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237 lines (209 loc) · 7.2 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
/**
* @classdesc
* [description]
*
* @class BitmapMask
* @memberOf Phaser.Display.Masks
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
*/
var BitmapMask = new Class({
initialize:
function BitmapMask (scene, renderable)
{
var renderer = scene.sys.game.renderer;
/**
* A reference to either the Canvas or WebGL Renderer that this Mask is using.
*
* @name Phaser.Display.Masks.BitmapMask#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.11.0
*/
this.renderer = renderer;
/**
* A renderable Game Object that uses a texture, such as a Sprite.
*
* @name Phaser.Display.Masks.BitmapMask#bitmapMask
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.bitmapMask = renderable;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#maskTexture
* @type {WebGLTexture}
* @default null
* @since 3.0.0
*/
this.maskTexture = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#mainTexture
* @type {WebGLTexture}
* @default null
* @since 3.0.0
*/
this.mainTexture = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#dirty
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.dirty = true;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#mainFramebuffer
* @type {WebGLFramebuffer}
* @since 3.0.0
*/
this.mainFramebuffer = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#maskFramebuffer
* @type {WebGLFramebuffer}
* @since 3.0.0
*/
this.maskFramebuffer = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#invertAlpha
* @type {boolean}
* @since 3.1.2
*/
this.invertAlpha = false;
if (renderer && renderer.gl)
{
var width = renderer.width;
var height = renderer.height;
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
var filter = gl.LINEAR;
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
renderer.onContextRestored(function (renderer)
{
var width = renderer.width;
var height = renderer.height;
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
var filter = gl.LINEAR;
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
}, this);
}
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#setBitmap
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
*/
setBitmap: function (renderable)
{
this.bitmapMask = renderable;
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#preRenderWebGL
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
* @param {Phaser.GameObjects.GameObject} maskedObject - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
*/
preRenderWebGL: function (renderer, maskedObject, camera)
{
renderer.pipelines.BitmapMaskPipeline.beginMask(this, maskedObject, camera);
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#postRenderWebGL
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
*/
postRenderWebGL: function (renderer)
{
renderer.pipelines.BitmapMaskPipeline.endMask(this);
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#preRenderCanvas
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
* @param {Phaser.GameObjects.GameObject} mask - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
*/
preRenderCanvas: function ()
{
// NOOP
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#postRenderCanvas
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
*/
postRenderCanvas: function ()
{
// NOOP
},
/**
* Destroys this BitmapMask and nulls any references it holds.
*
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
* so be sure to call `clearMask` on any Game Object using it, before destroying it.
*
* @method Phaser.Display.Masks.BitmapMask#destroy
* @since 3.7.0
*/
destroy: function ()
{
this.bitmapMask = null;
var renderer = this.renderer;
if (renderer && renderer.gl)
{
renderer.deleteTexture(this.mainTexture);
renderer.deleteTexture(this.maskTexture);
renderer.deleteFramebuffer(this.mainFramebuffer);
renderer.deleteFramebuffer(this.maskFramebuffer);
}
this.mainTexture = null;
this.maskTexture = null;
this.mainFramebuffer = null;
this.maskFramebuffer = null;
this.renderer = null;
}
});
module.exports = BitmapMask;