
Render texture finished custom render item added pivot added to display object grunt file updated docs updated
316 lines
9.8 KiB
HTML
316 lines
9.8 KiB
HTML
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<h1 class="file-heading">File: src/pixi/textures/RenderTexture.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
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* @class RenderTexture
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* @extends Texture
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* @constructor
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* @param width {Number}
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* @param height {Number}
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*/
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PIXI.RenderTexture = function(width, height)
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{
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PIXI.EventTarget.call( this );
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this.width = width || 100;
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this.height = height || 100;
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this.indetityMatrix = PIXI.mat3.create();
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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if(PIXI.gl)
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{
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this.initWebGL();
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}
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else
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{
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this.initCanvas();
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}
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}
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PIXI.RenderTexture.constructor = PIXI.RenderTexture;
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PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
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PIXI.RenderTexture.prototype.initWebGL = function()
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{
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var gl = PIXI.gl;
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this.glFramebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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this.glFramebuffer.width = this.width;
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this.glFramebuffer.height = this.height;
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this.baseTexture = new PIXI.BaseTexture();
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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this.baseTexture._glTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.baseTexture.isRender = true;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
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// create a projection matrix..
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this.projectionMatrix = PIXI.mat4.create();
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this.projectionMatrix[5] = 2/this.height// * 0.5;
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this.projectionMatrix[13] = -1;
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this.projectionMatrix[0] = 2/this.width;
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this.projectionMatrix[12] = -1;
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// set the correct render function..
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this.render = this.renderWebGL;
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}
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PIXI.RenderTexture.prototype.initCanvas = function()
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{
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
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this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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this.render = this.renderCanvas;
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}
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/**
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* This function will draw the display object to the texture.
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* @method render
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* @param displayObject {DisplayObject}
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* @param clear {Boolean} If true the texture will not be cleared before the displayObject is drawn
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*/
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PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear)
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{
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var gl = PIXI.gl;
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// enable the alpha color mask..
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gl.colorMask(true, true, true, true);
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gl.viewport(0, 0, this.width, this.height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
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if(clear)
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{
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gl.clearColor(0,0,0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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// THIS WILL MESS WITH HIT TESTING!
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var children = displayObject.children;
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//TODO -? create a new one??? dont think so!
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displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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var renderGroup = displayObject.__renderGroup;
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if(renderGroup)
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{
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if(displayObject == renderGroup.root)
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{
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renderGroup.render(this.projectionMatrix);
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}
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else
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{
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renderGroup.renderSpecific(displayObject, this.projectionMatrix);
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}
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}
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else
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{
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if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
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this.renderGroup.setRenderable(displayObject);
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this.renderGroup.render(this.projectionMatrix);
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}
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}
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PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, clear)
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{
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var children = displayObject.children;
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displayObject.worldTransform = PIXI.mat3.create();
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for(var i=0,j=children.length; i<j; i++)
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{
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children[i].updateTransform();
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}
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if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
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this.renderer.renderDisplayObject(displayObject);
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PIXI.texturesToUpdate.push(this.baseTexture);
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}
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</pre>
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