/*
* Filter
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module EaselJS
*/
// namespace:
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* The BitmapCache is an internal representation of all the cache properties and logic required in order to "cache"
* an object. This information and functionality used to be located on a {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
* method in {{#crossLink "DisplayObject"}}{{/crossLink}}, but was moved to its own class.
*
* Caching in this context is purely visual, and will render the DisplayObject out into an image to be used instead
* of the object. The actual cache itself is still stored on the target with the {{#crossLink "DisplayObject/cacheCanvas:property"}}{{/crossLink}}.
* Working with a singular image like a {{#crossLink "Bitmap"}}{{/crossLink}} there is little benefit to performing
* a cache as it is already a single image. Caching is best done on containers containing multiple complex parts that
* do not move often, so that rendering the image instead will improve overall rendering speed. A cached object will
* not visually update until explicitly told to do so with a call to update, much like a Stage. If a cache is being
* updated every frame it is likely not improving rendering performance. Cache are best used when updates will be sparse.
*
* Caching is also a co-requisite for applying filters to prevent expensive filters running constantly without need,
* and to physically enable some effects. The BitmapCache is also responsible for applying filters to objects and
* reads each {{#crossLink "Filter"}}{{/crossLink}} due to this relationship. Real-time Filters are not recommended
* performance wise when dealing with a Context2D canvas. For best performance and to still allow for some visual
* effects use a compositeOperation when possible.
* @class BitmapCache
* @constructor
**/
function BitmapCache() {
// public:
/**
* Width of the cache relative to the target object.
* @property width
* @protected
* @type {Number}
* @default undefined
**/
this.width = undefined;
/**
* Height of the cache relative to the target object.
* @property height
* @protected
* @type {Number}
* @default undefined
* @todo Should the width and height be protected?
**/
this.height = undefined;
/**
* Horizontal position of the cache relative to the target's origin.
* @property x
* @protected
* @type {Number}
* @default undefined
**/
this.x = undefined;
/**
* Vertical position of the cache relative to target's origin.
* @property y
* @protected
* @type {Number}
* @default undefined
**/
this.y = undefined;
/**
* The internal scale of the cache image, does not affects display size. This is useful to both increase and
* decrease render quality. Objects with increased scales are more likely to look good when scaled up or rotated.
* Objects with decreased scales can save on rendering performance.
* @property scale
* @protected
* @type {Number}
* @default 1
**/
this.scale = 1;
/**
* The x offset used for drawing into the cache itself, accounts for both transforms applied.
* @property offX
* @protected
* @type {Number}
* @default 0
**/
this.offX = 0;
/**
* The y offset used for drawing into the cache itself, accounts for both transforms applied.
* @property offY
* @protected
* @type {Number}
* @default 0
**/
this.offY = 0;
/**
* Track how many times the cache has been updated, mostly used for preventing duplicate cacheURLs.
* This can be useful to see if a cache has been updated.
* @property cacheID
* @type {Number}
* @default 0
**/
this.cacheID = 0;
// protected:
/**
* The relative offset of the filter's x position, used for drawing the cache onto its container.
* Re-calculated every update call before drawing.
* @property _filterOffY
* @protected
* @type {Number}
* @default 0
**/
this._filterOffX = 0;
/**
* The relative offset of the filter's y position, used for drawing the cache onto its container.
* Re-calculated every update call before drawing.
* @property _filterOffY
* @protected
* @type {Number}
* @default 0
**/
this._filterOffY = 0;
/**
* The cacheID when a DataURL was requested.
* @property _cacheDataURLID
* @protected
* @type {Number}
* @default 0
**/
this._cacheDataURLID = 0;
/**
* The cache's DataURL, generated on-demand using the getter.
* @property _cacheDataURL
* @protected
* @type {String}
* @default null
**/
this._cacheDataURL = null;
/**
* Internal tracking of final bounding width, approximately width*scale; however, filters can complicate the actual value.
* @property _drawWidth
* @protected
* @type {Number}
* @default 0
**/
this._drawWidth = 0;
/**
* Internal tracking of final bounding height, approximately height*scale; however, filters can complicate the actual value.
* @property _drawHeight
* @protected
* @type {Number}
* @default 0
**/
this._drawHeight = 0;
}
var p = BitmapCache.prototype;
/**
* Returns the bounds that surround all applied filters, relies on each filter to describe how it changes bounds.
