import WebGLManager from './WebGLManager';
import AlphaMaskFilter from '../filters/SpriteMaskFilter';
/**
* @class
* @extends Tiny.WebGLManager
* @memberof Tiny
*/
export default class MaskManager extends WebGLManager {
/**
* @param {Tiny.WebGLRenderer} renderer - The renderer this manager works for.
*/
constructor(renderer) {
super(renderer);
// TODO - we don't need both!
this.scissor = false;
this.scissorData = null;
this.scissorRenderTarget = null;
this.enableScissor = true;
this.alphaMaskPool = [];
this.alphaMaskIndex = 0;
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {Tiny.DisplayObject} target - Display Object to push the mask to
* @param {Tiny.Sprite|Tiny.Graphics} maskData - The masking data.
*/
pushMask(target, maskData) {
// TODO the root check means scissor rect will not
// be used on render textures more info here:
// https://github.com/pixijs/pixi.js/pull/3545
if (maskData.texture) {
this.pushSpriteMask(target, maskData);
} else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) {
const matrix = maskData.worldTransform;
let rot = Math.atan2(matrix.b, matrix.a);
// use the nearest degree!
rot = Math.round(rot * (180 / Math.PI));
if (rot % 90) {
this.pushStencilMask(maskData);
} else {
this.pushScissorMask(target, maskData);
}
} else {
this.pushStencilMask(maskData);
}
}
/**
* Removes the last mask from the mask stack and doesn't return it.
*
* @param {Tiny.DisplayObject} target - Display Object to pop the mask from
* @param {Tiny.Sprite|Tiny.Graphics} maskData - The masking data.
*/
popMask(target, maskData) {
if (maskData.texture) {
this.popSpriteMask(target, maskData);
} else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) {
this.popScissorMask(target, maskData);
} else {
this.popStencilMask(target, maskData);
}
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {Tiny.RenderTarget} target - Display Object to push the sprite mask to
* @param {Tiny.Sprite} maskData - Sprite to be used as the mask
*/
pushSpriteMask(target, maskData) {
let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];
if (!alphaMaskFilter) {
alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new AlphaMaskFilter(maskData)];
}
alphaMaskFilter[0].resolution = this.renderer.resolution;
alphaMaskFilter[0].maskSprite = maskData;
const stashFilterArea = target.filterArea;
target.filterArea = maskData.getBounds(true);
this.renderer.filterManager.pushFilter(target, alphaMaskFilter);
target.filterArea = stashFilterArea;
this.alphaMaskIndex++;
}
/**
* Removes the last filter from the filter stack and doesn't return it.
*
*/
popSpriteMask() {
this.renderer.filterManager.popFilter();
this.alphaMaskIndex--;
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {Tiny.Sprite|Tiny.Graphics} maskData - The masking data.
*/
pushStencilMask(maskData) {
this.renderer.currentRenderer.stop();
this.renderer.stencilManager.pushStencil(maskData);
}
/**
* Removes the last filter from the filter stack and doesn't return it.
*
*/
popStencilMask() {
this.renderer.currentRenderer.stop();
this.renderer.stencilManager.popStencil();
}
/**
*
* @param {Tiny.DisplayObject} target - Display Object to push the mask to
* @param {Tiny.Graphics} maskData - The masking data.
*/
pushScissorMask(target, maskData) {
maskData.renderable = true;
const renderTarget = this.renderer._activeRenderTarget;
const bounds = maskData.getBounds();
bounds.fit(renderTarget.size);
maskData.renderable = false;
this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);
const resolution = this.renderer.resolution;
this.renderer.gl.scissor(
bounds.x * resolution,
(renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution,
bounds.width * resolution,
bounds.height * resolution
);
this.scissorRenderTarget = renderTarget;
this.scissorData = maskData;
this.scissor = true;
}
/**
*
*
*/
popScissorMask() {
this.scissorRenderTarget = null;
this.scissorData = null;
this.scissor = false;
// must be scissor!
const gl = this.renderer.gl;
gl.disable(gl.SCISSOR_TEST);
}
}