text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and
  * render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.
  * 
  * @class Phaser.RenderTexture
  * @constructor
  * @extends PIXI.Texture
  * @param {Phaser.Game} game - Current game instance.
  * @param {number} [width=100] - The width of the render texture.
  * @param {number} [height=100] - The height of the render texture.
  * @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.
  * @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.
  * @param {number} [resolution=1] - The resolution of the texture being generated.
  */
  Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution, renderer, textureUnit)
  {
  
      if (width === undefined) { width = 100; }
      if (height === undefined) { height = 100; }
      if (key === undefined) { key = ''; }
      if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
      if (resolution === undefined) { resolution = 1; }
      if (renderer === undefined) { renderer = PIXI.defaultRenderer; }
      if (textureUnit === undefined) { textureUnit = 0; }
  
      /**
      * @property {Phaser.Game} game - A reference to the currently running game.
      */
      this.game = game;
  
      /**
      * @property {string} key - The key of the RenderTexture in the Cache, if stored there.
      */
      this.key = key;
  
      /**
      * @property {number} type - Base Phaser object type.
      */
      this.type = Phaser.RENDERTEXTURE;
  
      /**
      * @property {Phaser.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.
      * @private
      */
      this._tempMatrix = new Phaser.Matrix();
  
      this.width = width;
      this.height = height;
      this.resolution = resolution;
  
      this.frame = new Phaser.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
  
      this.crop = this.frame.clone();
  
      /**
       * The base texture object that this texture uses
       *
       * @property baseTexture
       * @type BaseTexture
       */
      this.baseTexture = new PIXI.BaseTexture();
      this.baseTexture.width = this.width * this.resolution;
      this.baseTexture.height = this.height * this.resolution;
      this.baseTexture._glTextures = [];
      this.baseTexture.resolution = this.resolution;
  
      this.baseTexture.scaleMode = scaleMode;
  
      this.baseTexture.hasLoaded = true;
  
      PIXI.Texture.call(this, this.baseTexture, this.frame.clone());
  
      /**
       * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
       *
       * @property renderer
       * @type CanvasRenderer|WebGLRenderer
       */
      this.renderer = renderer;
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          var gl = this.renderer.gl;
          this.baseTexture.textureIndex = textureUnit;
          this.baseTexture._dirty[gl.id] = false;
  
          this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode, textureUnit);
          this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
  
          this.projection = new Phaser.Point(this.width * 0.5, -this.height * 0.5);
      }
      else
      {
          this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);
          this.baseTexture.source = this.textureBuffer.canvas;
      }
  
      /**
       * @property valid
       * @type Boolean
       */
      this.valid = true;
  
      this.tempMatrix = new Phaser.Matrix();
  
      this._updateUvs();
  
  };
  
  Phaser.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
  Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
  
  /**
  * This function will draw the display object to the RenderTexture at the given coordinates.
  *
  * When the display object is drawn it takes into account scale and rotation.
  *
  * If you don't want those then use RenderTexture.renderRawXY instead.
  *
  * @method Phaser.RenderTexture.prototype.renderXY
  * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
  * @param {number} x - The x position to render the object at.
  * @param {number} y - The y position to render the object at.
  * @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
  */
  Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear)
  {
  
      displayObject.updateTransform();
  
      this._tempMatrix.copyFrom(displayObject.worldTransform);
      this._tempMatrix.tx = x;
      this._tempMatrix.ty = y;
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          this._renderWebGL(displayObject, this._tempMatrix, clear);
      }
      else
      {
          this._renderCanvas(displayObject, this._tempMatrix, clear);
      }
  
  };
  
  /**
  * This function will draw the display object to the RenderTexture at the given coordinates.
  *
  * When the display object is drawn it doesn't take into account scale, rotation or translation.
  *
  * If you need those then use RenderTexture.renderXY instead.
  *
  * @method Phaser.RenderTexture.prototype.renderRawXY
  * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
  * @param {number} x - The x position to render the object at.
  * @param {number} y - The y position to render the object at.
  * @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
  */
  Phaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clear)
  {
  
      this._tempMatrix.identity().translate(x, y);
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          this._renderWebGL(displayObject, this._tempMatrix, clear);
      }
      else
      {
          this._renderCanvas(displayObject, this._tempMatrix, clear);
      }
  
  };
  
  /**
  * This function will draw the display object to the RenderTexture.
  *
  * In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object. 
  * This is now a Matrix allowing you much more control over how the Display Object is rendered.
  * If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
  *
  * If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
  * pass `null`, leave it undefined or pass `displayObject.worldTransform` as the matrix value.
  *
  * @method Phaser.RenderTexture.prototype.render
  * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.
  * @param {Phaser.Matrix} [matrix] - Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object.
  * @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.
  */
  Phaser.RenderTexture.prototype.render = function (displayObject, matrix, clear)
  {
  
      if (matrix === undefined || matrix === null)
      {
          this._tempMatrix.copyFrom(displayObject.worldTransform);
      }
      else
      {
          this._tempMatrix.copyFrom(matrix);
      }
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          this._renderWebGL(displayObject, this._tempMatrix, clear);
      }
      else
      {
          this._renderCanvas(displayObject, this._tempMatrix, clear);
      }
  
