var AbstractFilter = require('./AbstractFilter'); /** * The DisplacementFilter 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 displacement map * must be power of 2 texture at the moment */ function DisplacementFilter(texture) { AbstractFilter.call(this); texture.baseTexture._powerOf2 = true; // set the uniforms this.uniforms = { displacementMap: { type: 'sampler2D', value: texture }, scale: { type: '2f', value: { x: 30, y: 30 } }, offset: { type: '2f', value: { x: 0, y: 0 } }, mapDimensions: { type: '2f', value: { x: 1, y: 5112 } }, dimensions: { type: '4fv', value: [0, 0, 0, 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 vec4 vColor;', 'uniform sampler2D displacementMap;', 'uniform sampler2D uSampler;', 'uniform vec2 scale;', 'uniform vec2 offset;', 'uniform vec4 dimensions;', 'uniform vec2 mapDimensions;',// = vec2(256.0, 256.0);', // 'const vec2 textureDimensions = vec2(750.0, 750.0);', 'void main(void) {', ' vec2 mapCords = vTextureCoord.xy;', ' mapCords += (dimensions.zw + offset)/ dimensions.xy ;', ' mapCords.y *= -1.0;', ' mapCords.y += 1.0;', ' vec2 matSample = texture2D(displacementMap, mapCords).xy;', ' matSample -= 0.5;', ' matSample *= scale;', ' matSample /= mapDimensions;', ' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + matSample.x, vTextureCoord.y + matSample.y));', //TODO: Is this needed? ' gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_FragColor.rgb, 1.0);', '}' ]; } DisplacementFilter.prototype = Object.create(AbstractFilter.prototype); DisplacementFilter.prototype.constructor = DisplacementFilter; module.exports = DisplacementFilter; /** * Sets the map dimensions uniforms when the texture becomes available. * * @private */ DisplacementFilter.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(DisplacementFilter.prototype, { /** * The texture used for the displacement map. Must be power of 2 texture. * * @member {Texture} * @memberof DisplacementFilter# */ 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 DisplacementFilter# */ 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 DisplacementFilter# */ offset: { get: function () { return this.uniforms.offset.value; }, set: function (value) { this.uniforms.offset.value = value; } } });