Source: gfx/core/textures/RenderTexture.js

const BaseTexture = require('./BaseTexture');
const Texture = require('./Texture');
const RenderTarget = require('../renderers/webgl/utils/RenderTarget');
const FilterManager = require('../renderers/webgl/managers/FilterManager');
const CanvasBuffer = require('../renderers/canvas/utils/CanvasBuffer');
const math = require('../math');
const CONST = require('../../const');
const tempMatrix = new math.Matrix();

/**
 * A RenderTexture is a special texture that allows any Pixi 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. The position
 * and rotation of the given Display Objects is ignored. For example:
 *
 * ```js
 * var renderer = autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });
 * var renderTexture = new RenderTexture(renderer, 800, 600);
 * var sprite = 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;
 *
 * renderTexture.render(sprite);
 * ```
 *
 * The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual
 * position a Node should be used:
 *
 * ```js
 * var doc = new Node();
 *
 * doc.addChild(sprite);
 *
 * renderTexture.render(doc);  // Renders to center of renderTexture
 * ```
 *
 * @class
 * @extends Texture
 * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture
 * @param [width=100] {number} The width of the render texture
 * @param [height=100] {number} The height of the render texture
 * @param [scaleMode] {number} See {@link SCALE_MODES} for possible values
 * @param [resolution=1] {number} The resolution of the texture being generated
 */
class RenderTexture extends Texture {
  constructor(renderer, width, height, scaleMode, resolution) {
    if (!renderer) {
      throw new Error('Unable to create RenderTexture, you must pass a renderer into the constructor.');
    }

    width = width || 100;
    height = height || 100;
    resolution = resolution || CONST.RESOLUTION;

    /**
     * The base texture object that this texture uses
     *
     * @member {BaseTexture}
     */
    var baseTexture = new BaseTexture();
    baseTexture.width = width;
    baseTexture.height = height;
    baseTexture.resolution = resolution;
    baseTexture.scaleMode = scaleMode || CONST.SCALE_MODES.DEFAULT;
    baseTexture.hasLoaded = true;


    super(baseTexture,
      new math.Rectangle(0, 0, width, height)
    );


    /**
     * The with of the render texture
     *
     * @member {number}
     */
    this.width = width;

    /**
     * The height of the render texture
     *
     * @member {number}
     */
    this.height = height;

    /**
     * The Resolution of the texture.
     *
     * @member {number}
     */
    this.resolution = resolution;

    /**
     * Draw/render the given DisplayObject onto the texture.
     *
     * The displayObject and descendents are transformed during this operation.
     * If `updateTransform` is true then the transformations will be restored before the
     * method returns. Otherwise it is up to the calling code to correctly use or reset
     * the transformed display objects.
     *
     * The display object is always rendered with a worldAlpha value of 1.
     *
     * @method
     * @param displayObject {DisplayObject} The display object to render this texture on
     * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
     * @param [clear=false] {boolean} If true the texture will be cleared before the displayObject is drawn
     * @param [updateTransform=true] {boolean} If true the displayObject's worldTransform/worldAlpha and all children
     *  transformations will be restored. Not restoring this information will be a little faster.
     */
    this.render = null;

    /**
     * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
     *
     * @member {CanvasRenderer|WebGLRenderer}
     */
    this.renderer = renderer;

    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL) {
      var gl = this.renderer.gl;

      this.textureBuffer = new RenderTarget(gl, this.width, this.height, baseTexture.scaleMode, this.resolution);// , this.baseTexture.scaleMode);
      this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;

        // TODO refactor filter manager.. as really its no longer a manager if we use it here..
      this.filterManager = new FilterManager(this.renderer);
      this.filterManager.onContextChange();
      this.filterManager.resize(width, height);
      this.render = this.renderWebGL;

        // the creation of a filter manager unbinds the buffers..
      this.renderer.currentRenderer.start();
      this.renderer.currentRenderTarget.activate();
    }
    else {

      this.render = this.renderCanvas;
      this.textureBuffer = new CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
      this.baseTexture.source = this.textureBuffer.canvas;
    }

    /**
     * @member {boolean}
     */
    this.valid = true;

    this._updateUvs();
  }

  /**
   * Resizes the RenderTexture.
   *
   * @param width {number} The width to resize to.
   * @param height {number} The height to resize to.
   * @param updateBase {boolean} Should the baseTexture.width and height values be resized as well?
   */
  resize(width, height, updateBase) {
    if (width === this.width && height === this.height) {
      return;
    }

    this.valid = (width > 0 && height > 0);

    this.width = this._frame.width = this.crop.width = width;
    this.height = this._frame.height = this.crop.height = height;

    if (updateBase) {
      this.baseTexture.width = this.width;
      this.baseTexture.height = this.height;
    }

    if (!this.valid) {
      return;
    }

    this.textureBuffer.resize(this.width, this.height);

    if (this.filterManager) {
      this.filterManager.resize(this.width, this.height);
    }
  }

  /**
   * Clears the RenderTexture.
   *
   */
  clear() {
    if (!this.valid) {
      return;
    }