  };
  
  /**
  * Resizes the RenderTexture.
  *
  * @method Phaser.RenderTexture.prototype.resize
  * @param {number} width - The width to resize to.
  * @param {number} height - The height to resize to.
  * @param {boolean} updateBase - Should the baseTexture.width and height values be resized as well?
  */
  Phaser.RenderTexture.prototype.resize = function (width, height, updateBase)
  {
  
      if (width === this.width && height === this.height)
      {
          return;
      }
  
      this.valid = (width > 0 && height > 0);
  
      this.width = width;
      this.height = height;
      this.frame.width = this.crop.width = width * this.resolution;
      this.frame.height = this.crop.height = height * this.resolution;
  
      if (updateBase)
      {
          this.baseTexture.width = this.width * this.resolution;
          this.baseTexture.height = this.height * this.resolution;
      }
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          this.projection.x = this.width / 2;
          this.projection.y = -this.height / 2;
      }
  
      if (!this.valid)
      {
          return;
      }
  
      this.textureBuffer.resize(this.width, this.height);
  
  };
  
  /**
  * Clears the RenderTexture.
  *
  * @method Phaser.RenderTexture.prototype.clear
  */
  Phaser.RenderTexture.prototype.clear = function ()
  {
  
      if (!this.valid)
      {
          return;
      }
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
      }
  
      this.textureBuffer.clear();
  
  };
  
  /**
  * This function will draw the display object to the texture.
  *
  * @private
  * @method Phaser.RenderTexture.prototype._renderWebGL
  * @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
  * @private
  */
  Phaser.RenderTexture.prototype._renderWebGL = function (displayObject, matrix, clear)
  {
  
      if (!this.valid || displayObject.alpha === 0)
      {
          return;
      }
     
      //  Let's create a nice matrix to apply to our display object.
      //  Frame buffers come in upside down so we need to flip the matrix.
      var wt = displayObject.worldTransform;
      wt.identity();
      wt.translate(0, this.projection.y * 2);
  
      if (matrix)
      {
          wt.append(matrix);
      }
  
      wt.scale(1, -1);
  
      //  Time to update all the children of the displayObject with the new matrix.
      for (var i = 0; i < displayObject.children.length; i++)
      {
          displayObject.children[i].updateTransform();
      }
      
      //  Time for the webGL fun stuff!
      var gl = this.renderer.gl;
  
      gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
  
      gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
  
      if (clear)
      {
          this.textureBuffer.clear();
      }
  
      this.renderer.spriteBatch.dirty = true;
  
      this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);
  
      this.renderer.spriteBatch.dirty = true;
  
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  
  };
  
  /**
  * This function will draw the display object to the texture.
  *
  * @private
  * @method Phaser.RenderTexture.prototype._renderCanvas
  * @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
  */
  Phaser.RenderTexture.prototype._renderCanvas = function (displayObject, matrix, clear)
  {
  
      if (!this.valid || displayObject.alpha === 0)
      {
          return;
      }
  
      //  Let's create a nice matrix to apply to our display object.
      //  Frame buffers come in upside down so we need to flip the matrix.
      var wt = displayObject.worldTransform;
      wt.identity();
  
      if (matrix)
      {
          wt.append(matrix);
      }
  
      // Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)
      for (var i = 0; i < displayObject.children.length; i++)
      {
          displayObject.children[i].updateTransform();
      }
  
      if (clear)
      {
          this.textureBuffer.clear();
      }
  
      var realResolution = this.renderer.resolution;
  
      this.renderer.resolution = this.resolution;
  
      this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);
  
      this.renderer.resolution = realResolution;
  
  };
  
  /**
  * Will return a HTML Image of the texture
  *
  * @method Phaser.RenderTexture.prototype.getImage
  * @return {Image}
  */
  Phaser.RenderTexture.prototype.getImage = function ()
  {
  
      var image = new Image();
      image.src = this.getBase64();
  
      return image;
  
  };
  
  /**
  * Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
  *
  * @method Phaser.RenderTexture.prototype.getBase64
  * @return {String} A base64 encoded string of the texture.
  */
  Phaser.RenderTexture.prototype.getBase64 = function ()
  {
  
      return this.getCanvas().toDataURL();
  
  };
  
  /**
  * Creates a Canvas element, renders this RenderTexture to it and then returns it.
  *
  * @method Phaser.RenderTexture.prototype.getCanvas
  * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
  */
  Phaser.RenderTexture.prototype.getCanvas = function ()
  {
  
      if (this.renderer.type === Phaser.WEBGL)
      {
          var gl = this.renderer.gl;
          var width = this.textureBuffer.width;
          var height = this.textureBuffer.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 PIXI.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;
      }
  
  };
  