* @method getFilterBounds
* @param {DisplayObject} target The object to check the filter bounds for.
* @param {Rectangle} [output=null] Optional parameter, if provided then calculated bounds will be applied to that object.
* @return {Rectangle} bounds object representing the bounds with filters.
* @static
**/
BitmapCache.getFilterBounds = function(target, output) {
if(!output){ output = new createjs.Rectangle(); }
var filters = target.filters;
var filterCount = filters && filters.length;
if (!!filterCount <= 0) { return output; }
for(var i=0; i<filterCount; i++) {
var f = filters[i];
if(!f || !f.getBounds){ continue; }
var test = f.getBounds();
if(!test){ continue; }
if(i==0) {
output.setValues(test.x, test.y, test.width, test.height);
} else {
output.extend(test.x, test.y, test.width, test.height);
}
}
return output;
};
// public methods:
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[BitmapCache]";
};
/**
* Actually create the correct cache surface and properties associated with it. Caching and it's benefits are discussed
* by the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} function and this class description. Here are the detailed
* specifics of how to use the options object.
*
* - If options.useGL is set to "new" a StageGL is created and contained on this for use when rendering the cache.
* - If options.useGL is set to "stage" if the current stage is a StageGL it will be used. If not then it will default to "new".
* - If options.useGL is a StageGL instance it will not create one but use the one provided.
* - If options.useGL is undefined a Context 2D cache will be performed.
*
* This means you can use any combination of StageGL and 2D with either, neither, or both the stage and cache being
* WebGL. Using "new" with a StageGL display list is highly unrecommended, but still an option. It should be avoided
* due to negative performance reasons and the Image loading limitation noted in the class complications above.
*
* When "options.useGL" is set to the parent stage of the target and WebGL, performance is increased by using
* "RenderTextures" instead of canvas elements. These are internal Textures on the graphics card stored in the GPU.
* Because they are no longer canvases you cannot perform operations you could with a regular canvas. The benefit
* is that this avoids the slowdown of copying the texture back and forth from the GPU to a Canvas element.
* This means "stage" is the recommended option when available.
*
* A StageGL cache does not infer the ability to draw objects a StageGL cannot currently draw, i.e. do not use a
* WebGL context cache when caching a Shape, Text, etc.
* <h4>WebGL cache with a 2D context</h4>
*
* var stage = new createjs.Stage();
* var bmp = new createjs.Bitmap(src);
* bmp.cache(0, 0, bmp.width, bmp.height, 1, {gl: "new"}); // no StageGL to use, so make one
*
* var shape = new createjs.Shape();
* shape.graphics.clear().fill("red").drawRect(0,0,20,20);
* shape.cache(0, 0, 20, 20, 1); // cannot use WebGL cache
*
* <h4>WebGL cache with a WebGL context</h4>
*
* var stageGL = new createjs.StageGL();
* var bmp = new createjs.Bitmap(src);
* bmp.cache(0, 0, bmp.width, bmp.height, 1, {gl: "stage"}); // use our StageGL to cache
*
* var shape = new createjs.Shape();
* shape.graphics.clear().fill("red").drawRect(0,0,20,20);
* shape.cache(0, 0, 20, 20, 1); // cannot use WebGL cache
*
* You may wish to create your own StageGL instance to control factors like clear color, transparency, AA, and
* others. If you do, pass a new instance in instead of "true", the library will automatically set the
* {{#crossLink "StageGL/isCacheControlled"}}{{/crossLink}} to true on your instance. This will trigger it to behave
* correctly, and not assume your main context is WebGL.
*
* @public
* @method BitmapCache.cache
* @param {Number} x The x coordinate origin for the cache region.
* @param {Number} y The y coordinate origin for the cache region.
* @param {Number} width The width of the cache region.
* @param {Number} height The height of the cache region.
* @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape
* using myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and
* rotate cached elements with greater fidelity. Default is 1.
* @param {Object} [options=undefined] Specify additional parameters for the cache logic
* @param {undefined|"new"|"stage"|StageGL} [options.useGL=undefined] Select whether to use context 2D, or WebGL rendering, and
* whether to make a new stage instance or use an existing one. See above for extensive details on use.
