phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../../utils/Class');
var ShadowFrag = require('../../shaders/FXShadow-frag');
var PostFXPipeline = require('../PostFXPipeline');
/**
* @classdesc
* The Shadow FX Pipeline.
*
* The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker,
* offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows
* help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.
*
* A Shadow effect is added to a Game Object via the FX component:
*
* ```js
* const sprite = this.add.sprite();
*
* sprite.postFX.addShadow();
* ```
*
* @class ShadowFXPipeline
* @extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
* @constructor
* @since 3.60.0
*
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
*/
var ShadowFXPipeline = new Class({
Extends: PostFXPipeline,
initialize:
function ShadowFXPipeline (game)
{
PostFXPipeline.call(this, {
game: game,
fragShader: ShadowFrag
});
/**
* The horizontal offset of the shadow effect.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#x
* @type {number}
* @since 3.60.0
*/
this.x = 0;
/**
* The vertical offset of the shadow effect.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#y
* @type {number}
* @since 3.60.0
*/
this.y = 0;
/**
* The amount of decay for the shadow effect.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#decay
* @type {number}
* @since 3.60.0
*/
this.decay = 0.1;
/**
* The power of the shadow effect.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#power
* @type {number}
* @since 3.60.0
*/
this.power = 1;
/**
* The internal gl color array.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#glcolor
* @type {number[]}
* @since 3.60.0
*/
this.glcolor = [ 0, 0, 0, 1 ];
/**
* The number of samples that the shadow effect will run for.
*
* This should be an integer with a minimum value of 1 and a maximum of 12.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#samples
* @type {number}
* @since 3.60.0
*/
this.samples = 6;
/**
* The intensity of the shadow effect.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.ShadowFXPipeline#intensity
* @type {number}
* @since 3.60.0
*/
this.intensity = 1;
},
onPreRender: function (controller, shader)
{
controller = this.getController(controller);
var samples = controller.samples;
this.set1i('samples', samples, shader);
this.set1f('intensity', controller.intensity, shader);
this.set1f('decay', controller.decay, shader);
this.set1f('power', (controller.power / samples), shader);
this.set2f('lightPosition', controller.x, controller.y, shader);
this.set4fv('color', controller.glcolor, shader);
}
});
module.exports = ShadowFXPipeline;