#

API Docs for: 1.6.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/filters/NormalMapFilter.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

    /**
     *
     * The NormalMapFilter 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 propery of the texture is used to offset the y.
     * @class NormalMapFilter
     * @contructor
     * @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
     */
    PIXI.NormalMapFilter = 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:15, y:15}},
    		offset:			 {type: '2f', value:{x:0, y:0}},
    		mapDimensions:   {type: '2f', value:{x:1, y:1}},
    		dimensions:   {type: '4f', value:[0,0,0,0]},
    	//	LightDir: {type: 'f3', value:[0, 1, 0]},
    		LightPos: {type: '3f', value:[0, 1, 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 float vColor;",
    	  "uniform sampler2D displacementMap;",
    	  "uniform sampler2D uSampler;",

    	  "uniform vec4 dimensions;",

    		"const vec2 Resolution = vec2(1.0,1.0);",      //resolution of screen
    		"uniform vec3 LightPos;",    //light position, normalized
    		"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);",      //light RGBA -- alpha is intensity
    		"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);",    //ambient RGBA -- alpha is intensity
    		"const vec3 Falloff = vec3(0.0, 1.0, 0.2);",         //attenuation coefficients

    		"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",

    	  "uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",

    	  "void main(void) {",
    	  	"vec2 mapCords = vTextureCoord.xy;",

    	  	"vec4 color = texture2D(uSampler, vTextureCoord.st);",
            "vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",

    	  	"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",

    	  	"mapCords.y *= -1.0;",
    	 	"mapCords.y += 1.0;",

    	 	//RGBA of our diffuse color
    		"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",

    		//RGB of our normal map
    		"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",

    		//The delta position of light
    		//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
    		"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
    		//Correct for aspect ratio
    		//"LightDir.x *= Resolution.x / Resolution.y;",

    		//Determine distance (used for attenuation) BEFORE we normalize our LightDir
    		"float D = length(LightDir);",

    		//normalize our vectors
    		"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
    		"vec3 L = normalize(LightDir);",

    		//Pre-multiply light color with intensity
    		//Then perform "N dot L" to determine our diffuse term
    		"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",

    		//pre-multiply ambient color with intensity
    		"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",

    		//calculate attenuation
    		"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",

    		//the calculation which brings it all together
    		"vec3 Intensity = Ambient + Diffuse * Attenuation;",
    		"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
    		"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
    		//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
    	/*
    	 	// normalise color
    	 	"vec3 normal = normalize(nColor * 2.0 - 1.0);",

    	 	"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",

    	 	"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",

    	 	"float d = sqrt(dot(deltaPos, deltaPos));",
            "float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",

            "vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
            "result *= color.rgb;",

            "gl_FragColor = vec4(result, 1.0);",*/

    	  "}"
    	];

    }

    /*
    void main() {
            //sample color & normals from our textures
            vec4 color = texture2D(u_texture, v_texCoords.st);
            vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;

            //some bump map programs will need the Y value flipped..
            nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;

            //this is for debugging purposes, allowing us to lower the intensity of our bump map
            vec3 nBase = vec3(0.5, 0.5, 1.0);
            nColor = mix(nBase, nColor, strength);

            //normals need to be converted to [-1.0, 1.0] range and normalized
            vec3 normal = normalize(nColor * 2.0 - 1.0);

            //here we do a simple distance calculation
            vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );

            vec3 lightDir = normalize(deltaPos);
            float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;

            //now let's get a nice little falloff
            float d = sqrt(dot(deltaPos, deltaPos));
            float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;

            vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
            result *= color.rgb;

            gl_FragColor = v_color * vec4(result, color.a);
    }
    */
    PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
    PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;

    PIXI.NormalMapFilter.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 displacemtent map * must be power of 2 texture at the moment
     *
     * @property map
     * @type Texture
     */
    Object.defineProperty(PIXI.NormalMapFilter.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.NormalMapFilter.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.NormalMapFilter.prototype, 'offset', {
        get: function() {
            return this.uniforms.offset.value;
        },
        set: function(value) {
        	this.uniforms.offset.value = value;
        }
    });