Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed.

This commit is contained in:
photonstorm
2013-11-21 05:00:07 +00:00
parent e32c127a97
commit 496639ff25
39 changed files with 985 additions and 344 deletions
+4 -4
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@@ -14,10 +14,10 @@ PIXI.BinarySerpentsFilter = function(width, height, texture)
];
this.uniforms = {
iResolution: { type: 'f3', value: { x: width, y: height, z: 0 }},
iMouse: { type: 'f3', value: { x: 0, y: 0, z: 0 }},
iGlobalTime: { type: 'f', value: 1 },
iDate: { type: 'f4', value: dates },
iResolution: { type: '3f', value: { x: width, y: height, z: 0 }},
iMouse: { type: '3f', value: { x: 0, y: 0, z: 0 }},
iGlobalTime: { type: '1f', value: 1 },
iDate: { type: '4fv', value: dates },
iChannel0: { type: 'sampler2D', value: texture, wrap: 'repeat' }
};
+2
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@@ -17,6 +17,8 @@
<script type="text/javascript">
var PIXI = PIXI || {};
document.addEventListener('DOMContentLoaded', function() {
function makeFilter () {
+12 -65
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@@ -1,78 +1,25 @@
PIXI.ColorBoxFilter = function()
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
var d = new Date();
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update });
var dates = [
d.getFullYear(), // the year (four digits)
d.getMonth(), // the month (from 0-11)
d.getDate(), // the day of the month (from 1-31)
d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds()
];
this.uniforms = {
iResolution: { type: 'f3', value: { x: 800, y: 600, z: 0 }},
iGlobalTime: { type: 'f', value: 1 },
iDate: { type: 'f4', value: dates }
};
this.fragmentSrc = [
"precision mediump float;",
"uniform vec3 iResolution;",
"uniform float iGlobalTime;",
"uniform float iChannelTime[4];",
"uniform vec4 iMouse;",
"uniform vec4 iDate;",
"uniform vec3 iChannelResolution[4];",
"void main(void) {",
"vec2 uv = gl_FragCoord.xy / iResolution.xy;",
"gl_FragColor = vec4(uv, 0.5 * sin(iGlobalTime), 0.0);",
"}"
];
}
PIXI.ColorBoxFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.ColorBoxFilter.prototype.constructor = PIXI.ColorBoxFilter;
Object.defineProperty(PIXI.ColorBoxFilter.prototype, 'iGlobalTime', {
get: function() {
return this.uniforms.iGlobalTime.value;
},
set: function(value) {
this.uniforms.iGlobalTime.value = value;
}
});
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('tex', 'wip/tex16.png');
game.load.image('sea', 'assets/pics/undersea.jpg');
}
var stars;
var background;
var filter;
function create() {
stars = new PIXI.ColorBoxFilter();
// Because we don't specify a texture it will revert to using __default, a 64x64 transparent PNG - ideal for applying a filter to
background = game.add.sprite(0, 0);
background.width = 800;
background.height = 600;
var a = game.add.sprite(0, 0, 'sea');
a.filters = [stars];
// filter = game.add.filter('SampleFilter', 800, 600, 0.5);
filter = game.add.filter('BinarySerpents', 800, 600, 100, 5.0);
background.filters = [filter];
}
function update() {
stars.iGlobalTime = game.time.totalElapsedSeconds();
filter.update();
}
function render() {
}
+35
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@@ -0,0 +1,35 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var background;
var filter;
function preload() {
game.load.image('phaser', 'assets/sprites/phaser2.png');
}
function create() {
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
logo.anchor.setTo(0.5, 0.5);
background = game.add.sprite(0, 0);
background.width = 800;
background.height = 600;
filter = game.add.filter('ColorBars', 800, 600);
filter.alpha = 0.0;
background.filters = [filter];
}
function update() {
filter.update();
}
+3 -3
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@@ -14,9 +14,9 @@ PIXI.RayTracedBallsFilter = function(width, height, texture)
