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; } } });