mirror of
https://github.com/wassname/phaser.git
synced 2026-07-12 00:50:45 +08:00
221 lines
5.7 KiB
JavaScript
221 lines
5.7 KiB
JavaScript
PIXI.IcosohedronFilter = 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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iGlobalTime: { type: 'f', value: 1 },
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iDate: { type: 'f4', value: dates },
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iChannel0: { type: 'sampler2D', value: texture }
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};
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// Shader by WouterVanNifterick (https://www.shadertoy.com/view/ldS3Rh)
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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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"// Tracer code by Ben Weston - 2013",
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"// Geometry, colouring and and animation by Wouter van Nifterick 2013",
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"// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.",
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"const float pi2 = 6.28318530717958647692;",
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"const float epsilon = .003;",
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"const float normalPrecision = .1;",
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"const float shadowOffset = .2;",
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"const int traceDepth = 50; // takes time",
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"const float drawDistance = 150.0;",
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"const float stepScale = .9;",
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"const vec3 CamPos = vec3(0,20.0,-20.0);",
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"const vec3 CamLook = vec3(0,0,0);",
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"const vec3 lightDir = vec3(0,1,1);",
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"const vec3 fillLightDir = vec3(0,0,-1);",
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"const vec3 lightColour = vec3(1,.8,.6);",
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"const vec3 fillLightColour = vec3(.05,.15,.25);",
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"float Isosurface( vec3 at )",
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"{",
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"float res=.6;",
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"float n=(1.0+sqrt(5.0))*0.49;",
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"at /= 2.5;",
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"if(length(at) < 5.9)",
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"{",
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"float t =",
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"res =2.0 -",
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"(cos(at.x + n * at.y) +",
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"cos(at.x - n * at.y) +",
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"cos(at.y + n * at.z) +",
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"cos(at.y - n * at.z) +",
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"cos(at.z + n * at.x) +",
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"cos(at.z - n * at.x)) ;",
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"}",
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"return res;",
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"}",
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"vec3 Shading( vec3 pos, vec3 norm, float shadow, vec3 rd )",
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"{",
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"vec3 albedo = vec3(.4);",
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"vec3 l = shadow*lightColour*max(0.0,dot(norm,lightDir));",
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"vec3 fl = fillLightColour*(dot(norm,fillLightDir)*.5+.5);",
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"vec3 view = normalize(-rd);",
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"vec3 h = normalize(view+lightDir);",
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"float specular = pow(max(0.0,dot(h,norm)),200.0);",
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"vec3 res = albedo*(l+fl) + shadow*specular*22.0*lightColour*0.1;",
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"return res;",
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"}",
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"float Trace( vec3 ro, vec3 rd )",
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"{",
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"float t = 0.0;",
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"float dist = 1.0;",
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"for ( int i=0; i < traceDepth; i++ )",
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"{",
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"if ( abs(dist) < epsilon || t > drawDistance || t < 0.0 )",
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"continue;",
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"dist = Isosurface( ro+rd*t );",
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"t = t+dist*stepScale;",
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"}",
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"return t;",
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"}",
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"// get normal",
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"vec3 GetNormal( vec3 pos )",
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"{",
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"const vec2 delta = vec2(normalPrecision, 0);",
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"vec3 n;",
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"n.x = Isosurface( pos + delta.xyy ) - Isosurface( pos - delta.xyy );",
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"n.y = Isosurface( pos + delta.yxy ) - Isosurface( pos - delta.yxy );",
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"n.z = Isosurface( pos + delta.yyx ) - Isosurface( pos - delta.yyx );",
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"return normalize(n);",
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"}",
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"// camera function by TekF",
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"// compute ray from camera parameters",
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"vec3 GetRay( vec3 dir, float zoom, vec2 uv )",
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"{",
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"uv = uv - .5;",
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"uv.x *= iResolution.x/iResolution.y;",
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"dir = zoom*normalize(dir);",
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"vec3 right = normalize(cross(vec3(0,1,0),dir));",
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"vec3 up = normalize(cross(dir,right));",
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"return dir + right*uv.x + up*uv.y;",
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"}",
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"void main(void)",
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"{",
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"vec2 uv = gl_FragCoord.xy / iResolution.xy;",
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"vec3 camPos = CamPos;",
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"vec3 camLook = CamLook;",
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"vec2 camRot = .5*pi2*(iMouse.xy-iResolution.xy*.5)/iResolution.x;",
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"camRot += iGlobalTime*0.5;",
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"camRot.y = 0.0;",
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"camPos.yz = cos(camRot.y)*camPos.yz* (0.5+sin (iGlobalTime)*0.2) + sin(camRot.y)*camPos.zy*vec2(1,-1);",
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"camPos.xz = cos(camRot.x)*camPos.xz + sin(camRot.x)*camPos.zx*vec2(1,-1);",
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"vec3 rd, ro = camPos;",
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"rd = GetRay( camLook-camPos, 1.0, uv );",
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"float t = Trace(ro,rd);",
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"vec3 result = vec3(0);",
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"if ( t > 0.0 && t < drawDistance )",
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"{",
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"vec3 pos = ro+t*rd;",
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"vec3 norm = GetNormal(pos);",
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"// shadow test",
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"float shadow = 0.0;",
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"if ( Trace( pos+lightDir*shadowOffset, lightDir ) < drawDistance )",
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"shadow = 0.15;",
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"result = Shading( pos, norm, shadow, rd )*6.0;",
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"// fog",
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"result = mix ( vec3(.6+sin(1.0+iGlobalTime)*0.6,.9+cos(iGlobalTime)*0.2,1.1+sin(iGlobalTime)*0.1), result, exp(-t*t*.0005) )*2.0-0.5;",
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"result -= distance(vec2(0),pos.xy)*0.03;",
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"}",
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"gl_FragColor = vec4( result, 1.0 );",
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"}"];
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}
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PIXI.IcosohedronFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.IcosohedronFilter.prototype.constructor = PIXI.IcosohedronFilter;
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Object.defineProperty(PIXI.IcosohedronFilter.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/64x64.png');
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game.load.image('texture', 'wip/tex16.png');
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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.IcosohedronFilter(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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}
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function render() {
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}
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