var utils = require('../../../utils');
/**
* Utility methods for Sprite/Texture tinting.
* @static
* @class
* @memberof PIXI
*/
var CanvasTinter = {};
module.exports = CanvasTinter;
/**
* Basically this method just needs a sprite and a color and tints the sprite with the given color.
*
* @param sprite {PIXI.Sprite} the sprite to tint
* @param color {number} the color to use to tint the sprite with
* @return {HTMLCanvasElement} The tinted canvas
*/
CanvasTinter.getTintedTexture = function (sprite, color)
{
var texture = sprite.texture;
color = CanvasTinter.roundColor(color);
var stringColor = '#' + ('00000' + ( color | 0).toString(16)).substr(-6);
texture.tintCache = texture.tintCache || {};
if (texture.tintCache[stringColor])
{
return texture.tintCache[stringColor];
}
// clone texture..
var canvas = CanvasTinter.canvas || document.createElement('canvas');
//CanvasTinter.tintWithPerPixel(texture, stringColor, canvas);
CanvasTinter.tintMethod(texture, color, canvas);
if (CanvasTinter.convertTintToImage)
{
// is this better?
var tintImage = new Image();
tintImage.src = canvas.toDataURL();
texture.tintCache[stringColor] = tintImage;
}
else
{
texture.tintCache[stringColor] = canvas;
// if we are not converting the texture to an image then we need to lose the reference to the canvas
CanvasTinter.canvas = null;
}
return canvas;
};
/**
* Tint a texture using the 'multiply' operation.
*
* @param texture {PIXI.Texture} the texture to tint
* @param color {number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
CanvasTinter.tintWithMultiply = function (texture, color, canvas)
{
var context = canvas.getContext( '2d' );
var resolution = texture.baseTexture.resolution;
var crop = texture.crop.clone();
crop.x *= resolution;
crop.y *= resolution;
crop.width *= resolution;
crop.height *= resolution;
canvas.width = crop.width;
canvas.height = crop.height;
context.fillStyle = '#' + ('00000' + ( color | 0).toString(16)).substr(-6);
context.fillRect(0, 0, crop.width, crop.height);
context.globalCompositeOperation = 'multiply';
context.drawImage(
texture.baseTexture.source,
crop.x,
crop.y,
crop.width,
crop.height,
0,
0,
crop.width,
crop.height
);
context.globalCompositeOperation = 'destination-atop';
context.drawImage(
texture.baseTexture.source,
crop.x,
crop.y,
crop.width,
crop.height,
0,
0,
crop.width,
crop.height
);
};
/**
* Tint a texture using the 'overlay' operation.
*
* @param texture {PIXI.Texture} the texture to tint
* @param color {number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
CanvasTinter.tintWithOverlay = function (texture, color, canvas)
{
var context = canvas.getContext( '2d' );
var resolution = texture.baseTexture.resolution;
var crop = texture.crop.clone();
crop.x *= resolution;
crop.y *= resolution;
crop.width *= resolution;
crop.height *= resolution;
canvas.width = crop.width;
canvas.height = crop.height;
context.globalCompositeOperation = 'copy';
context.fillStyle = '#' + ('00000' + ( color | 0).toString(16)).substr(-6);
context.fillRect(0, 0, crop.width, crop.height);
context.globalCompositeOperation = 'destination-atop';
context.drawImage(
texture.baseTexture.source,
crop.x,
crop.y,
crop.width,
crop.height,
0,
0,
crop.width,
crop.height
);
// context.globalCompositeOperation = 'copy';
};
/**
* Tint a texture pixel per pixel.
*
* @param texture {PIXI.Texture} the texture to tint
* @param color {number} the color to use to tint the sprite with
* @param canvas {HTMLCanvasElement} the current canvas
*/
CanvasTinter.tintWithPerPixel = function (texture, color, canvas)
{
var context = canvas.getContext( '2d' );
var resolution = texture.baseTexture.resolution;
var crop = texture.crop.clone();
crop.x *= resolution;
crop.y *= resolution;
crop.width *= resolution;
crop.height *= resolution;
canvas.width = crop.width;
canvas.height = crop.height;
context.globalCompositeOperation = 'copy';
context.drawImage(
texture.baseTexture.source,
crop.x,
crop.y,
crop.width,
crop.height,
0,
0,
crop.width,
crop.height
);
var rgbValues = utils.hex2rgb(color);
var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2];
var pixelData = context.getImageData(0, 0, crop.width, crop.height);
var pixels = pixelData.data;
for (var i = 0; i < pixels.length; i += 4)
{
pixels[i+0] *= r;
pixels[i+1] *= g;
pixels[i+2] *= b;
}
context.putImageData(pixelData, 0, 0);
};
/**
* Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel.
*
* @param color {number} the color to round, should be a hex color
*/
CanvasTinter.roundColor = function (color)
{
var step = CanvasTinter.cacheStepsPerColorChannel;
var rgbValues = utils.hex2rgb(color);
rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step);
rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step);
rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step);
return utils.rgb2hex(rgbValues);
};
/**
* Number of steps which will be used as a cap when rounding colors.
*
* @member
*/
CanvasTinter.cacheStepsPerColorChannel = 8;
/**
* Tint cache boolean flag.
*
* @member
*/
CanvasTinter.convertTintToImage = false;
/**
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.
*
* @member
*/
CanvasTinter.canUseMultiply = utils.canUseNewCanvasBlendModes();
/**
* The tinting method that will be used.
*
*/
CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel;