phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
64 lines (51 loc) • 1.86 kB
JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* [description]
*
* @function Phaser.Renderer.Snapshot.WebGL
* @since 3.0.0
*
* @param {HTMLCanvasElement} sourceCanvas - [description]
* @param {string} [type='image/png'] - [description]
* @param {float} [encoderOptions=0.92] - [description]
*
* @return {HTMLImageElement} [description]
*/
var WebGLSnapshot = function (sourceCanvas, type, encoderOptions)
{
if (!type) { type = 'image/png'; }
if (!encoderOptions) { encoderOptions = 0.92; }
var gl = sourceCanvas.getContext('experimental-webgl');
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
// CanvasPool?
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
var imageData;
canvas.width = gl.drawingBufferWidth;
canvas.height = gl.drawingBufferHeight;
imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
var data = imageData.data;
for (var y = 0; y < canvas.height; y += 1)
{
for (var x = 0; x < canvas.width; x += 1)
{
var si = ((canvas.height - y) * canvas.width + x) * 4;
var di = (y * canvas.width + x) * 4;
data[di + 0] = pixels[si + 0];
data[di + 1] = pixels[si + 1];
data[di + 2] = pixels[si + 2];
data[di + 3] = pixels[si + 3];
}
}
ctx.putImageData(imageData, 0, 0);
var src = canvas.toDataURL(type, encoderOptions);
var image = new Image();
image.src = src;
return image;
};
module.exports = WebGLSnapshot;