Add wired filter

This commit is contained in:
billsonnn 2024-03-30 21:28:36 -04:00
parent 76af91a69b
commit 9cbdd937d2
2 changed files with 144 additions and 0 deletions

View File

@ -0,0 +1,143 @@
import { Color, ColorSource, Filter, FilterSystem, GlProgram, RenderSurface, Texture } from 'pixi.js';
export interface WiredFilterOptions
{
lineColor: ColorSource;
color: ColorSource;
}
export class WiredFilter extends Filter
{
public static readonly DEFAULT_OPTIONS: WiredFilterOptions = {
lineColor: 0x000000,
color: 0x000000,
};
public uniforms: {
uLineColor: Float32Array,
uColor: Float32Array
};
private _lineColor!: Color;
private _color!: Color;
constructor(options: WiredFilterOptions)
{
options = { ...WiredFilter.DEFAULT_OPTIONS, ...options };
const glProgram = GlProgram.from({
vertex: `in vec2 aPosition;
out vec2 vTextureCoord;
uniform vec4 uInputSize;
uniform vec4 uOutputFrame;
uniform vec4 uOutputTexture;
vec4 filterVertexPosition( void )
{
vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;
position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;
position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
return vec4(position, 0.0, 1.0);
}
vec2 filterTextureCoord( void )
{
return aPosition * (uOutputFrame.zw * uInputSize.zw);
}
void main(void)
{
gl_Position = filterVertexPosition();
vTextureCoord = filterTextureCoord();
}`,
fragment: `
in vec2 vTextureCoord;
out vec4 finalColor;
uniform sampler2D uTexture;
uniform vec3 uLineColor;
uniform vec3 uColor;
void main(void) {
vec4 currentColor = texture(uTexture, vTextureCoord);
vec3 colorLine = uLineColor * currentColor.a;
vec3 colorOverlay = uColor * currentColor.a;
if(currentColor.r == 0.0 && currentColor.g == 0.0 && currentColor.b == 0.0 && currentColor.a > 0.0) {
finalColor = vec4(colorLine.r, colorLine.g, colorLine.b, currentColor.a);
} else if(currentColor.a > 0.0) {
finalColor = vec4(colorOverlay.r, colorOverlay.g, colorOverlay.b, currentColor.a);
}
}
`,
name: 'plane-mask-filter',
});
super({
gpuProgram: null,
glProgram,
resources: {
planeMaskUniforms: {
uLineColor: { value: new Float32Array(3), type: 'vec3<f32>' },
uColor: { value: new Float32Array(3), type: 'vec3<f32>' }
},
},
});
this.uniforms = this.resources.planeMaskUniforms.uniforms;
this._lineColor = new Color();
this.lineColor = options.lineColor ?? 0x000000;
this._color = new Color();
this.color = options.color ?? 0x000000;
Object.assign(this, options);
}
public apply(
filterManager: FilterSystem,
input: Texture,
output: RenderSurface,
clearMode: boolean,
): void
{
filterManager.applyFilter(this, input, output, clearMode);
}
public get lineColor(): ColorSource
{
return this._lineColor.value as ColorSource;
}
public set lineColor(value: ColorSource)
{
this._lineColor.setValue(value);
const [r, g, b] = this._lineColor.toArray();
this.uniforms.uLineColor[0] = r;
this.uniforms.uLineColor[1] = g;
this.uniforms.uLineColor[2] = b;
}
public get color(): ColorSource
{
return this._color.value as ColorSource;
}
public set color(value: ColorSource)
{
this._color.setValue(value);
const [r, g, b] = this._color.toArray();
this.uniforms.uColor[0] = r;
this.uniforms.uColor[1] = g;
this.uniforms.uColor[2] = b;
}
}

View File

@ -1 +1,2 @@
export * from './PlaneMaskFilter';
export * from './WiredFilter';