phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class DisplacementFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.DisplacementFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:30, y:30}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:5112}},
dimensions: {type: '4fv', value:[0,0,0,0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on('loaded', this.boundLoadedFunction);
}
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D displacementMap;',
'uniform sampler2D uSampler;',
'uniform vec2 scale;',
'uniform vec2 offset;',
'uniform vec4 dimensions;',
'uniform vec2 mapDimensions;',// = vec2(256.0, 256.0);',
// 'const vec2 textureDimensions = vec2(750.0, 750.0);',
'void main(void) {',
' vec2 mapCords = vTextureCoord.xy;',
//' mapCords -= ;',
' mapCords += (dimensions.zw + offset)/ dimensions.xy ;',
' mapCords.y *= -1.0;',
' mapCords.y += 1.0;',
' vec2 matSample = texture2D(displacementMap, mapCords).xy;',
' matSample -= 0.5;',
' matSample *= scale;',
' matSample /= mapDimensions;',
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + matSample.x, vTextureCoord.y + matSample.y));',
' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb, 1.0);',
' vec2 cord = vTextureCoord;',
//' gl_FragColor = texture2D(displacementMap, cord);',
// ' gl_FragColor = gl_FragColor;',
'}'
];
};
PIXI.DisplacementFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.DisplacementFilter.prototype.constructor = PIXI.DisplacementFilter;
PIXI.DisplacementFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off('loaded', this.boundLoadedFunction);
};
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'map', {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'scale', {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.DisplacementFilter.prototype, 'offset', {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});