseTexture(); this.baseTexture.width = this.width; this.baseTexture.height = this.height; this.baseTexture._glTextures = []; this.baseTexture.hasLoaded = true; // 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.height); this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; this.render = this.renderWebGL; this.projection = new PIXI.Point(this.width/2 , -this.height/2); } else { this.render = this.renderCanvas; this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height); this.baseTexture.source = this.textureBuffer.canvas; } PIXI.Texture.frameUpdates.push(this); }; PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; PIXI.RenderTexture.prototype.resize = function(width, height) { this.width = width; this.height = height; this.frame.width = this.width; this.frame.height = this.height; if(this.renderer.type === PIXI.WEBGL_RENDERER) { this.projection.x = this.width / 2; this.projection.y = -this.height / 2; var gl = this.gl; gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); } else { this.textureBuffer.resize(this.width, this.height); } PIXI.Texture.frameUpdates.push(this); }; /** * 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, position, clear) { var gl = this.renderer.gl; gl.colorMask(true, true, true, true); gl.viewport(0, 0, this.width, this.height); gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer ); if(clear)this.textureBuffer.clear(); // THIS WILL MESS WITH HIT TESTING! var children = displayObject.children; //TODO -? create a new one??? dont think so! var originalWorldTransform = displayObject.worldTransform; displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; // modify to flip... displayObject.worldTransform[4] = -1; displayObject.worldTransform[5] = this.projection.y * -2; if(position) { displayObject.worldTransform[2] = position.x; displayObject.worldTransform[5] -= position.y; } PIXI.visibleCount++; displayObject.vcount = PIXI.visibleCount; for(var i=0,j=children.length; i<j; i++) { children[i].updateTransform(); } // this.renderer.renderDisplayObject(displayObject, this.projection); displayObject.worldTransform = originalWorldTransform; }; /** * 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) { //console.log("!!") var children = displayObject.children; displayObject.worldTransform = PIXI.mat3.create(); if(position) { displayObject.worldTransform[2] = position.x; displayObject.worldTransform[5] = position.y; } for(var i = 0, j = children.length; i < j; i++) { children[i].updateTransform(); } if(clear)this.textureBuffer.clear(); var context = this.textureBuffer.context; this.renderer.renderDisplayObject(displayObject, context); context.setTransform(1,0,0,1,0,0); }; |