phaser/src/fx/Bloom.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
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var Class = require('../utils/Class');
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var Controller = require('./Controller');
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var FX_CONST = require('./const');
/**
* @classdesc
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* The Bloom FX Controller.
*
* This FX controller manages the bloom effect for a Game Object.
*
* Bloom is an effect used to reproduce an imaging artifact of real-world cameras.
* The effect produces fringes of light extending from the borders of bright areas in an image,
* contributing to the illusion of an extremely bright light overwhelming the
* camera or eye capturing the scene.
*
* A Bloom effect is added to a Game Object via the FX component:
*
* ```js
* const sprite = this.add.sprite();
*
* sprite.preFX.addBloom();
* sprite.postFX.addBloom();
* ```
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*
* @class Bloom
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* @extends Phaser.FX.Controller
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* @memberof Phaser.FX
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* @constructor
* @since 3.60.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
* @param {number} [color] - The color of the Bloom, as a hex value.
* @param {number} [offsetX=1] - The horizontal offset of the bloom effect.
* @param {number} [offsetY=1] - The vertical offset of the bloom effect.
* @param {number} [blurStrength=1] - The strength of the blur process of the bloom effect.
* @param {number} [strength=1] - The strength of the blend process of the bloom effect.
* @param {number} [steps=4] - The number of steps to run the Bloom effect for. This value should always be an integer.
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*/
var Bloom = new Class({
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Extends: Controller,
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initialize:
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function Bloom (gameObject, color, offsetX, offsetY, blurStrength, strength, steps)
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{
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if (offsetX === undefined) { offsetX = 1; }
if (offsetY === undefined) { offsetY = 1; }
if (blurStrength === undefined) { blurStrength = 1; }
if (strength === undefined) { strength = 1; }
if (steps === undefined) { steps = 4; }
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Controller.call(this, FX_CONST.BLOOM, gameObject);
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/**
* The number of steps to run the Bloom effect for.
*
* This value should always be an integer.
*
* It defaults to 4. The higher the value, the smoother the Bloom,
* but at the cost of exponentially more gl operations.
*
* Keep this to the lowest possible number you can have it, while
* still looking correct for your game.
*
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* @name Phaser.FX.Bloom#steps
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* @type {number}
* @since 3.60.0
*/
this.steps = steps;
/**
* The horizontal offset of the bloom effect.
*
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* @name Phaser.FX.Bloom#offsetX
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* @type {number}
* @since 3.60.0
*/
this.offsetX = offsetX;
/**
* The vertical offset of the bloom effect.
*
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* @name Phaser.FX.Bloom#offsetY
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* @type {number}
* @since 3.60.0
*/
this.offsetY = offsetY;
/**
* The strength of the blur process of the bloom effect.
*
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* @name Phaser.FX.Bloom#blurStrength
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* @type {number}
* @since 3.60.0
*/
this.blurStrength = blurStrength;
/**
* The strength of the blend process of the bloom effect.
*
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* @name Phaser.FX.Bloom#strength
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* @type {number}
* @since 3.60.0
*/
this.strength = strength;
/**
* The internal gl color array.
*
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* @name Phaser.FX.Bloom#glcolor
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* @type {number[]}
* @since 3.60.0
*/
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this.glcolor = [ 1, 1, 1 ];
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if (color !== undefined && color !== null)
{
this.color = color;
}
},
/**
* The color of the bloom as a number value.
*
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* @name Phaser.FX.Bloom#color
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* @type {number}
* @since 3.60.0
*/
color: {
get: function ()
{
var color = this.glcolor;
return (((color[0] * 255) << 16) + ((color[1] * 255) << 8) + (color[2] * 255 | 0));
},
set: function (value)
{
var color = this.glcolor;
color[0] = ((value >> 16) & 0xFF) / 255;
color[1] = ((value >> 8) & 0xFF) / 255;
color[2] = (value & 0xFF) / 255;
}
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}
});
module.exports = Bloom;