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;
}
}
});