@petkoneo/phaser3-rex-plugins
Version:
234 lines (189 loc) • 5.39 kB
JavaScript
import FragSrc from './dropshadow-frag.js';
import KawaseBlurFragSrc from '../kawaseblur/kawaseblurFilter-frag.js';
import GenerateKernels from '../kawaseblur/GenerateKernels.js';
import ShadowDrawer from './ShadowDrawer.js'
import KawaseBlurDrawer from '../kawaseblur/KawaseBlurDrawer.js';
const PostFXPipeline = Phaser.Renderer.WebGL.Pipelines.PostFXPipeline;
const GetValue = Phaser.Utils.Objects.GetValue;
const DegToRad = Phaser.Math.DegToRad;
const RadToDeg = Phaser.Math.RadToDeg;
const IntegerToRGB = Phaser.Display.Color.IntegerToRGB;
const Color = Phaser.Display.Color;
class DropShadowPostFxPipeline extends PostFXPipeline {
constructor(game) {
super({
name: 'rexDropShadowPostFx',
game: game,
shaders: [
{ fragShader: FragSrc, },
{ fragShader: KawaseBlurFragSrc, },
],
});
this.shadowDrawer = new ShadowDrawer(this);
this.kawaseBlurDrawer = new KawaseBlurDrawer(this);
this.rotation = 0;
this.distance = 0;
this._shadowColor = new Color();
this.alpha = 0.5;
this.shadowOnly = false;
// KawaseBlur
this._kernels = [0];
this._blur = 0;
this._quality = 1;
this.pixelWidth = 1; // width of pixel wo resolution
this.pixelHeight = 1; // height of pixel wo resolution
}
resetFromJSON(o) {
var rotation = GetValue(o, 'rotation', undefined);
if (rotation === undefined) {
this.setAngle(GetValue(o, 'angle', 45));
} else {
this.setRotation(rotation);
}
this.setDistance(GetValue(o, 'distance', 5));
this.setShadowColor(GetValue(o, 'shadowColor', 0xffffff));
this.setAlpha(GetValue(o, 'alpha', 0.5));
this.setShadowOnly(GetValue(o, 'shadowOnly', false));
// KawaseBlur
var blur = GetValue(o, 'blur', 4);
if (typeof (blur) === 'number') {
this.setBlur(blur);
this.setQuality(GetValue(o, 'quality', 3));
} else {
this.setKernela(blur);
}
this.setPixelSize(GetValue(o, 'pixelWidth', 1), GetValue(o, 'pixelHeight', 1));
return this;
}
onPreRender() {
}
onDraw(renderTarget) {
var targetFrame;
// shadow
targetFrame = this.shadowDrawer
.setShader(this.shaders[0])
.draw(this.shadowDrawer.init(renderTarget), true);
// kawase-blur
targetFrame = this.kawaseBlurDrawer
.setShader(this.shaders[1])
.draw(targetFrame, true);
// Add renderTarget to result
if (!this.shadowOnly) {
this.copyFrame(renderTarget, targetFrame, 1, false);
}
this.copyToGame(targetFrame);
}
// rotation
setRotation(value) {
this.rotation = value;
return this;
}
get angle() {
return RadToDeg(this.rotation);
}
set angle(value) {
this.rotation = DegToRad(value);
}
setAngle(value) {
this.angle = value;
return this;
}
// distance
setDistance(value) {
this.distance = value;
return this;
}
// shadow color
get shadowColor() {
return this._shadowColor;
}
set shadowColor(value) {
if (typeof (value) === 'number') {
value = IntegerToRGB(value);
}
this._shadowColor.setFromRGB(value);
}
setShadowColor(value) {
this.shadowColor = value;
return this;
}
// alpha
setAlpha(value) {
this.alpha = value;
return this;
}
// shadowOnly
setShadowOnly(enable) {
if (enable === undefined) {
enable = true;
}
this.shadowOnly = enable;
return this;
}
// KawaseBlur
// blur
get blur() {
return this._blur;
}
set blur(value) {
if (this._blur === value) {
return;
}
this._blur = value;
GenerateKernels(this._blur, this._quality, this._kernels);
}
setBlur(value) {
this.blur = value;
return this;
}
// quality
get quality() {
return this._quality;
}
set quality(value) {
if (this._quality === value) {
return;
}
this._quality = value;
GenerateKernels(this._blur, this._quality, this._kernels);
}
setQuality(value) {
this.quality = value;
return this;
}
// kernels
get kernels() {
return this._kernels;
}
set kernels(value) {
if (value === undefined) {
value = [0];
}
this._kernels = value;
this._quality = value.length;
this._blur = Math.max(...value);
}
setKernela(value) {
this.kernels = value;
return this;
}
// pixelWidth
setPixelWidth(value) {
this.pixelWidth = value;
return this;
}
// pixelHeight
setPixelHeight(value) {
this.pixelHeight = value;
return this;
}
setPixelSize(width, height) {
if (height === undefined) {
height = width;
}
this.pixelWidth = width;
this.pixelHeight = height;
return this;
}
}
export default DropShadowPostFxPipeline;