'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require('../../core'); var core = _interopRequireWildcard(_core); var _path = require('path'); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * 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 to offset the x and the g property of the texture * is used to offset the y. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var DisplacementFilter = function (_core$Filter) { _inherits(DisplacementFilter, _core$Filter); /** * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) * @param {number} scale - The scale of the displacement */ function DisplacementFilter(sprite, scale) { _classCallCheck(this, DisplacementFilter); var maskMatrix = new core.Matrix(); sprite.renderable = false; var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;\n vTextureCoord = aTextureCoord;\n}', // fragment shader 'varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\n\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform vec4 filterClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy *= scale;\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), filterClamp.xy, filterClamp.zw));\n}\n')); _this.maskSprite = sprite; _this.maskMatrix = maskMatrix; _this.uniforms.mapSampler = sprite._texture; _this.uniforms.filterMatrix = maskMatrix; _this.uniforms.scale = { x: 1, y: 1 }; if (scale === null || scale === undefined) { scale = 20; } _this.scale = new core.Point(scale, scale); return _this; } /** * Applies the filter. * * @param {PIXI.FilterManager} filterManager - The manager. * @param {PIXI.RenderTarget} input - The input target. * @param {PIXI.RenderTarget} output - The output target. */ DisplacementFilter.prototype.apply = function apply(filterManager, input, output) { var ratio = 1 / output.destinationFrame.width * (output.size.width / input.size.width); this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); this.uniforms.scale.x = this.scale.x * ratio; this.uniforms.scale.y = this.scale.y * ratio; // draw the filter... filterManager.applyFilter(this, input, output); }; /** * The texture used for the displacement map. Must be power of 2 sized texture. * * @member {PIXI.Texture} */ _createClass(DisplacementFilter, [{ key: 'map', get: function get() { return this.uniforms.mapSampler; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.mapSampler = value; } }]); return DisplacementFilter; }(core.Filter); exports.default = DisplacementFilter; //# sourceMappingURL=DisplacementFilter.js.map