/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * This is a base Filter template to use for any Phaser filter development. * * @class Phaser.Filter * @classdesc Phaser - Filter * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {Object} uniforms - Uniform mappings object * @param {Array} fragmentSrc - The fragment shader code. */ Phaser.Filter = function (game, uniforms, fragmentSrc) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER. * @default */ this.type = Phaser.WEBGL_FILTER; /** * An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion. * For example the blur filter has two passes blurX and blurY. * @property {array} passes - An array of filter objects. * @private */ this.passes = [this]; /** * @property {array} shaders - Array an array of shaders. * @private */ this.shaders = []; /** * @property {boolean} dirty - Internal PIXI var. * @default */ this.dirty = true; /** * @property {number} padding - Internal PIXI var. * @default */ this.padding = 0; /** * @property {object} uniforms - Default uniform mappings. */ this.uniforms = { time: { type: '1f', value: 0 }, resolution: { type: '2f', value: { x: 256, y: 256 }}, mouse: { type: '2f', value: { x: 0.0, y: 0.0 }} }; /** * @property {array} fragmentSrc - The fragment shader code. */ this.fragmentSrc = fragmentSrc || []; }; Phaser.Filter.prototype = { /** * Should be over-ridden. * @method Phaser.Filter#init */ init: function () { // This should be over-ridden. Will receive a variable number of arguments. }, /** * Set the resolution uniforms on the filter. * @method Phaser.Filter#setResolution * @param {number} width - The width of the display. * @param {number} height - The height of the display. */ setResolution: function (width, height) { this.uniforms.resolution.value.x = width; this.uniforms.resolution.value.y = height; }, /** * Updates the filter. * @method Phaser.Filter#update * @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform. */ update: function (pointer) { if (typeof pointer !== 'undefined') { if (pointer.x > 0) { this.uniforms.mouse.x = pointer.x.toFixed(2); } if (pointer.y > 0) { this.uniforms.mouse.y = pointer.y.toFixed(2); } } this.uniforms.time.value = this.game.time.totalElapsedSeconds(); }, /** * Clear down this Filter and null out references * @method Phaser.Filter#destroy */ destroy: function () { this.game = null; } }; Phaser.Filter.prototype.constructor = Phaser.Filter; /** * @name Phaser.Filter#width * @property {number} width - The width (resolution uniform) */ Object.defineProperty(Phaser.Filter.prototype, 'width', { get: function() { return this.uniforms.resolution.value.x; }, set: function(value) { this.uniforms.resolution.value.x = value; } }); /** * @name Phaser.Filter#height * @property {number} height - The height (resolution uniform) */ Object.defineProperty(Phaser.Filter.prototype, 'height', { get: function() { return this.uniforms.resolution.value.y; }, set: function(value) { this.uniforms.resolution.value.y = value; } });