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* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app). * 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both. * This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game. * You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it. * In the future, support for 3D objects will be improved: light objects, animations, etc...
86 lines
3.4 KiB
TypeScript
86 lines
3.4 KiB
TypeScript
//A simple PIXI filter doing some color changes
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namespace gdjs {
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const logger = new gdjs.Logger('Dummy effect');
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import PIXI = GlobalPIXIModule.PIXI;
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const DummyPixiFilter = function () {
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var vertexShader = null;
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var fragmentShader = [
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'precision mediump float;',
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'',
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'varying vec2 vTextureCoord;',
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'uniform sampler2D uSampler;',
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'uniform float opacity;',
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'',
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'void main(void)',
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'{',
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' mat3 nightMatrix = mat3(0.6, 0, 0, 0, 0.7, 0, 0, 0, 1.3);',
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' gl_FragColor = texture2D(uSampler, vTextureCoord);',
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' gl_FragColor.rgb = mix(gl_FragColor.rgb, nightMatrix * gl_FragColor.rgb, opacity);',
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'}',
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].join('\n');
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var uniforms = {
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opacity: { type: '1f', value: 1 },
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};
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PIXI.Filter.call(this, vertexShader, fragmentShader, uniforms);
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};
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DummyPixiFilter.prototype = Object.create(PIXI.Filter.prototype);
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DummyPixiFilter.prototype.constructor = DummyPixiFilter;
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// Register the effect type and associate it with a "filter creator" object, containing
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// functions to create and manipulate the filter.
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// Don't forget your extension name in the effect type!
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gdjs.PixiFiltersTools.registerFilterCreator(
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'MyDummyExtension::DummyEffect',
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new (class extends gdjs.PixiFiltersTools.PixiFilterCreator {
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// MakePIXIFilter should return a PIXI.Filter, that will be applied on the PIXI.Container (for layers)
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// or the PIXI.DisplayObject (for objects).
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makePIXIFilter(layer, effectData) {
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const filter = new DummyPixiFilter();
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// If you need to store the time or some state, you can set it up now:
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// filter._time = 0;
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// But be careful about the existing member of the filter (consider
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// updating the filter uniforms directly).
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// You can also access to the effect parameters, classified by type:
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// `effectData.doubleParameters.opacity`
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// `effectData.stringParameters.someImage`
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// `effectData.stringParameters.someColor`
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// `effectData.booleanParameters.someBoolean`
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logger.info(
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'The PIXI texture found for the Dummy Effect (not actually used):',
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(layer
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.getRuntimeScene()
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.getGame()
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.getImageManager() as gdjs.PixiImageManager).getPIXITexture(
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effectData.stringParameters.someImage
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)
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);
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return filter;
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}
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// Function called at every frame, after events and before the frame is rendered.
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updatePreRender(filter, layer) {
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// If your filter depends on the time, you can get the elapsed time
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// with `layer.getElapsedTime()`.
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// You can update the uniforms or other state of the filter.
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}
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// Function that will be called to update a (number) parameter of the PIXI filter with a new value
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updateDoubleParameter(filter, parameterName, value) {
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if (parameterName === 'opacity') {
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filter.uniforms.opacity = gdjs.PixiFiltersTools.clampValue(
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value,
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0,
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1
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);
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}
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}
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// Function that will be called to update a (string) parameter of the PIXI filter with a new value
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updateStringParameter(filter, parameterName, value) {}
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// Function that will be called to update a (boolean) parameter of the PIXI filter with a new value
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updateBooleanParameter(filter, parameterName, value) {}
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})()
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);
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}
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