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const utils = require('../utils');
const CONST = require('../../const');
const EventEmitter = require('engine/EventEmitter');
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @class
* @param source {Image|Canvas} the source object of the texture.
* @param [scaleMode=SCALE_MODES.DEFAULT] {number} See {@link SCALE_MODES} for possible values
* @param resolution {number} the resolution of the texture for devices with different pixel ratios
*/
class BaseTexture extends EventEmitter {
constructor(source, scaleMode, resolution) {
super();
this.uid = utils.uid();
/**
* The Resolution of the texture.
*
* @member {number}
*/
this.resolution = resolution || 1;
/**
* The width of the base texture set when the image has loaded
*
* @member {number}
* @readOnly
*/
this.width = 100;
/**
* The height of the base texture set when the image has loaded
*
* @member {number}
* @readOnly
*/
this.height = 100;
// TODO docs
// used to store the actual dimensions of the source
/**
* Used to store the actual width of the source of this texture
*
* @member {number}
* @readOnly
*/
this.realWidth = 100;
/**
* Used to store the actual height of the source of this texture
*
* @member {number}
* @readOnly
*/
this.realHeight = 100;
/**
* The scale mode to apply when scaling this texture
*
* @member {number}
* @default SCALE_MODES.LINEAR
* @see SCALE_MODES
*/
this.scaleMode = scaleMode || CONST.SCALE_MODES.DEFAULT;
/**
* Set to true once the base texture has successfully loaded.
*
* This is never true if the underlying source fails to load or has no texture data.
*
* @member {boolean}
* @readOnly
*/
this.hasLoaded = false;
/**
* Set to true if the source is currently loading.
*
* If an Image source is loading the 'loaded' or 'error' event will be
* dispatched when the operation ends. An underyling source that is
* immediately-available bypasses loading entirely.
*
* @member {boolean}
* @readonly
*/
this.isLoading = false;
/**
* The image source that is used to create the texture.
*
* TODO: Make this a setter that calls loadSource();
*
* @member {Image|Canvas}
* @readonly
*/
this.source = null; // set in loadSource, if at all
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
* All blend modes, and shaders written for default value. Change it on your own risk.
*
* @member {boolean}
* @default true
*/
this.premultipliedAlpha = true;
/**
* @member {string}
*/
this.imageUrl = null;
/**
* Wether or not the texture is a power of two, try to use power of two textures as much as you can
* @member {boolean}
* @private
*/
this.isPowerOfTwo = false;
// used for webGL
/**
*
* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
* Also the texture must be a power of two size to work
*
* @member {boolean}
*/
this.mipmap = false;
/**
* A map of renderer IDs to webgl textures
*
* @member {object<number, WebGLTexture>}
* @private
*/
this._glTextures = {};
// if no source passed don't try to load
if (source) {
this.loadSource(source);
}
/**
* Fired when a not-immediately-available source finishes loading.
*
* @event loaded
* @memberof BaseTexture#
* @protected
*/
/**
* Fired when a not-immediately-available source fails to load.
*
* @event error
* @memberof BaseTexture#
* @protected
*/
}
/**
* Updates the texture on all the webgl renderers, this also assumes the src has changed.
*
* @fires update
*/
update() {
this.realWidth = this.source.naturalWidth || this.source.width;
this.realHeight = this.source.naturalHeight || this.source.height;
this.width = this.realWidth / this.resolution;
this.height = this.realHeight / this.resolution;
this.isPowerOfTwo = utils.isPowerOfTwo(this.realWidth, this.realHeight);
this.emit('update', this);
}
/**
* Load a source.
*
* If the source is not-immediately-available, such as an image that needs to be
* downloaded, then the 'loaded' or 'error' event will be dispatched in the future
* and `hasLoaded` will remain false after this call.
*
* The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:
*
* if (texture.hasLoaded)
{
* // texture ready for use
* } else if (texture.isLoading)
{
* // listen to 'loaded' and/or 'error' events on texture
* } else {
* // not loading, not going to load UNLESS the source is reloaded
* // (it may still make sense to listen to the events)
* }
*
* @protected
* @param source {Image|Canvas} the source object of the texture.
