import extractUniformsFromSrc from './extractUniformsFromSrc';
import { uid } from '../../../utils';
import { BLEND_MODES } from '../../../const';
import settings from '../../../settings';
const SOURCE_KEY_MAP = {};
/**
* @class
* @memberof Tiny
* @extends Tiny.Shader
*/
export default class Filter {
/**
* @param {string} [vertexSrc] - The source of the vertex shader.
* @param {string} [fragmentSrc] - The source of the fragment shader.
* @param {object} [uniformData] - Custom uniforms to use to augment the built-in ones.
*/
constructor(vertexSrc, fragmentSrc, uniformData) {
/**
* The vertex shader.
*
* @member {string}
*/
this.vertexSrc = vertexSrc || Filter.defaultVertexSrc;
/**
* The fragment shader.
*
* @member {string}
*/
this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc;
this._blendMode = BLEND_MODES.NORMAL;
this.uniformData = uniformData || extractUniformsFromSrc(
this.vertexSrc,
this.fragmentSrc,
'projectionMatrix|uSampler'
);
/**
* An object containing the current values of custom uniforms.
*
* @example <caption>Updating the value of a custom uniform</caption>
* filter.uniforms.time = performance.now();
*
* @member {object}
*/
this.uniforms = {};
for (const i in this.uniformData) {
this.uniforms[i] = this.uniformData[i].value;
if (this.uniformData[i].type) {
this.uniformData[i].type = this.uniformData[i].type.toLowerCase();
}
}
// this is where we store shader references..
// TODO we could cache this!
this.glShaders = {};
// used for caching.. sure there is a better way!
if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) {
SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid();
}
this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc];
/**
* The padding of the filter. Some filters require extra space to breath such as a blur.
* Increasing this will add extra width and height to the bounds of the object that the filter is applied to.
*
* @member {number}
*/
this.padding = 4;
/**
* The resolution of the filter. Setting this to be lower will lower the quality but increase the performance of the filter.
*
* @member {number}
*/
this.resolution = settings.FILTER_RESOLUTION;
/**
* If enabled is true the filter is applied, if false it will not.
*
* @member {boolean}
*/
this.enabled = true;
/**
* If enabled, will fit the filter area into boundaries for better performance.
* Switch it off if it does not work for specific shader.
*
* @member {boolean}
*/
this.autoFit = true;
}
/**
* Applies the filter
*
* @param {Tiny.FilterManager} filterManager - The renderer to retrieve the filter from
* @param {Tiny.RenderTarget} input - The input render target.
* @param {Tiny.RenderTarget} output - The target to output to.
* @param {boolean} clear - Should the output be cleared before rendering to it
* @param {object} [currentState] - It's current state of filter. There are some useful properties in the currentState: target, filters, sourceFrame, destinationFrame, renderTarget, resolution
*/
apply(filterManager, input, output, clear, currentState) {
// --- //
// this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(tempMatrix, window.panda );
// do as you please!
filterManager.applyFilter(this, input, output, clear);
// or just do a regular render..
}
/**
* Sets the blendmode of the filter
*
* @version 1.2.0
* @member {number}
* @default Tiny.BLEND_MODES.NORMAL
*/
get blendMode() {
return this._blendMode;
}
set blendMode(value) {
this._blendMode = value;
}
/**
* The default vertex shader source
*
* @static
* @constant
*/
static get defaultVertexSrc() {
return `
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
uniform mat3 filterMatrix;
varying vec2 vTextureCoord;
varying vec2 vFilterCoord;
void main(void){
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vFilterCoord = (filterMatrix * vec3(aTextureCoord, 1.0)).xy;
vTextureCoord = aTextureCoord;
}
`;
}
/**
* The default fragment shader source
*
* @static
* @constant
*/
static get defaultFragmentSrc() {
return `
varying vec2 vTextureCoord;
varying vec2 vFilterCoord;
uniform sampler2D uSampler;
uniform sampler2D filterSampler;
void main(void){
vec4 masky = texture2D(filterSampler, vFilterCoord);
vec4 sample = texture2D(uSampler, vTextureCoord);
vec4 color;
if(mod(vFilterCoord.x, 1.0) > 0.5) {
color = vec4(1.0, 0.0, 0.0, 1.0);
} else {
color = vec4(0.0, 1.0, 0.0, 1.0);
}
gl_FragColor = mix(sample, masky, 0.5);
gl_FragColor *= sample.a;
}
`;
}
}