];
this.uniforms = {
resolution: { type: 'f2', value: { x: width, y: height }},
mouse: { type: 'f2', value: { x: 0, y: 0 }},
time: { type: 'f', value: 1 }
resolution: { type: '2f', value: { x: width, y: height }},
mouse: { type: '2f', value: { x: 0, y: 0 }},
time: { type: '1f', value: 1 }
};
// http://glsl.heroku.com/e#11707.0
+4
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@@ -85,6 +85,10 @@
$f = $_GET['f'];
?>
<script src="wip/<?php echo $f?>" type="text/javascript"></script>
<script src="../filters/SampleFilter.js" type="text/javascript"></script>
<script src="../filters/BinarySerpents.js" type="text/javascript"></script>
<script src="../filters/Tunnel.js" type="text/javascript"></script>
<script src="../filters/ColorBars.js" type="text/javascript"></script>
<?php
}
?>
+35
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@@ -0,0 +1,35 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var background;
var filter;
function preload() {
game.load.image('texture', 'wip/tex00.jpg');
game.load.image('sea', 'assets/pics/undersea.jpg');
}
function create() {
game.add.sprite(0, 0, 'sea');
background = game.add.sprite(0, 0, 'texture');
background.width = 800;
background.height = 600;
filter = game.add.filter('Tunnel', 800, 600, background.texture);
// filter.alpha = 0.5;
// filter.origin = 0.5;
background.filters = [filter];
}
function update() {
filter.update();
}
+103
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@@ -0,0 +1,103 @@
PIXI.WobbleFilter = function(width, height, texture0, texture1)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
var d = new Date();
var dates = [
d.getFullYear(), // the year (four digits)
d.getMonth(), // the month (from 0-11)
d.getDate(), // the day of the month (from 1-31)
d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds()
];
this.uniforms = {
iResolution: { type: 'f3', value: { x: width, y: height, z: 0 }},
iGlobalTime: { type: 'f', value: 1 },
iDate: { type: 'f4', value: dates },
iChannel0: { type: 'sampler2D', value: texture0, wrap: 'repeat' },
iChannel1: { type: 'sampler2D', value: texture1, wrap: 'repeat' }
};
// Shader by deps (https://www.shadertoy.com/view/MssGDM)
this.fragmentSrc = [
"precision mediump float;",
"uniform vec3 iResolution;",
"uniform float iGlobalTime;",
"uniform float iChannelTime[4];",
"uniform vec4 iMouse;",
"uniform vec4 iDate;",
"uniform vec3 iChannelResolution[4];",
"uniform sampler2D iChannel0;",
"uniform sampler2D iChannel1;",
"// add any extra uniforms here",
"void main(void)",
"{",
"vec2 uv = (gl_FragCoord.xy / iResolution.xy);",
"uv.y = 1.0-uv.y;",
"float time = iGlobalTime * 0.75;",
"vec4 pixel2 = texture2D(iChannel1, (uv+vec2(sin(time),cos(time))) * 0.15 );",
"float xDiff = pixel2.r * 0.02;",
"float yDiff = 0.0;",
"vec2 diffVec = vec2( xDiff, yDiff );",
"vec4 pixel = texture2D(iChannel0, uv + diffVec);",
"gl_FragColor = pixel;",
"}"];
}
PIXI.WobbleFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.WobbleFilter.prototype.constructor = PIXI.WobbleFilter;
Object.defineProperty(PIXI.WobbleFilter.prototype, 'iGlobalTime', {
get: function() {
return this.uniforms.iGlobalTime.value;
},
set: function(value) {
this.uniforms.iGlobalTime.value = value;
}
});
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('texture0', 'wip/tex04.jpg');
game.load.image('texture1', 'wip/tex10.png');
}
var filter;
var sprite;
function create() {
noise = game.add.sprite(0, 0, 'texture1');
sprite = game.add.sprite(0, 0, 'texture0');
sprite.width = 800;
sprite.height = 600;
filter = new PIXI.WobbleFilter(sprite.width, sprite.height, sprite.texture, noise.texture);
sprite.filters = [filter];
}
function update() {
filter.iGlobalTime = game.time.totalElapsedSeconds();
}
function render() {
}