* @for BitmapCache
*/
p.define = function(target, x, y, width, height, scale, options) {
if(!target){ throw "No symbol to cache"; }
this._options = options;
this.target = target;
this.width = width >= 1 ? width : 1;
this.height = height >= 1 ? height : 1;
this.x = x || 0;
this.y = y || 0;
this.scale = scale || 1;
this.update();
};
/**
* Directly called via {{#crossLink "DisplayObject/updateCache:method"}}{{/crossLink}}, but also internally. This
* has the dual responsibility of making sure the surface is ready to be drawn to, and performing the draw. For
* full details of each behaviour, check the protected functions {{#crossLink "BitmapCache/_updateSurface"}}{{/crossLink}}
* and {{#crossLink "BitmapCache/_drawToCache"}}{{/crossLink}} respectively.
* @method update
* @param {String} [compositeOperation=null] The DisplayObject this cache is linked to.
**/
p.update = function(compositeOperation) {
if(!this.target) { throw "define() must be called before update()"; }
var filterBounds = BitmapCache.getFilterBounds(this.target);
var surface = this.target.cacheCanvas;
this._drawWidth = Math.ceil(this.width*this.scale) + filterBounds.width;
this._drawHeight = Math.ceil(this.height*this.scale) + filterBounds.height;
if(!surface || this._drawWidth != surface.width || this._drawHeight != surface.height) {
this._updateSurface();
}
this._filterOffX = filterBounds.x;
this._filterOffY = filterBounds.y;
this.offX = this.x*this.scale + this._filterOffX;
this.offY = this.y*this.scale + this._filterOffY;
this._drawToCache(compositeOperation);
this.cacheID = this.cacheID?this.cacheID+1:1;
};
/**
* Reset and release all the properties and memory associated with this cache.
* @method release
**/
p.release = function() {
if (this._webGLCache) {
// if it isn't cache controlled clean up after yourself
if (!this._webGLCache.isCacheControlled) {
if (this.__lastRT){ this.__lastRT = undefined; }
if (this.__rtA){ this._webGLCache._killTextureObject(this.__rtA); }
if (this.__rtB){ this._webGLCache._killTextureObject(this.__rtB); }
if (this.target && this.target.cacheCanvas){ this._webGLCache._killTextureObject(this.target.cacheCanvas); }
}
// set the context to none and let the garbage collector get the rest when the canvas itself gets removed
this._webGLCache = false;
} else {
var stage = this.target.stage;
if (stage instanceof createjs.StageGL){
stage.releaseTexture(this.target.cacheCanvas);
}
}
this.target = this.target.cacheCanvas = null;
this.cacheID = this._cacheDataURLID = this._cacheDataURL = undefined;
this.width = this.height = this.x = this.y = this.offX = this.offY = 0;
this.scale = 1;
};
/**
* Returns a data URL for the cache, or `null` if this display object is not cached.
* Uses {{#crossLink "BitmapCache/cacheID:property"}}{{/crossLink}} to ensure a new data URL is not generated if the
* cache has not changed.
* @method getCacheDataURL
* @return {String} The image data url for the cache.
**/
p.getCacheDataURL = function() {
var cacheCanvas = this.target && this.target.cacheCanvas;
if (!cacheCanvas) { return null; }
if (this.cacheID != this._cacheDataURLID) {
this._cacheDataURLID = this.cacheID;
this._cacheDataURL = cacheCanvas.toDataURL?cacheCanvas.toDataURL():null; // incase function is
}
return this._cacheDataURL;
};
/**
* Use context2D drawing commands to display the cache canvas being used.
* @method draw
* @param {CanvasRenderingContext2D} ctx The context to draw into.
* @return {Boolean} Whether the draw was handled successfully.
**/
p.draw = function(ctx) {
if(!this.target) { return false; }
ctx.drawImage(this.target.cacheCanvas,
this.x + (this._filterOffX/this.scale), this.y + (this._filterOffY/this.scale),
this._drawWidth/this.scale, this._drawHeight/this.scale
);
return true;
};
// private methods:
/**
* Create or resize the invisible canvas/surface that is needed for the display object(s) to draw to,
* and in turn be used in their stead when drawing. The surface is resized to the size defined
* by the width and height, factoring in scaling and filters. Adjust them to adjust the output size.
