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https://github.com/ninjamuffin99/Funkin.git
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133 lines
3.1 KiB
Haxe
133 lines
3.1 KiB
Haxe
package funkin.graphics.framebuffer;
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import flixel.FlxSprite;
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import flixel.FlxCamera;
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import flixel.util.FlxColor;
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import openfl.Lib;
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import openfl.display.BitmapData;
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import openfl.display3D.textures.TextureBase;
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import openfl.geom.Matrix;
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import openfl.geom.Rectangle;
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/**
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* A single frame buffer. Used by `FrameBufferManager`.
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*/
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class FrameBuffer
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{
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/**
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* The bitmap data of the frame buffer.
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*/
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public var bitmap(default, null):BitmapData = null;
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var texture:TextureBase;
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final camera:FlxCamera;
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final spriteCopies:Array<SpriteCopy> = [];
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public function new()
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{
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camera = new FlxCamera();
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camera.antialiasing = false;
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camera.bgColor = FlxColor.TRANSPARENT;
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@:privateAccess camera.flashSprite.stage = Lib.current.stage;
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}
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/**
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* Creates a frame buffer with the given size.
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* @param width the width
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* @param height the height
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* @param bgColor the background color
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*/
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public function create(width:Int, height:Int, bgColor:FlxColor):Void
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{
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dispose();
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texture = Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
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bitmap = FixedBitmapData.fromTexture(texture);
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camera.bgColor = bgColor;
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}
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/**
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* Makes the internal camera follows the target camera.
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* @param target the target camera
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*/
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public function follow(target:FlxCamera):Void
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{
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camera.x = target.x;
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camera.y = target.y;
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camera.width = target.width;
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camera.height = target.height;
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camera.scroll.x = target.scroll.x;
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camera.scroll.y = target.scroll.y;
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camera.setScale(target.scaleX, target.scaleY);
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}
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/**
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* Locks the frame buffer and clears the buffer.
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*/
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@:access(flixel.FlxCamera)
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public function lock():Void
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{
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camera.clearDrawStack();
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camera.canvas.graphics.clear();
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camera.fill(camera.bgColor.to24Bit(), camera.useBgAlphaBlending, camera.bgColor.alphaFloat);
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#if FLX_DEBUG
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camera.debugLayer.graphics.clear();
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#end
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}
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/**
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* Renders all sprite copies.
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*/
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@:access(flixel.FlxCamera)
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public function render():Void
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{
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for (spriteCopy in spriteCopies)
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{
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spriteCopy.render(camera);
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}
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camera.render();
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}
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/**
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* Unlocks the frame buffer and makes the bitmap ready to use.
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*/
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public function unlock():Void
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{
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bitmap.fillRect(new Rectangle(0, 0, bitmap.width, bitmap.height), 0);
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bitmap.draw(camera.flashSprite, new Matrix(1, 0, 0, 1, camera.flashSprite.x, camera.flashSprite.y));
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}
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/**
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* Diposes stuff. Call `create` again if you want to reuse the instance.
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*/
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public function dispose():Void
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{
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if (texture != null)
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{
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texture.dispose();
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texture = null;
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bitmap.dispose();
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bitmap = null;
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}
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spriteCopies.resize(0);
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}
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/**
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* Adds a sprite copy to the frame buffer.
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* @param spriteCopy the sprite copy
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*/
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public function addSpriteCopy(spriteCopy:SpriteCopy):Void
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{
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spriteCopies.push(spriteCopy);
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}
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/**
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* Adds the sprite to the frame buffer. The sprite will only be seen from
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* the frame buffer.
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* @param sprite the sprite
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*/
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public function moveSprite(sprite:FlxSprite):Void
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{
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sprite.cameras = [camera];
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}
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}
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