import BaseRenderTexture from './BaseRenderTexture';
import Texture from './Texture';
/**
* A RenderTexture is a special texture that allows any display object to be rendered to it.
*
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
*
* A RenderTexture takes a snapshot of any Display Object given to its render method. For example:
*
* ```js
* let renderer = (new Tiny.Application()).renderer;
* let renderTexture = Tiny.RenderTexture.create(800, 600);
* let sprite = Tiny.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;
*
* renderer.render(sprite, renderTexture);
* ```
*
* The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0, you can clear the transform
*
* ```js
*
* sprite.setTransform()
*
* let renderTexture = Tiny.RenderTexture.create(100, 100);
*
* renderer.render(sprite, renderTexture); // Renders to center of RenderTexture
* ```
*
* @class
* @extends Tiny.Texture
* @memberof Tiny
*/
export default class RenderTexture extends Texture {
/**
* @param {Tiny.BaseRenderTexture} baseRenderTexture - The renderer used for this RenderTexture
* @param {Tiny.Rectangle} [frame] - The rectangle frame of the texture to show
*/
constructor(baseRenderTexture, frame) {
/**
* The base texture object that this texture uses
*
* @member {BaseTexture}
*/
super(
baseRenderTexture,
frame
);
/**
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
*
* @member {boolean}
*/
this.valid = true;
this._updateUvs();
}
/**
* Resizes the RenderTexture.
*
* @param {number} width - The width to resize to.
* @param {number} height - The height to resize to.
* @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well?
*/
resize(width, height, doNotResizeBaseTexture) {
width = Math.ceil(width);
height = Math.ceil(height);
// TODO - could be not required..
this.valid = (width > 0 && height > 0);
this._frame.width = this.orig.width = width;
this._frame.height = this.orig.height = height;
if (!doNotResizeBaseTexture) {
this.baseTexture.resize(width, height);
}
this._updateUvs();
}
/**
* A short hand way of creating a render texture.
*
* @param {number} [width=100] - The width of the render texture
* @param {number} [height=100] - The height of the render texture
* @param {number} [scaleMode=Tiny.settings.SCALE_MODE] - See {@link Tiny.SCALE_MODES} for possible values
* @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated
* @return {Tiny.RenderTexture} The new render texture
*/
static create(width, height, scaleMode, resolution) {
return new RenderTexture(new BaseRenderTexture(width, height, scaleMode, resolution));
}
}