pixi.js/docs/files/src_pixi_textures_RenderTexture.js.html
Mat Groves 2a6169a952 Render Texture added
Render texture finished
custom render item added
pivot added to display object

grunt file updated
docs updated
2013-05-23 22:57:27 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;textures&#x2F;RenderTexture.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
* @class RenderTexture
* @extends Texture
* @constructor
* @param width {Number}
* @param height {Number}
*&#x2F;
PIXI.RenderTexture = function(width, height)
{
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);
if(PIXI.gl)
{
this.initWebGL();
}
else
{
this.initCanvas();
}
}
PIXI.RenderTexture.constructor = PIXI.RenderTexture;
PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
PIXI.RenderTexture.prototype.initWebGL = function()
{
var gl = PIXI.gl;
this.glFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
this.glFramebuffer.width = this.width;
this.glFramebuffer.height = this.height;
this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width;
this.baseTexture.height = this.height;
this.baseTexture._glTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
this.baseTexture.isRender = true;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
&#x2F;&#x2F; create a projection matrix..
this.projectionMatrix = PIXI.mat4.create();
this.projectionMatrix[5] = 2&#x2F;this.height&#x2F;&#x2F; * 0.5;
this.projectionMatrix[13] = -1;
this.projectionMatrix[0] = 2&#x2F;this.width;
this.projectionMatrix[12] = -1;
&#x2F;&#x2F; set the correct render function..
this.render = this.renderWebGL;
}
PIXI.RenderTexture.prototype.initCanvas = function()
{
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
this.render = this.renderCanvas;
}
&#x2F;**
* This function will draw the display object to the texture.
* @method render
* @param displayObject {DisplayObject}
* @param clear {Boolean} If true the texture will not be cleared before the displayObject is drawn
*&#x2F;
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear)
{
var gl = PIXI.gl;
&#x2F;&#x2F; enable the alpha color mask..
gl.colorMask(true, true, true, true);
gl.viewport(0, 0, this.width, this.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
if(clear)
{
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
&#x2F;&#x2F; THIS WILL MESS WITH HIT TESTING!
var children = displayObject.children;
&#x2F;&#x2F;TODO -? create a new one??? dont think so!
displayObject.worldTransform = PIXI.mat3.create();&#x2F;&#x2F;sthis.indetityMatrix;
for(var i=0,j=children.length; i&lt;j; i++)
{
children[i].updateTransform();
}
var renderGroup = displayObject.__renderGroup;
if(renderGroup)
{
if(displayObject == renderGroup.root)
{
renderGroup.render(this.projectionMatrix);
}
else
{
renderGroup.renderSpecific(displayObject, this.projectionMatrix);
}
}
else
{
if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
this.renderGroup.setRenderable(displayObject);
this.renderGroup.render(this.projectionMatrix);
}
}
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, clear)
{
var children = displayObject.children;
displayObject.worldTransform = PIXI.mat3.create();
for(var i=0,j=children.length; i&lt;j; i++)
{
children[i].updateTransform();
}
if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
this.renderer.renderDisplayObject(displayObject);
PIXI.texturesToUpdate.push(this.baseTexture);
}
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