/** * @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 property of the texture is used to offset the y. * * @class DisplacementFilter * @extends AbstractFilter * @constructor * @param texture {Texture} The texture used for the displacement 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; /** * Sets the map dimensions uniforms when the texture becomes available. * * @method onTextureLoaded */ 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 displacement map. Must be power of 2 texture. * * @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; } });