class: FilterManager
Extends:
WebGLManager → FilterManager
Methods summary
Public methods
public
pushFilter (target: PIXI.DisplayObject, filters: Array .): void
public
popFilter (): void
public
applyFilter (filter: PIXI.Filter, input: PIXI.RenderTarget, output: PIXI.RenderTarget, clear: boolean ): void
public
syncUniforms (shader: GLShader , filter: PIXI.Filter): void
public
getRenderTarget (clear: boolean , resolution: number ): PIXI.RenderTarget
public
returnRenderTarget (renderTarget: PIXI.RenderTarget): void
public
calculateScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
public
calculateNormalizedScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
public
calculateSpriteMatrix (outputMatrix: PIXI.Matrix, sprite: PIXI.Sprite): PIXI.Matrix
public
destroy (): void
private
getPotRenderTarget (gl: WebGLRenderingContext , minWidth: number , minHeight: number , resolution: number ): PIXI.RenderTarget
public
emptyPool (): void
public
freePotRenderTarget (renderTarget: PIXI.RenderTarget): void
public
pushFilter (target: PIXI.DisplayObject, filters: Array .): void
public
popFilter (): void
public
applyFilter (filter: PIXI.Filter, input: PIXI.RenderTarget, output: PIXI.RenderTarget, clear: boolean ): void
public
syncUniforms (shader: GLShader , filter: PIXI.Filter): void
public
getRenderTarget (clear: boolean , resolution: number ): PIXI.RenderTarget
public
returnRenderTarget (renderTarget: PIXI.RenderTarget): void
public
calculateScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
public
calculateNormalizedScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
public
calculateSpriteMatrix (outputMatrix: PIXI.Matrix, sprite: PIXI.Sprite): PIXI.Matrix
public
destroy (): void
private
getPotRenderTarget (gl: WebGLRenderingContext , minWidth: number , minHeight: number , resolution: number ): PIXI.RenderTarget
public
emptyPool (): void
public
freePotRenderTarget (renderTarget: PIXI.RenderTarget): void
public
onContextChange (): void
Properties
Name
Type
Attribute
Description
renderer
PIXI.WebGLRenderer
public
The renderer this manager works for.
Methods
pushFilter (target: PIXI.DisplayObject, filters: Array .): void
Adds a new filter to the manager.
Params:
Name
Type
Attribute
Description
target
The target of the filter to render.
filters
The filters to apply.
Returns:
void
popFilter (): void
Pops off the filter and applies it.
Returns:
void
applyFilter (filter: PIXI.Filter, input: PIXI.RenderTarget, output: PIXI.RenderTarget, clear: boolean ): void
Draws a filter.
Params:
Name
Type
Attribute
Description
filter
The filter to draw.
input
The input render target.
output
The target to output to.
clear
Should the output be cleared before rendering to it
Returns:
void
Uploads the uniforms of the filter.
Params:
Name
Type
Attribute
Description
shader
The underlying gl shader.
filter
The filter we are synchronizing.
Returns:
void
getRenderTarget (clear: boolean , resolution: number ): PIXI.RenderTarget
Gets a render target from the pool, or creates a new one.
Params:
Name
Type
Attribute
Description
clear
Should we clear the render texture when we get it?
resolution
The resolution of the target.
Returns:
PIXI.RenderTarget
returnRenderTarget (renderTarget: PIXI.RenderTarget): void
Returns a render target to the pool.
Params:
Name
Type
Attribute
Description
renderTarget
The render target to return.
Returns:
void
calculateScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
Calculates the mapped matrix.
TODO playing around here.. this is temporary - (will end up in the shader) this returns a matrix that will normalise map filter cords in the filter to screen space
Params:
Name
Type
Attribute
Description
outputMatrix
the matrix to output to.
Returns:
PIXI.Matrix
calculateNormalizedScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea
Params:
Name
Type
Attribute
Description
outputMatrix
The matrix to output to.
Returns:
PIXI.Matrix
calculateSpriteMatrix (outputMatrix: PIXI.Matrix, sprite: PIXI.Sprite): PIXI.Matrix
This will map the filter coord so that a texture can be used based on the transform of a sprite
Params:
Name
Type
Attribute
Description
outputMatrix
The matrix to output to.
sprite
The sprite to map to.
