var core = require('../../core');
/**
* 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.filters
* @param texture {Texture} The texture used for the displacement map, must be power of 2 texture at the moment
*/
function DisplacementFilter(texture)
{
core.AbstractFilter.call(this,
// vertex shader
null,
// fragment shader
require('fs').readFileSync(__dirname + '/displacement.frag', 'utf8'),
// custom uniforms
{
displacementMap: { type: 'sampler2D', value: texture },
scale: { type: 'v2', value: { x: 30, y: 30 } },
offset: { type: 'v2', value: { x: 0, y: 0 } },
mapDimensions: { type: 'v2', value: { x: 1, y: 5112 } },
dimensions: { type: '4fv', value: [0, 0, 0, 0] }
}
);
texture.baseTexture._powerOf2 = true;
if (texture.baseTexture.hasLoaded)
{
this.onTextureLoaded();
}
else
{
texture.baseTexture.once('loaded', this.onTextureLoaded.bind(this));
}
}
DisplacementFilter.prototype = Object.create(core.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;
};
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;
}
}
});