Files
GDevelop/Extensions/ExampleJsExtension/dummyeffect.ts
T
Arthur Pacaud bc606ed1be Add a console to the games debugger (#2770)
* When launching the Debugger to inspect a game, open the Console to see internal messages sent by the game, JavaScript code or the game engine.
* This is an advanced feature that is useful to find issues in your game or to see if your game is displaying any internal error.
2021-10-21 19:47:28 +01:00

79 lines
3.2 KiB
TypeScript

//A simple PIXI filter doing some color changes
namespace gdjs {
const logger = new gdjs.Logger('Dummy effect');
import PIXI = GlobalPIXIModule.PIXI;
const DummyPixiFilter = function () {
var vertexShader = null;
var fragmentShader = [
'precision mediump float;',
'',
'varying vec2 vTextureCoord;',
'uniform sampler2D uSampler;',
'uniform float opacity;',
'',
'void main(void)',
'{',
' mat3 nightMatrix = mat3(0.6, 0, 0, 0, 0.7, 0, 0, 0, 1.3);',
' gl_FragColor = texture2D(uSampler, vTextureCoord);',
' gl_FragColor.rgb = mix(gl_FragColor.rgb, nightMatrix * gl_FragColor.rgb, opacity);',
'}',
].join('\n');
var uniforms = {
opacity: { type: '1f', value: 1 },
};
PIXI.Filter.call(this, vertexShader, fragmentShader, uniforms);
};
DummyPixiFilter.prototype = Object.create(PIXI.Filter.prototype);
DummyPixiFilter.prototype.constructor = DummyPixiFilter;
// Register the effect type and associate it with a "filter creator" object, containing
// functions to create and manipulate the filter.
// Don't forget your extension name in the effect type!
gdjs.PixiFiltersTools.registerFilterCreator('MyDummyExtension::DummyEffect', {
// MakePIXIFilter should return a PIXI.Filter, that will be applied on the PIXI.Container (for layers)
// or the PIXI.DisplayObject (for objects).
makePIXIFilter: function (layer, effectData) {
const filter = new DummyPixiFilter();
// If you need to store the time or some state, you can set it up now:
// filter._time = 0;
// But be careful about the existing member of the filter (consider
// updating the filter uniforms directly).
// You can also access to the effect parameters, classified by type:
// `effectData.doubleParameters.opacity`
// `effectData.stringParameters.someImage`
// `effectData.stringParameters.someColor`
// `effectData.booleanParameters.someBoolean`
logger.info(
'The PIXI texture found for the Dummy Effect (not actually used):',
(layer
.getRuntimeScene()
.getGame()
.getImageManager() as gdjs.PixiImageManager).getPIXITexture(
effectData.stringParameters.someImage
)
);
return filter;
},
// Function called at every frame, after events and before the frame is rendered.
updatePreRender: function (filter, layer) {
// If your filter depends on the time, you can get the elapsed time
// with `layer.getElapsedTime()`.
// You can update the uniforms or other state of the filter.
},
// Function that will be called to update a (number) parameter of the PIXI filter with a new value
updateDoubleParameter: function (filter, parameterName, value) {
if (parameterName === 'opacity') {
filter.uniforms.opacity = gdjs.PixiFiltersTools.clampValue(value, 0, 1);
}
},
// Function that will be called to update a (string) parameter of the PIXI filter with a new value
updateStringParameter: function (filter, parameterName, value) {},
// Function that will be called to update a (boolean) parameter of the PIXI filter with a new value
updateBooleanParameter: function (filter, parameterName, value) {},
});
}