mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
176 lines
4.7 KiB
JavaScript
176 lines
4.7 KiB
JavaScript
PIXI.FractalRayMarchFilter = function(width, height, texture)
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{
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PIXI.AbstractFilter.call( this );
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this.passes = [this];
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var d = new Date();
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var dates = [
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d.getFullYear(), // the year (four digits)
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d.getMonth(), // the month (from 0-11)
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d.getDate(), // the day of the month (from 1-31)
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d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds()
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];
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this.uniforms = {
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iResolution: { type: 'f3', value: { x: width, y: height, z: 0 }},
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iMouse: { type: 'f3', value: { x: 0, y: 0, z: 0 }},
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iGlobalTime: { type: 'f', value: 1 },
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iDate: { type: 'f4', value: dates },
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iChannel0: { type: 'sampler2D', value: texture, wrap: 'repeat' }
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};
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// Shader by liamboone (https://www.shadertoy.com/view/4sfGDS)
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 iResolution;",
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"uniform float iGlobalTime;",
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"uniform float iChannelTime[4];",
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"uniform vec4 iMouse;",
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"uniform vec4 iDate;",
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"uniform vec3 iChannelResolution[4];",
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"uniform sampler2D iChannel0;",
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"// add any extra uniforms here",
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"const float PI = 3.14159;",
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"const float EPS = 0.01;",
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"//Thanks to Inigo Quilez for the wonderful distance functions",
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"//[http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm]",
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"float sphere(vec3 pos, float rad)",
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"{",
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"return length(pos)-rad;",
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"}",
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"float torus(vec3 pos, vec2 rad)",
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"{",
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"vec2 q = vec2(length(pos.xz)-rad.x,pos.y);",
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"return length(q)-rad.y;",
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"}",
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"vec2 cmpSqr(vec2 a)",
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"{",
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"return vec2(a.x*a.x - a.y*a.y, 2.0*a.x*a.y);",
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"}",
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"vec2 cmpMul(vec2 a, vec2 b)",
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"{",
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"return vec2(a.x*b.x - a.y*b.y, a.x*b.y + b.x*a.y);",
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"}",
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"vec3 repeat(vec3 pos, vec3 c)",
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"{",
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"return mod(pos, c)-0.5*c;",
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"}",
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"float map(vec3 pos, out int material)",
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"{",
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"material = 0;",
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"vec3 q = repeat(pos, vec3(10.0));",
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"return min(sphere(pos, 2.0), min(max(sphere(q, 1.0),-torus(q,vec2(1.5, 1.0))),torus(q,vec2(1.5, 0.25))));",
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"}",
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"vec3 getNormal(vec3 p) {",
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"int m;",
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"return normalize(vec3(",
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"map(p + vec3(EPS, 0, 0), m) - map(p - vec3(EPS, 0, 0), m),",
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"map(p + vec3(0, EPS, 0), m) - map(p - vec3(0, EPS, 0), m),",
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"map(p + vec3(0, 0, EPS), m) - map(p - vec3(0, 0, EPS), m)));",
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"}",
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"void main(void)",
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"{",
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"float fovy = (70.0+sin(iGlobalTime*0.3)*50.0) / 2.0;",
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"float fovy_rad = fovy * PI / 180.0;",
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"//Define camera position and view",
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"vec3 eye = vec3(-10.0 + 5.0*cos(iGlobalTime), 10.0 + 5.0*sin(iGlobalTime*0.5), 2.0*sin(iGlobalTime*0.1));",
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"vec3 view = normalize(vec3(0.0) - eye);",
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"vec3 up = normalize(vec3(0.0, 1.0, 0.0));",
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"vec3 right = normalize(cross(view, up));",
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"up = normalize(cross(right, view));",
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"//Dolly zoom equation from wikipedia.org/wiki/Dolly_zoom",
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"float distFromTarget = 10.0;",
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"float scale = iResolution.x / iResolution.y / (2.0 * tan(fovy_rad));",
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"eye = vec3(0) - view*distFromTarget*scale;",
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"//Figure out where the ray should point",
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"vec2 uv = gl_FragCoord.xy / iResolution.xy;",
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"vec2 real_uv = (uv - 0.5) * 2.0;",
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"real_uv *= (iResolution.xy / iResolution.y);",
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"//Then point it there",
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"vec3 ray = (view * cos(fovy_rad)) +",
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"(up * real_uv.y * sin(fovy_rad)) +",
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"(right * real_uv.x * sin(fovy_rad));",
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"ray = normalize(ray);",
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"//Everything starts somewhere",
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"vec3 pos = eye;",
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"float dist = 999.0;",
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"float travel = 0.0;",
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"int material;",
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"//Engage!",
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"for(int i = 0; i < 100; i ++)",
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"{",
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"dist = map(pos, material);",
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"pos += ray * dist;// * 0.9;",
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"travel += dist;// * 0.9;",
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"}",
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"vec3 norm = getNormal(pos);",
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"gl_FragColor = vec4(mix(vec3(0.0), abs(norm), exp(-0.01*travel)), 1.0);",
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"}"];
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}
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PIXI.FractalRayMarchFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.FractalRayMarchFilter.prototype.constructor = PIXI.FractalRayMarchFilter;
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Object.defineProperty(PIXI.FractalRayMarchFilter.prototype, 'iGlobalTime', {
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get: function() {
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return this.uniforms.iGlobalTime.value;
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},
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set: function(value) {
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this.uniforms.iGlobalTime.value = value;
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}
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});
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('texture', 'wip/tex00.jpg');
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}
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var filter;
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var sprite;
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function create() {
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sprite = game.add.sprite(0, 0, 'texture');
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sprite.width = 800;
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sprite.height = 600;
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filter = new PIXI.FractalRayMarchFilter(sprite.width, sprite.height, sprite.texture);
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sprite.filters = [filter];
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}
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function update() {
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filter.iGlobalTime = game.time.totalElapsedSeconds();
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filter.uniforms.iMouse.value.x = game.input.x;
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filter.uniforms.iMouse.value.y = game.input.y;
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}
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function render() {
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}
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