var AbstractFilter = require('./AbstractFilter');
/**
* 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 property of the texture is used to offset the y.
*
* @class
* @extends AbstractFilter
* @namespace PIXI
* @param texture {Texture} The texture used for the normal map, must be power of 2 texture at the moment
*/
function NormalMapFilter(texture) {
AbstractFilter.call(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.onTextureLoaded();
}
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);',*/
'}'
];
}
NormalMapFilter.prototype = Object.create(AbstractFilter.prototype);
NormalMapFilter.prototype.constructor = NormalMapFilter;
module.exports = NormalMapFilter;
/**
* Sets the map dimensions uniforms when the texture becomes available.
*
*/
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)
};
Object.defineProperties(NormalMapFilter.prototype, {
/**
* The texture used for the displacement map. Must be power of 2 texture.
*
* @member {Texture}
* @memberof NormalMapFilter#
*/
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.
*
* @member {Point}
* @memberof NormalMapFilter#
*/
scale: {
get: function () {
return this.uniforms.scale.value;
},
set: function (value) {
this.uniforms.scale.value = value;
}
},
/**
* The offset used to move the displacement map.
*
* @member {Point}
* @memberof NormalMapFilter#
*/
offset: {
get: function () {
return this.uniforms.offset.value;
},
set: function (value) {
this.uniforms.offset.value = value;
}
}
});