    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL) {
      this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
    }

    this.textureBuffer.clear();
  }

  /**
   * Internal method assigned to the `render` property if using a CanvasRenderer.
   *
   * @private
   * @param displayObject {DisplayObject} The display object to render this texture on
   * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
   * @param [clear=false] {boolean} If true the texture will be cleared before the displayObject is drawn
   * @param [updateTransform=true] {boolean} If true the displayObject's worldTransform/worldAlpha and all children
   *  transformations will be restored. Not restoring this information will be a little faster.
   */
  renderWebGL(displayObject, matrix, clear, updateTransform) {
    if (!this.valid) {
      return;
    }


    updateTransform = (updateTransform !== undefined) ? updateTransform : true;// !updateTransform;

    this.textureBuffer.transform = matrix;

      // TODO not a fan that this is here... it will move!
    this.textureBuffer.activate();

      // setWorld Alpha to ensure that the object is renderer at full opacity
    displayObject.worldAlpha = 1;

    if (updateTransform) {

          // reset the matrix of the displatyObject..
      displayObject.worldTransform.identity();

      displayObject.currentBounds = null;

          // Time to update all the children of the displayObject with the new matrix..
      var children = displayObject.children;
      var i, j;

      for (i = 0, j = children.length; i < j; ++i) {
        children[i].updateTransform();
      }
    }

      // TODO rename textureBuffer to renderTarget..
    var temp = this.renderer.filterManager;

    this.renderer.filterManager = this.filterManager;
    this.renderer.renderDisplayObject(displayObject, this.textureBuffer, clear);

    this.renderer.filterManager = temp;
  }


  /**
   * Internal method assigned to the `render` property if using a CanvasRenderer.
   *
   * @private
   * @param displayObject {DisplayObject} The display object to render this texture on
   * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
   * @param [clear] {boolean} If true the texture will be cleared before the displayObject is drawn
   */
  renderCanvas(displayObject, matrix, clear) {
    if (!this.valid) {
      return;
    }

    var wt = tempMatrix;

    wt.identity();

    if (matrix) {
      wt.append(matrix);
    }

    var cachedWt = displayObject.worldTransform;
    displayObject.worldTransform = wt;

      // setWorld Alpha to ensure that the object is renderer at full opacity
    displayObject.worldAlpha = 1;

      // Time to update all the children of the displayObject with the new matrix..
    var children = displayObject.children;
    var i, j;

    for (i = 0, j = children.length; i < j; ++i) {
      children[i].updateTransform();
    }

    if (clear) {
      this.textureBuffer.clear();
    }


  //    this.textureBuffer.
    var context = this.textureBuffer.context;

    var realResolution = this.renderer.resolution;

    this.renderer.resolution = this.resolution;

    this.renderer.renderDisplayObject(displayObject, context);

    this.renderer.resolution = realResolution;

    if (displayObject.worldTransform === wt) {
          // fixes cacheAsBitmap Happening during the above..
      displayObject.worldTransform = cachedWt;
    }

  }

  /**
   * Destroys this texture
   *
   * @param destroyBase {boolean} Whether to destroy the base texture as well
   */
  destroy() {
    Texture.prototype.destroy.call(this, true);

    this.textureBuffer.destroy();

      // destroy the filtermanager..
    if (this.filterManager) {
      this.filterManager.destroy();
    }

    this.renderer = null;
  }

  /**
   * Will return a HTML Image of the texture
   *
   * @return {Image}
   */
  getImage() {
    var image = new Image();
    image.src = this.getBase64();
    return image;
  }

  /**
   * Will return a a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
   *
   * @return {string} A base64 encoded string of the texture.
   */
  getBase64() {
    return this.getCanvas().toDataURL();
  }

  /**
   * Creates a Canvas element, renders this RenderTexture to it and then returns it.
   *
   * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
   */
  getCanvas() {
    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL) {
      var gl = this.renderer.gl;
      var width = this.textureBuffer.size.width;
      var height = this.textureBuffer.size.height;

      var webGLPixels = new Uint8Array(4 * width * height);

      gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
      gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);

      var tempCanvas = new CanvasBuffer(width, height);
      var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
      canvasData.data.set(webGLPixels);

      tempCanvas.context.putImageData(canvasData, 0, 0);

      return tempCanvas.canvas;
    }
    else {
      return this.textureBuffer.canvas;
    }
  }

  /**
   * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA order, with integer values between 0 and 255 (included).
   *
   * @return {Uint8ClampedArray}
   */
  getPixels() {
    var width, height;

    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL) {
      var gl = this.renderer.gl;
      width = this.textureBuffer.size.width;
      height = this.textureBuffer.size.height;

      var webGLPixels = new Uint8Array(4 * width * height);

      gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
      gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);

      return webGLPixels;
    }
    else {
      width = this.textureBuffer.canvas.width;
      height = this.textureBuffer.canvas.height;

      return this.textureBuffer.canvas.getContext('2d').getImageData(0, 0, width, height).data;
    }
  }

  /**
   * Will return a one-dimensional array containing the pixel data of a pixel within the texture in RGBA order, with integer values between 0 and 255 (included).
   *
   * @param x {number} The x coordinate of the pixel to retrieve.
   * @param y {number} The y coordinate of the pixel to retrieve.
   * @return {Uint8ClampedArray}
   */
  getPixel(x, y) {
    if (this.renderer.type === CONST.RENDERER_TYPE.WEBGL) {
      var gl = this.renderer.gl;

      var webGLPixels = new Uint8Array(4);

      gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
      gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);

      return webGLPixels;
    }
    else {
      return this.textureBuffer.canvas.getContext('2d').getImageData(x, y, 1, 1).data;
    }
  }
}

module.exports = RenderTexture;