Returns:
PIXI.Matrix
destroy (): void
Destroys this Filter Manager.
Returns:
void
getPotRenderTarget (gl: WebGLRenderingContext , minWidth: number , minHeight: number , resolution: number ): PIXI.RenderTarget
Gets a Power-of-Two render texture.
TODO move to a seperate class could be on renderer? also - could cause issue with multiple contexts?
Params:
Name
Type
Attribute
Description
gl
The webgl rendering context
minWidth
The minimum width of the render target.
minHeight
The minimum height of the render target.
resolution
The resolution of the render target.
Returns:
PIXI.RenderTarget
emptyPool (): void
Empties the texture pool.
Returns:
void
freePotRenderTarget (renderTarget: PIXI.RenderTarget): void
Frees a render target back into the pool.
Params:
Name
Type
Attribute
Description
renderTarget
The renderTarget to free
Returns:
void
pushFilter (target: PIXI.DisplayObject, filters: Array .): void
Adds a new filter to the manager.
Params:
Name
Type
Attribute
Description
target
The target of the filter to render.
filters
The filters to apply.
Returns:
void
popFilter (): void
Pops off the filter and applies it.
Returns:
void
applyFilter (filter: PIXI.Filter, input: PIXI.RenderTarget, output: PIXI.RenderTarget, clear: boolean ): void
Draws a filter.
Params:
Name
Type
Attribute
Description
filter
The filter to draw.
input
The input render target.
output
The target to output to.
clear
Should the output be cleared before rendering to it
Returns:
void
Uploads the uniforms of the filter.
Params:
Name
Type
Attribute
Description
shader
The underlying gl shader.
filter
The filter we are synchronizing.
Returns:
void
getRenderTarget (clear: boolean , resolution: number ): PIXI.RenderTarget
Gets a render target from the pool, or creates a new one.
Params:
Name
Type
Attribute
Description
clear
Should we clear the render texture when we get it?
resolution
The resolution of the target.
Returns:
PIXI.RenderTarget
returnRenderTarget (renderTarget: PIXI.RenderTarget): void
Returns a render target to the pool.
Params:
Name
Type
Attribute
Description
renderTarget
The render target to return.
Returns:
void
calculateScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
Calculates the mapped matrix.
TODO playing around here.. this is temporary - (will end up in the shader) this returns a matrix that will normalise map filter cords in the filter to screen space
Params:
Name
Type
Attribute
Description
outputMatrix
the matrix to output to.
Returns:
PIXI.Matrix
calculateNormalizedScreenSpaceMatrix (outputMatrix: PIXI.Matrix): PIXI.Matrix
Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea
Params:
Name
Type
Attribute
Description
outputMatrix
The matrix to output to.
Returns:
PIXI.Matrix
calculateSpriteMatrix (outputMatrix: PIXI.Matrix, sprite: PIXI.Sprite): PIXI.Matrix
This will map the filter coord so that a texture can be used based on the transform of a sprite
Params:
Name
Type
Attribute
Description
outputMatrix
The matrix to output to.
sprite
The sprite to map to.
Returns:
PIXI.Matrix
destroy (): void
Destroys this Filter Manager.
Returns:
void
getPotRenderTarget (gl: WebGLRenderingContext , minWidth: number , minHeight: number , resolution: number ): PIXI.RenderTarget
Gets a Power-of-Two render texture.
TODO move to a seperate class could be on renderer? also - could cause issue with multiple contexts?
Params:
Name
Type
Attribute
Description
gl
The webgl rendering context
minWidth
The minimum width of the render target.
minHeight
The minimum height of the render target.
resolution
The resolution of the render target.
Returns:
PIXI.RenderTarget
emptyPool (): void
Empties the texture pool.
Returns:
void
freePotRenderTarget (renderTarget: PIXI.RenderTarget): void
Frees a render target back into the pool.
Params:
Name
Type
Attribute
Description
renderTarget
The renderTarget to free
Returns:
void
onContextChange (): void
Generic method called when there is a WebGL context change.
Returns:
void
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