const Node = require('./core/Node');
const { Matrix } = require('./core/math');
const RenderTexture = require('./core/textures/RenderTexture');
const Sprite = require('./core/sprites/Sprite');
const _tempMatrix = new Matrix();
Node.prototype._cacheAsBitmap = false;
Node.prototype._originalRenderWebGL = null;
Node.prototype._originalRenderCanvas = null;
Node.prototype._originalUpdateTransform = null;
Node.prototype._originalHitTest = null;
Node.prototype._originalDestroy = null;
Node.prototype._cachedSprite = null;
Object.defineProperties(Node.prototype, {
/**
* Set this to true if you want this display object to be cached as a bitmap.
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
* To remove simply set this property to 'false'
*
* @member {boolean}
* @memberof Node#
*/
cacheAsBitmap: {
get: function() {
return this._cacheAsBitmap;
},
set: function(value) {
if (this._cacheAsBitmap === value) {
return;
}
this._cacheAsBitmap = value;
if (value) {
this._originalRenderWebGL = this.renderWebGL;
this._originalRenderCanvas = this.renderCanvas;
this._originalUpdateTransform = this.updateTransform;
this._originalGetBounds = this.getBounds;
this._originalDestroy = this.destroy;
this._originalContainsPoint = this.containsPoint;
this.renderWebGL = this._renderCachedWebGL;
this.renderCanvas = this._renderCachedCanvas;
this.destroy = this._cacheAsBitmapDestroy;
}
else {
if (this._cachedSprite) {
this._destroyCachedDisplayObject();
}
this.renderWebGL = this._originalRenderWebGL;
this.renderCanvas = this._originalRenderCanvas;
this.getBounds = this._originalGetBounds;
this.destroy = this._originalDestroy;
this.updateTransform = this._originalUpdateTransform;
this.containsPoint = this._originalContainsPoint;
}
},
},
});
/**
* Renders a cached version of the sprite with WebGL
*
* @param {WebGLRenderer} renderer the WebGL renderer
* @private
*/
Node.prototype._renderCachedWebGL = function(renderer) {
if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {
return;
}
this._initCachedDisplayObject(renderer);
this._cachedSprite.worldAlpha = this.worldAlpha;
renderer.setObjectRenderer(renderer.plugins.sprite);
renderer.plugins.sprite.render(this._cachedSprite);
};
/**
* Prepares the WebGL renderer to cache the sprite
*
* @param {WebGLRenderer} renderer the WebGL renderer
* @private
*/
Node.prototype._initCachedDisplayObject = function(renderer) {
if (this._cachedSprite) {
return;
}
// first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)
renderer.currentRenderer.flush();
// this.filters= [];
// next we find the dimensions of the untransformed object
// this function also calls updatetransform on all its children as part of the measuring. This means we don't need to update the transform again in this function
// TODO pass an object to clone too? saves having to create a new one each time!
var bounds = this.getLocalBounds().clone();
// add some padding!
if (this._filters) {
var padding = this._filters[0].padding;
bounds.x -= padding;
bounds.y -= padding;
bounds.width += padding * 2;
bounds.height += padding * 2;
}
// for now we cache the current renderTarget that the webGL renderer is currently using.
// this could be more elegent..
var cachedRenderTarget = renderer.currentRenderTarget;
// We also store the filter stack - I will definitely look to change how this works a little later down the line.
var stack = renderer.filterManager.filterStack;
// this renderTexture will be used to store the cached Node
var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0);
// need to set
var m = _tempMatrix;
m.tx = -bounds.x;
m.ty = -bounds.y;
// set all properties to there original so we can render to a texture
this.renderWebGL = this._originalRenderWebGL;
renderTexture.render(this, m, true, true);
// now restore the state be setting the new properties
renderer.setRenderTarget(cachedRenderTarget);
renderer.filterManager.filterStack = stack;
this.renderWebGL = this._renderCachedWebGL;
this.updateTransform = this.displayObjectUpdateTransform;
this.getBounds = this._getCachedBounds;
// create our cached sprite
this._cachedSprite = new Sprite(renderTexture);
this._cachedSprite.worldTransform = this.worldTransform;
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
// restore the transform of the cached sprite to avoid the nasty flicker..
this.updateTransform();
// map the hit test..
this.containsPoint = this._cachedSprite.containsPoint.bind(this._cachedSprite);
};
/**
* Renders a cached version of the sprite with canvas
*
* @param {CanvasRenderer} renderer the Canvas renderer
* @private
*/
Node.prototype._renderCachedCanvas = function(renderer) {
if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {
return;
}
this._initCachedDisplayObjectCanvas(renderer);
this._cachedSprite.worldAlpha = this.worldAlpha;
this._cachedSprite.renderCanvas(renderer);
};
// TODO this can be the same as the webGL verison.. will need to do a little tweaking first though..
/**
* Prepares the Canvas renderer to cache the sprite
*
* @param {CanvasRenderer} renderer the Canvas renderer
* @private
*/
Node.prototype._initCachedDisplayObjectCanvas = function(renderer) {
if (this._cachedSprite) {
return;
}
// get bounds actually transforms the object for us already!
var bounds = this.getLocalBounds();
var cachedRenderTarget = renderer.context;
var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0);
// need to set //
var m = _tempMatrix;
m.tx = -bounds.x;
m.ty = -bounds.y;
// set all properties to there original so we can render to a texture
this.renderCanvas = this._originalRenderCanvas;
renderTexture.render(this, m, true);
// now restore the state be setting the new properties
renderer.context = cachedRenderTarget;
this.renderCanvas = this._renderCachedCanvas;
this.updateTransform = this.displayObjectUpdateTransform;
this.getBounds = this._getCachedBounds;
// create our cached sprite
this._cachedSprite = new Sprite(renderTexture);
this._cachedSprite.worldTransform = this.worldTransform;
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
this.updateTransform();
this.containsPoint = this._cachedSprite.containsPoint.bind(this._cachedSprite);
};
/**
* Calculates the bounds of the cached sprite
* @private
* @return {Rectangle} Bounds of this object
*/
Node.prototype._getCachedBounds = function() {
this._cachedSprite._currentBounds = null;
return this._cachedSprite.getBounds();
};
/**
* Destroys the cached sprite.
*
* @private
*/
Node.prototype._destroyCachedDisplayObject = function() {
this._cachedSprite._texture.destroy();
this._cachedSprite = null;
};
Node.prototype._cacheAsBitmapDestroy = function() {
this.cacheAsBitmap = false;
this._originalDestroy();
};