import { System } from '../System';
import { Rectangle } from '@pixi/math';
const tempRect = new Rectangle();
/**
* System plugin to the renderer to manage render textures.
*
* Should be added after FramebufferSystem
*
* @class
* @extends PIXI.System
* @memberof PIXI.systems
*/
export class RenderTextureSystem extends System
{
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer)
{
super(renderer);
/**
* The clear background color as rgba
* @member {number[]}
*/
this.clearColor = renderer._backgroundColorRgba;
// TODO move this property somewhere else!
/**
* List of masks for the StencilSystem
* @member {PIXI.Graphics[]}
* @readonly
*/
this.defaultMaskStack = [];
// empty render texture?
/**
* Render texture
* @member {PIXI.RenderTexture}
* @readonly
*/
this.current = null;
/**
* Source frame
* @member {PIXI.Rectangle}
* @readonly
*/
this.sourceFrame = new Rectangle();
/**
* Destination frame
* @member {PIXI.Rectangle}
* @readonly
*/
this.destinationFrame = new Rectangle();
}
/**
* Bind the current render texture
* @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen
* @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture
* @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame
*/
bind(renderTexture = null, sourceFrame, destinationFrame)
{
this.current = renderTexture;
const renderer = this.renderer;
let resolution;
if (renderTexture)
{
const baseTexture = renderTexture.baseTexture;
resolution = baseTexture.resolution;
if (!destinationFrame)
{
tempRect.width = baseTexture.realWidth;
tempRect.height = baseTexture.realHeight;
destinationFrame = tempRect;
}
if (!sourceFrame)
{
sourceFrame = destinationFrame;
}
this.renderer.framebuffer.bind(baseTexture.framebuffer, destinationFrame);
this.renderer.projection.update(destinationFrame, sourceFrame, resolution, false);
this.renderer.mask.setMaskStack(baseTexture.maskStack);
}
else
{
resolution = this.renderer.resolution;
// TODO these validation checks happen deeper down..
// thing they can be avoided..
if (!destinationFrame)
{
tempRect.width = renderer.width;
tempRect.height = renderer.height;
destinationFrame = tempRect;
}
if (!sourceFrame)
{
sourceFrame = destinationFrame;
}
renderer.framebuffer.bind(null, destinationFrame);
// TODO store this..
this.renderer.projection.update(destinationFrame, sourceFrame, resolution, true);
this.renderer.mask.setMaskStack(this.defaultMaskStack);
}
this.sourceFrame.copyFrom(sourceFrame);
this.destinationFrame.x = destinationFrame.x / resolution;
this.destinationFrame.y = destinationFrame.y / resolution;
this.destinationFrame.width = destinationFrame.width / resolution;
this.destinationFrame.height = destinationFrame.height / resolution;
if (sourceFrame === destinationFrame)
{
this.sourceFrame.copyFrom(this.destinationFrame);
}
}
/**
* Erases the render texture and fills the drawing area with a colour
*
* @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor
* @return {PIXI.Renderer} Returns itself.
*/
clear(clearColor)
{
if (this.current)
{
clearColor = clearColor || this.current.baseTexture.clearColor;
}
else
{
clearColor = clearColor || this.clearColor;
}
this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
}
resize()
{
// resize the root only!
this.bind(null);
}
/**
* Resets renderTexture state
*/
reset()
{
this.bind(null);
}
}