var core = require('../../core');
// @see https://github.com/substack/brfs/issues/25
var fs = require('fs');
/**
* 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.AbstractFilter
* @memberof PIXI.filters
* @param sprite {PIXI.Sprite} the sprite used for the displacement map. (make sure its added to the scene!)
*/
function DisplacementFilter(sprite, scale)
{
var maskMatrix = new core.Matrix();
sprite.renderable = false;
core.AbstractFilter.call(this,
// vertex shader
fs.readFileSync(__dirname + '/displacement.vert', 'utf8'),
// fragment shader
fs.readFileSync(__dirname + '/displacement.frag', 'utf8'),
// uniforms
{
mapSampler: { type: 'sampler2D', value: sprite.texture },
otherMatrix: { type: 'mat3', value: maskMatrix.toArray(true) },
scale: { type: 'v2', value: { x: 1, y: 1 } }
}
);
this.maskSprite = sprite;
this.maskMatrix = maskMatrix;
if (scale === null || scale === undefined)
{
scale = 20;
}
this.scale = new core.Point(scale, scale);
}
DisplacementFilter.prototype = Object.create(core.AbstractFilter.prototype);
DisplacementFilter.prototype.constructor = DisplacementFilter;
module.exports = DisplacementFilter;
DisplacementFilter.prototype.applyFilter = function (renderer, input, output)
{
var filterManager = renderer.filterManager;
filterManager.calculateMappedMatrix(input.frame, this.maskSprite, this.maskMatrix);
this.uniforms.otherMatrix.value = this.maskMatrix.toArray(true);
this.uniforms.scale.value.x = this.scale.x * (1/input.frame.width);
this.uniforms.scale.value.y = this.scale.y * (1/input.frame.height);
var shader = this.getShader(renderer);
// draw the filter...
filterManager.applyFilter(shader, input, output);
};
Object.defineProperties(DisplacementFilter.prototype, {
/**
* The texture used for the displacement map. Must be power of 2 sized texture.
*
* @member {PIXI.Texture}
* @memberof PIXI.filters.DisplacementFilter#
*/
map: {
get: function ()
{
return this.uniforms.mapSampler.value;
},
set: function (value)
{
this.uniforms.mapSampler.value = value;
}
}
});