*/
loadSource(source) {
var wasLoading = this.isLoading;
this.hasLoaded = false;
this.isLoading = false;
if (wasLoading && this.source) {
this.source.onload = null;
this.source.onerror = null;
}
this.source = source;
// Apply source if loaded. Otherwise setup appropriate loading monitors.
if ((this.source.complete || this.source.getContext) && this.source.width && this.source.height) {
this._sourceLoaded();
}
else if (!source.getContext) {
// Image fail / not ready
this.isLoading = true;
var scope = this;
source.onload = function() {
source.onload = null;
source.onerror = null;
if (!scope.isLoading) {
return;
}
scope.isLoading = false;
scope._sourceLoaded();
scope.emit('loaded', scope);
};
source.onerror = function() {
source.onload = null;
source.onerror = null;
if (!scope.isLoading) {
return;
}
scope.isLoading = false;
scope.emit('error', scope);
};
// Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element
// "The value of `complete` can thus change while a script is executing."
// So complete needs to be re-checked after the callbacks have been added..
// NOTE: complete will be true if the image has no src so best to check if the src is set.
if (source.complete && source.src) {
this.isLoading = false;
// ..and if we're complete now, no need for callbacks
source.onload = null;
source.onerror = null;
if (source.width && source.height) {
this._sourceLoaded();
// If any previous subscribers possible
if (wasLoading) {
this.emit('loaded', this);
}
}
else {
// If any previous subscribers possible
if (wasLoading) {
this.emit('error', this);
}
}
}
}
}
/**
* Used internally to update the width, height, and some other tracking vars once
* a source has successfully loaded.
*
* @private
*/
_sourceLoaded() {
this.hasLoaded = true;
this.update();
}
/**
* Destroys this base texture
*
*/
destroy() {
if (this.imageUrl) {
delete utils.BaseTextureCache[this.imageUrl];
delete utils.TextureCache[this.imageUrl];
this.imageUrl = null;
if (!navigator.isCocoonJS) {
this.source.src = '';
}
}
else if (this.source && this.source._pixiId) {
delete utils.BaseTextureCache[this.source._pixiId];
}
this.source = null;
this.dispose();
}
/**
* Frees the texture from WebGL memory without destroying this texture object.
* This means you can still use the texture later which will upload it to GPU
* memory again.
*
*/
dispose() {
this.emit('dispose', this);
// this should no longer be needed, the renderers should cleanup all the gl textures.
// this._glTextures = {};
}
/**
* Changes the source image of the texture.
* The original source must be an Image element.
*
* @param newSrc {string} the path of the image
*/
updateSourceImage(newSrc) {
this.source.src = newSrc;
this.loadSource(this.source);
}
}
/**
* Helper function that creates a base texture from the given image url.
* If the image is not in the base texture cache it will be created and loaded.
*
* @static
* @param imageUrl {string} The image url of the texture
* @param [crossorigin=(auto)] {boolean} Should use anonymous CORS? Defaults to true if the URL is not a data-URI.
* @param [scaleMode=SCALE_MODES.DEFAULT] {number} See {@link SCALE_MODES} for possible values
* @return BaseTexture
*/
BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode) {
var baseTexture = utils.BaseTextureCache[imageUrl];
if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) {
crossorigin = true;
}
if (!baseTexture) {
// new Image() breaks tex loading in some versions of Chrome.
// See https://code.google.com/p/chromium/issues/detail?id=238071
var image = new Image();// document.createElement('img');
if (crossorigin) {
image.crossOrigin = '';
}
baseTexture = new BaseTexture(image, scaleMode);
baseTexture.imageUrl = imageUrl;
image.src = imageUrl;
utils.BaseTextureCache[imageUrl] = baseTexture;
// if there is an @2x at the end of the url we are going to assume its a highres image
baseTexture.resolution = utils.getResolutionOfUrl(imageUrl);
}
return baseTexture;
};
/**
* Helper function that creates a base texture from the given canvas element.
*
* @static
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {number} See {@link SCALE_MODES} for possible values
* @return BaseTexture
*/
BaseTexture.fromCanvas = function(canvas, scaleMode) {
if (!canvas._pixiId) {
canvas._pixiId = 'canvas_' + utils.uid();
}
var baseTexture = utils.BaseTextureCache[canvas._pixiId];
if (!baseTexture) {
baseTexture = new BaseTexture(canvas, scaleMode);
utils.BaseTextureCache[canvas._pixiId] = baseTexture;
}
return baseTexture;
};
module.exports = BaseTexture;