* @method _updateSurface
* @protected
**/
p._updateSurface = function() {
if (!this._options || !this._options.useGL) {
var surface = this.target.cacheCanvas;
// create it if it's missing
if(!surface) {
surface = this.target.cacheCanvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
}
// now size it
surface.width = this._drawWidth;
surface.height = this._drawHeight;
return;
}
// create it if it's missing
if (!this._webGLCache) {
if (this._options.useGL === "stage") {
if(!(this.target.stage && this.target.stage.isWebGL)){
var error = "Cannot use 'stage' for cache because the object's parent stage is ";
error += this.target.stage ? "non WebGL." : "not set, please addChild to the correct stage.";
throw error;
}
this.target.cacheCanvas = true; // will be replaced with RenderTexture, temporary positive value for old "isCached" checks
this._webGLCache = this.target.stage;
} else if(this._options.useGL === "new") {
this.target.cacheCanvas = document.createElement("canvas"); // we can turn off autopurge because we wont be making textures here
this._webGLCache = new createjs.StageGL(this.target.cacheCanvas, {antialias: true, transparent: true, autoPurge: -1});
this._webGLCache.isCacheControlled = true; // use this flag to control stage sizing and final output
} else if(this._options.useGL instanceof createjs.StageGL) {
this.target.cacheCanvas = true; // will be replaced with RenderTexture, temporary positive value for old "isCached" checks
this._webGLCache = this._options.useGL;
this._webGLCache.isCacheControlled = true; // use this flag to control stage sizing and final output
} else {
throw "Invalid option provided to useGL, expected ['stage', 'new', StageGL, undefined], got "+ this._options.useGL;
}
}
// now size render surfaces
var surface = this.target.cacheCanvas;
var stageGL = this._webGLCache;
// if we have a dedicated stage we've gotta size it
if (stageGL.isCacheControlled) {
surface.width = this._drawWidth;
surface.height = this._drawHeight;
stageGL.updateViewport(this._drawWidth, this._drawHeight);
}
if (this.target.filters) {
// with filters we can't tell how many we'll need but the most we'll ever need is two, so make them now
stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
} else {
// without filters then we only need one RenderTexture, and that's only if its not a dedicated stage
if (!stageGL.isCacheControlled) {
stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
}
}
};
/**
* Perform the cache draw out for context 2D now that the setup properties have been performed.
* @method _drawToCache
* @protected
**/
p._drawToCache = function(compositeOperation) {
var surface = this.target.cacheCanvas;
var target = this.target;
var webGL = this._webGLCache;
if (webGL){
//TODO: auto split blur into an x/y pass
webGL.cacheDraw(target, target.filters, this);
// we may of swapped around which element the surface is, so we re-fetch it
surface = this.target.cacheCanvas;
surface.width = this._drawWidth;
surface.height = this._drawHeight;
} else {
var ctx = surface.getContext("2d");
if (!compositeOperation) {
ctx.clearRect(0, 0, this._drawWidth+1, this._drawHeight+1);
}
ctx.save();
ctx.globalCompositeOperation = compositeOperation;
ctx.setTransform(this.scale,0,0,this.scale, -this._filterOffX,-this._filterOffY);
ctx.translate(-this.x, -this.y);
target.draw(ctx, true);
ctx.restore();
if (target.filters && target.filters.length) {
this._applyFilters(ctx);
}
}
surface._invalid = true;
};
/**
* Work through every filter and apply its individual visual transformation.
* @method _applyFilters
* @protected
**/
p._applyFilters = function(ctx) {
var filters = this.target.filters;
var w = this._drawWidth;
var h = this._drawHeight;
var data;
var i = 0, filter = filters[i];
do { // this is safe because we wouldn't be in apply filters without a filter count of at least 1
if(filter.usesContext){
if(data) {
ctx.putImageData(data, 0,0);
data = null;
}
filter.applyFilter(ctx, 0,0, w,h);
} else {
if(!data) {
data = ctx.getImageData(0,0, w,h);
}
filter._applyFilter(data);
}
// work through the multipass if it's there, otherwise move on
filter = filter._multiPass !== null ? filter._multiPass : filters[++i];
} while (filter);
//done
if(data) {
ctx.putImageData(data, 0,0);
}
};
createjs.BitmapCache = BitmapCache;
}());